Investigate LZF Compressor memory access issues

As mentioned in #5, there are memory access issues with the LZFCompressor implementation that are causing Unity to crash. This should not be happening on any input.
With #5's merge, it will be disabled by default, but it is key in reducing bandwidth usage and ensuring messages are below max message size limits.
This should be investigated and reenabled once this has been resolved.

Hey! I'm pretty sure the crash in question happens when you try to decompress invalid data (e.g. uncompressed data as input, or input that got corrupted during transport despite having a valid checksum). This causes a stack overflow and crashes Unity since the Decompress function stackallocs more memory upon failure and tries again until it succeeds.
The solution (on my end at least) was to add a sizeLimit parameter as an upper bound for the size of the decompression buffer. A reasonable value could be some constant depending on the use case, or a multiple of inputLength as an estimate for the highest possible decompressed size, but this kind of thinking might not cover all cases. The ideal value would be the available stack size since stackalloc is obviously stack-bound, but I couldn't find any resources on how that could be done. I'm also not sure if such an approach would play nice with async code.
Some ideas for workarounds:

In the case of networking code for games, it wouldn't be unreasonable to assume that you're working with some sort of MTU (e.g. 1200 bytes) and that you only want to attempt compression once before sending (i.e. max 1200 bytes allowed pre-compression), but it's definitely not a one size fits all solution. (e.g. in the case of fragmentation, packet fragments would have to be compressed individually, which is not ideal)

Another approach might simply be to foresee errors by trying to decompress any freshly compressed data. If there's a decompression error due to our estimated sizeLimit being too low, we send the data in its uncompressed form. Again, not at all ideal, but it would prevent the stack overflow.

I don't currently use this library but you can test this with the following change to the Decompress function:
    /// <summary>
    /// Decompress input bytes.
    /// </summary>
    /// <param name="input">Bytes to decompress.</param>
    /// <param name="outputBuffer">Output/work buffer. Upon completion, will contain the output.</param>
    /// <param name="inputLength">Length of data in inputBytes.</param>
    /// <param name="startOffset">The offset into the input buffer to start decompressing from.</param>
    /// <param name="sizeLimit">The upper bound for the uncompressed output length in bytes. </param>
    /// <returns>Length of output. -1 if decompression fails.</returns>
    public static unsafe int Decompress(byte[] input, ref byte[] output, int inputLength, uint startOffset = 0, uint sizeLimit = 0)
    {
        if (sizeLimit == 0) sizeLimit = uint.MaxValue; // should be set to a reasonable upper bound that won't cause a stack overflow instead of uint.MaxValue

        // If outputSize is 0, increase buffer size and try again.
        int outputSize = input.Length;
        fixed (byte* inputPtr = input)
        {
            while (true)
            {
                byte* buffer = stackalloc byte[outputSize];
                int count = TryDecompress(inputPtr + startOffset, buffer, inputLength, outputSize);
                outputSize *= 2;

                // enforce size limit to avoid stack overflow
                if (outputSize > sizeLimit)
                {
                    return -1;
                }

                if (count == 0) continue;
                CopyBuffer(buffer, ref output, count);
                return count;
            }
        }
    }

I don't definitively know if this is the only thing that would cause such a crash of course, but in my case it seemed to be. If the crash goes away and you start getting -1 as the return value, you can then log the offending bits of data to see what the underlying error is.
I'd send a proper fix but I'm not sure how one could decide a reasonable upper bound outside my own use case. Hope this is of some help anyway. Thank you for your work on the library btw! :)

Hey! I'm pretty sure the crash in question happens when you try to decompress invalid data (e.g. uncompressed data as input, or input that got corrupted during transport despite having a valid checksum). This causes a stack overflow and crashes Unity since the Decompress function stackallocs more memory upon failure and tries again until it succeeds.
The solution (on my end at least) was to add a sizeLimit parameter as an upper bound for the size of the decompression buffer. A reasonable value could be some constant depending on the use case, or a multiple of inputLength as an estimate for the highest possible decompressed size, but this kind of thinking might not cover all cases. The ideal value would be the available stack size since stackalloc is obviously stack-bound, but I couldn't find any resources on how that could be done. I'm also not sure if such an approach would play nice with async code.
Some ideas for workarounds:

In the case of networking code for games, it wouldn't be unreasonable to assume that you're working with some sort of MTU (e.g. 1200 bytes) and that you only want to attempt compression once before sending (i.e. max 1200 bytes allowed pre-compression), but it's definitely not a one size fits all solution. (e.g. in the case of fragmentation, packet fragments would have to be compressed individually, which is not ideal)

Another approach might simply be to foresee errors by trying to decompress any freshly compressed data. If there's a decompression error due to our estimated sizeLimit being too low, we send the data in its uncompressed form. Again, not at all ideal, but it would prevent the stack overflow.

I don't currently use this library but you can test this with the following change to the Decompress function:
    /// <summary>
    /// Decompress input bytes.
    /// </summary>
    /// <param name="input">Bytes to decompress.</param>
    /// <param name="outputBuffer">Output/work buffer. Upon completion, will contain the output.</param>
    /// <param name="inputLength">Length of data in inputBytes.</param>
    /// <param name="startOffset">The offset into the input buffer to start decompressing from.</param>
    /// <param name="sizeLimit">The upper bound for the uncompressed output length in bytes. </param>
    /// <returns>Length of output. -1 if decompression fails.</returns>
    public static unsafe int Decompress(byte[] input, ref byte[] output, int inputLength, uint startOffset = 0, uint sizeLimit = 0)
    {
        if (sizeLimit == 0) sizeLimit = uint.MaxValue; // should be set to a reasonable upper bound that won't cause a stack overflow instead of uint.MaxValue

        // If outputSize is 0, increase buffer size and try again.
        int outputSize = input.Length;
        fixed (byte* inputPtr = input)
        {
            while (true)
            {
                byte* buffer = stackalloc byte[outputSize];
                int count = TryDecompress(inputPtr + startOffset, buffer, inputLength, outputSize);
                outputSize *= 2;

                // enforce size limit to avoid stack overflow
                if (outputSize > sizeLimit)
                {
                    return -1;
                }

                if (count == 0) continue;
                CopyBuffer(buffer, ref output, count);
                return count;
            }
        }
    }

I don't definitively know if this is the only thing that would cause such a crash of course, but in my case it seemed to be. If the crash goes away and you start getting -1 as the return value, you can then log the offending bits of data to see what the underlying error is.
I'd send a proper fix but I'm not sure how one could decide a reasonable upper bound outside my own use case. Hope this is of some help anyway. Thank you for your work on the library btw! :)

Hey! I'm pretty sure the crash in question happens when you try to decompress invalid data (e.g. uncompressed data as input, or input that got corrupted during transport despite having a valid checksum). This causes a stack overflow and crashes Unity since the Decompress function stackallocs more memory upon failure and tries again until it succeeds.
The solution (on my end at least) was to add a sizeLimit parameter as an upper bound for the size of the decompression buffer. A reasonable value could be some constant depending on the use case, or a multiple of inputLength as an estimate for the highest possible decompressed size, but this kind of thinking might not cover all cases. The ideal value would be the available stack size since stackalloc is obviously stack-bound, but I couldn't find any resources on how that could be done. I'm also not sure if such an approach would play nice with async code.
Some ideas for workarounds:

In the case of networking code for games, it wouldn't be unreasonable to assume that you're working with some sort of MTU (e.g. 1200 bytes) and that you only want to attempt compression once before sending (i.e. max 1200 bytes allowed pre-compression), but it's definitely not a one size fits all solution. (e.g. in the case of fragmentation, packet fragments would have to be compressed individually, which is not ideal)

Another approach might simply be to foresee errors by trying to decompress any freshly compressed data. If there's a decompression error due to our estimated sizeLimit being too low, we send the data in its uncompressed form. Again, not at all ideal, but it would prevent the stack overflow.

I don't currently use this library but you can test this with the following change to the Decompress function:
    /// <summary>
    /// Decompress input bytes.
    /// </summary>
    /// <param name="input">Bytes to decompress.</param>
    /// <param name="outputBuffer">Output/work buffer. Upon completion, will contain the output.</param>
    /// <param name="inputLength">Length of data in inputBytes.</param>
    /// <param name="startOffset">The offset into the input buffer to start decompressing from.</param>
    /// <param name="sizeLimit">The upper bound for the uncompressed output length in bytes. </param>
    /// <returns>Length of output. -1 if decompression fails.</returns>
    public static unsafe int Decompress(byte[] input, ref byte[] output, int inputLength, uint startOffset = 0, uint sizeLimit = 0)
    {
        if (sizeLimit == 0) sizeLimit = uint.MaxValue; // should be set to a reasonable upper bound that won't cause a stack overflow

        // If outputSize is 0, increase buffer size and try again.
        int outputSize = input.Length;
        fixed (byte* inputPtr = input)
        {
            while (true)
            {
                byte* buffer = stackalloc byte[outputSize];
                int count = TryDecompress(inputPtr + startOffset, buffer, inputLength, outputSize);
                outputSize *= 2;

                // enforce size limit to avoid stack overflow
                if (outputSize > sizeLimit)
                {
                    return -1;
                }

                if (count == 0) continue;
                CopyBuffer(buffer, ref output, count);
                return count;
            }
        }
    }

I don't definitively know if this is the only thing that would cause such a crash of course, but in my case it seemed to be. If the crash goes away and you start getting -1 as the return value, you can then log the offending bits of data to see what the underlying error is.
I'd send a proper fix but I'm not sure how one could decide a reasonable upper bound outside my own use case. Hope this is of some help anyway. Thank you for your work on the library btw! :)

Hey! I'm pretty sure the crash in question happens when you try to decompress invalid data (e.g. uncompressed data as input, or input that got corrupted during transport despite having a valid checksum). This causes a stack overflow and crashes Unity since the Decompress function stackallocs more memory upon failure and tries again until it succeeds.
The solution (on my end at least) was to add a sizeLimit parameter as an upper bound for the size of the decompression buffer. A reasonable value could be some constant depending on the use case, or a multiple of inputLength as an estimate for the highest possible decompressed size, but this kind of thinking might not cover all cases. The ideal value would be the available stack size since stackalloc is obviously stack-bound, but I couldn't find any resources on how that could be done. I'm also not sure if such an approach would play nice with async code.
Some ideas for workarounds:

In the case of networking code for games, it wouldn't be unreasonable to assume that you're working with some sort of MTU (e.g. 1200 bytes) and that you only want to attempt compression once before sending (i.e. max 1200 bytes allowed pre-compression), but it's definitely not a one size fits all solution. (e.g. in the case of fragmentation, packet fragments would have to be compressed individually, which is not ideal)

Another approach might simply be to foresee errors by trying to decompress any freshly compressed data. If there's a decompression error due to our estimated sizeLimit being too low, we send the data in its uncompressed form. Again, not at all ideal, but it would prevent the stack overflow.

