The project is not stable yet? what do you mean by that?

greetings friend, I am programming in react-native I am starting in the implementation RootEncoder in android to transmit by RTMP, a question, when you say here in ios that the project is not yet stable, what do you mean by that? my intention to use it is to work with RTMP in ios also with the functionality to flip the camera while it is streaming that has support for h264 and aac and the basics in RTMP, thank you very much.

Hello,
I means that It is not really well tested in multiple devices (I only tested with iphone 6s, iphone 11 and ipad gen6 because I haven't more devices) anyway rtmp and rtsp should works fine in all models.
Also, the funtionallity is limited. For now, you only have the equivalent to RtmpCamera, RtspCamera, RtmpDisplay and RtspDisplay.

Saludos nuevamente amigo, una pregunta, las funciones rtmp en ios esta disponible? se puede hacer streaming desde ios? no entendi cuando me comentaste que: 'Además, la funcionalidad es limitada, Por ahora, sólo tienes el equivalente a RtmpCamera', necesito lo mismo que en android, la funcionalidad de RtmpCamera (para la captura de la camara) y las funciones estandar de un streaming, StarPublis, StopPublish, Mute, Un mute, Voltear camara

Hola,
Todo eso funciona sin problemas, lo único que falta para RtmpCamera son filtros que ahora mismo creo que solo estaba el de GreyScale


Upload CI artifacts to tags

This would remove the need to upload them manually, and drop the requirement for people to be logged into GitHub in https://github.com/janestreet/magic-trace/wiki/Getting-started.

This has been addressed by @quantum5. Thanks!


key permissions not allowed

https://docs.github.com/en/actions/reference/workflow-syntax-for-github-actions#permissions

Fixed in 0.20.1 🎉.


Chaos vehicles not respawning even after changing to "Always respawn"

Vehicles don't respawn when loading a game, I know they inherit from APawn so by default they shouldn't.
I have tried to set the respawn mode to "Always respawn" and I've added a SpudGuid, with no success.
The vehicle is saved correctly as the data and the vehicles velocity is being restored on load.
It could be that respawn mode doesn't work on any pawn, but I haven't tried it with anything else, pawns that can be possessed temporarily like vehicles and horses might benefit from being able to set them to respawn after loading a game

I added a test case to the SPUDExamples project which spawns a pawn on a trigger that is set to AlwaysRespawn, then saved and re-loaded (making sure not to activate the trigger again). The pawn was respawned correctly.

I just tested with a character in my project, works without problems, same exact setup with the AWheeledVehiclePawn (Chaos vehicle) and it doesn't work, so it seems it's just the vehicle that's problematic.
I am testing on UE5 early access, so it might not be a relevant issue for now
It's odd because AWheeledVehiclePawn is just an APawn with a SkeletalMesh and a VehicleMovementComponent (which I did try adding to the character to see if it's causing problems and it doesn't)
This is all there is to the AWheeledVehiclePawn.h, is there anything you see that might be making it incompatible with spud?

// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "GameFramework/Pawn.h"
#include "WheeledVehiclePawn.generated.h"

class FDebugDisplayInfo;

/**
 * ChaosWheeledVehicle is the base wheeled vehicle pawn actor.
 * By default it uses UChaosWheeledVehicleMovementComponent for its simulation, but this can be overridden by inheriting from the class and modifying its constructor like so:
 * Super(ObjectInitializer.SetDefaultSubobjectClass<UMyMovement>(VehicleComponentName))
 * Where UMyMovement is the new movement type that inherits from UChaosVehicleMovementComponent
 */

UCLASS(abstract, config=Game, BlueprintType)
class CHAOSVEHICLES_API AWheeledVehiclePawn : public APawn
{
	GENERATED_UCLASS_BODY()

private:
	/**  The main skeletal mesh associated with this Vehicle */
	UPROPERTY(Category = Vehicle, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
	class USkeletalMeshComponent* Mesh;

	/** vehicle simulation component */
	UPROPERTY(Category = Vehicle, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
	class UChaosVehicleMovementComponent* VehicleMovementComponent;
public:

	/** Name of the MeshComponent. Use this name if you want to prevent creation of the component (with ObjectInitializer.DoNotCreateDefaultSubobject). */
	static FName VehicleMeshComponentName;

	/** Name of the VehicleMovement. Use this name if you want to use a different class (with ObjectInitializer.SetDefaultSubobjectClass). */
	static FName VehicleMovementComponentName;

	/** Util to get the wheeled vehicle movement component */
	class UChaosVehicleMovementComponent* GetVehicleMovementComponent() const;

	//~ Begin AActor Interface
	virtual void DisplayDebug(class UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos) override;
	//~ End Actor Interface

	/** Returns Mesh subobject **/
	class USkeletalMeshComponent* GetMesh() const { return Mesh; }

	/** Returns VehicleMovement subobject **/
	class UChaosVehicleMovementComponent* GetVehicleMovement() const { return VehicleMovementComponent; }
};

My vehicle just inherits from it and adds the spud functionality
#pragma once

#include "CoreMinimal.h"
#include "WheeledVehiclePawn.h"
#include "../../../../Plugins/SPUD/Source/SPUD/Public/ISpudObject.h"
#include "BaseVehicle.generated.h"

/**
 *
 */
UCLASS()
class THEDRIVE_API ABaseVehicle : public AWheeledVehiclePawn, public ISpudObject
{
	GENERATED_BODY()

public:
	ABaseVehicle(const FObjectInitializer& ObjectInitializer);

	UPROPERTY(BlueprintReadOnly)
	FGuid SpudGuid;

	virtual ESpudRespawnMode GetSpudRespawnMode_Implementation() const override { return ESpudRespawnMode::AlwaysRespawn; }

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

};

I'm happy that SPUD works at all with UE5, I haven't tested that yet :) I can't see anything wrong with the vehicle pawn, but perhaps it's something about its level ownership. All objects are loaded with the level they're owned by, so perhaps check that the vehicle spawn owner is the level you think it is?
Otherwise it would be useful to see what the log says at save & load time. Are there any messages about this instance?

Yes it works perfectly in UE5!
I had to clean up the log as I had a lot of garbage being printed every frame, Found the problem, the vehicle wants to spawn at world origin, the world was above it so it was colliding and didn't spawn, but I'm not sure why it wants to spawn it there

LogSpudState: Verbose:  * STORE Level Actor: TestMap/INT_Weapon_C_1
LogSpudProps: Verbose:  | ItemOwner =
LogSpudProps: Verbose:  | AttachedTo = NULL
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose:  * STORE Level Actor: TestMap/INT_Weapon_C_2
LogSpudProps: Verbose:  | ItemOwner =
LogSpudProps: Verbose:  | AttachedTo = NULL
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose:  * STORE Level Actor: TestMap/ChaosVehicleBlueprint_C_1
LogSpudProps: Verbose:  | bHandbrake = 1
LogSpudProps: Verbose:  | Text =
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose:  * STORE Level Actor: TestMap/PlayerCharacter_C_0
LogSpudProps: Verbose:  | PlayerData:
LogSpudProps: Verbose:  |- PlayerName = Player
LogSpudState: Error: Property PlayerCharacter_C_0/CustomMaterial is marked for save but is an unsupported type, ignoring. E.g. Arrays of custom structs or UObjects (other than actor refs) are not supported.
LogSpudProps: Verbose:  |- Money = 9000
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose:  * STORE Runtime Actor: D42B7F17-4E11-0490-8ACA-ED94898FDD8D (ChaosVehicleBlueprint_C_0)
LogSpudProps: Verbose:  | bHandbrake = 1
LogSpudProps: Verbose:  | Text =
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose:  * STORE Runtime Actor: 92EB51AC-47AB-1B7C-451B-2CBF9016E0AE (ChaosVehicleBlueprint_C_2)
LogSpudProps: Verbose:  | bHandbrake = 1
LogSpudProps: Verbose:  | Text =
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudSubsystem: Save to slot TestSave: Success
LogSpudSubsystem: Verbose: Loading Game from slot TestSave
LogSpudSubsystem: Verbose: (Re)loading map: TestMap
LogNet: Browse: /Game/Maps/TestMap
LogLoad: LoadMap: /Game/Maps/TestMap
LogWorld: BeginTearingDown for /Game/Maps/UEDPIE_0_TestMap
LogWorld: UWorld::CleanupWorld for TestMap, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
LogAudio: Display: Audio Device unregistered from world 'None'.
LogUObjectHash: Compacting FUObjectHashTables data took   2.08ms
LogPlayLevel: Creating play world package: /Game/Maps/UEDPIE_0_TestMap
LogPlayLevel: PIE: StaticDuplicateObject took: (0.038410s)
LogAIModule: Creating AISystem for world TestMap
LogPlayLevel: PIE: World Init took: (0.001500s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Maps/TestMap.TestMap to /Game/Maps/UEDPIE_0_TestMap.TestMap (0.040228s)
LogAudio: Display: Audio Device (ID: 8) registered with world 'TestMap'.
LogLoad: Game class is 'GM_Survival_C'
LogWorld: Bringing World /Game/Maps/UEDPIE_0_TestMap.TestMap up for play (max tick rate 60) at 2021.12.07-19.11.48
LogWorld: Bringing up level for play took: 0.003365
LogSpudSubsystem: Verbose: OnPostLoadMap restore: TestMap
LogSpudState: Verbose: RESTORE level TestMap - Start
LogSpudState: Verbose:  * Respawning actor D42B7F174E1104908ACAED94898FDD8D of type /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint_C
LogPhysics: Warning: UWorld::FindTeleportSpot called with an actor that is intersecting geometry. Failed to find new location likely due to movement component's 'UpdatedComponent' not being a collider component.
LogSpawn: Warning: SpawnActor failed because of collision at the spawn location [X=0.000 Y=0.000 Z=0.000] for [ChaosVehicleBlueprint_C]
LogSpudState: Error: Error spawning actor of type /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint_C
LogSpudState: Verbose:  * Respawning actor 92EB51AC47AB1B7C451B2CBF9016E0AE of type /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint_C
LogPhysics: Warning: UWorld::FindTeleportSpot called with an actor that is intersecting geometry. Failed to find new location likely due to movement component's 'UpdatedComponent' not being a collider component.
LogSpawn: Warning: SpawnActor failed because of collision at the spawn location [X=0.000 Y=0.000 Z=0.000] for [ChaosVehicleBlueprint_C]
LogSpudState: Error: Error spawning actor of type /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint_C
LogSpudState: Verbose:  * RESTORE Level Actor: INT_Weapon_C_1
LogSpudState: Verbose:  | Class: /CharacterSystemPlugin/Items/INT_Weapon.INT_Weapon_C
LogSpudState: Verbose:  | FAST path, 3 properties
LogSpudProps: Verbose:  | ItemOwner =
LogSpudProps: Verbose:  | AttachedTo = NULL
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose:  * RESTORE Level Actor: INT_Weapon_C_2
LogSpudState: Verbose:  | Class: /CharacterSystemPlugin/Items/INT_Weapon.INT_Weapon_C
LogSpudState: Verbose:  | FAST path, 3 properties
LogSpudProps: Verbose:  | ItemOwner =
LogSpudProps: Verbose:  | AttachedTo = NULL
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose:  * RESTORE Level Actor: ChaosVehicleBlueprint_C_1
LogSpudState: Verbose:  | Class: /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint_C
LogSpudState: Verbose:  | FAST path, 3 properties
LogSpudProps: Verbose:  | bHandbrake = 1
LogSpudProps: Verbose:  | Text =
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose:  * RESTORE Level Actor: PlayerCharacter_C_0
LogSpudState: Verbose:  | Class: /Game/Core/PlayerCharacter.PlayerCharacter_C
LogSpudState: Verbose:  | FAST path, 7 properties
LogSpudProps: Verbose:  |- PlayerName = Player
LogSpudProps: Verbose:  |- Money = 9000
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose: RESTORE level TestMap - Complete

