IDA 7.7 database

22/11/05: latest database can be found at https://github.com/emoose/re4-research/issues/3#issuecomment-1304620935
License:
The annotations included in the IDA database, such as names, structures, and comments, are made available to you under the following terms:

You may use the information contained in the provided database/PDB/pseudo-code files to assist with game research, game modifications, and other similar projects, provided that such projects do not involve the public release of substantial parts of the provided information in another form. This restriction includes, but is not limited to, decompilation projects based on the included information, or the conversion of the provided files into a different format.

Any improvements made to the included annotations, such as newly named functions or variables, new structures, or fixes to the existing annotations, should be forwarded back to this repository whenever it is convenient to do so.

Usage of this database is restricted to individuals who hold a legal license to the UHD edition of the game on Steam.

Please note that this license only applies to the information contained in the provided files, and does not necessarily apply to any derived works or modifications that you create using this information.
These license terms can be modified upon request, please feel free to get in contact.

Alternately you could always look through the different releases of the game to find the symbols, it's all mostly public info after all.
Creating a decompilation of the UHD version isn't a great place to start since a lot of the new UHD code is still mostly unknown, working on the GC version that has near-complete function symbols available for it would be a better idea.

Original text:
Since IDA 7.7 is available now, decided to start a new IDB with it since it might analyse things better.
Also came up with some IDAPython scripts to mark some unreferenced code as functions, since that makes it easier to compare func positions with things like CRI SDK libs & some of the console builds - unfortunately this also bloated the number of unnamed functions quite a lot, making any comparison of named vs unnamed kinda useless now since a huge amount of the unnamed funcs are never even called by the game.
(there's thousands of functions in here that are never called, the VS2010 compiler they used seems to have inlined some funcs into other functions, but then left the inlined function as it's own separate thing, not called by anything - unfortunate since we can't really name the inlined portion, and naming the unused leftover code isn't really that useful to us, oh well)
Anyway here's current ver of my DB, this should have all the func names from my 7.6 DB along with some more I found, haven't moved over all the structs like GLOBALS etc yet though, nor all the variable names, will add all those back later on:
https://mirrorace.org/m/5Oz21 (choose 1fichier link for best speed)

Oh, nice! I'll test this out once I get my hands on IDA 7.7. Thank you!

Labelled a bunch more functions/variables, and added lots of structs like GLOBALS, Vec etc, also changed PSVEC/PSMTX funcs to make use of Vec where it could, should improve decompilation a little.
https://mirrorace.org/m/4sK85 (use 1fichier link)

Oh wow, just noticed RE4VR actually has descriptions for a ton of things inside:

Loads more than that too, the Bio4PrintUtils funcs seem pretty interesting.

sub_859810() checks if both QTE keys are pressed in the Salazar statue section. Two instances: one inside the tower, and another when running on the bridge outside. Both look like this:

Not sure what they use for the other QTE sections, but I wonder why they created a separate func to use here. Might be worth naming it, maybe?

Tried checking for a proper name for that func but couldn't find much, PS2/GC seems to have inlined it into the playerRunMoveXXX funcs instead, I guess maybe the WPadMode check that was added in Wii ver probably stopped it getting inlined, VR doesn't seem to have any trace of it though unfortunately, seems they changed playerRunMoveXXX to use something from UE4 instead.
Looks like it's only used specifically for r226_playerRunMove, I guess something like r226_playerRunCheckQTE_maybe should be descriptive enough (_maybe to note that it's not actual name)
(btw I sent you an email about something, probably got caught in spam though)

Been a while since last update here, added a bunch more structs like cPlayer / cPlLeon / etc, named some more funcs, the usual: https://mirrorace.org/m/1L26i
Compressed size went from ~14MB to ~37MB so I guess there was quite a bit added, huh.
In case anyone here reading this missed it, I'm currently looking for any other RE4 dev builds that include symbols, might have something interesting in exchange, see #4

Found something interesting out, seems the RE4 engine was shared with a bunch of Capcom early-00 titles, P.N.03 & Haunting Ground both seem to use similar rXXX / EmXX / EspXX names, and God Hand (Clover Studio) also seems to share similarities too.
There's a proto of PN03 that does contain a pretty detailed .map file, but a lot of functions don't seem to match addrs properly... good chance the map might be for a different build, too bad. There is a .sym file similar to RE4 GC debug .sym, but format is slightly different so haven't checked that out yet.
God Hand seems to contain similar data to RE4 PS2 build, with a .sndata section in the elf with symbols for some funcs, sadly neither God Hand proto is close to the size of the supposed 30MB RE4 PS2 debug build, and doesn't contain any info like DWARF data or structs, too bad.
Haven't looked at haunting ground yet, I'll update this once I do.
Overall kinda interesting but not that useful, was mostly hoping to find something that contains structs with it, maybe there's other titles I didn't list here that also share the engine though, will have to try looking around some more.

The Wii version of Dead Rising also uses the RE4 engine, if I'm not mistaken.
(Sent you an email btw, not sure if you received it)

Does the first Devil May Cry use the same engine? I mean, that was originally going to be RE4, so maybe there's something in it.

Holy crap, seems Viewtiful Joe PS2 is also partly based on the same engine - and the Jul 1 2004 proto actually contains structs inside 😱

Not sure how much is similar between them though, looks like some lower level things are shared, but doesn't look like it has stuff like cModel / cPlayer / etc ...
Here's what I got out of it, it used an ancient way of storing symbols inside .mdebug section, not many tools around that support it, eventually got something working though:
ViewtifulJoe-2004-07-01-mdebug.zip

Does the first Devil May Cry use the same engine? I mean, that was originally going to be RE4, so maybe there's something in it.

Ah yeah will try looking into that soon, probably worth checking all the early-00 PS2 Capcom games really, always a chance they left stuff in the retail versions too.

Been a while since last update, can't remember everything that's been added, there's PlayerType & ActBtn enums here which should help reverse stuff related to them (cActionButton::set etc), the def of those is below for anyone interested.
Named a few more funcs recently as well, here's latest IDB: https://mirrorace.org/m/15vhb
Some reason this compressed much smaller than the last one I posted, weird.
enum PlayerType : unsigned __int8
{
  PlayerType_Leon = 0x0,
  PlayerType_Ashley = 0x1,
  PlayerType_Ada = 0x2,
  PlayerType_Hunk = 0x3,
  PlayerType_Krauser = 0x4,
  PlayerType_Wesker = 0x5,
  PlayerType_LeonAshley = 0x6,
};

enum ActBtnText : unsigned __int8
{
  ActBtn_Talk = 0x0,
  ActBtn_Check = 0x1,
  ActBtn_JumpOut = 0x2,
  ActBtn_JumpIn = 0x3,
  ActBtn_JumpDown = 0x4,
  ActBtn_JumpOver = 0x5,
  ActBtn_Push = 0x6,
  ActBtn_Kick = 0x7,
  ActBtn_ClimbUp = 0x8,
  ActBtn_ClimbDown = 0x9,
  ActBtn_KnockDown = 0xA,
  ActBtn_RaiseUp = 0xB,
  ActBtn_Jump = 0xC,
  ActBtn_Look = 0xD,
  ActBtn_LookDown = 0xE,
  ActBtn_BackToTheWall = 0xF,
  ActBtn_Open = 0x10,
  ActBtn_Swim = 0x11,
  ActBtn_JumpOver2 = 0x12,
  ActBtn_Crouch = 0x13,
  ActBtn_Operate = 0x14,
  ActBtn_Help = 0x15,
  ActBtn_Piggyback = 0x16,
  ActBtn_Throw = 0x17,
  ActBtn_Sprint = 0x18,
  ActBtn_Climb = 0x19,
  ActBtn_Jump2 = 0x1A,
  ActBtn_SlideDown = 0x1B,
  ActBtn_Catch = 0x1C,
  ActBtn_PullUp = 0x1D,
  ActBtn_Wait = 0x1E,
  ActBtn_StandBack = 0x1F,
  ActBtn_Hide = 0x20,
  ActBtn_FollowMe = 0x21,
  ActBtn_GiveMeAHand = 0x22,
  ActBtn_GetOn = 0x23,
  ActBtn_GetOff = 0x24,
  ActBtn_Dodge = 0x25,
  ActBtn_Hide2 = 0x26,
  ActBtn_Crawl = 0x27,
  ActBtn_Take = 0x28,
  ActBtn_Cut = 0x29,
  ActBtn_Rotate = 0x2A,
  ActBtn_ShakeOff = 0x2B,
  ActBtn_Suplex = 0x2C,
  ActBtn_Dummy = 0x2D,
  ActBtn_Begin = 0x2E,
  ActBtn_Save = 0x2F,
  ActBtn_Unk48 = 0x30,
  ActBtn_Accelerate = 0x31,
  ActBtn_Accelerate2 = 0x32,
  ActBtn_SendAshley = 0x33,
  ActBtn_QuestionMark = 0x34,
  ActBtn_KnockOver = 0x35,
  ActBtn_Respond = 0x36,
  ActBtn_Infiltrate = 0x37,
  ActBtn_FanKick = 0x38,
  ActBtn_BackKick = 0x39,
  ActBtn_Knee = 0x3A,
  ActBtn_NeckBreaker = 0x3B,
  ActBtn_ThrustPunch = 0x3C,
  ActBtn_ChikyoChagi = 0x3D,
  ActBtn_Jump3 = 0x3E,
  ActBtn_Ring = 0x3F,
  ActBtn_HopDown = 0x40,
  ActBtn_Fire = 0x41,
  ActBtn_Rotate2 = 0x42,
  ActBtn_HookShot = 0x43,
  ActBtn_aaaStart = 0x44,
  ActBtn_MessageStart = 0x80,
  ActBtn_Dummy2 = 0x88,
  ActBtn_Zoom = 0x95,
  ActBtn_Look2 = 0xA3,
  ActBtn_MessageEnd = 0xB6,
};

Added ~346 funcs, ~108 structs/enums :smile:
(17466 out of 24603 funcs named)
Download (use 1fichier link): https://mirrorace.org/m/59I07

Another update, added 1094 funcs, 61 structs/enums (and ~3200 win32/xaudio related structs)
18560/24784 funcs named (82% of in-use funcs 😄)
Download (use 1fichier link): https://mirrorace.org/m/4tR98
Large part of the new names are just Criware internal stuff, but there's a couple new game func names added too, added some structs for a few cEmXX classes as well, and did a little work on the audio related code.
The X3DAudio_UpdatePan_mb func seems interesting, looks like they're only setting position of the listener based on something, the emitter is just left as default, wonder if it could be improved at all.

@emoose, how correct is the KEY_BTN enum, btw?
I wanted to use the game's own functions for key trig check/press check, but it doesn't seem to be working reliably here.
My code:
static uint32_t* ptrKey_btn_on;
static uint32_t* ptrKey_btn_trg;

auto pattern = hook::pattern("a1 ? ? ? ? 33 c9 83 e0 ? 83 3d");
ptrKey_btn_on = *pattern.count(1).get(0).get<uint32_t*>(1);

pattern = hook::pattern("a1 ? ? ? ? 25 ? ? ? ? 0b c1 74 ? 88 0d");
ptrKey_btn_trg = *pattern.count(1).get(0).get<uint32_t*>(1);

int Key_btn_on_lo()
{
	return *(int*)(ptrKey_btn_on);
}

int Key_btn_trg_lo()
{
	return *(int*)(ptrKey_btn_trg);
}

KEY_KAMAE does show up as 0x10, which seems to be correct, but KEY_RELOCKON shows up as 0x40020, not 0x20. I might be doing something wrong, though, since I never tried to do anything like this.
Gotta say I also don't understand the difference of the .hi and .lo stuff, so that might have something to do with it.