I don't currently use this library but you can test this with the following change to the Decompress function:
    /// <summary>
    /// Decompress input bytes.
    /// </summary>
    /// <param name="input">Bytes to decompress.</param>
    /// <param name="outputBuffer">Output/work buffer. Upon completion, will contain the output.</param>
    /// <param name="inputLength">Length of data in inputBytes.</param>
    /// <param name="startOffset">The offset into the input buffer to start decompressing from.</param>
    /// <param name="sizeLimit">The upper bound for the uncompressed output length in bytes. </param>
    /// <returns>Length of output. -1 if decompression fails.</returns>
    public static unsafe int Decompress(byte[] input, ref byte[] output, int inputLength, uint startOffset = 0, uint sizeLimit = 0)
    {
        if (sizeLimit == 0) sizeLimit = uint.MaxValue; // should be set to a reasonable upper bound that won't cause a stack overflow

        // If outputSize is 0, increase buffer size and try again.
        int outputSize = input.Length;
        fixed (byte* inputPtr = input)
        {
            while (true)
            {
                byte* buffer = stackalloc byte[outputSize];
                int count = TryDecompress(inputPtr + startOffset, buffer, inputLength, outputSize);
                outputSize *= 2;

                // enforce size limit to avoid stack overflow
                if (outputSize > sizeLimit)
                {
                    return -1;
                }

                if (count == 0) continue;
                CopyBuffer(buffer, ref output, count);
                return count;
            }
        }
    }

I don't definitively know if this is the only thing that would cause such a crash of course, but in my case it seemed to be. If the crash goes away and you start getting -1 as the return value, you can then log the offending bits of data to see what the underlying error is.
I'd send a proper fix but I'm not sure how one could decide a reasonable upper bound outside my own use case. Hope this is of some help anyway. Thank you for your work on the library btw! :)

Hey! I'm pretty sure the crash in question happens when you try to decompress invalid data (e.g. uncompressed data as input, or input that got corrupted during transport despite having a valid checksum). This causes a stack overflow and crashes Unity since the Decompress function stackallocs more memory upon failure and tries again until it succeeds.
The solution (on my end at least) was to add a sizeLimit parameter as an upper bound for the size of the decompression buffer. A reasonable value could be some constant depending on the use case, or a multiple of inputLength as an estimate for the highest possible decompressed size, but this kind of thinking might not cover all cases. The ideal value would be the available stack size since stackalloc is obviously stack-bound, but I couldn't find any resources on how that could be done. I'm also not sure if such an approach would play nice with async code.
Some ideas for workarounds:

In the case of networking code for games, it wouldn't be unreasonable to assume that you're working with some sort of MTU (e.g. 1200 bytes) and that you only want to attempt compression once before sending (i.e. max 1200 bytes allowed pre-compression), but it's definitely not a one size fits all solution. (e.g. in the case of fragmentation, packet fragments would have to be compressed individually, which is not ideal)

Another approach might simply be to foresee errors by trying to decompress any freshly compressed data. If there's a decompression error due to our estimated sizeLimit being too low, we send the data in its uncompressed form. Again, not at all ideal, but it would prevent the stack overflow.

I don't currently use this library but you can test this with the following change to the Decompress function:
    /// <summary>
    /// Decompress input bytes.
    /// </summary>
    /// <param name="input">Bytes to decompress.</param>
    /// <param name="outputBuffer">Output/work buffer. Upon completion, will contain the output.</param>
    /// <param name="inputLength">Length of data in inputBytes.</param>
    /// <param name="startOffset">The offset into the input buffer to start decompressing from.</param>
    /// <param name="sizeLimit">The upper bound for the uncompressed output length in bytes. </param>
    /// <returns>Length of output. -1 if decompression fails.</returns>
    public static unsafe int Decompress(byte[] input, ref byte[] output, int inputLength, uint startOffset = 0, uint sizeLimit = 0)
    {
        if (sizeLimit == 0) sizeLimit = uint.MaxValue; // should be set to a reasonable upper bound that won't cause a stack overflow

        // If outputSize is 0, increase buffer size and try again.
        int outputSize = input.Length;
        fixed (byte* inputPtr = input)
        {
            while (true)
            {
                byte* buffer = stackalloc byte[outputSize];
                int count = TryDecompress(inputPtr + startOffset, buffer, inputLength, outputSize);
                outputSize *= 2;

                // enforce size limit to avoid stack overflow
                if (outputSize > sizeLimit)
                {
                    return -1;
                }

                if (count == 0) continue;
                CopyBuffer(buffer, ref output, count);
                return count;
            }
        }
    }

I don't definitively know if this is the only thing that would cause such a crash of course, but in my case it seemed to be. If the crash goes away and you start getting -1 as the return value, you can then log the offending bits of data to see what the underlying error is.
I'd send a proper fix but I'm not sure how one could decide a reasonable upper bound outside my own use case. Hope this is of some help anyway. Thank you for your work on the library btw! :)

Hey! I'm pretty sure the crash in question happens when you try to decompress invalid data (e.g. uncompressed data as input, or input that got corrupted during transport despite having a valid checksum). This causes a stack overflow and crashes Unity since the Decompress function stackallocs more memory upon failure and tries again until it succeeds.
The solution (on my end at least) was to add a sizeLimit parameter as an upper bound for the size of the decompression buffer. A reasonable value could be some constant depending on the use case, or a multiple of inputLength as an estimate for the highest possible decompressed size, but this kind of thinking might not cover all cases. The ideal value would be the available stack size since stackalloc is obviously stack-bound, but I couldn't find any resources on how that could be done. I'm also not sure if such an approach would play nice with async code.
Some ideas for workarounds:

In the case of networking code for games, it wouldn't be unreasonable to assume that you're working with some sort of MTU (e.g. 1200 bytes) and that you only want to attempt compression once before sending (i.e. max 1200 bytes allowed pre-compression), but it's definitely not a one size fits all solution. (e.g. in the case of fragmentation, packet fragments would have to be compressed individually, which is not ideal)

Another approach might simply be to foresee errors by trying to decompress any freshly compressed data. If there's a decompression error due to our estimated sizeLimit being too low, we send the data in its uncompressed form. Again, not at all ideal, but it would prevent the stack overflow.

I don't currently use this library but you can test this with the following change to the Decompress function:
    /// <summary>
    /// Decompress input bytes.
    /// </summary>
    /// <param name="input">Bytes to decompress.</param>
    /// <param name="outputBuffer">Output/work buffer. Upon completion, will contain the output.</param>
    /// <param name="inputLength">Length of data in inputBytes.</param>
    /// <param name="startOffset">The offset into the input buffer to start decompressing from.</param>
    /// <param name="sizeLimit">The upper bound for the uncompressed output length in bytes. </param>
    /// <returns>Length of output. -1 if decompression fails.</returns>
    public static unsafe int Decompress(byte[] input, ref byte[] output, int inputLength, uint startOffset = 0, uint sizeLimit = 0)
    {
        if (sizeLimit == 0) sizeLimit = uint.MaxValue; // should be set to a reasonable upper bound that won't cause a stack overflow

        // If outputSize is 0, increase buffer size and try again.
        int outputSize = input.Length;
        fixed (byte* inputPtr = input)
        {
            while (true)
            {
                byte* buffer = stackalloc byte[outputSize];
                int count = TryDecompress(inputPtr + startOffset, buffer, inputLength, outputSize);
                outputSize *= 2;

                // enforce size limit to avoid stack overflow
                if (outputSize > sizeLimit)
                {
                    return -1;
                }

                if (count == 0) continue;
                CopyBuffer(buffer, ref output, count);
                return count;
            }
        }
    }

I don't definitively know if this is the only thing that would cause such a crash of course, but in my case it seemed to be. If the crash goes away and you start getting -1 as the return value, you can then log the offending bits of data to see what the underlying error is.
I'd send a proper fix but I'm not sure how one could decide a reasonable upper bound outside my own use case. Hope this is of some help anyway. Thank you for your work on the library btw! :)


chore: add defaults to exports

Description

Most of the packages use conditional exports without a default or require value so are not able to be used in CJS projects.

Please don't delete this checklist! Before submitting the PR, please make sure you do the following:

[x] It's really useful if your PR references an issue where it is discussed ahead of time. If the feature is substantial or introduces breaking changes without a discussion, PR might be closed.
[x] Ideally, include a test that fails without this PR but passes with it.
[x] Please, don't make changes to pnpm-lock.yaml unless you introduce a new test example.

Tests

[x] Run the tests with pnpm test:ci.