I tried to dig a bit deeper and it seems SPUD works fine, it spawns the vehicle and sets the transform correctly, then the vehicle suddenly gets set to the origin on the next frame, seems more like a bug with the Chaos vehicle, maybe it's some sort of way to prevent it from flying into the air when it's spawned and its readjusts it's position after spawn.
LogSpudState: Error: XForm is 819.826843,102.264748,96.158966|0.265899,29.702862,0.004031|1.000000,1.000000,1.000000
LogSpudState: Error: Actor new transform is 819.826843,102.264748,96.158966|0.265899,29.702862,0.004031|1.000000,1.000000,1.000000
LogSpudState: Verbose:  | Class: /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint_C
LogSpudState: Verbose:  | FAST path, 3 properties
LogSpudProps: Verbose:  | bHandbrake = 1
LogSpudProps: Verbose:  | Text =
LogSpudProps: Verbose:  | bCanBeDamaged = 1
LogSpudState: Verbose: RESTORE level TestMap - Complete
LogSpudSubsystem: Load: Success
LogLoad: Took 0.082253 seconds to LoadMap(/Game/Maps/UEDPIE_0_TestMap)
LogBlueprintUserMessages: [ChaosVehicleBlueprint_C_0] Translation: X=819.827 Y=102.265 Z=96.159 Rotation: P=0.265899 Y=29.702862 R=0.004031 Scale X=1.000 Y=1.000 Z=1.000
AnimBlueprintLog: Warning: Trying to play a non-additive animation 'ALS_N_FallLoop' into a pose that is expected to be additive in anim instance 'ALS_AnimBP_C /Game/Maps/UEDPIE_0_TestMap.TestMap:PersistentLevel.PlayerCharacter_C_0.CharacterMesh0.ALS_AnimBP_C_0'
AnimBlueprintLog: Warning: Trying to play a non-additive animation 'ALS_N_FallLoop_Fast' into a pose that is expected to be additive in anim instance 'ALS_AnimBP_C /Game/Maps/UEDPIE_0_TestMap.TestMap:PersistentLevel.PlayerCharacter_C_0.CharacterMesh0.ALS_AnimBP_C_0'
LogBlueprintUserMessages: [ChaosVehicleBlueprint_C_0] Translation: X=-0.012 Y=-0.003 Z=-1.089 Rotation: P=-0.000034 Y=-0.001434 R=-0.000061 Scale X=1.000 Y=1.000 Z=1.000
AnimBlueprintLog: Warning: Trying to play a non-additive animation 'ALS_N_Land_Light' into a pose that is expected to be additive in anim instance 'ALS_AnimBP_C /Game/Maps/UEDPIE_0_TestMap.TestMap:PersistentLevel.PlayerCharacter_C_0.CharacterMesh0.ALS_AnimBP_C_0'
LogBlueprintUserMessages: [ChaosVehicleBlueprint_C_0] Translation: X=-0.024 Y=-0.006 Z=-3.265 Rotation: P=-0.000034 Y=-0.002869 R=-0.000122 Scale X=1.000 Y=1.000 Z=1.000
LogBlueprintUserMessages: [ChaosVehicleBlueprint_C_0] Translation: X=-0.036 Y=-0.009 Z=-6.530 Rotation: P=-0.000034 Y=-0.004303 R=-0.000153 Scale X=1.000 Y=1.000 Z=1.000

I did actually find a problem with the respawn behaviour, it needs to set ESpawnActorCollisionHandlingMethod::AlwaysSpawn because the initial spawn is at the origin; this is because the details such as the transform are restored later (properties are overlaid on top of existing objects). Commit here: https://github.com/sinbad/SPUD/commit/a257c61589cc4b27fea7f0612fbbed595e416883
When the transform is set later,  it's done like this:
Actor->SetActorTransform(XForm, false, nullptr, ETeleportType::ResetPhysics);

This should reset any physics and have the same effect as spawning at that location, but I don't know if there's something that changed with Chaos.

I had tried adding that myself when testing, will help with spawning if world origin is obstructed but didn't solve the problem with the vehicles for me.
For now I'll keep my workaround of getting the transform after the restore and applying it again a few frames later, I'll wait for the final release of ue5, maybe the behavior will change.
Is there a way to retrieve the transform saved data before the actor is created?

Is there a way to retrieve the transform saved data before the actor is created?

No, the data structure for the levels is basically packed properties which are overlaid on top of existing actors (this is so that you can restore properties on top of actors which have had new state added since), and there's a separate list of respawns that need to happen before this to ensure the actors are there to update. This allows us to treat spawned actors and pre-existing actors the same, which is important because spawned actors might already exist, if for example you're quick-loading in game.


Add Flat instances for PLC serialisation.

Tests? I think there's a deserialise . serialise = id test in the property tests, we could at least have a flat version.

I am adding that now.
I will also add some tests when adding the whole benchmarking code.

I have removed all the size implementations because flat does the right thing when it uses the generic instances to write proper sizes. There is less code, however, I am thinking that if something happens to generics (though I cannot imagine what) and the generated sizes get unsynchronized from our instances we may be in trouble.
What do you think? Should I keep the boilerplate code to manually calculate sizes, just in case something nasty happens to the generic instances?

I have added manual size implementations wherever we need to reserve some data constructors for future use. I think this is a good compromise.

Warning needs fixing too.


Multiplayer saves on the latest version

First of all, thank you so much for this really great tool, it works perfectly!
Regarding the possibility to save multiplayer games, do you think it is possible now? The game got some new updates, since another user asked this question. Back in the days, this feature was available on the old Cossacks game (Back to War) in LAN mode.
Best Regards

First of all, thank you so much for this really great tool, it works perfectly!

Regarding the possibility to save multiplayer games, do you think it is possible now?

What matters is not what I think, but if it's actually implemented by the game developers. Last time I checked (v2.2.3) it was not the case. Also, see #1.
Best regards


Fix m_arc choices

This is a 4-choice task, option_e is null for all but 3 samples. And it is never used in gold answer

After some manual inspection, I find that 3 examples in test set have five choices, and 1 example in valid set use E as gold answer. So to be aligned with the original arc task, we should use adaptive options

Bumped and merged!


Switch Stable Horde backend to R2 serving

Describe the bug
Stable horde switched recently to defaulting to r2: True. I noticed in the code you don't explicitly specify r2:false when sending b64 images, so you need to update the code to either specify r2:false or better, adjust your code to allow it to download images from a URL, instead of decoding b64 and use default r2 serving. Using R2 is the suggested approach from the stable horde (and returns images with less compression) as it results in less bandwidth passing through our servers.
To reproduce
Stable Horde backend is probably broken right now.
Error log
N/A
Environment
No response
Screenshots/video
No response
Additional information
No response

Adding @tijszwinkels. Let me know if you don't have time to do this.

Planning on fixing this, this weekend.

@tijszwinkels That's great - thank you


Suggestion: config for max stack sizes of certain items

The title explains almost everything, but here are some examples:
Netherite Ingots are heavy, it does't make sense that players can carry 64 x 37 (inventory + offhand) of them...
We could limit those by doing smth like this
max-stack-sizes:
    minecraft:netherite_ingot: 8