The keys are treated as bitfields, so I guess 0x40020 would be 0x40000 | 0x20 (KEY_B | KEY_RELOCKON), you should be able to check it like if((Key_btn_trg_lo() & KEY_RELOCKON) == KEY_RELOCKON)
The hi/lo stuff is a hack really, IDA doesn't seem to work with 64-bit bitfields properly, so had to split them into two 32-bit ones to get it to display things properly, probably better to ignore the hi/lo stuff in our code and use uint64_t to access them instead.

Ahhh, that makes sense! Thanks!

Another update, added ~77 structs (mostly cEmXX - almost all the cEm* structs are added now, including the awful cEm10, only 1 or 2 missing now AFAIK), and a couple extra functions: https://mirrorace.org/m/16heg
Should probably mention but the structs are mostly just skeletons, tried to map out the correct field types for them (short/int/pointer etc), but haven't actually named that many of them yet, if anyone works out a name for a field feel free to post it!

Not very important, but SYSTEM_SAVE's field_B is keyConfigType_B. Can be 0, 1 or 2, based on the user's config for the controller (xinput only, I believe).

BTW here's a PDB generated with https://github.com/Mixaill/FakePDB, seems to work fine with Cheat Engine, and in VS when debugging too :)
bio4_110_pdb_220712.zip

Ah, cool! I tried FakePDB a couple of days ago, but I wasn't aware about the stripped flag thing. Without it, functions are named incorrectly. Seems the flag is needed.

Time for another update, massively improved a bunch of structs with actual field names now, and managed to find names for some more functions too (mostly unused ones, but even unused ones can tell us something!)
Pretty much all the non-numbered cEm classes should be detailed (and luckily also cEm10), some of the cObj classes are filled too, but still a few I need to add in.
19119/24804 funcs named (83% of in-use funcs)
Download:  https://mirrorace.org/m/16r5b
Also includes a full Hex-Rays .c output file (for those without IDA), a FakePDB .pdb file, and an IDAPython script that can be used to remove unused functions if you just want to focus on things that are actually used.

Nice to see this good discoveries! You are inteligent asf.

Hosting an IDArling server to help sync stuff between us, see https://github.com/emoose/re4-research/issues/16 for how to set it up :)

Been a little while since last update here, was mostly posting updates to IDArling server for a while, the way it syncs stuff can be really slow tho, so ended up going back to how I did it before (if you changed anything on IDArling in past month or so it won't be in this DB, sorry)
On the bright side, managed to name a bunch more functions/structs/variables, and also looked into the QLOC kb/mouse code a little too, seems they added 3 classes for handling it which weren't too hard to map out, so now PadRead and other kb/m code should be a little easier to read.
Added params/sigs to a bunch of funcs from the symbols too so hex-rays should be a lot more accurate now, still a ton of functions left to update though...
There's also a lot more names still to add as well, seems some of the Seperate Ways r5xx rooms (and some weird r12x rooms) almost perfectly duplicate code from earlier rooms, we don't have symbols for r5xx rooms unfortunately, but hopefully can copy the names from the original room they based it on, need to look into that some more.
Anyway, latest IDB+PDB+C can be found here: https://www.mediafire.com/file/ahwu2jpremmyqdi/bio4-220918.zip/file

Another update, nothing too major though, mostly just been updating function prototypes with the proper names/types from PS2 symbols (processed ~140 out of ~256 .cpp files we have symbols for so far), should help clean up the decompiler output a bit.
Still need to go through the extra campaign room funcs that are based on rooms in the main campaign and copy func names over though (if anyone happens to have a list of rooms that were copied from main campaign it'd really help a lot, haven't played much of the bonus campaigns myself...)
Download: https://www.mediafire.com/file/0dfrt0h34tjylu3/bio4-221006.zip/file

Very minor update, improved some stuff around cEmXX funcs: https://www.mediafire.com/file/o23w1aywz8a3cji/bio4-221007.zip/file

Been meaning to post new update for a while, finally got through all the PS2 function prototypes (AFAIK at least, may have missed some by accident), so now the main engine parts of the EXE should mostly have full function signatures/parameters set up (along with any structs they use), also documented some of the sound engine stuff a bit more too.
PS2 symbols didn't contain anything about rooms/weps/Ems/etc though, so there's still a lot of unnamed things there, was able to copy across names for R5XX/R6XX rooms which were clones of rooms we already had names for though.
Also added Rxxx_WORK_mb structs for all the rooms too, seems to be some kind of struct that holds data about the rooms state (allocated by the rooms RxxxInit func), seems each room stores different things there, took a while but been able to work out most of the types for the fields inside, haven't really added names for those fields yet though.
Also was able to find some global var names from RE4VR too which filled in a few unknowns.
20181/25110 funcs named (80% of total, or 86% of in use funcs)
Download (IDB+PDB+C): https://www.mediafire.com/file/4t4l7xo7rjrrh6a/bio4-221105.zip/file

Got two more funcs names from Separate Ways:
sub_7A1BE0 = r502_OpenCloseCover (modified version of r108_openCover, but this one also has code to close it)
sub_7A3D40 = r502_execPuzzle (modified version with r108_execPuzzle with a bunch more stuff)

Hi, sorry if this is the wrong place, I think I got the remove unused funcs script working in ghidra, unsure if it fully worked though. I don't have IDA Pro so I'm using what I can in ghidra.
# Get the current program
currentProgram = state.getCurrentProgram()

offs_section_text = 0x401000
offs_section_psfd00 = 0xB08000
offs_section_rdata = 0xB0C000
offs_section_rdata_st = "0xB0C000"
offs_section_data = 0xBF3000
offs_section_idata = 0x171079C

offs_thunks_end = 0x41D7E0
offs_thunks_end_st = "0x41D7E0"

startAddress = currentProgram.getAddressFactory().getAddress(offs_thunks_end_st)
endAddress = currentProgram.getAddressFactory().getAddress(offs_section_rdata_st)

# Iterate through all functions within the given address range
functionManager = currentProgram.getFunctionManager()
functionIterator = functionManager.getFunctions(startAddress, True)

for funcea in functionIterator:
    if funcea.getEntryPoint().compareTo(endAddress) < 0:
        xref_count = 0
        thunk_addr = 0

        refList = currentProgram.getReferenceManager().getReferencesTo(funcea.getEntryPoint())

        # Do something with the references
        for xref in refList:
            print("Function", funcea.getName(), "is referenced by", xref.getFromAddress())
            xref_count = xref_count + 1

            if xref.getFromAddress() < offs_thunks_end:
              # this xref is just a thunk, remove it from count
              xref_count = xref_count - 1
              thunk_addr = xref.getFromAddress()

            refList2 = currentProgram.getReferenceManager().getReferencesTo(xref.getFromAddress())
            for xref2 in refList2:
              xref_count = xref_count + 1

        if xref_count == 0:
            functionManager.removeFunction(funcea.getEntryPoint())
            if thunk_addr > 0:
                function = functionManager.getFunctionAt(thunk_addr)
                functionManager.removeFunction(function.getEntryPoint())

I know I am late to the party on this Database, but it seems all the links for this are now gone. We haven't seen or heard from you in quite some time now. Are you still lurking around?

The links all seem to work on my side, they're on my mediafire acct so shouldn't expire any time soon, think I remember you had issues with the mediafire links before though, maybe something is blocking your access?
I'm still interested in improving RE4, but think re4make & the crashing issues re4_tweaks started having have deflated a lot of the motivation around it.
A little wary of adding any more to it now in case even more issues show up...

I've been a bit absent due to work, but are these crashes really caused by us? Maybe simplifying things a bit could help. Removing the entire dxvk stuff from the project, for example, isn't something I'm against if that could help make things a bit more stable.

@emoose nice to hear you are still around! Thanks for the speedy reply. Do you mind sending a link for that on here. All the links I had weren't media fire.
Cheers!

The links all seem to work on my side, they're on my mediafire acct so shouldn't expire any time soon, think I remember you had issues with the mediafire links before though, maybe something is blocking your access?
I'm still interested in working on RE4, but think re4make & the crashing issues re4_tweaks started having have deflated a lot of the motivation around it, for me at least anyway... Really I'm a little wary of adding any more to it now in case even more issues show up.

Crashes? That's strange. I've been using re4_tweaks since April/2022 since I've starting modding the game and I don't think I had any crash caused by re4_tweaks itself. In fact, it made the game more stable at the Village section when the enemies were swapped, preventing the invisibility bug and some crashes.


assoc0file Pv matrix

Hi,
When I run the initial association scan, with the command:
"for i in $(seq 0 10000 40000)
do
./gNetLMM_analyse --initial_scan --bfile plink1 --pfile GE_noNA_NM_biom_ord --cfile "mod.cov" --assoc0file assoc0file --startSnpIdx $i --nSnps 10000 --ffile "covariates_no_names_sex_condition_n.txt"
done
I end up with all my pv.matrix files having nothing but 'nan.' I did some searching and it looks like the G.T matrix generated in gnetlmm.py also contains some 'nan's. Any clue what could be the issue. Im guessing its an issue with one of my files but I cant seem to figure out which one.
On the other hand, If I dont specify nSnps or startSnpIdx, I end up with the following error:
"Traceback (most recent call last):
File "./gNetLMM_analyse", line 53, in
analyse(options)
File "/n/regal/wagers_lab/nhorwitz/GNetLMM/GNetLMM/pycore/utils/analyseCore.py", line 279, in analyse
memory_efficient=options.memory_efficient)
File "/n/regal/wagers_lab/nhorwitz/GNetLMM/GNetLMM/pycore/utils/analyseCore.py", line 208, in initial_scan
beta0, pv0 = model.initial_scan(startSnpIdx, nSnps,memory_efficient)
File "/n/regal/wagers_lab/nhorwitz/GNetLMM/GNetLMM/pycore/modules/gnetlmm.py", line 128, in initial_scan
lm = qtl.qtl_test_lmm(snps=G.T, pheno=Y.T, K=self.K, covs=self.Covs)
File "/n/home10/nhorwitz/.conda/envs/ody/lib/python2.7/site-packages/limix_legacy/modules/qtl.py", line 212, in qtl_test_lmm
lmm_ = lmm(snps=snps, pheno=pheno, K=K, covs=covs, test=test, NumIntervalsDelta0=NumIntervalsDelta0, NumIntervalsDeltaAlt=NumIntervalsDeltaAlt, searchDelta=searchDelta, verbose=verbose)
File "/n/home10/nhorwitz/.conda/envs/ody/lib/python2.7/site-packages/limix_legacy/modules/qtl.py", line 76, in init
self.process()
File "/n/home10/nhorwitz/.conda/envs/ody/lib/python2.7/site-packages/limix_legacy/modules/qtl.py", line 102, in process
self._lmm.process()
File "/n/home10/nhorwitz/.conda/envs/ody/lib/python2.7/site-packages/limix_legacy/deprecated/core.py", line 11547, in process
return _core.CLMM_process(self)
RuntimeError: Unknown exception"
This error is completely throwing me off. Any guesses what could be wrong?
Thanks!