Documentation
None required
Changesets

[x] Changes in changelog are generated from PR name. Please, make sure that it explains your changes in an understandable manner. Please, prefix changeset messages with feat:, fix:, perf:, docs:, or chore:.

This is intentional. They cannot be used in CJS project even with this because we don't bundle CJS.

Well, we're trying to use @vitest/spy and our CJS E2Es aren't working, rollup can't resolve that dependency.  Simply adding a default export fixes them.  Why are there default exports in some of the packages but not others?

rollup can't resolve that dependency

It cannot resolve it because it follows Node.js resolution, and fails correctly. Vitest and its dependencies cannot be imported using require which rollup assumes will be the output.

On the other hand, it gives different errors:

The last one (that you currently get) is kind of cryptic, so it might be better to add this default condition.


Create a Linux install for Hypercane

Based on what we learn from @ato when addressing oduwsdl/raintale#30 we need to do the same for Hypercane.

Based on our conversation during Monday's meeting, it appears that Docker is probably best because it provides a stable environment from which to manage dependencies.

Based on our conversation during Monday's meeting, it appears that Docker is probably best because it provides a stable environment from which to manage dependencies.

We clearly decided to go with RPM and DEB installers after similar success with Raintale and MementoEmbed.


email

Any way to annotate specific paths to add some information for Strings that are emails given that this isn't something captured in graphql?

<Frontier
  formats={{ emailField: "email" }}
  client={client}
  mutation={mutation}
>

https://frontier-forms.dev/api/frontier-component#formats-object-props


chore: refactored builder interface to reduce boiler plate in each builder

What type of PR is this?
/kind design
Any specific area of the project related to this PR?
/area pkg
What this PR does / why we need it:
Refactor the single method Builder interface:
Script(c Config, kr kernelrelease.KernelRelease) (string, error)

to:
Name() string
TemplateScript() string
URLs(c Config, kr kernelrelease.KernelRelease) ([]string, error)
TemplateData(c Config, kr kernelrelease.KernelRelease, urls []string) interface{}

To reduce boiler plate of implementing the same Script method for each new builder.
This cuts down ~150locs from builders and makes writing a new builder even easier.
Moreover, updated README with new informations (archlinux builder too!).
Which issue(s) this PR fixes:
Fixes #
Special notes for your reviewer:
Does this PR introduce a user-facing change?:
NONE

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I think #166 has the precedence over this; i can rebase my work then! No problem on my side :)
I'd be happy to gather some feedback around this one too!

Rebased on master with added photonOS builder!
/cc @dwindsor

LGTM label has been added.  Git tree hash: 011a167b3752eefd6968e4b2b7b0d069e27aa806

[APPROVALNOTIFIER] This PR is APPROVED
This pull-request has been approved by: dwindsor, FedeDP
The full list of commands accepted by this bot can be found here.
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[libSyntax] Make RawSyntax a struct

SourcePresence and ID are already shared between the two node kinds and the node's length will soon be cached in RawSyntax as well. By making it a struct, this shared data can be stored more easily.

@swift-ci Please smoke test

Probably @harlanhaskins should take a look at this.


Token authentication not support JSON type auth params as described in doc

Describe the bug
https://pulsar.apache.org/docs/en/security-jwt/#enable-token-authentication-on-brokers
In the official doc, token auth params are configured in JSON type, like:
brokerClientAuthenticationPlugin=org.apache.pulsar.client.impl.auth.AuthenticationToken
brokerClientAuthenticationParameters={"token":"eyJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ0ZXN0LXVzZXIifQ.9OHgE9ZUDeBTZs7nSMEFIuGNEX18FLR3qvy8mqxSxXw"}

While in org.apache.pulsar.client.impl.auth.AuthenticationToken, it does not support JSON type auth params:
 @Override
    public void configure(String encodedAuthParamString) {
        // Interpret the whole param string as the token. If the string contains the notation `token:xxxxx` then strip
        // the prefix
        if (encodedAuthParamString.startsWith("token:")) {
            this.tokenSupplier = () -> encodedAuthParamString.substring("token:".length());
        } else if (encodedAuthParamString.startsWith("file:")) {
            // Read token from a file
            URI filePath = URI.create(encodedAuthParamString);
            this.tokenSupplier = () -> {
                try {
                    return new String(Files.readAllBytes(Paths.get(filePath)), Charsets.UTF_8).trim();
                } catch (IOException e) {
                    throw new RuntimeException("Failed to read token from file", e);
                }
            };
        } else {
            this.tokenSupplier = () -> encodedAuthParamString;
        }
    }

As well as in its test class: org.apache.pulsar.client.impl.auth.AuthenticationTokenTest.
Expected behavior
The related doc is changed in https://github.com/apache/pulsar/issues/8872 by PR https://github.com/apache/pulsar/pull/8920
I'm not sure it's belong to doc bug or code bug.

@Jennifer88huang @sijia-w , could you please help check and confirm this issue? Thanks.

@Jennifer88huang @sijia-w , could you please help check and confirm this issue? Thanks.

@WalterMa thank you for your feedback. JSON type is supported by token auth.
Maybe we should sync the code changes with the doc change. cc @sijie @codelipenghui @freeznet

@WalterMa thank you for your feedback. JSON type is supported by token auth.
Maybe we should sync the code changes with the doc change. cc @sijie @codelipenghui @freeznet

As confirmed in last week's meeting, this issue is related to code rather than doc, correct? @jiazhai

As confirmed in last week's meeting, this issue is related to code rather than doc, correct? @jiazhai

Close this issue via #9313 @WalterMa feel free to reopen it if needed.

Close this issue via #9313 @WalterMa feel free to reopen it if needed.


Unable to build the binaries

Got below error while trying to build the binaries
go build -o build/infrakit -ldflags "-X github.com/docker/infrakit/pkg/cli.Version=328a778.m -X github.com/docker/infrakit/pkg/cli.Revision=328a77867c54a0ebe4c84b0ca47658d19b4e7b43 -X github.com/docker/infrakit/pkg/util/docker.ClientVersion=1.30" github.com/docker/infrakit/cmd/infrakit
# github.com/docker/infrakit/vendor/github.com/coreos/etcd/clientv3
vendor/github.com/coreos/etcd/clientv3/client.go:225: dialer.DialContext undefined (type *net.Dialer has no field or method DialContext)
vendor/github.com/coreos/etcd/clientv3/client.go:225: not enough arguments to return
Makefile:86: recipe for target 'build/infrakit' failed
make: *** [build/infrakit] Error 2

What version of the Go compiler are you using?   We are using 1.7 at the moment.

@chungers I am using 1.8

Sorry, I was using 1.6. My bad. Sorry for raising wrong ticket. Closing this.


Fix sles build

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Comparison is base (beb44ca) 91.38% compared to head (2d52f9f) 91.38%.

:exclamation: Current head 2d52f9f differs from pull request most recent head 4e9f8bb. Consider uploading reports for the commit 4e9f8bb to get more accurate results

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Additional details and impacted files
@@           Coverage Diff            @@
##           develop    #2564   +/-   ##
========================================
  Coverage    91.38%   91.38%
========================================
  Files          454      454
  Lines        17189    17189
========================================
  Hits         15708    15708
  Misses        1481     1481

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.


Update kubejob

For fixing variable expansion in command  ( https://github.com/goccy/kubejob/pull/29 )

Codecov Report

Merging #58 (11f4556) into master (314e153) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master      #58   +/-   ##
=======================================
  Coverage   60.90%   60.90%
=======================================
  Files          15       15
  Lines        2627     2627
=======================================
  Hits         1600     1600
  Misses        766      766
  Partials      261      261


Seconds vs Milliseconds

According to some documentation on cache-manager, it looks like they have moved to milliseconds from seconds from version 4 to 5:

https://github.com/node-cache-manager/node-cache-manager
https://docs.nestjs.com/techniques/caching

I'm sending the values in to cache something with milliseconds and I'm getting very high ttl values in redis.  Is there some specification on whether we should be using seconds vs milliseconds?
const CACHE_TTL_ROLES = 60 * 5 * 1000 // 5 Mins

await this.cacheManager.set(localCacheKey, response.data, CACHE_TTL_ROLES)

redis> ttl "MY-KEY"
(integer) 299987 (300000)

As it looks like in the code, the ttl gets forwarded directly to ioredis.
But since ioredis is taking ttl as seconds instead of milliseconds, this creates issues.

Yes lib will forward directly to ioredis so it's still seconds :)


Format multiple project in the publications.

This issue is to continue discussing the new feature which links projects in the publication page (#206). Repeat my question and add more comments from #206.
Great job. Just have quick test. Several "project buttons" at link section will be confusing to reader (see below for two projects).

Readers need to open the link to see any useful information. I would suggest to

use the project title/short title as the name of button which could have different styles (e.g. background/font).
Or present as a list below links with project title.

I understand project title will use too much space in the links. We can define a short title  for each project which will save space. But still have the same problem if short title is missing.
Alternatively, a list can be used.
@gcushen I don't think Project 1 and Project 2 will make any difference as no extra information are added.

How do I link my project to paper? Should I do on paper, on project or on both?

Would be nice to have this feature. Alternatively, a quick workaround might be to generate a custom-link for multiple projects and not call them Project each of those times, but using custom names as needed. As long as it's hyperlinked to the project folder and X.md, that should work, I presume. Is that right, @gcushen ?

Yes, custom links will work as long as appropriate URL is provided to the project page.

Hi @gcushen @jananiravi, can you expand on what you mean by

"Yes, custom links will work as long as appropriate URL is provided to the project page"

Does it imply that it is currently possible to do that? Can you provide a quick example of how one would go about it?
Thanks!
--
fernan


Node 18: have to specify host in config manually

From https://github.com/raisenational/serverless-dynamodb/issues/3:

And as a side note - if anyone is using Node 18+, you have to utilize a localized IP like <IP_ADDRESS> or <IP_ADDRESS> in both the dynamodb endpoint initialization config and the serverless yml custom.dynamodb.start.host config.