And players are able to carry 8 times less of them
Or Saddles - pretty common thing to find, and they really can be annoying to carry without shulker boxes or third-party plugins that add Backpacks
This could solve the issue:
max-stack-sizes:
    minecraft:saddle: 16

```  Which means that 2 stacks of Saddles can save 1 Shulker Box and a little bit more space

Unfortunately this kind of thing would require a client side mod to make it work 100%. Plugins have already tried to do this purely server side only, but they all have issues one way or another (some even opening up duplication exploits). For this reason it is not something Purpur will be trying to handle.


race detector: Possible false positive?

go version go1.7 linux/amd64
GOARCH="amd64"
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOOS="linux"
GOROOT="/usr/lib/go"
GOTOOLDIR="/usr/lib/go/pkg/tool/linux_amd64"
CC="gcc"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build700676214=/tmp/go-build -gno-record-gcc-switches"
CXX="g++"
CGO_ENABLED="1"

While working on #14200, I discovered what appears to be a false positive in the race detector. It is illustrated by this example. The detection disappears if String() is given a pointer receiver. Even locking a mutex is detected as a race. Commenting out line 21 still results in a race detection.
I know why it's detecting this as a race, but there doesn't seem to be any actual race happening here.

That's a real race. You're copying the mutex by value, reading it in your first goroutine while you mutate it in the other goroutine.

Why is the struct being copied? The receiver is unnamed, so there's no way to access the copy.


chore: update jsonparser to 1.1.1 and yaml.v3 to 3.0.1

https://github.com/influxdata/influxdb/pull/23385 backported to 2.2 so it can be staged in case we create a 2.2.1 release

[x] Well-formatted commit messages
[x] Rebased/mergeable
[x] Tests pass

Based on discussions with @DStrand1, 2.3 is going to be out soon enough and there won't be a 2.2.1, so closing this PR. If 2.2.1 ends up being a thing, we can reopen this PR.


Fix null ref exception when there are no workspace folders

Fixes #364
I think this is a low pri bug, but it's also a low risk fix.

Agreed.  We should have been checking the length though I'm surprised vscode.workspace.workspaceFolders doesn't return undefined if there are no workspaceFolders opened.


open multiple Renderer windows

how i can add other html files to render as new windows, i have tried adding this code to vite.config.js ;
  build: {     input: {       main: resolve(__dirname, "index.html"),       worker: resolve(__dirname, "worker.html"),       toolbar: resolve(__dirname,'toolbar.html')     },   },
but i dont get any output files in dist/electron/main folder, can you please help me.

https://github.com/electron-vite/electron-vite-react/issues/37#issuecomment-1157074322


The Lord of The Rings: Biomes

This will add all biomes existing in The Lord of The Rings, along with features and blocks required for the biomes.
This will include forest, clearing, and marsh biomes, with forest being the most tree-y an area can be (very much in Fangorn, not much in The Misty Mountains), marsh being the wettest an area can be (a lot in The Shire, not much in Harad), and plains being the normal biome and most common. (Icy in The Misty Mountains, desert-like in Harad, cool and perfect in The Shire)
This will add all crops, saplings, flowers, trees, ores, etc.

I have now started work on this part of the project.
This part will be developed in this branch.


Improve slider stability when navigating playlists

As a user I want the playback experience to be smooth when navigating playlist items.
Acceptance criteria

The progress should not move erratically when navigating playlist items.

Tasks

[ ] Improve periodic time publishers to observe player item changes and immediately report the time of the new current item when it changes (write test first).
[ ] Ensure that ProgressTracker restores the progress of a previous item when returning to it (write test first).

Items are recreated from scratch and not reused as of #134. For this reason playback always resumes at the default position, thus there is nothing to be done anymore.


Images in web sitemap

Please implement image extension to sitemaps. See here:
https://support.google.com/webmasters/answer/178636

@robertvazan If you provide a pull request I am happy to review and merge it.
Should be not to hard to implement this, check out #33 for example.

I am currently using this project instead:
https://github.com/jirkapinkas/jsitemapgenerator
So no pull request from me. But let's keep this issue open until someone else finds time to do it.


NetherPortals created above bedrock NetherPortals

Placing a relatively high netherportal in the overworld will spawn a netherportal above the bedrock in the nether.
16:04:24 [INFO] This server is running CraftBukkit version git-Bukkit-1.1-R6-24-g2b9a870-b2022jnks (MC: 1.2.3) (Implementing API version 1.2.3-R0.1-SNAPSHOT)
16:04:50 [INFO] [Multiverse-Core] [Multiverse-Core] Multiverse-Core Version: 2.4-b512
16:04:50 [INFO] [Multiverse-Core] [Multiverse-Core] Bukkit Version: git-Bukkit-1.1-R6-24-g2b9a870-b2022jnks (MC: 1.2.3)
16:04:50 [INFO] [Multiverse-Core] [Multiverse-Portals] Multiverse-Portals Version: 2.4-b518
16:04:50 [INFO] [Multiverse-Core] [Multiverse-NetherPortals] Multiverse-NetherPortals Version: 2.4-b514
16:06:16 [INFO] Plugins: Multiverse-Core, Multiverse-Portals, Multiverse-NetherPortals, Essentials

I can't reproduce this with the vanilla Minecraft server (by building a portal at y=240 or higher and seeing where it takes me in the Nether). However, I can reproduce it with the CraftBukkit 1.2.3 R0.1 beta and no plugins. It looks like this is a Bukkit bug, not a Minecraft or Multiverse one.
Just to be sure, can you try the same test -- with all of the Multiverse plugins removed -- and see what happens?

Ah good call (and good test) if it should be a bukkit fix, I'd rather fix it there.

Looks like a Bukkit bug; just replicated this problem on Bukkit build #2037 with no plugins loaded. Gonna go find Bukkit's bugtracker! :P

I think this is the first time i've done this but... Reopening. I want support for this. Lets say you ahve a nether generator with a 256 height nether! Suh-weet!

It'd be amazing to have a 256-height nether! Support!

So this issue is kinda different from the title, and I may rename it. I am interested for logging purposes in the leaky ticket you filed. If you could post it here, that'd be great.

https://bukkit.atlassian.net/browse/BUKKIT-1079


schema for numeric type is not working

needs to be 6/7 bytes no string

sorted - the detection for int/float was completely broken (and under certain circumstances could have caused exceptions).  added a proper float detection, and some unit tests: works fine now.
https://github.com/threefoldtech/jumpscale_core/commit/28c7c061afe125678ef268538022733099a19c6f

it's still not going to be possible to store 10.50 or 10.23 or 5.89 as anything other than a float: that's definitely going to have to go into 8 bytes (as a double).  unless we add and distinguish two different types of float: IEEE754 single-precision (4 bytes) and IEEE754 double-precision (2 bytes).  it may also be possible to add IEEE754 half-precision (2 bytes) however that's getting complicated as it would need to be emulated in software: python does not have support for the half-precision floating-point type.  it would however get very high compression for floating-point numbers in the range +/-2047.


clock type

should the clock i build be analog or digital or it doesn't matter which one i build

It can also be in binary clock!

From the FAQ at https://flutter.dev/clock
Does the clock have to show the time?
The viewer should be able to tell the time. Whether that be with digits, clock hands, a sundial shadow, or colors flashing in Morse code, there should be some way for a user to reliably determine the time. (It’s OK if telling the time requires some thinking.)
So, you can do whatever you want as long as there is some way to derive time :-)


Not enough gpu memory for verification

Hi, during training, it is normal to process 800 training sets, but due to our limited gpu, processing 100 validation sets always prompts insufficient gpu memory. Is there a solution for this, thank you very much!

Thank you for your reply, but I have a problem.
I set 'eval_bsize' and 'bsize' to 2, it reports an error:
RuntimeError: Calculated padded input size per channel: (96 x 0). Kernel size: (1 x 1). Kernel size can't be greater than actual input size

It's hard for me to troubleshoot with just this error. Just to confirm, I recommended the 'bsize' argument in the 'forward' method of DIINN.
Here's an example:
output_size = (512, 512) #the super-resolved image have 512x512 pixels, and your memory is not enough
bsize = 10000 #this means the decoder only make predictions on 10000 pixels at a time, till all 512x512 are done
sr_image = model(lr_image, output_size, bsize)
Hope this helps. Please keep me posted.


Taxon constraint: GO:0016055 Wnt signaling pathway

Please provide as much information as you can:
GO:0016055 Wnt signaling pathway

Request to add a taxon constraint:

**never in taxon: **
fungi?

There is already 'Only in Taxon | 33208 | Metazoa'
are you getting annotations? This sound already exclude fungi.

Yep, see:
https://www.pombase.org/results/from/id/ed3c0b9b-6040-4dca-afaf-df4a763dc378

@dustine32 @kltm
I thought annotations that violate taxon constraints were filtered - this one is reported in the pombase error report:
ERROR - Violates GO Rule: GORULE:0000013: Taxon-appropriate annotation check -- PomBase SPBC1347.06c cki1 involved_in GO:0016055 PMID:21873635 IBA PANTHER:PTN000226268|UniProtKB:P49674 P Casein kinase I homolog 1 UniProtKB:P40233|PTN000226265 protein taxon:284812 20170228 GO_Central
but still shows up in AmiGO, and is exported in our files:
http://amigo.geneontology.org/amigo/gene_product/PomBase:SPBC1347.06c
Can you please check what is not working?
Thanks, Pascale

@pgaudet Just to get a feel, does it look like taxon constraints are generally not working, or are you running into a handful of cases that are getting through? Also, we can check to see if this is a new thing or if it has been slipping by us.

Noting that this seems to be coming from paint_pombase.

@dustine32 Just checking, are the paint files processed the same way as the others in the taxon filtering stage, or are those handled "upstream"?

@kltm PAINT is handled a little differently as a "mixin" but the idea is that GO rule 13 is supposed to filter out these TC violations. So, if it does end up being more than a handful, something is wrong. I'm still debugging this.

OK, after a lot of time spent staring at my debugger, I figured out that the "temporary post-filter" step commands just needed to add an option (-l all) to turn on ALL of the GO rules again. This option became required recently due to changes made for https://github.com/biolink/ontobio/issues/544.
Confusingly, the invalid PomBase SPBC1347.06c cki1 involved_in GO:0016055 line was reported invalid as @pgaudet pointed out, making it look like the TC check rule (GO rule 13) was running. However, this rule ran only on the source pombase.gaf in the mega-step (filtering the IBA out), but not the paint_pombase.gaf in the later post-filter (adding the IBA back).
The little test in PR https://github.com/geneontology/go-site/pull/1709#issue-675833213 shows that adding this option will correctly filter out that taxon-invalid IBA line for PomBase.

@pgaudet This was merged into master and should be available for testing.

I still find the offending ID GO:0016055 in
http://snapshot.geneontology.org/annotations/pombase.gaf.gz
(release date: date | "2021-06-22")
Maybe this is a lag because snapshot has not ran since the merge was done?

This annotation is now gone :)