Hi,
the G-matrix contains the genotypes - does the bed-file contain missing
values? unfortunately the methods cannot deal with them. My guess is
that you can circumvent the problem if you impute them.
Best,
BArbara
------ Originalnachricht ------
Von: "nhorwitz"<EMAIL_ADDRESS>An: "PMBio/GNetLMM"<EMAIL_ADDRESS>Cc: "Subscribed"<EMAIL_ADDRESS>Gesendet: 23.11.2017 15:49:54
Betreff: [PMBio/GNetLMM] assoc0file Pv matrix (#6)

Hi,
When I run the initial association scan, I end up with all my pv.matrix
files having nothing but 'nan.' I did some searching and it looks like
the G.T matrix generated in gnetlmm.py also contains some 'nan's. Any
clue what could be the issue. Im guessing its an issue with one of my
files but I cant seem to figure out which one.
Thanks!
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
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Same review was submitted multiple times

partially fixed by adding timeframe checks in #52, better add another frontend feature to prevent massive hitting button event, which is: when user clicks the submit button, the button is disabled until the page is refreshed.


remove .DS_Store from llmware_data\sample_files

Can you remove the .DS_Store file from the llmware_data\sample_files directories.
This is a file for mac directory instructions and chokes several examples when run on Windows platform.
I found 3 of them

llmware_data\sample_files.DS_Store
llmware_data\sample_files\Agreements.DS_Store
llmware_data\sample_files\Invoices.DS_Store

Thanks,
John

Agree 100% - really annoying - we zipped the files on a Mac - and the archive utility seems to have added them.   Give us a couple of days - we will re-zip on Linux/Windows and hopefully that will solve it.
BTW- Happy new year & All the best for 2024!

@JEHollierJr - the sample files were updated to exclude the .DS_Store for Windows and Linux.


Enhancement => unmount after save

When using EC for air-gaped wallet and USB stick to save tx && save signed tx
it would be useful to have unmount after save option/checkbox
which would as you guess unmount usb drive after it is written to.
(pulling stick out without unmounting is unreliable due to data loss)

Doesn't mounting/unmounting require root privileges? I imagine this would be a touch implementation. Why not just wrap your command in an alias?

In some cases it doesn't;
https://unix.stackexchange.com/a/145675/39077
https://askubuntu.com/a/491/422764
so it may be nice to have it working when it is possible(and under windows this should not be an issue?)
Regarding alias, I'm not sure how that would work under GUI?

I'm assuming the wallet is also on the usb, which means that we may as well close the wallet window if it gets unmounted.


Backports 0.16 pr1-3: rpc

Pls squash fixes into original commits:

f61b4ce and 8b050c3 into f48c315
b852691 into aa5c8f0b1c2a2504f74dde81d8cb4e18ccd787d2
db2450f into eac4ea76e44d71299b2ccb8644847c885c1e3128

squashed and force pushed


Security comunication

I'd like to know with this library can set/use security parameters, like SRTP for video and audio

I'm not sure, but I think it's enabled by default
@cloudwebrtc can you answer this?

@magnocasmor WebRTC does media encryption by default. The native side has the RTCPeerConnectionFactoryOptions.disableEncryption parameter, which can be used to disable SRTP. With the flutter side constraint parameter, you can use the DtlsSrtpKeyAgreement control to select DTLS-SRTP or SRTP-SDES.
final Map<String, dynamic> loopbackConstraints = {
      "mandatory": {},
      "optional": [
        {"DtlsSrtpKeyAgreement": true },
      ],
    };

If you need flutter side to support disableEncryption, you may need to create a RTCPeerConnectionFactoryOptions parameter to the flutter side.

Ok, thanks for answer


[edn/sw] Return the whole sts code in dif_edn_get_status

Description
Currently dif_edn_get_status sets the *set argument to 1 in case of an error and to 0 in case of success.
It would be better if the set bit could be replaced by the whole sts response signal, i.e. the whole status code (which is 0 in case of success and a positive value representing the status in the error case).

Thanks for creating this issue @h-filali . This is not critical for the current hardware milestones. We need to check if this is relevant for ROM. I am now moving to that milestone.

Hi @vogelpi, currently the ROM only uses boot mode entropy. Should we move this to the ROM_EXT? That is the first time we do a full entropy complex configuration in continuous mode. If you agree, please move to the ROM_EXT milestone. Thanks!

Yes, that sounds fair to me @moidx . In ROM, the whole entropy complex runs in hardware defined mode. Software cannot operate it in the wrong way, so there is no strict need to infer status flags.


Error: Failed to load plugin 'stylelint' declared in '.eslintrc.json': Cannot find module 'eslint-plugin-stylelint'

Node version: v18.16.0
npm version: v9.6.4
Local ESLint version: v8.38.0 (Currently used)
Global ESLint version: Not found
Operating System: linux <IP_ADDRESS>-microsoft-standard-WSL2

Hello, I am trying to get eslint & stylelint configured to use with my css files in vscode. So far I've had mixed results. Sometimes it works, Sometimes it doesn't work. Sometimes it finds the eslintrc, then on restart, it becomes unresponsive.
Setting these linters up is surprisingly complicated. I'm not sure if this is a bug, or if it's my configuration. Please bear with my amateur configs as I haven't learned node. I have been doing everything on docs material, google searches, and trial & error.
SInce my configs won't change from project to project I decided to install everything in a way that I have to set everything up once. I originally made an attempt with a global setup, but that did not appear to work.
I decided to go about it with npm workspaces instead. All my learning projects are located inside ~/repos/packages.
I've had instances where everything appeared to be functioning smoothly.
.eslintrc.json located in  ~/repos .

{
    "env": {
        "browser": true,
        "es2021": true,
        "node": true
    },
    "plugins": [
        "css",
        "stylelint",
        "import",
        "jsx-a11y",
        "react",
        "react-hooks",
        "unicorn",
        "prettier"
    ],
    "extends": [
        "airbnb-base",
        "plugin:import/recommended",
        "plugin:css/recommended",
        "plugin:import/recommended",
        "plugin:unicorn/recommended",
        "eslint:recommended",
        "plugin:stylelint/standard",
        "/home/wavey1/repos/.stylelintrc.json",
        "/home/wavey1/repos/.eslintrc.json"
    ],

    "overrides": [],
    "parserOptions": {
        "ecmaVersion": "latest"
    },
    "rules": {}
}

package.json
{
    "name": "reposandprojects",
    "version": "1.0.0",
    "private": true,
    "workspaces": [
        "packages/*"
    ],
    "dependencies": {
        "lodash": "^4.17.21"
    },
    "devDependencies": {
                "eslint-plugin-prettier": "^4.2.1",
                "@primer/css": "^21.0.0",
        "@primer/stylelint-config": "^12.7.0",
        "eslint": "^8.38.0",
        "eslint-config-airbnb": "^19.0.4",
        "eslint-config-airbnb-base": "^15.0.0",
        "eslint-config-prettier": "^8.8.0",
        "eslint-config-standard": "^17.0.0",
        "eslint-config-stylelint": "^18.0.0",
        "eslint-plugin-css": "^0.7.0",
        "eslint-plugin-import": "^2.27.2",
        "eslint-plugin-jsx-a11y": "^6.7.1",
        "eslint-plugin-unicorn": "^46.0.0",
        "postcss-html": "^1.5.0",
        "prettier": "^2.8.7",
        "stylelint": "^15.5.0",
        "stylelint-config-html": "^1.1.0",
        "stylelint-config-property-sort-order-smacss": "^9.1.0",
        "stylelint-config-recess-order": "^4.0.0",
        "stylelint-config-standard": "^32.0.0",
        "stylelint-order": "^6.0.3",
        "stylelint-stylistic": "^0.4.0"
    },
    "scripts": {
        "format": "eslint --write \"./packages/**/*.{js,jsx,json,md}\"",
        "lint:css": "stylelint \"./packages/**/*.css\"",
        "lint:html": "stylelint \"./packages/**/*.html\"",
        "lint:js": "eslint \"./packages/**/*.{js,jsx}\"",
        "fix-code": "eslint --write './packages/**/*.{js,jsx}' && stylelint --fix './packages/**/*.css'"
    },
        "prettier":"./home/wavey1/repos/.prettierrc.json",

            "eslint":"./home/wavey1/repos/.eslintrc.json"
}

Please advise me on any additional info/configs/json you require.

Does the validation happen correctly when you use eslint in the terminal? If this is the case can you please provide me with a GitHub repository I can clone that demos what you are experiencing.

Does the validation happen correctly when you use eslint in the terminal? If this is the case can you please provide me with a GitHub repository I can clone that demos what you are experiencing.

I tried a few different configs:
{

    "plugins": [
        "stylelint",
    ],
    "extends": [
        "plugin:stylelint/config-standard",
        "./home/wavey1/repos/.stylelintrc.json",
        "./home/wavey1/repos/.eslintrc.json"
    ],
}

gives the error
$ npx eslint ./css/style.css

Oops! Something went wrong! :(

ESLint: 8.38.0

ESLint couldn't find the config "stylelint:config-standard" to extend from. Please check that the name of the config is correct.

The config "stylelint:config-standard" was referenced from the config file in "/home/wavey1/repos/.eslintrc.json".

If you still have problems, please stop by https://eslint.org/chat/help to chat with the team.

looking at the eslint-config-stylelint info, that isn't correct config. removing stylelint from plugins and adding "stylelint"
to extends gives:
{
    "plugins": [
//     stylelint
    ],
    "extends": [
//     "plugin:stylelint/config-standard",
        "stylelint",
        "./home/wavey1/repos/.stylelintrc.json",
        "./home/wavey1/repos/.eslintrc.json"
    ],

    "overrides": [],
    "parserOptions": {
        "ecmaVersion": "latest"
    },
    "rules": {}
}

gives the error
$ npx eslint ./css/style.css

Oops! Something went wrong! :(

ESLint: 8.38.0

ESLint couldn't find the config "./home/wavey1/repos/.stylelintrc.json" to extend from. Please check that the name of the config is correct.

The config "./home/wavey1/repos/.stylelintrc.json" was referenced from the config file in "/home/wavey1/repos/.eslintrc.json".

commenting out "./home/wavey1/repos/.stylelintrc.json" & "./home/wavey1/repos/.eslintrc.json" from extends gives
$ npx eslint ./css/style.css

/home/wavey1/repos/packages/admindashboard/css/style.css
  1:1  error  Parsing error: Unexpected token *

✖ 1 problem (1 error, 0 warnings)

In the last setup does validation work in VS Code as well?

In the last setup does validation work in VS Code as well?

It is working in vscode.
[Info  - 1:48:35 PM] ESLint server is starting.
[Info  - 1:48:35 PM] ESLint server running in node v16.14.2
[Info  - 1:48:36 PM] ESLint server is running.
[Info  - 1:48:37 PM] ESLint library loaded from: /home/wavey1/repos/node_modules/eslint/lib/api.js

I am getting the same parsing error:
Parsing error: Unexpected token *.

I thought it might be helpful to include some of the relevant configs in settings.json:
{
  "editor.formatOnPaste": true,
  "editor.formatOnType": true,

  //stylelint eslint prettier settings;

  "prettier.resolveGlobalModules": true,
  "editor.formatOnSave": true,
  "eslint.validate": [
    "javascript",
    "javascriptreact",
    "typescript",
    "typescriptreact",
    "css"
  ],
  // "eslint.options": {
  //   "configFile": "~/**/.eslintrc.json",
  // },
  "eslint.run": "onSave",
  "eslint.format.enable": true,
  "eslint.lintTask.enable": true,
  "eslint.codeAction.showDocumentation": {
    "enable": true
  },
  "stylelint.enable": true,
  "stylelint.validate": ["css", "less", "scss"],
  "stylelint.configFile": ".stylelintrc.json",
  "stylelint.validateWith.stylelintLanguageService": false,

  "eslint.workingDirectories": [
    "~/repos/**" // replace {PATH_TO_CLIENT} with you own path
  ],
  "eslint.codeActionsOnSave.rules": null,
  "editor.codeActionsOnSave": {
    "source.organizeImports": false,
    "source.fixAll.eslint": true,
    "source.fixAll.stylelint": true,
    // "source.fixAll.prettier": true,
    }
     // "stylelint.config": null,
  // "stylelint.configBasedir": "~/.nvm/versions/node/**/lib/node_modules",
  "css.validate": false,
  "less.validate": false,
  "scss.validate": false,

  "[css]": {
    "editor.snippetSuggestions": "bottom",
    "editor.formatOnSave": true,
    "editor.defaultFormatter": "stylelint.vscode-stylelint"
  }

}

In this instance should I include the node_modules folder?