I've tested using Node v18.16.1, and didn't find it necessary to set the host manually in the serverless.yml custom.dynamodb.start.host config (although it does need to be set when initializing the AWS SDK). For example, this project does not set the host in serverless.yml, but passes CI on Node 18 which includes running tests that connect to serverless-dynamodb. This also appears to work locally on our developer machines.
@nsearle can you share more details about your setup, and ideally create a minimal reproducible example so we can investigate this further?

Going to close this as stale, happy to reopen if further information provided.


login timeout

login timeout on R2.1.5.

Scan QR code
loading....
connect timeout

issue always comes

the same with im.dingtalk.com

ignore host *.dingtalk.com in proxy.     issue fixed.


Do not configure BlueField NICs in DPU mode

Pull Request Test Coverage Report for Build<PHONE_NUMBER>0
Details

0 of 8 (0.0%)  changed or added relevant lines in 1 file are covered.
3 unchanged lines in 1 file lost coverage.
Overall coverage decreased (-0.03%) to 47.239%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

pkg/vendors/mellanox/mellanox.go
0
8
0.0%

Files with Coverage Reduction
New Missed Lines
%

controllers/drain_controller_helper.go
3
62.62%

Totals

Change from base Build<PHONE_NUMBER>9:
-0.03%

Covered Lines:
7204

Relevant Lines:
15250

💛  - Coveralls


Write Part - 3 Step - 7 & unit test

Implement Step07Controller and write all unit tests. Verify the display name of the test conforms to the pattern of "Part X Step Y". Follow the standardize naming, comments, etc. to be consistent.

Same as Part 01 Step 16(#21)


[TACHYON-720] Add LRFU policy

https://tachyon.atlassian.net/browse/TACHYON-720
Currently, there is only LRU policy in Tachyon, but LRU cannot meet the demand of all workloads.
For example,  we start an application busy on accessing hot blocks in the top tier of Tachyon. If some other clients try to access a list of temporary blocks in sequence order at this time, hot blocks of the first application may be evicted, but the temporary blocks are only accessed for once and will never be accessed again. So MEM space of Tachyon will not be taken full use of in this case.
We add LRFU policy to Tachyon in order to process some complicated workloads like above example. LRFU considers both LRU and LFU, and takes advantage of both of them. Actually, LRFU policy evict blocks who are less frequently and less recent accessed.

@Yours-shupeng Thanks for the patch, could you open a JIRA ticket for this feature and add the ticket number in the PR?

@calvinjia JIRA have open. TACHYON-720

Thanks @Yours-shupeng , I uploaded a few comments. In general the PR looks fine.

Jenkins, test this please.

+1 LGTM

+1 LGTM, really like the package-info!

@Yours-shupeng Looks good overall, a few minor comments.

+1 LGTM


feature/493 Migrate Generic Entity Exactly One Selection, Money List creation

requires re-review as had to resolved merge conflicts for the Navigationmenu links

merging it @anna-naumova25  already approved it before conflicts resolution


Encoding issue with request pathname and non-ascii characters

It seems that in certain cases, non-ascii characters in request url params can cause the request pathname to not display as part of the url field in the Event > Request tab of the Bugsnag UI. Instead, you see only the protocol and hostname. I'll update with steps to reproduce if I can find a good test case.

@eanakashima did you manage to get an example case together? We have relatively good utf sanitisation in https://github.com/bugsnag/bugsnag-ruby/blob/16178f54cac8bd6dcbe27c1903c362c58d192774/lib/bugsnag/cleaner.rb which should handle most cases - but would be good to know if something can sneak through!

@snmaynard No. I believe this was originally reported in via support, and I haven't heard a similar report since. I think we can call this closed for now.


Token usage suggestion

I would love to be able to control mi IoT devices from dart code so that I will be able to control them using  cbj (open source platform to control different smart home vendors).
Did you find a way to control your devices from the dart code?
I know about miio package but don't know how to pass the token from here or if it is even the same token that is needed.
Are the token works for LAN or is it for the remote Xiaomi servers (maybe it is the same).

Yes, you can control the devices after authentication. It is the same as the API that gets the list of devices, but with different paths:

getDevicelist: /home/device_list
getProps: /miotspec/prop/get
setProps: /miotspec/prop/set
action: /miotspec/action

Note that different model devices have different props or actions. You can get some of them by referring to the MIOT spec. Here are some references:

[Official miot spec] (https://home.miot-spec.com/)
Official doc
[A metadata fetcher ] (https://www.merdok.org/miotspec/)
A homebridge plugin for miot]

Hope that is helpful.

Yes, you can control the devices after authentication. It is the same as the API that gets the list of devices, but with different paths:
* getDevicelist: /home/device_list

* getProps: /miotspec/prop/get

* setProps: /miotspec/prop/set

* action: /miotspec/action

Note: that different model devices have different props or actions. You can get some of them by referring to the MIOT spec. Here are some references:
* [Official miot spec](https://home.miot-spec.com/)

* [Official doc](https://iot.mi.com/new/doc/accesses/direct-access/other-platform-access/control-api#%E5%9F%BA%E7%A1%80%E6%A6%82%E5%BF%B5)

* [A metadata fetcher ](https://www.merdok.org/miotspec/)

* [A homebridge plugin for miot](https://github.com/merdok/homebridge-miot)

Hope that is helpful.

Cool,
Can we put those functions as part of the package?

Sure, please feel free to make a PR.

I have updated it to version 1.0.0, which now supports control of more devices through the Miiot cloud. Additionally, the API has been replaced by Micloud. Therefore, You must update your code to use this package.
v1.0.0

Very cool man, Thanks for the hard work it's being appreciated.
I will probably test it next weekend integrate it into the Smart Home system 😄

I have tested the package with my Mi Cloud and it works for my Mi IoT devices. However, if you want to control your devices, you need to find the device specification form at https://home.miot-spec.com/. Furthermore, we can planning to add more device specifications to a device support library for this project.

Does this package support all Xiaomi smart device vendors?
They have:
Xiaomi Yeelink
Xiaomi Miio
Xiaomi Yeelight

I am going throw the code and I think we can improve it a little bit.
First of all we need documentation of each field in the device class, I am not sure what is for example  did and showMode vars.

Furthermore, we can planning to add more device specifications to a device support library for this project.

I would love to, it can make the process easier, please add one so that I will have the concept of how you would like to implement it.
We can differentiate between devices using the model field (I was expecting a number but this is ok too).

Does this package support all Xiaomi smart device vendors?
They have: Xiaomi Yeelink Xiaomi Miio Xiaomi Yeelight

I'm not sure(have't test), but it will work properly if the device is compatible with the MIOT protocol and link the micloud.
I don't know the meanings of some of these fields. I debugged these methods by looking at some device parameters and official documentation, as I haven't found a detailed and user-friendly official documentation.
I created a wiki to compile some information I had collected.
wiki

I would love to, it can make the process easier, please add one so that I will have the concept of how you would like to implement it.

I don't think it's easy because there are many devices with significant differences, and there isn't a detailed instruction manual. I don't know the meaning of many fields.

Does this package support all Xiaomi smart device vendors?
They have: Xiaomi Yeelink Xiaomi Miio Xiaomi Yeelight

I'm not sure(have't test), but it will work properly if the device is compatible with the MIOT protocol and link the micloud.
I don't know the meanings of some of these fields. I debugged these methods by looking at some device parameters and official documentation, as I haven't found a detailed and user-friendly official documentation.
I created a wiki to compile some information I had collected. wiki

The wiki is beautiful, and it should also be documented in the code with 3/
For example
/// IID (Instance ID): Instance ID is expressed as a
///natural number, and it is incremented from 1 at
/// each level in devices and homes.
String iid;

By the way I would love to chat with you in discord, we can communicate better.
If you want I am on the smart home cbj discord

Testing getDevices and I am getting weird results.
In the Mi Home app I have only (1) Bulb type: Mi Smart LED Bulb Essential (White and Color)
But the result from the method is my Xiaomi router at home without the bulb.

I can see the router on the list of results, which appears to be normal. However, as you mentioned there is no bulb, I am unable to determine if there is an issue or not.
Could you please provide more details such as the device model(I find the model is [yeelink.light.color5](https://home.miot-spec.com/spec/yeelink.light.color5) , is that?), a screenshot of the MiHome app, or any additional information that you can share?

I can see the router on the list of results,

But it does not appear in the official app on the same account.
I made sure that it is the same account as on the app by account id

I have no idea. Here is a screenshot of my MiHome app.

I'm thinking my bulb is not yeelink.light.color5
Maybe it is not supported 🥲


[HOPS-769] Block report hash mismatch when files are deleted.

Make sure there is no duplicate PR for this issue

Please check if the PR fulfills these requirements

[x] Tests for the changes have been added and passed (for bug fixes / features)
[x] HOPS JIRA issue has been opened for this PR
[x] All commits have been squashed down to a single commit
[x] The commit message has the following format: [HOPS-XXX] message

Post a link to the associated JIRA issue
https://hopshadoop.atlassian.net/browse/HOPS-769

What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)
bug fix

What is the new behavior (if this is a feature change)?

Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

Other information:

Can one of the admins verify this patch?

Jenkins test this please.

Envthough there is a merge conflict it run the test on your branch and it looks like there is some tests failing, can you look into it: https://bbc1.sics.se/jenkins/view/pull/job/hops-pull/144/

Jenkins test this please.

Tests failed because file overwrite is not properly  handled. I have fixed the code and added couple of new tests.

Jenkins test this please.