fetch is not defined

Verify latest release

[X] I verified that the issue exists in the latest chatgpt release

Verify webapp is working

[X] I verify that the ChatGPT webapp is working properly for this account.

Environment details
node 16.20.0
win11
Describe the Bug
I have installed unfetch, but this problem is still occurring

Hi, in docs. -> Make sure you're using node >= 18 so fetch is available (or node >= 14 if you install a fetch polyfill).

Hi, in docs. -> Make sure you're using node >= 18 so fetch is available (or node >= 14 if you install a fetch polyfill).

I have installed fetch polyfill as documented

@didoee you also need to initialize the fetch polyfill. Please double check the docs.

@didoee  Are you from China? OpenAI's API is not accessible in China, so consider proxies. Solve this problem and it will work.
[chatgptProxyAPI]https://github.com/x-dr/chatgptProxyAPI


Added Giphy API

🎯GIPHY API #34

Closes #34

🗒 Checklist:

[x] I have mentioned the issue number in my Pull Request.
[x]  I have gone through rules of when PR will get merged.
[x] I have commented my code, particularly in hard-to-understand areas
[x] I have created a helpful and easy to understand README.md
[x] I have followed proper file structure.
[x] I have gone through CONTRIBUTING GUIDELINES.md.

Thank you for contributing!❤
Don't forget to show some love by ⭐ the repository!

Hey @dhruti26, Thank you for creating PR! We will review it super soon. 😇❣
As we continue to evolve and innovate, we encourage you to share your ideas, feedback, and code to help us push the boundaries of what's possible in the world of APIs🚀.
We hope you have followed CONTRIBUTING GUIDELINES.
Thank you for being an essential part of our community. Together, we'll keep building amazing things!
Don’t forget to ⭐ our repository!
Happy Coding!✨
Will See you soon❣

@dhruti26 We're thrilled to inform you that your pull request has been successfully merged into the APIverse🚀🎁
Your hard work, dedication, and expertise have made a significant impact on our project, and we couldn't be more grateful for your contributions.😇
Your code will now be a part of our growing ecosystem, helping developers worldwide to create exceptional APIs.❣🔥
Happy Coding! ✨
Will See you soon❣


Add catholic education rockhampton diocese

I hope I am doing this right, never done it before.
The email addresses go<EMAIL_ADDRESS>Here is the link to their website: https://www.rok.catholic.edu.au/

@Bradovman Thank you for your patience while waiting for a review and processing your request. Pull request merged.
You have done everything perfectly. Thank you!


[DONT REVIEW] Downgrade NVCOMP

Builds on top of
https://github.com/rapidsai/cudf/pull/16970
https://github.com/NVIDIA/spark-rapids-jni/pull/2460

subsumed by NVIDIA/spark-rapids-jni#2483


gotta go fast

so much faster

fixed up a few types and object usages while i was at it. we're jumping from 1.49m to 1.7m to scan at start


Docker

Do you happen to have a dockerfile for this? would be greatly appreciated and I am sure many will benefit from it, as it seems to be using a particular versions of tf and keras.

No, there is no dockerfile for this. Following the instruction should be straightforward to config environment.
Contribution on creating a dockerfile is welcome.


Please help me to fetch the data from connfa-integration-server

Thanks a lot for your great app.

I have successfully installed and able to manage the server. I have the conference data and able to add / modify. So far, no problems with the installation. This is in a cloud VPS.
I could also install and build the WPA web app using connfa-webapp in my development laptop. I can make it run, but all sections seem to be empty.

My problem is how do I make the client webapp fetch the real data from the integration backhand server. Spent an entire day to no avail.

I have adjusted the /src/app/config.ts before the build and added
production: {
"apiUrl": "https://con.web-app.fi/api/v2/",
"googleApiKey": "---",
}

What am I doing wrong or missing? Went through all discussions, read throughly your documentation yet I am not able to fetch any data from the backhand server with web app. It was mentioned the the base URL should be "production_domain/api/v2/conference_alias" but where do I put this info in the app?
Your help is much appreciated - I am not able to sort this out.

I am answering myself: after a few hours of trial and error, I have noticed that a slash "/" was missing in config.ts file!
Remember to add the closing "/" in the following:
export const CONFIG = {
...
production: {
"apiUrl": "{your_production_servers_domain}/api/v2/{event_alias}/",
"googleApiKey": "Your Goggle Map Key",
}
};


Translation for the official core module

Hi
i ve bought ( i already had the boot btw) on C7 the module core rules.
I am wondering if it's still possible to get it translate in french ?
for me , it's fine in english, but not for most of my players.
Is there a way to get the previous French translation module compliant? or a way to adapt it
Thanks in advance

Check on Discord FR https://discord.gg/pPSDNJk

I'm going to go ahead and close this as it's not really something I can work on myself.


nccmp crashes on Hera ecflow node (hecflow01)

Describe the bug
In ufs-weather-model regression test we need to start using nccmp program form the spack-stack instillation because the version available from the default location does not support zstd compression.
When nccmp program is executed on hecflow01 node (for example when ufs-wm regression test is using ecflow) it crashes with 'Illegal instruction' error, see https://github.com/ufs-community/ufs-weather-model/pull/1932#issuecomment-1748900072
To Reproduce
Steps to reproduce the behavior:
On Hera:
$ ssh hecflow01

$ module purge

$ module use /scratch1/NCEPDEV/nems/role.epic/spack-stack/spack-stack-1.4.1/envs/ufs-pio-2.5.10/install/modulefiles/Core

$ module load stack-intel/2021.5.0 stack-intel-oneapi-mpi/2021.5.1

$ module load nccmp/<IP_ADDRESS>

$ module list

Currently Loaded Modules:
  1) intel/2022.1.2                    5) curl/7.29.0         9) zstd/1.5.2
  2) stack-intel/2021.5.0              6) pkg-config/0.27.1  10) netcdf-c/4.9.2
  3) impi/2022.1.2                     7) zlib/1.2.13        11) nccmp/<IP_ADDRESS>
  4) stack-intel-oneapi-mpi/2021.5.1   8) hdf5/1.14.0

$ which nccmp
/scratch1/NCEPDEV/nems/role.epic/spack-stack/spack-stack-1.4.1/envs/unified-env/install/intel/2021.5.0/nccmp-<IP_ADDRESS>-hmpi4fb/bin/nccmp

$ cd /scratch2/NAGAPE/epic/UFS-WM_RT/NEMSfv3gfs/develop-20231003/control_p8_intel

$ nccmp -m sfcf000.nc sfcf000.nc
Illegal instruction

Expected behavior
A clear and concise description of what you expected to happen.
nccmp should run without crashing.
System:
What system(s) are you running the code on? Hera.
Additional context
Add any other context about the problem here.

Do you know if hecflow01 uses a different CPU than the "regular" nodes?

hecflow01 node has: Intel(R) Xeon(R) CPU E5-2630 v3 @ 2.40GHz
login nodes have: Intel(R) Xeon(R) Gold 6148 CPU @ 2.40GHz

The other difference I see is that the login nodes (and I assume compute nodes) support avx512 while ecflow node(s) only avx2, which might explain the error if libraries/executables are compiled using native (HOST) flags.

@DusanJovic-NOAA How critical/urgent is this problem? From your description above you say "we need to start using" but it sounds that you need this right away, correct? If it's urgent, we can recreate the spack-stack-1.5.0 unified env without avx512. If it can wait for a few (how many?) weeks, then we'll make the switch to no-avx512 in spack-stack-1.5.1.

I went ahead and started building a parallel environment unified-env-noavx512, simply by building on hecflow01. This seems to be the easiest and shortest way for spack-stack-1.5.0. I'll let you know when it is available, and I'll also make the change in my ufs-weather-model branch for PR https://github.com/ufs-community/ufs-weather-model/pull/1920.

I also thought about Jet, but I think we don't have that problem there, because we already build for target: [core2] as the lowest common denominator so that the code runs on s/t/u/v/x/k/whatever-jet.

It is not urgent, whatever is easier for you. I can temporarily disable use of zstd compression on Hera.

I also thought about Jet, but I think we don't have that problem there, because we already build for target: [core2] as the lowest common denominator so that the code runs on s/t/u/v/x/k/whatever-jet.

Not related to this issue, but speaking of jet and ecflow, are you able to run regression test on jet using ecflow? My test fails in:
+ /mnt/lfs4/HFIP/hfv3gfs/Dusan.Jovic/ufs/develop/ufs-weather-model/tests/abort_dep_tasks.py
Traceback (most recent call last):
  File "/mnt/lfs4/HFIP/hfv3gfs/Dusan.Jovic/ufs/develop/ufs-weather-model/tests/abort_dep_tasks.py", line 3, in <module>
    import ecflow as ecflow
ModuleNotFoundError: No module named 'ecflow'

Looks to me that the problem is in ecflow module file:
$ module show ecflow/5.5.3
-----------------------------------------------------------------------------------------
   /apps/modules/modulefiles/ecflow/5.5.3:
-----------------------------------------------------------------------------------------
prepend_path("PATH","/apps/ecflow/5.5.3/bin")
prepend_path("MANPATH","/apps/ecflow/5.5.3/man")
conflict("ecflow")
setenv("ECF_ROOT","/apps/ecflow/5.5.3")
prepend_path("PYTHONPATH","/apps/ecflow/5.5.3/lib/python3.7/site-packages/ecflow")
...

Path '/apps/ecflow/5.5.3/lib/python3.7/site-packages/ecflow' does not exist, python3.8 does.
$ ls /apps/ecflow/5.5.3/lib/python3.7/site-packages/ecflow
ls: cannot access /apps/ecflow/5.5.3/lib/python3.7/site-packages/ecflow: No such file or directory

$ ls /apps/ecflow/5.5.3/lib/
cmake  python3.8

I also thought about Jet, but I think we don't have that problem there, because we already build for target: [core2] as the lowest common denominator so that the code runs on s/t/u/v/x/k/whatever-jet.

Not related to this issue, but speaking of jet and ecflow, are you able to run regression test on jet using ecflow? My test fails in:
+ /mnt/lfs4/HFIP/hfv3gfs/Dusan.Jovic/ufs/develop/ufs-weather-model/tests/abort_dep_tasks.py
Traceback (most recent call last):
  File "/mnt/lfs4/HFIP/hfv3gfs/Dusan.Jovic/ufs/develop/ufs-weather-model/tests/abort_dep_tasks.py", line 3, in <module>
    import ecflow as ecflow
ModuleNotFoundError: No module named 'ecflow'

Looks to me that the problem is in ecflow module file:
$ module show ecflow/5.5.3
-----------------------------------------------------------------------------------------
   /apps/modules/modulefiles/ecflow/5.5.3:
-----------------------------------------------------------------------------------------
prepend_path("PATH","/apps/ecflow/5.5.3/bin")
prepend_path("MANPATH","/apps/ecflow/5.5.3/man")
conflict("ecflow")
setenv("ECF_ROOT","/apps/ecflow/5.5.3")
prepend_path("PYTHONPATH","/apps/ecflow/5.5.3/lib/python3.7/site-packages/ecflow")
...

Path '/apps/ecflow/5.5.3/lib/python3.7/site-packages/ecflow' does not exist, python3.8 does.
$ ls /apps/ecflow/5.5.3/lib/python3.7/site-packages/ecflow
ls: cannot access /apps/ecflow/5.5.3/lib/python3.7/site-packages/ecflow: No such file or directory

$ ls /apps/ecflow/5.5.3/lib/
cmake  python3.8

Thanks Dusan - I will fix this on Jet

@DusanJovic-NOAA The jet error is actually something the sysadmins need to fix, because it's there ecflow module. But - assuming you are using my ufs-weather-model PR https://github.com/ufs-community/ufs-weather-model/pull/1920 - it's unconvered by removing the additional paths/modules loads for ecflow in rt.sh. I can add a workaround back in my PR for the time being and send a request to the RDHPCS admins to fix their module.

I sent a request to the Jet helpdesk.

@DusanJovic-NOAA The spack-stack build on hecflow01 is done. Can you try this change please before I push it to my ufs-weather-model branch?