No, but a package.json file to install all necessary modules.

The eslint extension (for performance reasons) doesn't validate css file be default. You need to add them to the validate setting:
	"eslint.validate": [
		"css",
		"javascript"
	]

which for me makes the extension behave exactly the same way as the command line which is the expected behavior.

Okay, @dbaeumer. I had that set before in my settings, with more options. I removed the ones I wasn't using. It seems to be working on save in vscode, but it still gives me the error   1:1  error  Parsing error: Unexpected token * . I will reinstall, adding stylelint last, and see how that goes.


docs.rs build failed for v1.98.0

Describe the bug
No documentation for latest (as of writing) or version 1.98.0 is available on docs.rs.

Old versions are available.

This applies not only to aws_sdk_ec2, but also to other crates of the SDK (for example, https://docs.rs/aws-sdk-apigateway/1.53.0/aws_sdk_apigateway/)
Regression Issue

[ ] Select this option if this issue appears to be a regression.

Expected Behavior
The crates documentation is available on docs.rs
Current Behavior

Reproduction Steps
Go to docs.rs of some of the crates of the SDK. For example:

https://docs.rs/aws-sdk-ec2/1.98.0/aws_sdk_ec2/
https://docs.rs/aws-sdk-apigateway/1.53.0/aws_sdk_apigateway/

Possible Solution
No response
Additional Information/Context
No response
Version
1.98.0

Environment details (OS name and version, etc.)

Logs
No response

Documentation for 1.98 is now available: https://docs.rs/aws-sdk-ec2/1.98.0/aws_sdk_ec2/
Normally when you see this it is because that version of the SDK has released recently but docs.rs hasn't yet published the new documentation. There can be several hours of lag between the crate publishing and the docs publishing.


Opened project folders are not persisted?

Description
One of the most useful features that I constantly use is adding a project folder. This effectively means that, on the same Atom instance, I can work on several projects at once (sometimes completely unrelated projects.)
As of 1.8.0 I can't remove a project folder. Well, it is removed when requested, but on the next Atom startup the folder re-appears. I have tried under safe mode and I observe the same thing.
Steps to Reproduce

Add several projects to the running instance using the Add Project Folder... menu item.
(optionally) Close Atom and start it up again. All the folders show up in the tree view.
Remove one of the above projects by right clicking on top of it, and then Remove Project Folder. At this moment the project is indeed removed from the tree view.
Close Atom and start it up again.
All the folders show up in the tree view, including the removed one.

Versions
Running under Ubuntu Linux 16.04 atom --version yields
Atom    : 1.8.0
Electron: 0.36.8
Chrome  : 47.0.2526.110
Node    : 5.1.1

and apm --version
apm  1.9.2
npm  2.13.3
node 0.10.40
python 2.7.11+
git 2.7.4

Note that previous Atom versions, i. e., 1.7.x, worked as espected. I started seeing this behavior after upgrading to 1.8.0. Unfortunately I have only access to Ubuntu, so I can't try to replicate under other OSes.

I have a slightly different behaviour since 1.8.0, the project folders are not persistent at all after restarting. Everytime I close and start Atom, I get a blank buffer, no Tree view, and all projects gone.
Running under Windows 10

I have a similar thing on OS X el capitan with atom 1.8.0

I'm also experiencing this issue on OSX. It seems like the list of project folders isn't getting saved.
As a workaround, I've been able to get around the issue by doing the following:

Open Atom
Add the project folders that you need
Open a file from one of the project folders
Edit that file somehow, and save
(Revert the edit if you want to)
Close Atom
Open Atom again

The project folders that you added should still be there.

I've got the same issues as described above.
One side note, I'm working with Atom in full screen mode on OSX.
Workaround: switch app focus in between.

Add/Remove one project folder (depending on what you want to do)
Switch to another application
Switch back to Atom
Now you can close it.

If you open it again, it will be in the state as when you closed it.
I guess, re-focusing atom forces it to finish the action (updating ~/.atom/storage/application.json).

Wow, nice catch! Switching focus did the trick.

Closing as a duplicate of https://github.com/atom/atom/issues/12495. This issue was reported before https://github.com/atom/atom/issues/12495 but the other has more discussion. Feel free to subscribe there for updates.


[CI] Increase the timeout to wait for the process to be terminated

Problem
Seems like the timeout for waiting the process to finished is too short in the CI runner.
Change overview
Increase timeout from 3 to 10

Fast tracking, given this is adding issues to CI.

/rebase

/rebase


Provide Model::epsilon

as a shortcut for SCIPepsilon(Model::scip())

Exposing SCIPisZero() and SCIPround() or something similar would be nice as well. Alternatively, you could just round integer variables when accessing them via your methods.


URL changed!

I've transfered the repo to a organization, so the URL has changed.
For the old users to transit, just run rbenv update TWICE
You may encouter error the first run, ignore it, the next run will work.

@SKOLIA0
Could you please update the new install URL in your Russian installation tutorial?
The repo now is: https://github.com/RubyMetric/rbenv-for-windows
The installer tool now is: https://github.com/RubyMetric/rbenv-for-windows/raw/main/tool/install.ps1

Sorry, I didn't understand the change.
понедельник, 2 сентября 2024 г. пользователь ccmywish <
@.***> написал:
@SKOLIA0 https://github.com/SKOLIA0

Could you please update the new install URL in your Russian installation
tutorial?
The repo now is: https://github.com/RubyMetric/rbenv-for-windows
The installer tool now is:
https://github.com/RubyMetric/rbenv-for-windows/raw/main/tool/install.ps1
—
Reply to this email directly, view it on GitHub
https://github.com/RubyMetric/rbenv-for-windows/issues/33#issuecomment-2323799444,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/ALQCDNOHTPGU5ZCLJ5SKGJTZUPTXJAVCNFSM6AAAAABNPQV3J2VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDGMRTG44TSNBUGQ
.
You are receiving this because you were mentioned.Message ID:
@.***>


Dark theme for better contrast on darker backgrounds

@knsv Let me know if this will work ( mermaid/test/mix-dark-theme.html). There were a couple items with inline(generated) styles. Let me know how you'd want to address the following.
Inline styles on flow charts

dotted lines C-.->D
double line ==  testing ==>
marker-end #arrow[some-id]

Thanks! Looks great!
Maybe we should document this somewhere.

@knsv Sure. I'll look for through the docs and find a place to document.

I've developed an extension to preview mermaid diagrams in Visual Studio Code. At his time, it works well on light theme but is not working properly with the dark theme.
This PR would help solve our issue too. Thanks!

Just noticed that the PR is merged but the npm registry is not updated.

True. There are lots of good stuff in the trunk that should be released. Am a little behind with that.

This is now part of release 6.0.0. Thx.

Came across this theme in the changelog and it's exactly what we need, but I can't figure out how to configure it and I couldn't find any relevant docs.
We're using mermaid like this.
<script<EMAIL_ADDRESS><script>
  var config = {
    startOnLoad:true,
    flowchart:{
        useMaxWidth:true,
        htmlLabels:true
    }
  };
  mermaid.initialize(config);
</script>

I tried looking for<EMAIL_ADDRESS>to set the stylesheet but the resource isn't found.

AFAIK you should use:
mermaid.initialize({ theme: 'dark', startOnLoad: true });

with themes enumerated here
Also in more recent versions (8.2 +) there are no .css files to include, as the require is dynamic

Hey, if you find that the documentation is not clear in the subject, feel free to send a pull request to improve it or open an issue.


Implement (goes) validation option

This PR closes #435.
The (goes) option can be used e.g. as follows:
message ScheduledItem {
    spine.time.LocalDate date = 4;
    spine.time.LocalTime time = 5 [(goes).with = "date"];
}

Now, the time field can be set only if the date field is set.

@armiol PTAL.


--dafaultDisk seems not working?

Currently, the run_docker.cwl  will try to pass two outputs to other steps:

input files (multiple downsampled data in 'csv'), which has total size ~ 800M.
prediction.tar.gz (compressed file containing multiple predicted data in 'csv'), which has total size ~ 50M

*Input files not only are used for submitted model, but also used for both validation and scoring steps

To achieve ^, what I currently implement is to:

copy the input files from the docker container of submission to a folder in working dir

https://github.com/Sage-Bionetworks-Challenges/Single-cell-RNA-seq-and-ATAC-seq-Data-Analysis-DREAM-Challenge-Infra/blob/0b68f8595d066682afe5726315ee1d8213c6c81f/run_docker.py#L154-L156
2) output as array of files:
https://github.com/Sage-Bionetworks-Challenges/Single-cell-RNA-seq-and-ATAC-seq-Data-Analysis-DREAM-Challenge-Infra/blob/0b68f8595d066682afe5726315ee1d8213c6c81f/run_docker.cwl#L65-L69
However, I think it also double the size of files which eventually causes to exceed the max of disk size: 1G. And I got below error:
STDERR:   2022-03-23T14:26:24.839184622Z | Got exception '[Errno 28] No space left on   device:   '/var/lib/docker/volumes/workflow_orchestrator_shared/_data/78d9db5a-acc3-4bc6-bb68-6c40ab3f9c21/node-2ed4926a-612e-4a10-9bc3-144c45840618-1cc402dd0e11d5ae18db04a6de87223d/tmp7k239do2/8a212801-d026-4f5f-867e-2ae1851614de/tiat73dyz/tmp-outqudh1fui/predictions.tar.gz'   ->   '/var/lib/docker/volumes/workflow_orchestrator_shared/_data/78d9db5a-acc3-4bc6-bb68-6c40ab3f9c21/tmpqzhme832/files/for-job/kind-file_var_lib_docker_volumes_workflow_orchestrator_shared__data_78d9db5a-acc3-4bc6-bb68-6c40ab3f9c21_Single-cell-RNA-seq-and-ATAC-seq-Data-Analysis-DREAM-Challenge-Infra-develop_run_docker.cwl/instance-j85j0m8b/file-0j1iwqxk/predictions.tar.gz.5449db72-5ac2-4985-b7c6-6861896e5b7a.tmp.gz''   while copying 'file:///var/lib/docker/volumes/workflow_orchestrator_shared/_data/78d9db5a-acc3-4bc6-bb68-6c40ab3f9c21/node-2ed4926a-612e-4a10-9bc3-144c45840618-1cc402dd0e11d5ae18db04a6de87223d/tmp7k239do2/8a212801-d026-4f5f-867e-2ae1851614de/tiat73dyz/tmp-outqudh1fui/predictions.tar.gz'
-- | --
STDERR:   2022-03-23T14:26:24.839189632Z | ERROR:cwltool:Got exception '[Errno 28] No space left on device:   '/var/lib/docker/volumes/workflow_orchestrator_shared/_data/78d9db5a-acc3-4bc6-bb68-6c40ab3f9c21/node-2ed4926a-612e-4a10-9bc3-144c45840618-1cc402dd0e11d5ae18db04a6de87223d/tmp7k239do2/8a212801-d026-4f5f-867e-2ae1851614de/tiat73dyz/tmp-outqudh1fui/predictions.tar.gz'   ->   '/var/lib/docker/volumes/workflow_orchestrator_shared/_data/78d9db5a-acc3-4bc6-bb68-6c40ab3f9c21/tmpqzhme832/files/for-job/kind-file_var_lib_docker_volumes_workflow_orchestrator_shared__data_78d9db5a-acc3-4bc6-bb68-6c40ab3f9c21_Single-cell-RNA-seq-and-ATAC-seq-Data-Analysis-DREAM-Challenge-Infra-develop_run_docker.cwl/instance-j85j0m8b/file-0j1iwqxk/predictions.tar.gz.5449db72-5ac2-4985-b7c6-6861896e5b7a.tmp.gz''   while copying   'file:///var/lib/docker/volumes/workflow_orchestrator_shared/_data/78d9db5a-acc3-4bc6-bb68-6c40ab3f9c21/node-2ed4926a-612e-4a10-9bc3-144c45840618-1cc402dd0e11d5ae18db04a6de87223d/tmp7k239do2/8a212801-d026-4f5f-867e-2ae1851614de/tiat73dyz/tmp-outqudh1fui/predictions.tar.gz'
STDERR:   2022-03-23T14:26:24.839194662Z | WARNING:toil.fileStores.abstractFileStore:LOG-TO-MASTER: Job used more   disk than requested. Consider modifying the user script to avoid the chance   of failure due to incorrectly requested resources. Job   files/for-job/kind-CWLWorkflow/instance-nvxv8_q6/cleanup/file-gyl1_48w/stream   used 170.14% (1.7 GB [1828532224B] used, 1.0 GB [1074741824B] requested) at   the end of its run.