The following tests are still failing:
org.apache.hadoop.hdfs.TestPersistBlocks
org.apache.hadoop.hdfs.TestAbandonBlock
hadoop-hdfs-project/hadoop-hdfs/build/test/data/temp/decommission/exclude is still there and hadoop-hdfs-project/hadoop-hdfs/build/test/data/temp/decommission/.exclude.crc as been added to the commit are they really needed.

"../exclude" "../exclude.crc"  were there in delete mode. Some previous commit has added them to the project. I have removed them from the commit now
I have fixed the unit tests

Jenkins test this please.


Folder create - show folder exists message

Pull Request Checklist:

[x] Positive Test Case Written by Dev

[ ] Automated Testing

[ ] Sufficient User and Developer Documentation

[ ] Passing Jenkins Build

[ ] Peer Code review and approval

Positive Test Case

Create a folder (e.g. folder-1) in any resource. Try to create another folder (at same directory path) with the same folder name (e.g. folder-1), you should see a message 'Folder already exists' and the 2nd folder won't be created.

@engineSound Can you approve it again? I had to fix a broken unit test.


plugin disables itself on activation (left-click)

The plugin can be installed, however when trying to open the plugin actions by left-clicking the plugin icon, the plugin disables itself.

OS: Linux / Ubuntu 16.04
Chrome:

Version 74.0.3724.8 (Official Build) dev (64-bit)
Version 73.0.3683.75 (Official Build) (64-bit)

Target Page: (any) example: google.com

Please let me know if i can provide more information.

Hi @stefan-kern
Thanks for your interest on Accessibility Insights for Web.
We'll be doing some preliminary investigation on this issue. We'll reply back as soon as we can.

I ran into the same issue with Linux Mint 19.1 using Chrome 72.0.3626.121. The error occurred with both the Production and Canary extension builds.

Same happens to me. I'm running Chrome 72.0.3626.119 (Official Build) (64-bit) on Ubuntu 18.04.2

Hi @stefan-kern.
Thanks for your interest on Accessibility Insights for Web.
We'll be triaging this issues soon. Keep tuned for updates.

Hi everyone, this issues is not fixed on master branch. Stay tune for new releases of our extension to get this fixes.

@stefan-kern This issues should be fixed on release [v2.0.5](https://github.com/Microsoft/accessibility-insights-web/releases/tag/v2.0.5. Download the extension from here.

thanks for the fix, works now!


Cant Login

i cant login?
i started mssql using the below command on Ubuntu 22
sudo docker run -e "ACCEPT_EULA=Y" -e "SA_PASSWORD=YourPA$$w0o0o0ord" -p 1433:1433 --name mssql --hostname mssql -d mcr.microsoft.com/mssql/server:2022-latest
username=sa
password=YourPA$$w0o0o0ord

How are you trying to login?
Try these two commands
docker run -e "ACCEPT_EULA=Y" -e "SA_PASSWORD= P@$$wo0ord" -p 1433:1433 -d mcr.microsoft.com/mssql/server:2022-latest
docker exec -it <container_name> /opt/mssql-tools/bin/sqlcmd -S localhost -U sa -P P@$$wo0ord

I think your $$-signs are stripped because its reserved for variables. Try:
username=sa
password=YourPAw0o0o0ord

Watch out when using double-quotes in pair with strings that include at least one dollar-sign.
Most shells will try to replace them since any $... will mean its an environment variable.
Better use single-quotes since those are representing "pure" strings and shells will just process them "as is":
sudo docker run -e "ACCEPT_EULA=Y" -e 'SA_PASSWORD=YourPA$$w0o0o0ord' -p 1433:1433 --name mssql --hostname mssql -d mcr.microsoft.com/mssql/server:2022-latest


400 Client Error: Bad Request on Linux

> python examples/connectorbot.py fails for me on CentOS 7.0 x64:
[2015-02-19 19:50:48,297] Starting new HTTPS connection (1): feelinsonice-hrd.appspot.com
[2015-02-19 19:50:48,573] "POST /bq/login HTTP/1.1" 200 None
[2015-02-19 19:50:48,582] Starting new HTTPS connection (1): feelinsonice-hrd.appspot.com
[2015-02-19 19:50:48,771] "POST /bq/updates HTTP/1.1" 400 None
Traceback (most recent call last):
  File "strangerbot.py", line 53, in <module>
    bot = ConnectorBot(args.username, args.password)
  File "build/bdist.linux-x86_64/egg/snapchat_bots/bot.py", line 21, in __init__
  File "build/bdist.linux-x86_64/egg/snapchat_bots/bot.py", line 75, in get_friends
  File "build/bdist.linux-x86_64/egg/pysnap/__init__.py", line 270, in get_friends

  File "build/bdist.linux-x86_64/egg/pysnap/__init__.py", line 125, in get_updates

  File "build/bdist.linux-x86_64/egg/pysnap/__init__.py", line 83, in _request

  File "build/bdist.linux-x86_64/egg/pysnap/utils.py", line 88, in request
  File "/usr/lib/python2.7/site-packages/requests-2.5.1-py2.7.egg/requests/models.py", line 831, in raise_for_status
    raise HTTPError(http_error_msg, response=self)
requests.exceptions.HTTPError: 400 Client Error: Bad Request

I've seen that 400 error on /bq/updates only when the username and password combination I used was wrong. Can you double check that you're using the right credentials? Thanks!

I tried it again with a different account of which I also double-checked the credentials, and the problem persisted.

If I may ask, on what OS are you developing/testing this code?

I'm using OS X 10.10 on a Macbook Pro. Interesting that the request breaks on CentOS but works on cygwin. Don't have many guesses on what may be the problem -- can you try using the SnapchatBot without passing the username + pass as command-line arguments, e.g.:
from snapchat_bots import SnapchatBot
bot = SnapchatBot("<your username>", "<your password>")

That's not working for me either...  I have a feeling the problem might have to do with how the request(s) are being sent, as I'm trying to run this on a VPS.

Same here.
It seems to have something to do with the request module of python.

Check if you are blocked. Using a low timeout, like 5, sets of the Snapchat anti-bot detection.
Go to snapchat.com/unlock and try to unlock you account.

I tried increasing the timeout, and I also tried unlocking the account.  It still doesn't run right on my VPS, but it works perfectly fine locally.  Might the problem be with /bq/updates?

I'm having the same issue. I tried posting to my story through the app, but it won't even post there. All other snapchat functions work fine, but not stories. I was using the storifier bot, I wonder if Snapchat disabled my account. (that unlock link didn't help)

I suggest making another snapchat account to try ?

@N07070: Tried the same with a new account (to no avail).

Python 2.7.5
[how do I find Pillow version?]
[how do I find ffmpeg or imagemagick version?]
CentOS 7.0 x64

Try with pip udpate Pillow and man ffmpeg and man imagemagick.
I have the Python 2.7.3, so you're more up to date... Altough, I'm running Debian.

I am having the same problem as @jczimm Any help appreciated!

Thanks! I know why it doesn't work now. :disappointed:
Authorization Failed, status: "403" , message "The network you are connected to has been temporarily blocked because of suspicious activity"

@jczimm I got the same message! Any idea how to fix? I still have access to internet, so don't see a problem

@danwatco I got this error because I was trying to run it from a VPS, which was blocked by Snapchat.  Where/what are you trying to run your bot from?

@jczimm I was running a vps too, I had to recreate one with a different location/ip and now it works!

@danwatco Oh ok, but how can you be sure that the new VPS won't get blocked?  Just wondering, because it's a bit of work for me to recreate the VPS on a new IP.

@jczimm I can't be :/ But it will have to do for now

I would guess that the higher the listen timeout, the less likely you are to get blocked, so use a large value to make sure that you won't be.
—
Sent from Mailbox
On Sat, Feb 28, 2015 at 3:14 PM, Dan<EMAIL_ADDRESS>wrote:

@jczimm I can't be :/ But it will have to do for now
Reply to this email directly or view it on GitHub:
https://github.com/agermanidis/SnapchatBot/issues/4#issuecomment-76543699

@agermanidis Oh ok. How long is a realistic timeout (realistic to seem like
the app)?
On Sat, Feb 28, 2015 at 9:02 PM Anastasis Germanidis <
<EMAIL_ADDRESS>wrote:

I would guess that the higher the listen timeout, the less likely you are
to get blocked, so use a large value to make sure that you won't be.
—
Sent from Mailbox
On Sat, Feb 28, 2015 at 3:14 PM, Dan<EMAIL_ADDRESS>wrote:

@jczimm I can't be :/ But it will have to do for now
Reply to this email directly or view it on GitHub:

https://github.com/agermanidis/SnapchatBot/issues/4#issuecomment-76543699
—
Reply to this email directly or view it on GitHub
https://github.com/agermanidis/SnapchatBot/issues/4#issuecomment-76563662
.

I set it to 45 seconds. And you ?

Reporting in with the same issue here. Every bot I try within the examples gives me error 400. Account is unlocked, and everything on that end is running. Using windows 7, python, cygwin, imagemagick etc installed to latest versions that I could find.
[2015-03-03 22:52:18,009] Starting new HTTPS connection (1): feelinsonice-hrd.ap
pspot.com
[2015-03-03 22:52:18,828] "POST /bq/login HTTP/1.1" 400 None
Traceback (most recent call last):
  File "reflectorbot.py", line 22, in <module>
    bot = ReflectorBot(args.username, args.password)
  File "build\bdist.win32\egg\snapchat_bots\bot.py", line 20, in __init__
  File "build\bdist.win32\egg\pysnap\__init__.py", line 100, in login
  File "build\bdist.win32\egg\pysnap\__init__.py", line 83, in _request
  File "build\bdist.win32\egg\pysnap\utils.py", line 88, in request
  File "C:\Python27\lib\site-packages\requests-2.5.3-py2.7.egg\requests\models.p
y", line 831, in raise_for_status
    raise HTTPError(http_error_msg, response=self)
requests.exceptions.HTTPError: 400 Client Error: Bad Request

Timeout set to 30 seconds, as well. Tried two different accounts and even hardcoded username and pass.


not 32px icons

from changlog:
Version 0.18.27
Graphics
New high resolution icons for all items.
New sprites for some equipment grid items.

but:

Man you are fast.
Was going to write up an issue for updating to the new icons but I'll just use this one.