--- a/modulefiles/ufs_hera.gnu.lua
+++ b/modulefiles/ufs_hera.gnu.lua
@@ -2,7 +2,7 @@ help([[
 loads UFS Model prerequisites for Hera/GNU
 ]])

-prepend_path("MODULEPATH", "/scratch1/NCEPDEV/nems/role.epic/spack-stack/spack-stack-1.5.0/envs/unified-env/install/modulefiles/Core")
+prepend_path("MODULEPATH", "/scratch1/NCEPDEV/nems/role.epic/spack-stack/spack-stack-1.5.0/envs/unified-env-noavx512/install/modulefiles/Core")
 prepend_path("MODULEPATH", "/scratch1/NCEPDEV/jcsda/jedipara/spack-stack/modulefiles")

 stack_gnu_ver=os.getenv("stack_gnu_ver") or "9.2.0"
diff --git a/modulefiles/ufs_hera.intel.lua b/modulefiles/ufs_hera.intel.lua
index 469dacd9..c86cfb1d 100644
--- a/modulefiles/ufs_hera.intel.lua
+++ b/modulefiles/ufs_hera.intel.lua
@@ -2,7 +2,7 @@ help([[
 loads UFS Model prerequisites for Hera/Intel
 ]])

-prepend_path("MODULEPATH", "/scratch1/NCEPDEV/nems/role.epic/spack-stack/spack-stack-1.5.0/envs/unified-env/install/modulefiles/Core")
+prepend_path("MODULEPATH", "/scratch1/NCEPDEV/nems/role.epic/spack-stack/spack-stack-1.5.0/envs/unified-env-noavx512/install/modulefiles/Core")
 prepend_path("MODULEPATH", "/scratch1/NCEPDEV/jcsda/jedipara/spack-stack/modulefiles")

 stack_intel_ver=os.getenv("stack_intel_ver") or "2021.5.0"

nccmp now works fine on ecflow node on Hera. Thanks.
Do we still need:
prepend_path("MODULEPATH", "/scratch1/NCEPDEV/jcsda/jedipara/spack-stack/modulefiles")

When I look at the top of the model stdout, I see:
Currently Loaded Modules:
  1) intel/2022.1.2                   23) crtm-fix/2.4.0_emc
  2) stack-intel/2021.5.0             24) git-lfs/2.10.0
  3) impi/2022.1.2                    25) crtm/2.4.0
  4) stack-intel-oneapi-mpi/2021.5.1  26) g2/3.4.5
  5) curl/7.29.0                      27) g2tmpl/1.10.2
  6) cmake/3.23.1                     28) ip/4.3.0
  7) libjpeg/2.1.0                    29) sp/2.3.3
  8) jasper/2.0.32                    30) w3emc/2.10.0
  9) zlib/1.2.13                      31) gftl/1.9.0
 10) libpng/1.6.37                    32) gftl-shared/1.5.0
 11) pkg-config/0.27.1                33) fargparse/1.4.2
 12) hdf5/1.14.0                      34) gettext/<IP_ADDRESS>
 13) snappy/1.1.10                    35) libxcrypt/4.4.35
 14) zstd/1.5.2                       36) sqlite/3.42.0
 15) c-blosc/1.21.4                   37) util-linux-uuid/2.38.1
 16) netcdf-c/4.9.2                   38) python/3.10.8
 17) netcdf-fortran/4.6.0             39) mapl/2.35.2-esmf-8.4.2
 18) parallel-netcdf/1.12.2           40) scotch/7.0.4
 19) parallelio/2.5.10                41) ufs_common
 20) esmf/8.4.2                       42) nccmp/<IP_ADDRESS>
 21) fms/2023.01                      43) modules.fv3
 22) bacio/2.4.1

Model started:   Fri Oct 6 17:00:11 GMT 2023
  0:
  0:
  0: * . * . * . * . * . * . * . * . * . * . * . * . * . * . * . * . * . * . * . * .
  0:      PROGRAM ufs       HAS BEGUN. COMPILED       0.00     ORG: np23
  0:      STARTING DATE-TIME  OCT 06,2023  17:00:18.275  279  FRI   2460224

Why does model need libxcrypt, sqlite, snappy, python, gettext etc? None of these are currently needed in develop branch. Where do all these dependencies come form?

spack-stack typically builds everything from scratch that is a dependency for libraries you want, unless you tell it to go and use an external package (an OS library etc). We haven't implemented the logic to "hide" these modules that are just dependencies of the "primary modules" that we are really interested in - it's on our todo list.

@DusanJovic-NOAA Jet admins fixed the ecflow module, I removed the workaround in my ufs-weather-model PR.


[hotfix] fix typos.

[flink-core] below -> above in TypeInformation methods
[flink-streaming-java] CLusterUtil -> ClusterUtil in LocalStreamEnvironment methods

This is my first trying to contribute. I'd like to know why my PR has not been accepted yet, and how 's it going now? What else do I need to do to finish this task successfully? Thanks for your help :-) @rmetzger

Hey, I'm happy to answer your question:
The community is very busy reviewing pull requests, discussing JIRA tickets, working on designs or implementing features for Flink. Thus committers prioritize their time.
I can not speak for others, but for me, this pull request doesn't get a very high priority.
It does not solve a problem, or substantially improve Flink: These typo's are just in the comments, and everybody will figure out what the intention of the original author was.
To me, it seems that you've opened this pull request just for the sake of opening a pull request, not for improving Flink, but for being able to claim having made a contribution. For us committers, we probably spend more time checking and merging your change, than others would spend autocorrecting the comments when reading the code.
I will merge this change now (because I have spend a lot of time on it already), but if you want to contribute to Flink, I would recommend to focus on other things. For example, we have currently 445 open pull requests.
You could help reviewing some pull requests. For example these need a code review: https://github.com/apache/flink/pulls?q=is%3Aopen+is%3Apr+label%3Areview%3Dquality%3F
There are some more ideas how to contribute here: https://www.slideshare.net/robertmetzger1/how-to-contribute-to-apache-flink-and-flink-at-the-apache-software-foundation


I get the error 'An unknown error occurred while attempting to preform this command.'


Create Blog “2018-03-13-a-title”

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Update picture or initials without refresh the page

Am I doing something wrong or changing the image path and not changing a picture on vue-avatar?

I just tested this, and couldn't replicate the error. Can you show code or create a minimal replication in a codesandbox please

Closed due inactivity, @anyone feel free to reopen


chore: Update Current Place Snippet.

Updates the snippet seen in https://developers.google.com/maps/documentation/places/android-sdk/current-place?hl=en#maps_places_current_place-java such that finding the current place is allowed also if ACCESS_COARSE_LOCATION is allowed.
Also updates the CurrentPlaceTestActivity such that it demonstrates requesting ACCESS_FINE_LOCATION and ACCESS_COARSE_LOCATION permissions before finding the current place.

Superseded by #452, so closing this one.


[Bug]: Can not save video to the Photo library, like on native share controller and title does not contain image thumbnail and file name

Platform
iOS 16.4
Plugin
share_plus
Version
7.0.2
Flutter SDK
3.10.5
Steps to reproduce
First problem with mp4 file:

Invoke the Share.shareXFiles method with specific mp4 video
Can not see button Save Video on share controller

In the second problem I only see MP4 3.7 MB instead of name and thumbnail

Code Sample
List<XFile> xFiles = files
            .map((e) => XFile(
                  e.path,
                  name: basenameWithoutExtension(e.path).replaceAll(' ', ''),
                ))
            .toList());

for (final XFile file in xFiles) {
      String? mimeType = lookupMimeType(file.path);

      print("Path ${file.path}");

      if (mimeType != null) {
        print("mimeExtensionType ${extensionFromMime(mimeType)}");
      }

      print("mimeType $mimeType");
    }

ShareResult result = await Share.shareXFiles(
  xFiles,
  sharePositionOrigin: rect,
);

Logs
flutter: Path /Users/andrey/Library/Developer/CoreSimulator/Devices/B44F6E79-7C0E-4020-90C1-35294AC5258C/data/Containers/Data/Application/97283EB4-783B-4A5F-BF57-938E27155471/Library/Caches/temporary/test.mp4
flutter: mimeExtensionType mp4
flutter: mimeType video/mp4

Flutter Doctor
[✓] Flutter (Channel stable, 3.10.5, on macOS 13.4.1 22F82 darwin-arm64, locale ru-RU)
    • Flutter version 3.10.5 on channel stable at /Users/andrey/Downloads/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 796c8ef792 (4 weeks ago), 2023-06-13 15:51:02 -0700
    • Engine revision 45f6e00911
    • Dart version 3.0.5
    • DevTools version 2.23.1

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same


pass ignore prefix through

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Exit out of the script is missing.

the script cannot be closed by any terminal shortcuts such as ctrl + [ c,x,z]. would be better to add a new node Exit in the list.rs

it is CTRL+q

it is CTRL+q

Ahh how'd a new user know this unless he reads the doc.
I've added a pr with working exit option in the menu as of now let's see.


Code is always formatted on save, even with option explicitly disabled

Issue Type: Bug

Save a TypeScript or JavaScript file with some formatting issues.
It automatically formats it, even with the "Format on save" option disabled.

I am used to toggling the editor.formatOnSave option on and off (using Formatting Toggle), but for some reason, starting just today, VS Code always formats it on save, even when the option is disabled.
Things I've tried:

disabled the Formatting Toggle extension, and just manually ensured the setting is disabled in the GUI settings
verified the editor.formatOnSave setting is not present in either my User or Workspace settings JSON
explicitly setting "editor.formatOnSave": false in both User and Workspace settings JSON
disabling prettier and several other extensions
restarting

And it still formats on save. Always.
Manually running "Save without formatting" from the command palette works, thankfully, but that is a real pain.
 Select 'Extensions View > ... > Disable all Installed Extensions' and try again. Thanks.

That fixed it. Will take me a while to figure out which extension was the culprit but I guess I can close this as it's not an issue with VS Code. Thanks!

That fixed it. Will take me a while to figure out which extension was the culprit but I guess I can close this as it's not

We have a tool for that: "F1 > Start Extension Bisect" (see https://code.visualstudio.com/blogs/2021/02/16/extension-bisect)


Support Angular 8

in v8 core-js was removed as i saw, so can u remove it from package.json dependencies?
after migrate my project (big) maby will see something else

The only peer dependencies are "@angular/core": ">=7.0.0" and "rxjs": ">=6.3.0", core-js is only used for testing and building the library, but is not required to use it.
Since the version required for Angular is ">=7.0.0", it should work with v8 as well

currently the library is not working with angular 8. Is there any workarounds other than downgrading angular?

@paddyfink it is working with v8, see: https://stackblitz.com/edit/github-47bavg?file=package.json

Yes that's because of how semver works, >=7.0.0 will work with 9.0.0 but not 9.0.0-next.3, you can try it here: https://semver.npmjs.com/


Skip to live button

As a user I can return to live conditions when playing a livestream supporting DVR.
Acceptance criteria

The user can skip to the live for livestreams with DVR only.
A corresponding player API is available.

Tasks

[ ] Implement canSkipToLive API.
[ ] Implement skipToLive API.
[ ] Add skip button to demo player.

Testing aync seek or skip methods currently requires a workaround, see #122.


cbor pure js implementation won't throw an error for extra bytes

See https://github.com/dignifiedquire/borc/issues/47

It has been mentioned in the issue that we should change for this library for CBOR instead : https://github.com/ipld/js-ipld-dag-cbor
It should raise the error when detecting extra bytes.

The lib has been modified but the latest release still don't include this specific fix. Let's wait for version v0.15.4 and block the version before closing this issue.

@rllola is this still relevant?

Yes, it is still relevant. They haven't done the release with patch. I have created an issue asking if they could do a release with this commit as it has been a month.


Dispose HttpClient

Hey, I noticed a bug in your code. In your c# example,
HttpClient httpClient = new HttpClient();
should be
using HttpClient httpClient = new HttpClient();