My initial thought is to increase requested size by changing --defaultDisk in TOIL_CLI_OPTIONS. However, it does not work, if I set --defaultDisk 10G:
STDERR: 2022-03-23T15:36:12.105495147Z     raise   InsufficientSystemResources('disk', disk, self.maxDisk,
STDERR:   2022-03-23T15:36:12.105497768Z   toil.batchSystems.abstractBatchSystem.InsufficientSystemResources: The job   CWLWorkflow is requesting<PHONE_NUMBER> bytes of disk, more than the maximum of   796889088 bytes of disk that SingleMachineBatchSystem was configured with.   Scale is set to 1.

I also tried to add --maxDisk 10G, but the error/maximum of disk did not change. I wonder how to properly add the requested size?
Note:

I think another solution is to cp input files in a separated step, instead in run_docker. However, since we haven't decided how many input files will be, and total size of input files could be in the range of 4GB ~ 10GB. I am not sure if it will raise the error, even running in a separated step. So I think figuring out the reason why setting --defaultDisk fails ahead is helpful ~
Since the error coming from /var/lib/docker/volumes/..., so I tried to clean up the volume using docker volume prune and it solved the issue for now. I don't know if it is recurring after running multiple submissions over time.

@vpchung Is it anything else I should change to increase the disk size?

try to increase the instance volume first (to e.g. 50G)

Setting --defaultDisk works, but setting --maxDisk is still not working. Closing it since with larger --defaultDisk solves the issue for this challenge.


Swift 5.9-dev: CentOS7: Symlink libstdc++_nonshared.a into static swift

The swift compiler and runtime libraries are built against the devtoolset-8 on centOS-7. The devtoolset has additional functionality on top of the base centos-7 libstdc++. When the standard library is built as a dynamic library, the extra functionality is linked into the DSO directly, so the dependency is hidden. When the standard library is built as a static archive, it the extra functionality isn't. This is correct behavior to avoid over-linking in the final executable, but it means that the library needs to be present when building statically and in a place that the compiler will look for resources.
This symlinks the backpack library with the additional functionality, along with the linker script to tell the linker to link it into anything that needs to use libstdc++.so.
rdar://114669418

@swift-ci please test

No package devtoolset-8 available.
hmm... well that's interesting. Will have to take a look on Monday.
Yeah, we'll probably need it for main. I tried 5.8 with a little statically-linked hello-world and that seemed to work. I can try something a little more complicated though and see if we need this trick there too.

Okay, confirmed that statically linking both 5.8 and nightly-5.8 work without these changes. nightly-main and nightly-5.9 needed the change, and the eventual 5.9 will need this symlink dance.

@shahmishal ptal


remove heavy dependency on boost foreach file

Replaced all occurences of it with range-based for loops. Should reduce build times !

I'm not sure this is the way to go. It adds a layer and a bit of confusion. I think it's better to do these in steps. If we want to improve build speeds we can focus on the foreaches which reside in the headers.

imo, it does not add confusion as soon as it's well-commented, as I tried to do. Also, I tried removing all BOOST_FOREACH which reside in headers, but it would have resulted in a very big PR. This solution removes the dependency and doesn't require code changes.

its not hard to convert to for auto as i've started to do so myself in a branch. I like auto no need for PAIR_TYPES

Superseded by #624. Might as well bite the bullet when we're just about to merge to staging with no large open PRs.


📚 How To Use ControlNet Tutorial thanks to Nerdy Rodent ❤

https://www.youtube.com/watch?v=YephV6ptxeQ

ControlNET to Video - Stable Diffusion Automatic 1111 Tutorial
https://www.youtube.com/watch?v=3FZuJdJGFfE
thanks to Olivio Sarikas ❤

EASY POSING FOR CONTROLNET Inside Stable Diffusion! OPENPOSE EDITOR!
https://www.youtube.com/watch?v=vvrH1Lcx-jo
thanks to Aitrepreneur ❤

Animation with ControlNet, almost perfect!
https://www.youtube.com/watch?v=EAXUInT70TA
Vladimir Chopine [GeekatPlay]

Control Light in AI Images
https://www.youtube.com/watch?v=_xHC3bT5GBU
thanks to Sebastian Kamph ❤

Control Light in AI Images
https://www.youtube.com/watch?v=_xHC3bT5GBU
thanks to Sebastian Kamph ❤

We moved this to Discord.


Adds support for Carthage

This attempts to fix #74 by solving a few build errors that happen when building with carthage --no-skip-current.
Theoretically, that should allow projects managed with Carthage to use the framework.

Hi @elitalon, thank you very much for your effort! I am not used to use Carthage. Is there any way we can add a Carthage-Build check to the travis file?

@brototyp I'll see what I can do. I think running carthage --no-skip-current would be a first step, since it's what they recommend as a first diagnostic.

@elitalon Your solution might result in wrong test fails. If the trackerFixture.tracker.queue happens two times in between dispatches there will only be 4 dispatches in total and the test fails. I will fix this issue in a separate test branch.

@elitalon What do you think about #179?

@brototyp I already commented on #179, much better and without branching on iOS versions. As soon as it gets merged I'll rebase here.

Great, thanks! #179 is merged.

@brototyp The PR is again ready, but something happened with the Travis build. Do you have any idea? I don't have rights to trigger it again.

@elitalon I just started the build once again (a third time) and it all went through. Thanks!


Why Jackal? Why a new XMPP Server

Hello everyone,
I am searching for a xmpp server for my new project. And I just want to know the reason why you decide to create a new XMPP server even if there are already good existing one. I am just starting with xmpp so I am not an expert.
What is the advantage of Jackal in comparison to the others like ejabberd or openfire?
Thanks in advance.

* Ejabberd: Mature, but Erlang and well, ... somehow mysterious? Can't fix issues myself, but I need help from experts.

I don't think Erlang is a bad choice when you need to run production ready, fault tolerant and distributed system :)

Please note that ejabberd does not support SCRAM-SHA-1-PLUS and SCRAM-SHA-256(-PLUS).
It is a security problem :)


Update share tutorial

Based on feedback from discussion #5423, this PR updates the sharing tutorial with a mention of writing your own dataset loading script to support more advanced dataset creation options like multiple configs.
I'll open a separate PR to update the Create a Dataset card with the new Hub metadata UI update 😄

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


#4541: remove unpad start at 0 limitation

Just realized there is a minor issue with the RM version if you had an actual 1d tensor input, since your indexing/helper functions being used assumes rank of at least 2. Maybe make get_upper_start_offset take an arg that is 2 for tile, 1 for rm?

Just realized there is a minor issue with the RM version if you had an actual 1d tensor input, since your indexing/helper functions being used assumes rank of at least 2. Maybe make get_upper_start_offset take an arg that is 2 for tile, 1 for rm?

I added an if guard around tensors that are less than 2 in rank.
It would skip the loop for 1d tensor (returning the default value of 0 for offset, and 1 for upper dims compressed).

Just realized there is a minor issue with the RM version if you had an actual 1d tensor input, since your indexing/helper functions being used assumes rank of at least 2. Maybe make get_upper_start_offset take an arg that is 2 for tile, 1 for rm?

I added an if guard around tensors that are less than 2 in rank. It would skip the loop for 1d tensor (returning the default value of 0 for offset, and 1 for upper dims compressed).

Should we just guard the entire body of get_rm_start_offset to return 0 instead?
Otherwise it's just doing unused computations and has a [-2] index in the function body.

Just realized there is a minor issue with the RM version if you had an actual 1d tensor input, since your indexing/helper functions being used assumes rank of at least 2. Maybe make get_upper_start_offset take an arg that is 2 for tile, 1 for rm?

I added an if guard around tensors that are less than 2 in rank. It would skip the loop for 1d tensor (returning the default value of 0 for offset, and 1 for upper dims compressed).

Should we just guard the entire body of get_rm_start_offset to return 0 instead? Otherwise it's just doing unused computations and has a [-2] index in the function body.

True!! Ya I moved the guard to around all compute in both helper functions :)


[Feature][Pagerduty] Domain layer handling of Incident management data

Search before asking

[X] I had searched in the issues and found no similar feature requirement.

Use case
With added support for Pagerduty, an incident management system, we need to decide how to handle incidents at the domain layer for the calculation of DORA metrics. The current design directly maps an incident to a domain issue but this may not be desirable because issues are a source-control-management concept (Code entity).
Description
Scope:

Should incidents get their own table at the domain layer? Or should we expand the Issues table to contain extra fields for incidents? What should these fields be? How will the Dora plugin handle these new fields, and what will the Dashboard queries for them look like? These are the questions to answer for this ticket.
Adapt Pagerduty's converter to this new design.

Related issues
Blocked by #4220 and #4248
Are you willing to submit a PR?

[ ] Yes I am willing to submit a PR!

Code of Conduct

[X] I agree to follow this project's Code of Conduct

cc @klesh @Startrekzky

@keon94 I sent a vote to the community, no one voted... Will send it again to collect more feedback today.

We should create a incidents table in the domain layer according to the votes from the Slack community.  See https://devlake-io.slack.com/archives/C03APJ20VM4/p1679536502206839

I'll close this issue as we've reached a consensus on this discussion. The following to-dos will be tracked in #4769.


Bump jmh-core from 1.22 to 1.35

Bumps jmh-core from 1.22 to 1.35.