@hhrhhr One issue with your generator: It looks like it doesn't currently include the information required for the infinite researches included in this app.

Yes, there is such a thing.
I'm still trying to understand how to uniquely identify "endless technologies" in order to automatically include them in "recipes".
authors of different mods show an enviable fantasy when they add their technology ;)

Updated icons and updated code to handle icon sizes should be merged soon.
There will be no more icons.scss. Icons will be declared as an array in data.json, with four fields:

id which is either the item id or recipe id
position which is the css background-position value to use for the sprite
size which assumes 32px if not defined but should handle 64px and 128px values using size-64 and size-128 flags
file which is intended to help with mods (we'll see whether it actually does), this lets you point to a different sprite sheet so you could theoretically have different sheets, the value of this field is rendered in the icon as background-image: url("{file}");

Сan you see what is wrong with this exported data.json?
The zip archive contains data.json and related textures. Аs I understand it, some element does not have the "category" parameter, but I cannot find it.
part of error log:
Angular is running in the development mode. Call enableProdMode() to enable the production mode.
core.js:6260 ERROR TypeError: Cannot read property 'category' of undefined
    at Function.addStepsFor (rate.ts:31)
    at products.selectors.ts:246
    at store.js:1061
    at memoized (store.js:976)
    at defaultStateFn (store.js:1016)
    at store.js:1070
    at memoized (store.js:976)
    at store.js:1015
    at Array.map (<anonymous>)
    at defaultStateFn (store.js:1011)
defaultErrorLogger @ core.js:6260

error.log.txt
0.18.26_64px.zip

Sure, I may not be able to check it for a couple days though. Could you create a new issue with this info?

What I can tell you off the top of my head is that it's saying an object is undefined where the app expects an object with a category field. So it's not a missing category but a missing object, somehow.


Review of hypersync-enhancements

https://docs.google.com/document/d/1i9Az5nrhL2zhrQMNLS1lzuW1zbvfNp2Xa6cfe6WkX-k/edit

[!WARNING]
This pull request is not mergeable via GitHub because a downstack PR is open. Once all requirements are satisfied, merge this PR as a stack on Graphite.
Learn more

#1300  👈
#1297 : 1 other dependent PR (#1299 )
feature/proof-of-stake

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Join @diamondhands0 and the rest of your teammates on  Graphite

Merge activity

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0x Mesh Node Docker Image won't start web service

Using v2 branch, the webservice at port 60557 isn't starting.
niko@desk :~/eth/dev/augur$ yarn docker:all -f
yarn run v1.22.4
$ yarn workspace @augurproject/tools --silent flash docker-all -f
$ ts-node ./src/flash/cli docker-all -f
Deploy contracts: false
Use fake time: true
Detach: false
Start geth node: true
Waiting for Geth to start up
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/default.json
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/demo.json
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/dev.json
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/local.json
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/mainnet.json
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/matic.json
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/reporting.json
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/staging.json
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/test.json
deleting cache for module: /home/niko/eth/dev/augur-prev/packages/augur-artifacts/build/environments/v2.json
Building
Running GSN relayer
Running dockers. Type ctrl-c to quit:
$ oz-gsn run-relayer
WARNING: The ETHEREUM_RPC_HTTP variable is not set. Defaulting to a blank string.
Creating network "augur-tools_default" with the default driver
Pulling 0x-mesh-standalone (0xorg/mesh:9.4.0)...
9.4.0: Pulling from 0xorg/mesh
21c83c524219: Already exists
59213c936922: Pull complete
4de20bdc7985: Pull complete
042037d10ef3: Pull complete
Starting relayer
/home/niko/.cache/gsn-nodejs/gsn-relay-v0.2.1
 -EthereumNodeUrl http://localhost:8545
 -RelayHubAddress 0xd216153c06e857cd7f72665e0af1d7d82172f494
 -Port 8090
 -Url http://localhost:8090
 -GasPricePercent 0
 -Workdir /tmp/tmp-29091gEjXGlBBhJ09
 -DevMode
2020/07/21 16:29:17 RelayHttpServer.go:44: RelayHttpServer starting. version: 0.4.1
2020/07/21 16:29:17 RelayHttpServer.go:211: Using RelayHub address: 0xD216153c06E857cD7f72665E0aF1d7D82172F494
2020/07/21 16:29:17 RelayHttpServer.go:212: Using workdir: /tmp/tmp-29091gEjXGlBBhJ09
2020/07/21 16:29:17 RelayHttpServer.go:214: Using dev mode
2020/07/21 16:29:17 RelayHttpServer.go:222: Constructing relay server in url  http://localhost:8090
2020/07/21 16:29:17 utils.go:40: ks accounts len 0
2020/07/21 16:29:18 utils.go:66: key extracted. addr: 0xe44C09be76a8E21C40f2Cf46e1D6BFC0Fe3b293D
2020/07/21 16:29:18 RelayHttpServer.go:224: relay server address:  0xe44C09be76a8E21C40f2Cf46e1D6BFC0Fe3b293D
Could not connect to node at http://localhost:8545 (Error: Could not reach the relay at http://localhost:8090, is it running?).
Digest: sha256:b5ea9e89ab91b02bb0e79685a7640d205f883a72dd8eb5b627522126db4ccafe
Status: Downloaded newer image for 0xorg/mesh:9.4.0
Creating augur-tools_0x-mesh-standalone_1 ... done
Attaching to augur-tools_0x-mesh-standalone_1
0x-mesh-standalone_1  | {"level":"info","msg":"No private key found. Generating a new one.","time":"2020-07-21T21:29:23Z"}
0x-mesh-standalone_1  | {"error_string":"cannot initialize core.App: neither EthereumRPCURL or EthereumRPCClient were provided","level":"fatal","msg":"could not initialize app","myPeerID":"16Uiu2HAmDxBvixppwXnTxUWhedrm8FybzJ5pEciyUtz8PB1kbEK3","time":"2020-07-21T21:29:23Z"}

The Docker image enters in forever-starting status: Restarting (1) 33 seconds ago :
niko@desk :~/eth/dev/augur$ docker ps
CONTAINER ID        IMAGE                                                           COMMAND               CREATED             STATUS                          PORTS                                                                    NAMES
34c37bc7d098        0xorg/mesh:9.4.0                                                "/bin/sh -c ./mesh"   5 minutes ago       Restarting (1) 33 seconds ago                                                                            augur-tools_0x-mesh-standalone_1
429695b23d8e        augurproject/dev-pop-geth-v2:f07dd99aa528df5ba63936f5cb4f77ef   "/start.sh"           6 minutes ago       Up 6 minutes                    8547/tcp, <IP_ADDRESS>:8545-8546->8545-8546/tcp, 30303/tcp, 30303-30304/udp   geth
niko@desk :~/eth/dev/augur$

Few days ago the webservice was working

Update:
rolling back to commit with hash 6a6f57114100b7324006cedaa6334ed3b39d7af4  eliminates the error, I am not sure if this is the correct commit , I just checked out first commit of yesterday and it worked

Repeated calls to netstat show that webservice appears temporarily on port 60557 , and then dies.

Could not connect to node at http://localhost:8545 -- it just can't connect to the eth node for some reason

The relevant error is WARNING: The ETHEREUM_RPC_HTTP variable is not set. Defaulting to a blank string.. I have a local fix as part of a larger PR but haven't pushed it yet. I'll spin it off.

https://github.com/AugurProject/augur/pull/8587

@robert-e-davidson3
the webservice is not starting and I can connect to the port 60557 , however I cant subscribe to the events, I am getting an error.
After checking Docker container logs, I found that there is a typo in host IP. Screenshot attached:

at the end of docker log (after "no such log" messages stop), this is what is shown:
{"error_string":"timed out waiting for first block to be processed by Mesh node. Check your backing Ethereum RPC endpoint","level":"error","msg":"core app exited with error","myPeerID":"16Uiu2HAkz6Yq7jX6gvQSP4LWUvAiph9mHHxLi9tbyhAjJpnHR7xW","time":"2020-07-23T14:07:40Z"}
{"level":"debug","msg":"closing order watcher","myPeerID":"16Uiu2HAkz6Yq7jX6gvQSP4LWUvAiph9mHHxLi9tbyhAjJpnHR7xW","time":"2020-07-23T14:07:40Z"}
{"level":"debug","msg":"closing block watcher","myPeerID":"16Uiu2HAkz6Yq7jX6gvQSP4LWUvAiph9mHHxLi9tbyhAjJpnHR7xW","time":"2020-07-23T14:07:40Z"}
{"level":"debug","msg":"closing snapshot expiration watcher","myPeerID":"16Uiu2HAkz6Yq7jX6gvQSP4LWUvAiph9mHHxLi9tbyhAjJpnHR7xW","time":"2020-07-23T14:07:40Z"}

solved


docs(pacrd): add deprecation info

Resolves Jira: DOC-378
Needs to be added:

Link to the open source repo for PaCRD
Link to blog post
Link to Slack channel

https://deploy-preview-668--armory-docs.netlify.app/docs/feature-status/deprecations/pacrd-deprecation/
https://s.armory.io/d5uAejdD

@alexmbe signed off on Slack. Merging.