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

ID: 9dc95f42-25e6-42ba-a3d9-94ed896d7383
Version Independent ID: 00936b2f-959b-b55f-60d3-deaa7bea6e17
Content: How to use a system-assigned managed identity to access Azure Cosmos DB data
Content Source: articles/cosmos-db/managed-identity-based-authentication.md
Service: cosmos-db
Sub-service: cosmosdb-sql
GitHub Login: @j-patrick
Microsoft Alias: justipat

Hello @tlavay Thank you for providing your feedback to enhance our doc. We are looking into this and will get back. Thanks

@j-patrick Please see customer feedback above. Can we replace HttpClient httpClient =new HttpClient(); to using HttpClient httpClient = new HttpClient();

Thank you. Working on this ask.

From: Oury-MSFT @.>
Sent: Thursday, May 6, 2021 12:21 PM
To: MicrosoftDocs/azure-docs @.>
Cc: Justin Patrick @.>; Assign @.>
Subject: Re: [MicrosoftDocs/azure-docs] Dispose HttpClient (#74774)
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The code sample has been updated accordingly.
#please-close

The code sample has been updated accordingly.
#please-close


Refactor sendLocalReply interface to have a struct to configure gRPC reply

Commit Message: this PR is to make all the gRPC related arguments into one struct so that it would be easier to add more in the future like PR https://github.com/envoyproxy/envoy/pull/20620. Make it as a unique_ptr to enforce non-copy move as we are gonna add gRPC error details, causing non-trivial copy.
Risk Level: low
Testing: no need
Docs Changes: WIP
Release Notes: WIP
Platform Specific Features:
[Optional Runtime guard:]
[Optional Fixes #Issue]
[Optional Fixes commit #PR or SHA]
[Optional Deprecated:]
[Optional API Considerations:]

Hi @alyssawilk,
PTAL on the interface change. I will proceed to change all the involved files if it looks good to u.

@nareddyt @qiwzhang

/wait on CI still


 THANK YOU SO MUCH!!!!!!!!!!!!!!

Thank you! Happy to help :)
Feel free to contact me through the Solana Tech Discord if you have any questions.


GEOS C Error when creating a geometry on an M1 Mac

Getting different flavors of a GEOS C Error whenever I try to create a geometry. Point & LineString work fine, but Polygon, MultiPoint, MultiLineString, and MultiPolygon all fail.
I know the geometry is valid because it can be created via GEOSGeometry. Example:
from django.contrib.gis.geos import Point, Polygon, MultiPoint, MultiPolygon, MultiLineString, LineString
from django.contrib.gis.geos.geometry import GEOSGeometry

poly = GEOSGeometry('POLYGON((4 4, 4 4, 4 4, 4 4))')
poly.coords()
>>> (((4.0, 4.0), (4.0, 4.0), (4.0, 4.0), (4.0, 4.0)),)

poly2 = Polygon(((4, 4), (4, 4), (4, 4), (4, 4)))
>>> GEOSException: Error encountered checking Geometry returned from GEOS C function "GEOSGeom_createPolygon_r".

ls1 = LineString((0, 0), (1, 1))
ls2 = LineString((2, 2), (3, 3))
mls = MultiLineString(ls1, ls2)
>>> GEOSException: Error encountered checking Geometry returned from GEOS C function "GEOSGeom_createCollection_r".

 MultiPoint(Point(0, 0), Point(1, 1))
>>> GEOSException: Error encountered checking Geometry returned from GEOS C function "GEOSGeom_createCollection_r".

Operating System & other info:

MacOS Monterey 12.4, M1 chip
gdal installed via homebrew (3.5.1)
Python 3.8.12, Django 3.2
also have geos and proj installed previously as dependencies via homebrew
Have set:GDAL_LIBRARY_PATH="/opt/homebrew/lib/libgdal.dylib"`
GEOS_LIBRARY_PATH="/opt/homebrew/lib/libgeos_c.dylib"

Exact same code is working on an older Mac setup w/ the same environment just fine.
Have also now tried Python 3.9 and reinstalling all related brew packages.

I think this is the right place for this, please let me know if not or if you need any other information! Thank you.

@arielkaluzhny it seems your example is using django geometries, and not Shapely geometries (both packages provide bindings to GEOS). You will need to report it to django instead (see https://docs.djangoproject.com/en/dev/internals/contributing/bugs-and-features/ for how to do that)

You will need to report it to django instead

Will do, thank you!

@arielkaluzhny did you end up opening an issue with Django?  I'm seeing this same problem but didn't see your issue.

@arielkaluzhny did you end up opening an issue with Django? I'm seeing this same problem but didn't see your issue.

@esauser - Yes! Turns out it's already fixed. If you upgrade to Django 4.0.1 or higher it should work.
https://github.com/django/django/blob/4f284115a9181990f713d5167b25628fa171a5e4/docs/releases/4.0.1.txt#L67-L70

@esauser - Yes! Turns out it's already fixed. If you upgrade to Django 4.0.1 or higher it should work.

Is there any solution without upgrading Django version? I can't upgrade Django now on production

Is there any solution without upgrading Django version? I can't upgrade Django now on production

Not that I personally know of -- also haven't worked on this in 2 years. There may be workarounds of using different types of shapes and converting, but not sure.

Is there any solution without upgrading Django version? I can't upgrade Django now on production

Not that I personally know of -- also haven't worked on this in 2 years. There may be workarounds of using different types of shapes and converting, but not sure.


How to sell coworkers on FRP\Highland?

So at work I've been trying to sell the rest of the tech team on FRP & libraries like Highland to make it easier to accomplish harder tasks.
I found the perfect problem: If an event date is set in the future, how can we gradate the color between set intervals until then? For example we may want a teal-ish color when there are 48 hours or more until the event. Or a mix between teal & yellow when between 48 hours and 6 hours, and a mix between red & yellow when the time is less than 6 hours from the event date which is red.
Fortunately I was able to get it done in highland but looking at a comparison against one a coworker wrote in vanilla ES6 js, it feels like mine is a lot more verbose & makes less sense. Would anyone here have modeled it differently or is it that my grasp of FRP concepts is severely lacking?
Coworker's solution:
const COLORS = [
  { stop: 0, rgb: [35, 198, 161] },
  { stop: 6, rgb: [245, 235, 73] },
  { stop: 48, rgb: [245, 51, 0] },
];

function getRGBColor (hours) {
  let min, max, normalizationFactor;

  for (let i = 0; i < COLORS.length; i++) {
    if (hours <= COLORS[i].stop && hours >= COLORS[i-1].stop) {
      max = COLORS[i];
      min = COLORS[i-1];
      break;
    }
  }

  normalizationFactor = (hours - min.stop) / (max.stop - min.stop);

  return min.rgb.map((c, i) => {
    let rgb1 = min.rgb[i],
        rgb2 = max.rgb[i],
        normalizedDiff = (rgb2 - rgb1) * normalizationFactor,
        rawValue = parseInt(rgb1 + normalizedDiff, 10);

    if (rawValue > 255) return 255;
    else if (rawValue < 0) return 0;

    return rawValue;
  });
}

My highland\FRP solution:
const COLOR_TABLE = [
  {
    rgb: [245, 51, 0], // red
    stop: 0,
  },
  {
    rgb: [248, 235, 73], // yellow
    stop: 6,
  },
  {
    rgb: [44, 163, 178], // turk-like colors
    stop: 48,
  },
];

function calcGradient (input) {
  return _([ input ])
    // Calculate the duration & hours of the time between now & the event
    .map((data) => {
      data.duration = data.eventDate - data.now;
      data.hours = Math.ceil(data.duration / 1000 / 60 / 60);
      return data;
    })
    // Get the two colors we need to switch to
    .flatMap((data) => {
      return _(COLOR_TABLE)
        // Takes colors until we no longer match their stop
        .reduce({ done: false, colors: [] }, (reduction, color) => {
          // A very cheap way to not use an if statement :D
          !reduction.done && reduction.colors.push(color);

          reduction.done = data.hours < color.stop;

          return reduction;
        })
        // grab the colors property from the data object
        .pluck('colors')
        // Ensures there are always at least 2 colors in the event we're still
        // before 48 hours or after the event has occurred
        .map((colors) => [colors[0]].concat(colors))
        // Only use the last two items.
        .map((colors) => colors.slice(-2))
        // Merge in our colors back into mainstream's our data
        .map(([colorA, colorB]) => Object.assign(data, {
          colors: {
            prev: colorB,
            next: colorA,
          },
        }));
    })
    // Get our progress factor to so we know where to transition between the
    // two colors
    .map((data) => {
      let { hours, colors: { prev, next } } = data;
      let normalProgress = (hours - prev.stop) / (next.stop - prev.stop);

      return Object.assign(data, {
        progress: Math.min(Math.max(normalProgress, 0), 1),
      });
    })
    // Find a color that is transitional between the two colors
    .flatMap((data) => {
      let { colors: { prev, next }, progress } = data;

      return _(( prev.rgb ))
        .zip(next.rgb)
        .map(([ start, end ]) => start + ((end - start) * progress))
        .map(Math.floor)
        .collect()
        .map((gradient) => ({
          gradient,
          hours: data.hours,
          time: data.now,
        }));
    })
}

Sorry for the late reply. This is a tricky question to answer.
I think there are two questions here:

Why is the Highland solution so much more complicated than the vanilla JS solution?
Can we show that there is an advantage to modeling this problem in FRP?

I'll address (1) first. You should be careful about writing code that is too functional. Javascript isn't a functional language, and it's perfectly fine to combine some imperative code when working with Highland if it helps readability. Trying to force imperative code into a functional style, which is what happened here, can very easily hurt readability. Such code tend to have the property of being perfectly understandable to the writer when he or she is writing it, but extremely obtuse to everyone else.
FRP is more about transforming an asynchronous dataflow (i.e., streams of events or data objects) via functional programming constructs. calcGradient is neither asynchronous nor does it operate on a stream of data, so Highland is not a good fit for it. It's probably best implemented imperatively like in your coworker's solution.
Which brings us to (2). How can Highland help with the overall problem of outputing a gradient given a timestamp? For that we need to think about the entire dataflow end-to-end rather than just a simple time to gradient mapper.
In my opinion, the main benefit of Highland and similar libraries is the decoupling between a dataflow transform and the actual dataflow. In Highland, a transform does not have to worry about where its input data is coming from or what to do with the resulting data. That fact makes it easy to write and compose independent transforms together. To achieve the same thing in vanilla JS, you typically have to resort to callbacks everywhere.
To illustrate this, let's say you want to print a message every X milliseconds. You may end up doing something like this.
// Vanilla JS
function computeMessage(eventTime, now) {
  const hours = toHours(now - eventTime);
  const color = getRGBColor(hours);
  return `${color} ${hours} hours until event`;
}

function execute(eventTime, ms) {
  setInterval(() => {
    console.log(computeMessage(eventTime, Date.now()));
  }, ms);
}

execute(new Date('2017-01-01').getTime(), 1000 * 60);

// Highland
function timer(ms) {
  _((push, next) => {
    push(null, Date.now());
    setTimeout(next, ms);
  });
}

function computeMessage(eventTime) {
  return now => {
    const hours = toHours(now - eventTime);
    const color = getRGBColor(hours);
    return `${color} ${hours} hours until event`;
  };
}

timer(1000 * 60)
    .map(computeMessage(new Date('2017-01-01').getTime()))
    .pipe(process.stdout);