API change check for com.azure:azure-core
API changes are not detected in this pull request for com.azure:azure-core


Bad behaviour with multiple threads

I'm using a C++ grpc sync server, and am currently testing it's behavior with multiple threads/under heavy load.  Unfortunately it doesn't degrade very gracefully when it gets hit by a lot of requests.
All tests were done with gRPC 1.4.1, under linux (Using both CentOS 7.3 and RHEL 6.8).
When making a lot of requests from different processes, I found that the grpc server can run out of file descriptors.  Once that happens instead of rejecting requests, the server just locks up and handles no more additional requests.  Ideally I think the server would either wait until the file descriptors can be free'd up, or return an error to the caller.
The below diff fixes this, but is clearly less than ideal, as it just makes the server loop while there are no file descriptors available:
diff --git a/src/core/lib/iomgr/tcp_server_posix.c b/src/core/lib/iomgr/tcp_server_posix.c
index 08997b5e2b..c0e54e2ea2 100644
--- a/src/core/lib/iomgr/tcp_server_posix.c
+++ b/src/core/lib/iomgr/tcp_server_posix.c
@@ -239,6 +239,10 @@ static void on_read(grpc_exec_ctx *exec_ctx, void *arg, grpc_error *err) {
         case EAGAIN:
           grpc_fd_notify_on_read(exec_ctx, sp->emfd, &sp->read_closure);
           return;
+        case EMFILE:
+        case ENFILE:
+          gpr_log(GPR_ERROR, "Too many open file descriptors: %s", strerror(errno));
+          continue;
         default:
           gpr_mu_lock(&sp->server->mu);
           if (!sp->server->shutdown_listeners) {

I'd by happy to try and submit a pull request with some guidance on the best way to fix this issue.
The other issue I noticed is when having a client that uses multiple threads to connect to the server.  As the thread pool scales dynamically, it seems that it just scales up without any limits.  As soon as the ulimit  for the number of processes is reached, the grpc server will crash.  There currently seems no way to limit the number of threads.  I haven't found a way to try and fix that yet.  Any suggestions are welcome.
I tried playing around grpc::ResourceQuota, and the NUM_CQS, MIN_POLLERS and MAX_POLLERS settings, but none of them seemed to make any difference.
While I don't think this will be a problem in normal operation, it could still be problematic with rogue clients, that can DoS the grpc server.
Do you have any suggestions on how to alleviate the issue?

Do you know which poller you're using? (if GRPC_VERBOSITY=debug you should have a log line like 'Using polling engine: xyz')

I'm getting
D0710 05:14:01.005449654  100542 ev_posix.c:121]             Using polling engine: poll

Any more ideas about this @ctiller?

I also tested this with the epollsig polling engine now, which ends up giving me the same results.
I0728 17:47:05.041152375    7465 ev_epollsig_linux.c:90]     epoll engine will be using signal: 40
D0728 17:47:05.041159020    7465 ev_posix.c:121]             Using polling engine: epollsig

@tgummerer , restricting the total number of threads used by the Sync server would help this.
I had an issue open for this: https://github.com/grpc/grpc/issues/12147 and would be happy to accept pull request for this!


Control fallback for local blob store.

Allow no fallback from local blob store if there exists a snapshot
in the local blob store.

I like it. I was originally going to suggest calling the flag noRemote, but I see now that this handles the case of using the fallback when the local blob store is empty. That nicely avoids the problems of users having to temporarily enable the fallback to prime their local cache.


Update IERC20 reference for tknBatch from OpenZeppelin

Grab the latest version of IERC20 from https://github.com/OpenZeppelin/openzeppelin-contracts/tree/master/contracts/token/ERC20 and add to tknBatch.sol

Bounty 0.25 LXK ⚔

Resolved: https://github.com/lexDAO/Airdrop/pull/4
Bounty paid: https://etherscan.io/tx/0xf345378966b640de4c0217bb9c99a1363eafd3839db4be555a83b1368ff12fca


install simulator failed when set docker_host to "tcp://<IP_ADDRESS>:2375"

step:
1.open VS and set docker host to "tcp://<IP_ADDRESS>:2375"
2. create new edge project , then install simulator failed
Azure IoT Edge Simulator enable debugging Azure IoT Edge modules and solutions locally without Edge runtime installed.
Start downloading and installing Azure IoT Edge simulator...
[ERROR]: Download and install Azure IoT Edge simulator failed, please click menu 'Tools -> Azure IoT Edge Tools -> Update IoT Edge simulator' to reinstall simulator and try again.
Access to the path 'C:\Users\v-czg\Documents\Visual Studio 2017\iotedgehubdev\iotedgehubdev' is denied.

remove docker_host settings and create new project again
auto-install simulator pass

This issue is not related to docker host, but same as issue https://github.com/microsoft/vs-azure-iot-edge-docs/issues/17


Go runtime error when using specific array type ([4]interface{})

What version of Go are you using (go version)?
go version go1.10.2 linux/amd64
Does this issue reproduce with the latest release?
Yes.
What operating system and processor architecture are you using (go env)?
Ubuntu 16.04, amd64; also reproducible on the Go Playground.
What did you do?
Attempt to run the following app using go run, available on the Go Playground: https://play.golang.org/p/zJ5XZMK1EGA
package main

import (
	"fmt"
)

func main() {
	a := [4]interface{}{1, 2, 3, 4}
	b := [4]interface{}{1, 2, 3, 4}
	//fmt.Println(a, b, a == b)
	if a == b {
		fmt.Println("ok")
	}
}

What did you expect to see?
Expected to see "ok" printed.
What did you see instead?
The output is the following error:
type..eq.[4]interface {}: call to external function
main.main: relocation target type..eq.[4]interface {} not defined
main.main: undefined: "type..eq.[4]interface {}"

Notes:
Note that go build succeeds, and if I run the executable binary, it works as expected.
Also if I insert a fmt.Println() statement before the if statement, the error goes away with go run too (try it on the Go Playground: https://play.golang.org/p/wxXyD2D9-iZ):
package main

import (
	"fmt"
)

func main() {
	a := [4]interface{}{1, 2, 3, 4}
	b := [4]interface{}{1, 2, 3, 4}
	fmt.Println(a, b, a == b)
	if a == b {
		fmt.Println("ok")
	}
}

And output will be as expected:
[1 2 3 4] [1 2 3 4] true
ok

I believe this may be a dup of #23546

Agreed.  Closing as dup.


Display used cache size

Hello,
First of all, thank you very much for providing this much needed functionality!
I just have a question: How do I know how much space my cache is using?
Could it be displayed somewhere? Maybe logging it in the build console is enough?

Hey @jcornaz
The individual cache size is printed if you turn on debug logging, see https://help.github.com/en/actions/automating-your-workflow-with-github-actions/managing-a-workflow-run#enabling-step-debug-logging

Ok, thanks for the quick answer.

Actually, I would like to reopen it as a feature request.
I would like to request that we could have access to that information without using the debug mode.
I don't want to debug my workflows. I just want to know how much space the cache is using.
Currently, if I need to:

Enable debug mode
Rerun my workflows
Disable the debug mode

It is quite a lot, just to access this useful information.

Fixed with #85, will be in the next release (1.02) which I'm planning on releasing sometime next week (holding off on any updates during GitHub Universe)


API Request Failed

Issue summary
iam making the shopify app using shopify cli 3.0. all goes well but after installation, the app get crash because of failed api call
i have checked the logs its returning error following error
Cannot find module<EMAIL_ADDRESS>as in api we are calling this
const { Product } = await import(
@shopify/shopify-api/dist/rest-resources/${Shopify.Context.API_VERSION}/index.js
);
const countData = await Product.count({ session });
res.status(200).send(countData);
Expected behavior
it should get get the product object and return me the count for of my products
Specifications

Browser: chrome
Device: dell
Operating System: windows 11

@muhammad-hunnain786 I'm unable to reproduce this.
Can you share the list of commands you're using to create/run the app? e.g.,
npm init @shopify/app@latest
cd <app name>
npm run dev

Also:

what directory/folder are you in when you start these commands? (I ask because /var/task seems unusual)
Can you share the output that you see when the error occurs, please?

Happened to me as well, after upgrading from @shopify/app 3.47.3 to 3.49.2


Allow serviceAccount specification through helm values

Is your feature request related to a problem? Please describe.
In certain environments, users are unable to create serviceAccount objects and they want to specify pre-created serviceAccounts to be used. Right now the only way to do this is to modify the helm templates, which brings challenges when upgrading.
Describe the solution you'd like
Being able to specify serviceAccount for all keptn services through helm values.
Describe alternatives you've considered
Modify the helm templates.
Acceptance criteria

[ ] Allow to specify pre-existing service-accounts for all SAs that keptn needs

DoD

[ ] Manual tests - with and without helm install --reuse-values

Hi @kristofre !
So we discussed this ticket in the team and came to the conclusion that we can only provide a "workaround" solution right now. We have some limitations in the secret-service with k8s RBAC objects, therefore we cannot provide an option to configure separate service accounts per Keptn service. What we could provide is an option to provide SAs as a replacement for the currently existing SAs that we use in Keptn.
Would that be a solution that works for you?

Coming back to this: It could actually be implemented in a slightly "dumb" way.
Instead of giving users the option to configure a separate SA per keptn service, we can give them the option to exactly configure the same SAs as we have in keptn already, including the keptn-default SA that's needed for secret-service to work properly.
2 options to make this work with keptn-default:

Let users provide the keptn-default SA but have a JSON schema for the helm values so that only the exact name keptn-default is allowed to keep secret service working the same way as before.
Let helm also adjust the scopes.yaml configmap for secret service to replace the scope keptn-default with whatever name the user provides in the helm values as a replacement for the keptn-default SA.


Add details about the significance of each symbol

Add about section and instructions on how to use the icons and their meanings on what is each symbol significance.
This gives more information for the users of choose their symbols.

can I work on this?

Add about section and instructions on how to use the icons and their meanings on what is each symbol significance. This gives more information for the users of choose their symbols.

Thank you, @aishwarya1735, for your response. You are welcome to continue with your code contribution. Please ensure that you follow the code standards and include a screenshot when submitting your pull request.

Okay sure. Thank you!

Can you please assign me this issue under GSSOC'23

I am GSSoc contrbutor. I would like to work on the issue pls assign it to me.


Length error when filtering by array with df.query and df['column'].ne

Describe the bug
removeDates = ['220201', '220202'];
OR
removeDates = new dfd.Series(['220201', '220202']);

dfc.query(df['dates'].ne(removeDates),{"inplace": true});

df is a 5000 row DF
series.js:1468

       Uncaught Error: LengthError: Lenght of other must be equal to length of Series
    at Series.boolOps (series.js:1468:13)
    at Series.ne (series.js:1417:17)

Expected behavior
Filters all the rows where date not in list
Desktop (please complete the following information):

OS: [Windows]
Browser [Edge]
Version [97]
Danfo 1.0.2

Describe the bug
removeDates = ['220201', '220202'];
OR
removeDates = new dfd.Series(['220201', '220202']);

dfc.query(df['dates'].ne(removeDates),{"inplace": true});

df is a 5000 row DF
series.js:1468

       Uncaught Error: LengthError: Lenght of other must be equal to length of Series
    at Series.boolOps (series.js:1468:13)
    at Series.ne (series.js:1417:17)

Expected behavior Filters all the rows where date not in list
Desktop (please complete the following information):

OS: [Windows]
Browser [Edge]
Version [97]
Danfo 1.0.2

Arguments passed to the .ne operator must be of the same length. That means the length of df['dates'] must be the same as removeDates before you can compare them.


changed flag to work from bank for Drygore axe, Wisp-buster & Divine hand

Description:
title says all
Changes:
title says all.
Other checks:

[ ] I have tested all my changes thoroughly.

The respective code where these boosts are applied also needs to be looked at / updated to account for banked items.
Also, I'm not sure if we decided how to handle the wisp buster/divine hand conflict yet, so for now it might be best to leave that one alone.
Spoke with turbo on this one and came to resolution.


Resolve PHP7 compatibility issues

Fixes https://github.com/Mangopay/mangopay2-php-sdk/issues/165

Do you know what's with the Sandbox API? test_GetEventList_PayinNormalCreated is always failing with Internal server error @iammichiel

@emirb it's most likely related to https://github.com/Mangopay/mangopay/issues/1 I'm afraid.

@hobailey Thanks, then this PR can be merged, but note that the tests will be failing until performance improvements end those 503s.