Add support for gstreamer

Add support for gstreamer pipeline.
h264 codec pipeline: (Watch the file names)
gst-launch-1.0 -v filesrc location=file.mp4 ! qtdemux !h264parse !avdec_h264! videoconvert ! "video/x-raw,format=YUY2" ! v4l2sink device=/dev/video0

https://www.youtube.com/watch?v=MCRKfXipAkU
@ 23.16 talks about Tee's and queue to route audio and video data.


NPM Error: missing script: sideload

Article URL

Issue

Following the steps in: Build your first Excel Add-in.  The documentation here: https://docs.microsoft.com/en-us/office/dev/add-ins/testing/create-a-network-shared-folder-catalog-for-task-pane-and-content-add-ins
Second bullet on the page has instructions to "npm run sideload" from the root folder of the project. Following the instructions produces the following: (notice the error in line 4 - stops me dead cold)
0 info it worked if it ends with ok
1 verbose cli [ 'C:\Program Files\nodejs\node.exe',
1 verbose cli   'C:\Program Files\nodejs\node_modules\npm\bin\npm-cli.js',
1 verbose cli   'run',
1 verbose cli   'sideload' ]
2 info using<EMAIL_ADDRESS>3 info using<EMAIL_ADDRESS>4 verbose stack Error: missing script: sideload
4 verbose stack     at run (C:\Program Files\nodejs\node_modules\npm\lib\run-script.js:151:19)
4 verbose stack     at C:\Program Files\nodejs\node_modules\npm\lib\run-script.js:61:5
4 verbose stack     at C:\Program Files\nodejs\node_modules\npm\node_modules\read-package-json\read-json.js:115:5
4 verbose stack     at C:\Program Files\nodejs\node_modules\npm\node_modules\read-package-json\read-json.js:402:5
4 verbose stack     at checkBinReferences_ (C:\Program Files\nodejs\node_modules\npm\node_modules\read-package-json\read-json.js:357:45)
4 verbose stack     at final (C:\Program Files\nodejs\node_modules\npm\node_modules\read-package-json\read-json.js:400:3)
4 verbose stack     at then (C:\Program Files\nodejs\node_modules\npm\node_modules\read-package-json\read-json.js:160:5)
4 verbose stack     at ReadFileContext. (C:\Program Files\nodejs\node_modules\npm\node_modules\read-package-json\read-json.js:332:20)
4 verbose stack     at ReadFileContext.callback (C:\Program Files\nodejs\node_modules\npm\node_modules\graceful-fs\graceful-fs.js:78:16)
4 verbose stack     at FSReqWrap.readFileAfterOpen [as oncomplete] (fs.js:420:13)
5 verbose cwd C:\b\Excel-API\Excel-Add-in-Tutorial-master\Excel-Add-in-Tutorial-master\Start
6 verbose Windows_NT 10.0.17134
7 verbose argv "C:\Program Files\nodejs\node.exe" "C:\Program Files\nodejs\node_modules\npm\bin\npm-cli.js" "run" "sideload"
8 verbose node v8.11.3
9 verbose npm  v5.6.0
10 error missing script: sideload
11 verbose exit [ 1, true ]
This link further down the page: Validate and troubleshoot issues with your manifest
was of no value.  There appears to be a missing file from the clone project on GitHub but I have no way to verify the issue. Thus the getting started tutorial does not work.
Larry

Hi @laultman,
Sorry to hear you're having problems. Could you please clarify for me which path you took in the Build your first Excel add-in quick start? Which editor and framework did you use?

I started here: https://docs.microsoft.com/en-us/office/dev/add-ins/tutorials/excel-tutorial
Begin: https://docs.microsoft.com/en-us/office/dev/add-ins/tutorials/excel-tutorial?tutorial-step=1
I followed the prerequisites verifying that I had the correct version of Excel 2016 (1803) in my case.  I installed Node.js 18.1.3 current and I installed latest Git Bash 2.18.0
Then I followed the Setup steps, downloading the project to my local machine and completing the remainder of the steps in turn.
NEXT: https://docs.microsoft.com/en-us/office/dev/add-ins/tutorials/excel-tutorial?tutorial-step=2
I used Visual Studio Code (current version) to edit the files. I completed each step and saved my work in Visual Studio Code. I then started the “Test the add-in”.  I completed steps 1-3 of this section and used the Windows: Sideload Office Add-ins on Windows link. To here: https://docs.microsoft.com/en-us/office/dev/add-ins/testing/create-a-network-shared-folder-catalog-for-task-pane-and-content-add-ins
The second bullet point on the page.
I opened a second Node.js Command window, navigated to the Start folder in the project where the manifest file is located.
I attempted to execute the “npm run sideload” command.
It failed at that point with the missing script error.
Sent from Mailhttps://go.microsoft.com/fwlink/?LinkId=550986 for Windows 10

From: Alex Jerabek<EMAIL_ADDRESS>Sent: Wednesday, August 1, 2018 3:28:18 PM
To: OfficeDev/office-js-docs-pr
Cc: Larry Aultman; Mention
Subject: Re: [OfficeDev/office-js-docs-pr] NPM Error: missing script: sideload (#284)
Hi @laultmanhttps://github.com/laultman,
Sorry to hear you're having problems. Could you please clarify for me which path you took in the Build your first Excel add-inhttps://docs.microsoft.com/en-us/office/dev/add-ins/excel/excel-add-ins-get-started-overview quick start? Which editor and framework did you use?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHubhttps://github.com/OfficeDev/office-js-docs-pr/issues/284#issuecomment-409692895, or mute the threadhttps://github.com/notifications/unsubscribe-auth/ATVSMqtlpggcCpJxNzfKLpIK5sb2cF61ks5uMgFSgaJpZM4VrDfK.

Courtney,
I did end up using the shared folder steps to get it to work. But the instructions are still incorrect. This was my very first attempt at an Office Add-in so it is disconcerting when you follow the steps and then the test project to validate your setup configuration, itself, does not work.  So you end up trying a couple more times (wasting lots of time) to finally reach the conclusion that the test project is the problem.  What should have been 30 minutes ended up taking an afternoon.
Larry
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From: Courtney Owen<EMAIL_ADDRESS>Sent: Thursday, August 2, 2018 12:23:18 PM
To: OfficeDev/office-js-docs-pr
Cc: Larry Aultman; Mention
Subject: Re: [OfficeDev/office-js-docs-pr] NPM Error: missing script: sideload (#284)
It looks like the package.json at https://github.com/OfficeDev/Excel-Add-in-Tutorial/tree/master/Start doesn't contain a sideload script, so "npm run sideload" won't work:
"scripts": {
"start": "browser-sync start --config bsconfig.json",
"validate": "./node_modules/.bin/validate-office-addin",
"build": "webpack --config webpack.config.js"
},
Instead of using "npm run sideload", you can load your project manifest using the steps at https://docs.microsoft.com/en-us/office/dev/add-ins/testing/create-a-network-shared-folder-catalog-for-task-pane-and-content-add-ins.
Please keep us posted if that works for you. In the meantime, we should get the tutorial repo updated so that it contains a sideload script in package.json.
-Courtney
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You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHubhttps://github.com/OfficeDev/office-js-docs-pr/issues/284#issuecomment-409985635, or mute the threadhttps://github.com/notifications/unsubscribe-auth/ATVSMsKONQzuQpo4Js98SjWKnkIxpzbpks5uMyd2gaJpZM4VrDfK.

Hi Larry,
I couldn't agree with your more, and thank you for bringing this to our attention.  I will talk to our writers about getting the documentation updated ASAP. I think we should also get a sideload script added to the tutorial project because running "npm run sideload" is much easier than sideloading a manifest via a shared folder.
-Courtney

I agree, and I felt comfortable with the npm approach. Shared folders, completely new to me in this context.
Sent from Mailhttps://go.microsoft.com/fwlink/?LinkId=550986 for Windows 10

From: Courtney Owen<EMAIL_ADDRESS>Sent: Thursday, August 2, 2018 12:56:34 PM
To: OfficeDev/office-js-docs-pr
Cc: Larry Aultman; Mention
Subject: Re: [OfficeDev/office-js-docs-pr] NPM Error: missing script: sideload (#284)
Hi Larry,
I couldn't agree with your more, and thank you for bringing this to our attention. I will talk to our writers about getting the documentation updated ASAP. I think we should also get a sideload script added to the tutorial project because running "npm run sideload" is much easier than sideloading a manifest via a shared folder.
-Courtney
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHubhttps://github.com/OfficeDev/office-js-docs-pr/issues/284#issuecomment-409995945, or mute the threadhttps://github.com/notifications/unsubscribe-auth/ATVSMoUB5ivdO85T3pIZD3yv4kundAWhks5uMy9CgaJpZM4VrDfK.

I think the problem here is the second bullet at the top of this article https://docs.microsoft.com/en-us/office/dev/add-ins/testing/create-a-network-shared-folder-catalog-for-task-pane-and-content-add-ins that was added last month. Other articles and sample readmes link to this article, but they do not necessarily have a sideload script, so this article should not suggest that as an alternative. The "npm run sideload" method only works for projects that are created with a sideload script. Very few of our existing samples will meet that criterion. What I think we need to do is

Remove that 2nd bullet from the article

Retitle the article "Sideload Office Add-ins for testing from a network share"

Unless I hear objections, I will do that today.

Ricky, are you referring to this bullet point:
Running the "npm run sideload" command from the root of the add-in project folder.
I do think we need to have a link somewhere to the documentation for using "npm run sideload", since we recently added the sideload script to all projects generated via Yo Office.
-Courtney

Yes. That's the bullet I was referring to. If you want the two articles, that I linked to, to link to each other, then we have to do it in a way that makes clear that these are not two alternatives that will both work for any project. There are in fact very few projects in existence now for which the  "npm run sideload" technique will work. It only works for projects created with yo office very recently.