So far not much different. But now you want to write the message to both stdout and a database. In vanilla JS, you might add a call to write to the db in the setInterval handler. In Highland, a simple fork will do.
// Vanilla JS
function execute2(eventTime, ms) {
  setInterval(() => {
    const message = computeMessage(eventTime, Date.now());
    console.log(message);
    db.insert(message);
  }, ms);
}

execute2(new Date('2017-01-01').getTime(), 1000 * 60);

// Highland
const s = timer(1000 * 60)
    .map(computeMessage(new Date('2017-01-01').getTime()))

const fork1 = s.fork();
const fork2 = s.fork();

fork1.pipe(process.stdout);
fork2.each(message => db.insert(message));

Now you really want to batch inserts to the database for performance, so you put in some simple batching logic. In Highland, it's just a call to batch.
// Vanilla JS
function execute3(eventTime, ms, n) {
  const batch = [];
  setInterval(() => {
    const message = computeMessage(eventTime, Date.now());

    console.log(message);
    batch.push(message);
    if (batch.length > n) {
      db.insertAll(batch);
      batch = [];
    }
  }, ms);
}

execute3(new Date('2017-01-01').getTime(), 1000 * 60, 100);

// Highland
...
fork2
    .batch(100)
    .each(messages => db.insertAll(message));

Now it's getting more complicated. You have batching logic intertwined with scheduling logic intertwined with (hard-coded) output logic. That's not great. What if you want to be able to choose where to write to? In vanilla JS, you have to resort to using adhoc callbacks everywhere. In Highland, the transforms are already split up so you only have to change where you pipe.
// Vanilla JS
function execute4(eventTime, ms, callbacks) {
  setInterval(() => {
    const message = computeMessage(eventTime, Date.now());
    callbacks.forEach(cb => cb(message));
  }, ms);
}

function batch(n, cb) {
  const batch = [];
  return message => {
    batch.push(message);
    if (batch.length > n) {
      cb(batch);
      batch = [];
    }
  }
}

// Let's write to a file instead.
const fileStream = fs.createWriteStream('a file');
execute4(
    new Date('2017-01-01').getTime(),
    1000 * 60,
    [
      message => fileStream.write(message),
      batch(100, messages => db.insertAll(messages))
    ]);

// Highland
...
fork1.pipe(fs.createWriteStream('a file'));
...

Notice how the vanilla JS version is slowly evolving to look like the Highland version but more nested. Eventually you'll either reinvent a Highland-like framework or you'll end up with callback hell.
And this is just from your example. Here's another example that better illustrates the benefit of Highland.
In Highland, that's just
function getPage(url) {
    // returns a promise with the body.
}

_(urls)
    .map(url => _(getPage(url)))
    .mergeWithLimit(5)  // 5 requests in-flight at a time.
    .each(body => db.insert(body));

In vanilla JS, it's far more complicated since you need to reimplement the equivalent of mergeWithLimit. I won't write it out fully here, but I'm sure it's more than 4 lines.

No appologies neccessary. First, I realized after posting that this may have been more suited as a StackOverflow post than a support ticket that project collaborators, such as yourself, are alerted to. Second, it was not immediate and was intended to be an open discussion topic that perhaps others who may also be learning these concepts are trying to get a feel for. To get any insight into this is vastly appreciated.
That said, this example is very helpful in helping me understand the intended application of Highland and what problems FRP is best suited to solve. Seeing how complex and error prone that vanilla example becomes followed by how easy it is to model in Highland can be used to much better illustrate how it can help in our projects at work.
As for your first point, that is a conclusion I came to as well having set out to refactor it to see how much the original FRP solution could be refactored. It seemed like the bulk of the verbosity was trying to transport too much data between each stream in the pipeline. Once I started simplifying the types of data going down the streams it became much simpler.
To the extreme I was able to take it down to 16 lines of code. But this felt like it was a little too dense to best demonstrate the scalability & composibility that FRP has to offer:
function calcGradient (hours) {
  return _(COLORS).reduce({ done: false, colors: [] }, (loop, color) => {
    !loop.done && loop.colors.push(color);
    return { done: color.stop > hours, colors: loop.colors.slice(-2) };
  })
  .pluck('colors')
  .flatMap(([c1, c2]) => _(c1.rgb).zip(c2.rgb).map(([x1, x2]) => [
    x1, x2, Math.max((hours - c1.stop) / (c2.stop - c1.stop), 0),
  ]))
  .map(([c1, c2, factor]) => Math.floor(c1 + ((c2 - c1) * factor))).collect();
}

After expanding that out to emphasize simplicity & readability the solution can be expressed as:
function calcGradient (hours) {
  let done = false;

  return _(COLORS)
    .reduce([], (colors, color) => {
      !done && colors.push(color);
      done = color.stop > hours;
      return colors.slice(-2);
    })
    .map(([end, start]) => ({
      rgb: [start.rgb, end.rgb],
      factor: Math.max((hours - start.stop) / (end.stop - start.stop), 0),
    }))
    .flatMap(({ rgb, factor }) => {
      return _(rgb[0]).zip(rgb[1]).map((values) => ({ values, factor }));
    })
    .map(({ values, factor }) => {
      return Math.floor(values[0] + (values[1] - values[0]) * factor);
    })
    .collect();
}

Which is even simpler than the refactoring a coworker did a day or so later. I even made a small running project out of it to rewrite it in RxJS, Transducers-js, and combining Highland with Transducers-js in addition to transpiled languages like ClojureScript.
So far only the vanilla, FRP - Highland, and RxJS examples are complete but they are documented here for now:
https://gist.github.com/jayzawrotny/3079b17004a5237910a58f877bac1d58

this may have been more suited as a StackOverflow post than a support ticket that project collaborators, such as yourself, are alerted to.

Oh, I don't really mind. I like answering these kinds of questions, and in the absence of some sort of general highland-users mailing list, I think Github issues are a fine place for them, especially if you want a Highland collaborator to weigh in. Speaking for myself, I don't check StackOverflow for Highland-related questions, so I would never have seen this question otherwise.

It seemed like the bulk of the verbosity was trying to transport too much data between each stream in the pipeline.

Yes. This is a much more concise explanation of the problem than what I said. I agree completely.
I like your new solution. Definitely much cleaner. Although I'm pretty sure that the result of the reduce is [start, end] and not [end, start] like in your example. Also, if you want to accomplish the same thing without the external done variable,
function calcGradient(hours) {
  return _(COLORS)
    .reduce([COLORS[0], COLORS[0]], (colors, color) => {
      if (color.stop <= hours) {
        return [color, color];
      } else if (colors[1].stop <= hours) {
        return [colors[1], color];
      }
      return colors;
    })
    .map(([start, end]) => {
      ...
    })
    ...
}

As a side effect, it works well for hours < 0 and hours >= 48.

@jayzawrotny I can talk on behalf of your coworkers who do not buy your Highland solution.

It is not FRP.
It is not very readable.
It is not maintainable.
It is not easily debuggable.
It can be much slower than not using highland.
Your introducing a 3rd dependency which is absolutely NOT need, and does not improve the solution.
It is very opinionated.

There are scenarios in which using Highland can be a bliss, a perfect solution. But definitely it is not something to bring into the mix for every solution. If your coworkers have objections about you using Highland, they may have a point. Being a "Smart pants developer", is mostly equivalent to a "Bad developer".
Please use Highland wisely, and when it is applicable, and avoid it whenever there is no need for it.
The perfect use case of Highland is when you want to handle/modify multiple Stream (actual async Node Stream) on the fly (e.g. converting a never ending stream of binary data from a socket, and output convert hex string to another socket)


terminal issue

VSCode Version: 1.28.1
OS Version: windows 10 education build 17763.55

when i open terminal "cmd or powershell" and write any thing, it write not in same end line

Does this issue occur when all extensions are disabled: Yes

Yes!!!I have encountered this problem.
VSCode Version: 1.28.1
OS Version: Deepin 15.7

How to reproduce this problem

open terminal in vscode
wait about 7 seconds

The same there. Latest VS Code and latest Windows. Not sure what invoked this. Almost sure that it happend right after update. Also, when starting terminal, there are no any output (like current directory) and when start to type command it appears somewhere in the middle of the screen. When resizing terminal, everything (in terminal) are glitching.

https://github.com/Microsoft/vscode/issues/57803


Make relaying opt-in

To help prevent validators from accidentally running the relayer and potentially spending ETH for gas if their wallets are funded.
Changes the flag from --orchestrator-only to --relay

Will also require some doc updates https://github.com/PeggyJV/steward/blob/main/docs/03-TheOrchestrator.md?plain=1#L9-L13

In my opinion, the orchestrator only flag was better. We have help texts that display and give further information on the flags and overall command. Also, !self.relay becomes double negative when the user chooses false.
However, if we're changing this, you'll need to update the description at the beginning of the commands so they don't get further confused

We've seen a few validators starting the relayer by accident because it is default. Since we only want a couple of validators running the relayer, this switch will make it harder to do accidentally.

I don't believe we've followed up on the last comments here, pinging to check in.

Closing because of staleness


Release azure-cli-feedback 0.1.1b1

Reviewers, please verify the following for this PR:

[ ] The PR title has format Release <component-name> <version>.
[ ] setup.py has been modified with the same version as in the PR title.
[ ] HISTORY.rst has been modified with appropriate release notes.
[ ] If releasing azure-cli or azure-cli-core, __version__ defined in __init__.py should also be modified to match.

Release of 'azure-cli-feedback' with version '0.1.1b1' successful. View at https://pypi.python.org/pypi/azure-cli-feedback/0.1.1b1.

GitHub release created. https://github.com/Azure/azure-cli/releases.


#issue no 9 added description about layouts

i have more about layout description

LGTM 💯
Closes #9


[Task] [Salesforce] Remove Salesforce placeholder

Remove the Salesforce placeholder after proof of concept work is completed.

Completed by salesforce form work.


Add the index config to support querying by subject identifier

The new WorkQueryableValues is where we'll store values we want to query on the work. It does flatten it out, but this is very similar to what Elasticsearch is already doing internally – e.g. we lose the connection between a subject ID and its label, but we'll keep it in the display field, and we can't query across them right now.
I'm torn about how to name the fields. subjects.label seems pretty clear cut, but the ID and identifiers field less so.

subjects.id and subjects.identifiers.value is more explicit about where we get that value on the work
subjects and subjects.identifiers matches what we do in API filters

I'm drawn to (1) because we'll use this object for anything we want to query, including values that don't support filtering (e.g. title), so I don't want it to be driven by the needs of filtering – but maybe having them match means the API can have even less knowledge of filtering, and just prepend query.* to user queries?