I understand the objective to test against a real environment. But if the tests are considered unreliable, why even bother to write or maintain them? IMO the server-part should be mocked.


Enable IREE_TARGET_BACKEND_WEBGPU in build scripts for CI coverage.

Split from https://github.com/iree-org/iree/pull/10134 - this starts building the WebGPU compiler target backend and runs the tests added in that PR.

Besides an ASan flake, this seems to be working (not running out of disk space) now, probably thanks to the stop-gap in https://github.com/iree-org/iree/pull/10754.


Improve button styling

Describe the bug
Update the button styles to match the theme of the rest of the website. (reuse the existing classes)

Make the buttons look like this

To Reproduce
Steps to reproduce the behavior:

Login
Click on Dashboard
Click on edit info
See the bug

Note:

Do mention if your are working under GSSoC'21.
If you want to work on an issue, you should check if it has already been assigned to anyone. If the issue is free you can comment /assign to get the issue assigned to you.
If you are raising a new issue and want to work on it then also you should comment /assign under the issue to get it auto assigned.
Please refrain from adding labels to your issue/pull-request on your own. It is the job of the Project Admin and the Mentors to review your issue/pull-request and add labels accordingly.
According to the level of the issue, respective time will be allotted under which the task needs to be completed/resolved by the assigned person. If the issue is not resolved within the given time, it will be assigned to the next person. In case of any discrepancies, the decision of the maintainer will be final.

level - 0: 2 days
level - 1: 3 days
level - 2: 4 days
level - 3: 5 days

/assign

Can you please tell me how to login without creating a user ?

Can you please tell me how to login without creating a user ?

You can't :)

Should I go ahead and style the Cancel one too ?

Red one is on hover. I think red looks better so we should not add any hover and make it stay red only. What do you think?

Red one is on hover. I think red looks better so we should not add any hover and make it stay red only. What do you think?

Yes, looks good


feat/starknet_getClass

Issue: Implement starknet_getClass RPC Call
Description:
The starknet_getClass RPC call has been implemented but requires further testing and verification against the entire state. This RPC call retrieves the contract class definition in the given block associated with the provided hash.
Parameters:

block_id: The hash of the requested block, or number (height) of the requested block, or a block tag. This parameter is required.
class_hash: The hash of the requested contract class. This parameter is required.

Expected Result:
The contract class, if found. The result can be:

Deprecated contract class
Contract class

Potential Errors:

BLOCK_NOT_FOUND: The specified block could not be found.
CLASS_HASH_NOT_FOUND: The specified class hash could not be found.

Testing:
Initial testings can be found here. However, these should not be considered complete and improvements are welcome.
Resources:

Alchemy RPC API Endpoint Documentation
Starknet API OpenRPC Spec

Comments:
Please comment below for coordination.

Can i take his one

call to starknet_getClass failing with ClassHashNotFound even on existing synchronized transaction. Error seems to be linked to contract_class_by_class_hash used in get_class in crate/client/rpc/src/lib.rs.

Details concerning class sync mechanism

🚨 As of now, Deoxys does not implement class sync from the Starknet sequencer. This is necessary so as not to have to resort to later, individually costly calls to retrieve class data.

ℹ Class data can be retrieved from the state diff during synchronization with the Starknet sequencer.

Proposed solution:

Extract class data from state diff during L2 sync in client::deoxys::src::l2::sync.
Similar to how this is done for blocks and state diff, synchronize class data with pre-runtime digest provider in node::src::service::run_manual_seal_authorship.
This will allow to access class data in a no-std environment in when creating a new block in on_initialize and on_finalize.

Further information
Bellow is a summary of how Pathfinder implements it's own class sync system:

ℹ Syncing logic begins in pathfinder/crates/pathfinder/src/state/sync.rs in sync function.

Sync handled through an event buss (event_sender / event_receiver). These are handled by l1Sync and l2Sync lamdas which act as event providers to then be read by a consumer.

💡 It appears l1Sync is responsible for sending information about l1 synchronization status (this is where pending blocks are determined), while l2Sync is responsible for sending l2 block data, such as block hashes and contract classes.

L2 sync

ℹ L2 sync implementation is in pathfinder/crates/pathfinder/src/state/sync.rs

Block retrieval occurs here.

Block transaction hash mismatch calculations occur here.

Next state update calculate here.

Pending blocks are retrieved at the same time as the StateUpdate which is deserialized using serde_json. This includes a StateDiff which store changes between blocks. It is then converted into pathdinder_common::StateUpdate which is derived from the StateDiff.

New classes are retrieved here based on the StateDiff and are individually downloaded if they are not already part of the local database.

Missing classes are downloaded using a call to the sequencer.
Classes using Sierra (Cairo v1) are then compiled to casm from the resulting JSON.
If casm compilation for a Sierra contract fails, a call to the sequencer for the existing casm is made (hence step 2 can be seen as an optimization avoiding repeated calls to the sequencer).

ℹ Class hashes can then be retrieved from a local database without any further calls to the sequencer.

Dissecting StateUpdate
#[derive(Default, Debug, Clone, PartialEq, Dummy)]
pub struct StateUpdate {
    pub block_hash: BlockHash,
    pub parent_state_commitment: StateCommitment,
    pub state_commitment: StateCommitment,
    // aggregates non-reserved contract storage diffs, new contract deployments
    // and replaced contract classes. This essentially stores all non-system
    // contract state mutations compared to the previous block.
    pub contract_updates: HashMap<ContractAddress, ContractUpdate>,
    // stores storage diffs for Starknet System contract at address 0x1
    // This is a reserved contract address, used to to store values for smart
    // contracts used during syscalls.
    pub system_contract_updates: HashMap<ContractAddress, SystemContractUpdate>,
    // stores newly declared cairo v0 classes
    pub declared_cairo_classes: HashSet<ClassHash>,
    // stores newly declared cairo v1 classes
    pub declared_sierra_classes: HashMap<SierraHash, CasmHash>,
}


SO-4243: Improve automapping lexical search

Codecov Report

Merging #684 into 7.x will decrease coverage by 0.00%.
The diff coverage is 48.00%.

@@             Coverage Diff              @@
##                7.x     #684      +/-   ##
============================================
- Coverage     53.02%   53.02%   -0.01%
- Complexity    13831    13833       +2
============================================
  Files          1832     1832
  Lines         87526    87547      +21
  Branches      11413    11413
============================================
+ Hits          46414    46424      +10
- Misses        36296    36302       +6
- Partials       4816     4821       +5

Impacted Files
Coverage Δ
Complexity Δ

...onal/snowowl/core/repository/RevisionDocument.java
51.51% <0.00%> (-3.33%)
4.00 <0.00> (ø)

...wowl/core/request/ConceptSearchRequestBuilder.java
33.33% <0.00%> (-3.04%)
4.00 <0.00> (ø)

...ore/request/SnomedConceptSearchRequestBuilder.java
84.00% <ø> (+3.23%)
19.00 <0.00> (ø)

...request/SnomedDescriptionSearchRequestBuilder.java
61.53% <ø> (+2.27%)
18.00 <0.00> (ø)

...wl/core/request/ConceptSearchRequestEvaluator.java
65.30% <42.85%> (-3.75%)
3.00 <1.00> (+1.00)
:arrow_down:

...owl/core/request/SearchResourceRequestBuilder.java
80.48% <50.00%> (-7.40%)
17.00 <0.00> (ø)

...al/snowowl/core/request/SearchResourceRequest.java
68.57% <66.66%> (-0.12%)
35.00 <2.00> (+2.00)
:arrow_down:

...e/request/SnomedConceptSearchRequestEvaluator.java
77.77% <100.00%> (+3.86%)
7.00 <0.00> (ø)

...wl/fhir/core/model/conceptmap/TranslateResult.java
77.41% <0.00%> (-6.46%)
6.00% <0.00%> (-1.00%)

...onal/snowowl/snomed/core/tree/TerminologyTree.java
80.76% <0.00%> (-1.93%)
20.00% <0.00%> (-1.00%)

... and 4 more

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Either ControlLook from git repo nor haiku_extras work

When selecting either Be or Flat ControlLook, they don't work. Nothing happens in beta4. Both Decorators work but the ControlLook doesn't. All buttons, sliders etc. remain as if I had "Default" selected.
Also compiling the Decorator from git repo makes the Decorator blue for some reason.

Okay it's bit of a hack but combining Decorator from haiku_extras and compiled ControlLook works.
So what I did was this:

Install haiku_extras
Move Decorator from system/add-ons/decorators to home/config/non-packaged/add-ons/decorstors
Git clone this repo and execute make in it
Move the compiled ControlLook to home/config/non-packaged/add-ons/control_look
Apply in Appearance settings

This fixes ControlLook not working and the blue Decorator, everything now works fine in beta4


Scene with key considered non-existent despite it rendering successfully

Version
Tell us which versions you are using:

react-native-router-flux v3.33.2
react-native v0.29.0

Expected behaviour
The scene key should be found when the state of the app changes
Actual behaviour
I have the following code for my app:
<Router>
  <Scene
    key = "root"
    hideNavBar = {true}
    direction = "vertical"
    component = { connect(state => ({ auth: state.auth, isOnboarding: state.verify.isOnboarding }))(Switch) }
    tabs = {true}
    unmountScenes
    selector = {props => (props.auth.token !== '' && props.isOnboarding == 0) ? "loggedIn" : "loggedOut"}
  >
    <Scene key = "loggedOut" hideNavBar = {true} type = {ActionConst.RESET} direction = "vertical" >
      <Scene key = "login" component = {LoginContainer} passProps = {true} direction = "vertical" />
    </Scene>
    <Scene key = "loggedIn" hideNavBar = {true} type = {ActionConst.RESET} direction = "vertical" >
      <Scene key = "productList" component = {ProductListContainer} passProps = {true} direction = "vertical" type = {ActionConst.RESET} />
    </Scene>
  </Scene>
</Router>

When the app is initially installed in the simulator, the loggedOut scene works great. After the login scene is completed (and auth.token and isOnboarding have the relevant values), the transition to loggedIn works great as well. When the token is cleared, however, I get the following screen:

And when I press Cmd+R, the app refreshes, and only then does it go back to showing the loggedOut scene properly.
I'm not sure what is triggering this error, since the initial render of the loggedOut scene works fine.

Maybe it is bug within umountScenes? Could you check without unmountScenes?

On 09 Aug 2016, at 21:52, Cristian Asenjo<EMAIL_ADDRESS>wrote:
Version
Tell us which versions you are using:
react-native-router-flux v3.33.2
react-native v0.29.0
Expected behaviour
The scene key should be found when the state of the app changes
Actual behaviour
I have the following code for my app:

 ({ auth: state.auth, isOnboarding: state.verify.isOnboarding }))(Switch) }
    tabs = {true}
    unmountScenes
    selector = {props => (props.auth.token !== '' && props.isOnboarding == 0) ? "loggedIn" : "loggedOut"}
  >

When the app is initially installed in the simulator, the loggedOut scene works great. After the login scene is completed (and auth.token and isOnboarding have the relevant values), the transition to loggedIn works great as well. When the token is cleared, however, I get the following screen:
https://cloud.githubusercontent.com/assets/1554289/17530875/4eee79b6-5e2e-11e6-93b5-9d776f83e22e.png
And when I press Cmd+R, the app refreshes, and only then does it go back to showing the loggedOut scene properly.
I'm not sure what is triggering this error, since the initial render of the loggedOut scene works fine.
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Just checked and unfortunately got the same result :(
Are there any specific things that I could log to help narrow down the issue?

connect(state => ({ auth: state. inside render function a big design smell, try refactore out it.

@steida I agree, I need to clean that up. I want to get it working properly first though ;)

Properly? It's terribly wrong ;). Please fix it and retest code.

Do you really believe that's the issue, and if so, can you explain why? I'd like to learn because don't really understand why that's the case, and it's the exact example that's provided in the docs.
https://github.com/aksonov/react-native-router-flux/blob/master/docs/OTHER_INFO.md#switch-new-feature

+1 on this

As @steida suggested, I cleaned the code up a little more and turned the component into a full on smart component like this:
class App extends Component {
  constructor(props) {
    super(props);
  }

  render() {
    return (
    <Router>
      <Scene
        key = "root"
        hideNavBar = {true}
        direction = "vertical"
        tabs = {true} // Enabled in order to switch between loggedIn/loggedOut
        unmountScenes // Make sure that when we switch between scenes the other ones are unmounted
        selector = {props => (props.auth.token !== '' && props.isOnboarding == 0) ? "loggedIn" : "loggedOut"} // Conditional to decide what to render
      >
        {require("./components/sceneGroups/loggedOut")}
        {require("./components/sceneGroups/loggedIn")}
      </Scene>
    </Router>
    )
  }
}

const mapStateToProps = (state) => {
  const auth = state.auth;
  const isOnboarding = state.verify.isOnboarding;

  return {
    auth,
    isOnboarding,
  };
}

const mapDispatchToProps = (dispatch) => {
  return { };
};

export default connect(mapStateToProps, mapDispatchToProps)(App);

And that fixed the issue, though I still don't understand why that fixed it. Thanks @steida!
I still want to understand why the example in the wiki wasn't working but converting it to use mapStateToProps did the trick. @aksonov would you be able to chime in?


Add some animation to your loading screen

The current 'saving dataset' give the impression that the application has frozen.

Do you preferr a loading image, or a loading message? For me saving datasets is very quick..

I prefer a moving image with text. If that's not possible I'd go for an animation, I.e. Only the image. To me an animation shows that something is still happening, whereas static text doesn't distinguish between a frozen application and a long loading time.
Sent from my phone

On 01 Jun 2016, at 12:55, Enrico Werkema<EMAIL_ADDRESS>wrote:
Do you preferr a loading image, or a loading message? For me saving datasets is very quick..
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Having text on the loading screen is an issue, because the internationalisation doesn't kick in until the loading is finished. We now have an animated spinner image, and Hedderik liked it, because it keeps moving so that the user knows that the program didn't lock up.

That is a perfectly valid reason not have text.
Sent from my phone

On 03 Jun 2016, at 10:13, sibrenvanvliet<EMAIL_ADDRESS>wrote:
Having text on the loading screen is an issue, because the internationalisation doesn't kick in until the loading is finished. We now have an animated spinner image, and Hedderik liked it, because it keeps moving so that the user knows that the program didn't lock up.
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Tracking: Missing exercises from problem specifications

Directly from configlet info.
There are 44 non-deprecated exercises in exercism/problem-specifications that are both unimplemented and not in the track config exercises.foregone array:
With canonical data:

[ ] bottle-song
[x] circular-buffer #624
[ ] complex-numbers
[ ] custom-set
[ ] dominoes
[ ] eliuds-eggs
[ ] food-chain
[ ] forth
[ ] go-counting
[ ] grep
[ ] house
[ ] isbn-verifier
[ ] killer-sudoku-helper
[x] kindergarten-garden #632
[x] knapsack #633
[ ] ledger
[ ] micro-blog
[ ] parallel-letter-frequency (PHP does not support parallel execution)
[ ] pov
[ ] pythagorean-triplet
[ ] rational-numbers
[ ] react
[ ] rectangles
[ ] rest-api
[ ] rotational-cipher #635
[ ] saddle-points
[ ] satellite
[ ] secret-handshake #634
[ ] sgf-parsing
[x] spiral-matrix #625
[ ] square-root
[ ] state-of-tic-tac-toe
[ ] strain
[ ] sublist
[ ] two-bucket #636
[ ] word-search
[ ] zipper

Without canonical data:

[ ] dot-dsl
[ ] error-handling
[ ] hangman
[ ] lens-person
[ ] paasio
[ ] simple-linked-list
[ ] tree-building

I suggest to add these to the forgone exercises:

the unimplemented sing-song exercises like bottle-song
math-centric exercises like complex-numbers, rational-numbers, Pythagorean-triplet -- these are niche topics which exclude a lot of users if you aren't already familiar with these math concepts.
rest-api -- very old exercise, poorly defined
zipper -- doesn't make very much sense in a non-functional language.

Wauw, I didn't expect it to be this many exercises missing, then there is still work to do :) I Only had the list from #48in24 in mind.
Would it be possible to add a priority to them? High, Medium, Low would be enough I think.

Would it be possible to add a priority to them? High, Medium, Low would be enough I think.

I'm too busy to look at them in more detail at the moment. But that was my plan. And also mark those as foregone that cannot or should not be implemented.

I have added a PR for

https://github.com/exercism/php/pull/641


Known Issue 1.3.0: Cloud Provider Credentials

Thanks @virtmerlin. For future reference, the PKS v1.3 docs are published from the 1.3 branch. The README on pks-docs has a table with the branch information: https://github.com/pivotal-cf/docs-pks/blob/master/README.md.


fix: added new read/write symbol params

fixes #805
This fixes newly created issues with once again not having correct debug line numbers in backtrace. Also fixed are all other issues related to unity cecil tool errors. My bad for not catching this sooner. Basically we need to be writing those symbols out and not doing so was a mistake.

:tada: This PR is included in version 3.5.11 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:


Upgrade pytest-xdist to version 3.5.0 for Mariner 3.0

Upgrade pytest-xdist to version 3.5.0 together with its signatures.json and cgmanifest.json files for Mariner 3.0

Merge Checklist

All boxes should be checked before merging the PR (just tick any boxes which don't apply to this PR)

[x] The toolchain has been rebuilt successfully (or no changes were made to it)
[x] The toolchain/worker package manifests are up-to-date
[x] Any updated packages successfully build (or no packages were changed)
[x] Packages depending on static components modified in this PR (Golang, *-static subpackages, etc.) have had their Release tag incremented.
[x] Package tests (%check section) have been verified with RUN_CHECK=y for existing SPEC files, or added to new SPEC files
[x] All package sources are available
[x] cgmanifest files are up-to-date and sorted (./cgmanifest.json, ./toolkit/scripts/toolchain/cgmanifest.json, .github/workflows/cgmanifest.json)
[x] LICENSE-MAP files are up-to-date (./SPECS/LICENSES-AND-NOTICES/data/licenses.json, ./SPECS/LICENSES-AND-NOTICES/LICENSES-MAP.md, ./SPECS/LICENSES-AND-NOTICES/LICENSE-EXCEPTIONS.PHOTON)
[x] All source files have up-to-date hashes in the *.signatures.json files
[x] sudo make go-tidy-all and sudo make go-test-coverage pass
[x] Documentation has been updated to match any changes to the build system
[x] Ready to merge

Summary

This PR upgrades pytest-xdist to version 3.5.0 for Mariner 3.0.
Change Log

Upgrade pytest-xdist to version 3.5.0.
No existing packages impacted
No previous CVEs

Does this affect the toolchain?

NO
Associated issues

#xxxx

Links to CVEs

https://nvd.nist.gov/vuln/detail/CVE-YYYY-XXXX

Test Methodology

Pipeline build id: https://dev.azure.com/mariner-org/mariner/_build/results?buildId=503769&view=results

Thanks for the review, @mfrw!


Add grandpa blocks finalization comment

Add comment to custom chain about Grandpa blocks finalization.

I'm not totally sure I think this comment is necessary. I think in the context of this tutorial it may actually make things more confusing. I feel like this tutorial makes it pretty clear that block finalization will not happen until both validators have joined the network. I think the "two-thirds" point may be an unnecessary implementation detail at this level of abstraction.

I think that the comment is needed. You also said that it was confusing for you the actual text. The "two-thirds" point makes it super clear and is part of grandpa's design.


fix: client's clean attribute in README

Coverage remained the same at 97.428% when pulling a57b2a1130445fa2a556feb8434f12139d3efab5 on jyotman:fix-client-doc into 4a0c3e9cc2571768d9bf61919f4f35bb4ef5d58a on mcollina:master.

Coverage remained the same at 97.428% when pulling a57b2a1130445fa2a556feb8434f12139d3efab5 on jyotman:fix-client-doc into 4a0c3e9cc2571768d9bf61919f4f35bb4ef5d58a on mcollina:master.


Add support new LiDAR

Hi, @koide3
How can I add support for another type of LiDAR sensor?

I am also working on this Have you had any success? I am having trouble with the map only updating once then getting TF_OLD_DATA warnings


Error in call to FrozenWorld.Engine: "FrozenWorld_AddEdges: (failed !edgeAlreadyExists) ..."

Hello.  I am using the World Locking Tools version 1.5.9 and I am seeing the following error every so often in our app (49 occurrences in the past 14 days):
Exception Message
Error in call to FrozenWorld.Engine: "FrozenWorld_AddEdges: (failed !edgeAlreadyExists) Duplicate edges[4].anchorId1/2 = 13/28",
Call Stack
"CallStack": Microsoft.MixedReality.WorldLocking.Core.Plugin.checkError () (at <00000000000000000000000000000000>:0)
Microsoft.MixedReality.WorldLocking.Core.Plugin.AddSpongyEdges (System.Collections.Generic.ICollection`1[T] edges) (at <00000000000000000000000000000000>:0)
Microsoft.MixedReality.WorldLocking.Core.AnchorManager.Update () (at <00000000000000000000000000000000>:0)
Microsoft.MixedReality.WorldLocking.Core.WorldLockingManager.Update () (at <00000000000000000000000000000000>:0)
Microsoft.MixedReality.WorldLocking.Core.WorldLockingManager+UpdateProxy.Update () (at <00000000000000000000000000000000>:0)
Our app's telemetry does not show any consistent usage pattern that leads up to this exception and we do not have a repro case.
This exception usually happened after our app has run for 20+ minutes but we have seen cases where it occurred 7 minutes after the app launched.
I can use some help to understand:

Whether this exception would be followed by any broken functionality and if so, how would it manifest itself?
How can we root cause the issue and prevent it from happening?

Hello,
I have started experiencing the same problem. Did you ever find a fix? I would be very interested.
One lead I have is that I recently changed the number of maximum local anchors (whereas before it was at its default value - which means unlimited).


Metamist docker tutorial

This tutorial is to familiarise newcomers to interacting with metamist, building a new Docker image, and submitting a Hail Batch job.
This tutorial is dependent on finalising the dataset to be used and as such, the metamist queries and submission scripts have placeholder project names

@michael-harper, now that the sandbox project has been created, is this tutorial completely ready for review? I'm going to dismiss my review as I get daily notifications. If / when it is ready, can you mark this as "Ready for review" and re-request?
Thanks!

I'm going to remove my review request here - there's a lot of chat, but I think perfect is becoming the enemy of the good. I like the intention of this as a readme and a process, I think it's in a pretty good state, and we won't know what about it needs polishing until someone takes it and runs with it. This can still serve as a living document for future edits, so acceptance of the current state doesn't have to be final.
I also think there are some distractions around Docker etc. - this is not intended to be an instruction document on how to make docker images, and people not familiar with Docker probably shouldn't be designing images for use in pipelines - thats a separate skillset, and lack of detail there shouldn't hold up this end-to-end guide. A separate document on Docker image design/container usage might be a good idea, but it's far less CPG-specific, so we should defer to public resources like Docker's own get started guide for the most part, and pad that out with CPG-specific details where required.