Suggestions welcome.

I think (1) is good - I think it's fine and even good for the API to have knowledge of filtering; we are doing more than providing a proxy to elasticsearch


Can we access markdown variables inside a template?

It would be great if we could access the documentation variables inside a template. So, in addition to the <%= rendered_example %> and <%= code_example %> variables, we might have <%= category %> and <%= name %>.
As a use case, being able to assign the current name as an ID would really help with our automated visual regression testing workflow.

I agree, I'd need an ID to add an accessible hide/show system on templates — which means using [aria-controls="ID"].
And there's probably other use cases out there :)


python cli bank app project

Hey @indrakishore, I want to start a new branch of Python projects in these folder for the hackatober fest 2024.

Hey @indrakishore, I want to start a new branch of Python projects in these folder for the hackatober fest 2024.

Sure, you can.


Not able launch the Test using Chrome Browser in TestCafe

Hi,
When we try launching the test using chrome browser in TEST CAFE Automation tool, the script fails with below error:
ERROR Unable to establish one or more of the specified browser connections. This can be caused by network issues or remote device failure.
Im right clicking the testname in JS file & clicking the chrome browser option as shown in the screenshot.
This is happening only with Chrome browser. Have anybody encountered & resolved this issue?

As far as I can see in your screenshot, you are using the VSCode TestCafe Test Runner extension. Could you please clarify if this problem exists if you run tests via the TestCafe command line interface?
Please run testcafe chrome <you-test-name> from your console.
If the issue persists, it would help if you clarify the following information:

your OS, node.js and TestCafe version;
specify the Chrome version installed.

If the problem doesn't occur, run tests via the "Run Tests in Chrome" menu and share complete output from the VS Code terminal.

Hi.. I have the same issue and same message appears when I run from command line as well. Strangely, when I run on IE, the IE browser launches just fine.
Can anyone please advise?

Additional details requested on the thread:
OS - Win 10
node.js - v12.16.0
TestCafe - v1.8.8
Chrome - v85

Hi @thesrinu,
We often resolve cases with this error. It's a general error that can be thrown for different reasons. The cause of the issue is the same thing: a browser doesn't send an establishing HTTP request to the TestCafe Proxy server. But what exactly prevented this request differs from case to case. We need more information to research your particular situation.

Please update TestCafe to the latest version (1.9.2 now). Then, could you please clarify if you run tests concurrently? (using Concurrency Mode). If so, try running them without this mode. If not, probably Chrome failed to launch for some reason. In order to check this, you need to collect Chrome debugging logs. Please follow steps from this answer.

In addition, I think that it's a good idea to move our discussion in a separate thread. I recommend that you create a new issue with your logs and additional details.


Long click on letter to choose an accent or variant

📝 Provide a description of the new feature
It would be nice to provide something similar to what MacOs does when you long click on a letter

This will be super useful for people like me (I'm Italian but I use a US Layout keyboard for programming) to have easy access to the variants of every letter.
I found a windows application that does this (http://www.holdkey.eu/)
What is the expected behavior of the proposed feature?  What is the scenario this would be used?
The behavior is pretty simple.
If I long click a letter a popup should come up with a list of accents, then I should be able to navigate the, with arrows, using a number to select the desired one ore use my mouse

If you'd like to see this feature implemented, add a 👍 reaction to this post.

great idea, tracked in https://github.com/microsoft/PowerToys/issues/2668


The scmb environment breaks when doing "gb -a" in a repo with too many branches – all subsequent commands fail with "Argument list too long"

Environment:
OS:
Mac OS X 10.10.5
Shell:
$ bash --version
GNU bash, version 4.3.42(1)-release (x86_64-apple-darwin14.5.0)
scmb:
$ git show --oneline
b6531e8 Merge pull request #193 from zackzachariah/master
Workaround:
As a workaround, I have commented out the scmb-enhancement to git branch:
$ git diff
diff --git a/lib/git/aliases.sh b/lib/git/aliases.sh
index 78368e8..32f5349 100644
--- a/lib/git/aliases.sh
+++ b/lib/git/aliases.sh
@@ -30,8 +30,8 @@ function git(){
       exec_scmb_expand_args "$_git_cmd" "$@";;
     checkout|diff|rm|reset)
       exec_scmb_expand_args --relative "$_git_cmd" "$@";;
-    branch)
-      _scmb_git_branch_shortcuts "${@:2}";;
+#    branch)
+#      _scmb_git_branch_shortcuts "${@:2}";;
     *)
       "$_git_cmd" "$@";;
   esac

To reproduce:
$ gs
# On branch: master  |  No changes (working directory clean)
$ gb -a
  [1]  some-branch-1
  ...
  [6844] some-branch-6844
$ gs
-bash: /usr/bin/env: Argument list too long
-bash: /usr/local/bin/git: Argument list too long

There were more than 150 changed files. SCM Breeze has fallen back to standard `git status` for performance reasons.

Jeez, that's a lot of branches! 4273c18 sets the limit to 300, any more than that and we just show the regular git branch output without any env variables. Hopefully that's enough for most people


Check for null public members (properties/fields) of instance

Throw if one or more of public properties or fields of instance are null.
However, usage is questionable. Here are a few examples:

options instance - when parameters for method are passed as single object instance with parameters in properties; but in this case, options' validator may be more preferable (to validate not only custom types but primitives, etc.);

type which is initialized after creation (not in constructor or partially not in constructor) and has some public properties which must be initialized; but in this case, each appropriate property can by checked for null separately.

Anyway, here's where I left off (extension methods) for my needs (I mention in case this concept is found useful):
To check everything, but excessive to loop through all members:
public static ref readonly Validatable<T> IfHasNullMembers<T>(this in Validatable<T> validatable) where T : notnull
{
    MemberInfo[] members = typeof(T).GetMembers(BindingFlags.Public | BindingFlags.Instance);

    foreach (MemberInfo member in members)
    {
        object? value = default;

        if (member.MemberType == MemberTypes.Property)
        {
            value = ((PropertyInfo)member).GetValue(validatable.Value);
        }
        else if (member.MemberType == MemberTypes.Field)
        {
            value = ((FieldInfo)member).GetValue(validatable.Value);
        }
        else
        {
            // make value something not null to avoid throwing
            value = string.Empty;
        }

        if (value == null)
        {
            throw new ArgumentException("Object contains null public instance member", member.Name);
        }
    }

    return ref validatable;
}

To check properties (probably the most useful in terms of usage):
public static ref readonly Validatable<T> IfHasNullProperties<T>(this in Validatable<T> validatable) where T : notnull
{
    PropertyInfo[] properties = typeof(T).GetProperties(BindingFlags.Public | BindingFlags.Instance);

    foreach (PropertyInfo property in properties)
    {
        if (property.GetValue(validatable.Value) == null)
        {
            throw new ArgumentException("Object contains null public instance property", property.Name);
        }
    }

    return ref validatable;
}

To check fields:
public static ref readonly Validatable<T> IfHasNullFields<T>(this in Validatable<T> validatable) where T : notnull
{
    FieldInfo[] fields = typeof(T).GetFields(BindingFlags.Public | BindingFlags.Instance);

    foreach (FieldInfo field in fields)
    {
        if (field.GetValue(validatable.Value) == null)
        {
            throw new ArgumentException("Object contains null public instance field", field.Name);
        }
    }

    return ref validatable;
}

Usage:
opts.Throw().IfHasNullProperties();
opts.Throw().IfHasNullFields();
opts.Throw().IfHasNullMembers();

Ok, so i guess this is not needed as part of library.


Update homework_5.sql

What changes are you trying to make? (e.g. Adding or removing code, refactoring existing code, adding reports)
Adding code
What did you learn from the changes you have made?
Was there another approach you were thinking about making? If so, what approach(es) were you thinking of?
None
Were there any challenges? If so, what issue(s) did you face? How did you overcome it?
None
How were these changes tested?
Using DBSqlite
A reference to a related issue in your repository (if applicable)
Checklist

[ ] I can confirm that my changes are working as intended
Yes

HW5 marked.

HW6 and assignment missing.

I have done homework 6. Daniel just sent me this mail. I mistakenly made a pull request into dsi repo. Please what can I do?
On Sunday, September 29, 2024 at 01:33:05 PM EDT, Sidra Bushra<EMAIL_ADDRESS>wrote:

HW6 and assignment missing.
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you authored the thread.Message ID: @.***>


Added reflection support for some execution modes.

Execution modes supported: local_size, invocations and output_vertices .

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

Any update on when this will get merged?

Thanks!


Rephrase running.md documentation

make it clearer about the rules and english used
make sure we use OpenShift instead of Openshift

/lgtm


[JENKINS-56270] - Support Including shared libraries in Jenkinsfile Runner

Hi,
Thanks for the work! I'm however looking into including a shared library to validate our Jenkinsfiles, but I do not know how to proceed. Could you help me out?
Thanks!

Removing Hacktoberfest label, because the easiest way (Filesystem SCM Plugin) has a published unresolved security issues. Ideally it needs a proper solution on the Pipeline Side instead (Lirary Source extension)


Update the date_invited field when resending invites.

This will resolve #35 by displaying the last time an invitation was sent for a particular invite, rather than always showing the date of the original invitation. ping @ldko, @clarktr1, this is ready for review.


[Backport] [1.x] Attempt to fix o.o.transport.netty4.OpenSearchLoggingHandlerIT fails w/ stack overflow by  hardening test expectation patterns in regex patterns

Signed-off-by: Andriy Redko<EMAIL_ADDRESS>Description
Backport of https://github.com/opensearch-project/OpenSearch/pull/1900 to 1.x
Issues Resolved
[List any issues this PR will resolve]
Check List

[ ] New functionality includes testing.

[ ] All tests pass

[ ] New functionality has been documented.

[ ] New functionality has javadoc added

[X] Commits are signed per the DCO using --signoff

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.
For more information on following Developer Certificate of Origin and signing off your commits, please check here.

org.opensearch.gateway.QuorumGatewayIT > testQuorumRecovery FAILED
java.lang.AssertionError: timed out waiting for green state
at __randomizedtesting.SeedInfo.seed([5B60BE42A81D1B47:BE5F82910960CC5C]:0)
at org.junit.Assert.fail(Assert.java:89)
at org.opensearch.test.OpenSearchIntegTestCase.ensureColor(OpenSearchIntegTestCase.java:1019)
at org.opensearch.test.OpenSearchIntegTestCase.ensureGreen(OpenSearchIntegTestCase.java:958)
at org.opensearch.test.OpenSearchIntegTestCase.ensureGreen(OpenSearchIntegTestCase.java:947)
at org.opensearch.gateway.QuorumGatewayIT.testQuorumRecovery(QuorumGatewayIT.java:111)