This work is done in the source files and should be published soon.


band name error

cloud masking leads into this error
"
HttpError: <HttpError 400 when requesting https://earthengine.googleapis.com/v1alpha/projects/earthengine-legacy/value:compute?prettyPrint=false&alt=json returned "Image.select: Pattern 'pixel_qa' did not match any bands.". Details: "Image.select: Pattern 'pixel_qa' did not match any bands.">"
is it due to Landsat SR band name convention changed as 'QA_PIXEL',

Hello @A-Marambe , what is the code that returned that error?

Hello, it is cloud masking,
mask_l8SR_all = cloud_mask.landsatSR() mask_l8SR_cloud = cloud_mask.landsatSR(['cloud'])
I just following the example notebook

As the code base as drasticly changed since this issue was open I took the liberty of closing it.


ImportError: No module named pogoprotos

Expected Behavior
I just want the bot to run without errors. Its been a while since ive actually played (5 months) and I thought I might as well give it another go. DId a fresh install by deleting the folder and doing git pull
Actual Behavior
Bot just stops automatically
Output when issue occurred
 ./run.sh
2017-03-04 14:38:30,824 [       cli] [INFO] PokemonGO Bot v1.0
2017-03-04 14:38:30,946 [       cli] [INFO] commit: 5e8b2e0c
2017-03-04 14:38:30,962 [       cli] [INFO] Configuration initialized
2017-03-04 14:38:30,962 [pokemongo_bot.health_record.bot_event] [INFO] Health check is enabled. For more information:
2017-03-04 14:38:30,962 [pokemongo_bot.health_record.bot_event] [INFO] https://github.com/PokemonGoF/PokemonGo-Bot/tree/dev#analytics
2017-03-04 14:38:31,106 [requests.packages.urllib3.connectionpool] [INFO] Starting new HTTP connection (1): www.google-analytics.com
(84144) wsgi starting up on http://<IP_ADDRESS>:4000
[2017-03-04 14:38:32] [PokemonGoBot] [INFO] Setting start location.
_inventory was not initialized
_inventory was not initialized
[2017-03-04 14:38:32] [       cli] [INFO]
[2017-03-04 14:38:32] [       cli] [INFO] Ran for 0:00:01
[2017-03-04 14:38:32] [       cli] [INFO] Total XP Earned: 0  Average: 0.00/h
[2017-03-04 14:38:32] [       cli] [INFO] Travelled 0.00km
[2017-03-04 14:38:32] [       cli] [INFO] Visited 0 stops
[2017-03-04 14:38:32] [       cli] [INFO] Encountered 0 pokemon, 0 caught, 0 released, 0 evolved, 0 never seen before ()
[2017-03-04 14:38:32] [       cli] [INFO] Threw 0 pokeballs
[2017-03-04 14:38:32] [       cli] [INFO] Earned 0 Stardust
[2017-03-04 14:38:32] [       cli] [INFO] Hatched eggs 0
[2017-03-04 14:38:32] [       cli] [INFO]
[2017-03-04 14:38:32] [       cli] [INFO] Highest CP Pokemon:
[2017-03-04 14:38:32] [       cli] [INFO] Most Perfect Pokemon:
Traceback (most recent call last):
  File "pokecli.py", line 865, in <module>
    main()
  File "pokecli.py", line 195, in main
    bot = start_bot(bot, config)
  File "pokecli.py", line 147, in start_bot
    bot.start()
  File "/Users/hamishtugado/PokemonGo-Bot/pokemongo_bot/__init__.py", line 155, in start
    self._setup_api()
  File "/Users/hamishtugado/PokemonGo-Bot/pokemongo_bot/__init__.py", line 1145, in _setup_api
    self._set_starting_position()
  File "/Users/hamishtugado/PokemonGo-Bot/pokemongo_bot/__init__.py", line 1347, in _set_starting_position
    location = self.get_pos_by_name(location_str.replace(" ", ""))
  File "/Users/hamishtugado/PokemonGo-Bot/pokemongo_bot/__init__.py", line 1474, in get_pos_by_name
    return float(loc.latitude), float(loc.longitude), float(loc.altitude)
AttributeError: 'NoneType' object has no attribute 'latitude'
[2017-03-04 14:38:32] [sentry.errors] [ERROR] Sentry responded with an error: 'ascii' codec can't decode byte 0x9c in position 1: ordinal not in range(128) (url: https://app.getsentry.com/api/90254/store/)
Traceback (most recent call last):
  File "/Users/hamishtugado/PokemonGo-Bot/lib/python2.7/site-packages/raven/transport/threaded.py", line 174, in send_sync
    super(ThreadedHTTPTransport, self).send(data, headers)
  File "/Users/hamishtugado/PokemonGo-Bot/lib/python2.7/site-packages/raven/transport/http.py", line 47, in send
    ca_certs=self.ca_certs,
  File "/Users/hamishtugado/PokemonGo-Bot/lib/python2.7/site-packages/raven/utils/http.py", line 66, in urlopen
    return opener.open(url, data, timeout)
  File "/Users/hamishtugado/PokemonGo-Bot/lib/python2.7/site-packages/future/backports/urllib/request.py", line 494, in open
    response = self._open(req, data)
  File "/Users/hamishtugado/PokemonGo-Bot/lib/python2.7/site-packages/future/backports/urllib/request.py", line 512, in _open
    '_open', req)
  File "/Users/hamishtugado/PokemonGo-Bot/lib/python2.7/site-packages/future/backports/urllib/request.py", line 466, in _call_chain
    result = func(*args)
  File "/Users/hamishtugado/PokemonGo-Bot/lib/python2.7/site-packages/raven/utils/http.py", line 46, in https_open
    return self.do_open(ValidHTTPSConnection, req)
  File "/Users/hamishtugado/PokemonGo-Bot/lib/python2.7/site-packages/future/backports/urllib/request.py", line 1284, in do_open
    h.request(req.get_method(), req.selector, req.data, headers)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/httplib.py", line 1057, in request
    self._send_request(method, url, body, headers)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/httplib.py", line 1097, in _send_request
    self.endheaders(body)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/httplib.py", line 1053, in endheaders
    self._send_output(message_body)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/httplib.py", line 895, in _send_output
    msg += message_body
UnicodeDecodeError: 'ascii' codec can't decode byte 0x9c in position 1: ordinal not in range(128)
[2017-03-04 14:38:32] [sentry.errors.uncaught] [ERROR] [u"AttributeError: 'NoneType' object has no attribute 'latitude'", u'  File "pokecli.py", line 865, in <module>', u'  File "pokecli.py", line 195, in main', u'  File "pokecli.py", line 147, in start_bot', u'  File "pokemongo_bot/__init__.py", line 155, in start', u'  File "pokemongo_bot/__init__.py", line 1145, in _setup_api', u'  File "pokemongo_bot/__init__.py", line 1347, in _set_starting_position', u'  File "pokemongo_bot/__init__.py", line 1474, in get_pos_by_name']
Sat 4 Mar 2017 14:38:32 ACDT Pokebot  Stopped.

Steps to Reproduce
Followed the installation process for mac on the wiki
then just went ./run.sh
Other Information
Branch:
i think im on dev i need clarification on how to
Git Commit:

Python Version:
2.7.12

try again in clean directory.
run
pip2 install --upgrade -r requirements.txt

thanks i just did a manual install and all good


Netlify open source plan

To deploy the website I've been using the netlify.com starter plan. Currently, each change in the master branch triggers Netlify deployment to https://fervent-booth-169ea6.netlify.app/.
The service works great as long as there is only one developer in the team but requires actions when additional benches are needed. It can be solved by credit card or another better alternative is to apply for an open source license.
To qualify for the open source plan that allows an unlimited number of free developers they list some requirements and an application process here. In this issue let's try to fulfill those requirements and get us approved for the open source plan so we can collaborate easily.

Added license, code of conduct, and Netlify badge. Sent the application for the open source plan.


How to fit AbsoluteGrid in container?

Specifying itemWidth and itemHeight that is bigger than the containing div will create overflow. Unfortunately, I do not always know the container size. Is there a way to make sure that this component does not overflow its containing div?

You could try adding responsive=true, but that only listens to resizes on the browser window. Unfortunately for an absolute layout to work we must know the width. We might be able to expose a method or handler you could call to manually recalculate the layout.

Thank you. FYI I am using this to shortcut my way there: https://github.com/digidem/react-dimensions
Might I also suggest options to do different types of scaling/fitting? i.e., Scale fill, aspect fit, aspect fill, etc.


AWS Secrets Manager Private Endpoint

Task
Create an AWS Secrets Manager private VPC endpoint for private CAPA clusters.

@nprokopic I think we can close this issue. The clusters were created successfully multiple time. We also have a separate issue to deal with the problems with deletion of clusters.

It works. Closing...


Distinguish SASS and CSS

This pull request makes SASS a language of its own, distinct from CSS.
This change was requested several times in #2933, #3084, #2585 and #2650.

...so if we do this then I think we need to consider making the same change for HAML, Handlebars etc. and many of the other languages that are currently grouped into some higher-level category.
My rationale for not doing this is that SASS is almost always used to generate CSS (please correct me if I'm wrong here) and so it makes sense (to me at least!) to have this listed under CSS for the general repository stats.
I would also note that this change doesn't affect search results/GitHub explore (trending repos by language). Languages such as SASS are already discoverable there.
Basically we can consider doing this if we really want to but it should be part of a much larger rethink of what Linguist languages groups are.

@arfon You're right that sass is almost always used to generate CSS. However, it has its own syntax which is quite different from that of CSS, unlike the other language in the sass family, scss. Isn't your argument also true of many compiled languages? CoffeeScript and JavaScript are separate in Github's eyes. SASS is to CSS as CoffeeScript is to JavaScript. It's about the same level of separation.

Isn't your argument also true of many compiled languages? CoffeeScript and JavaScript are separate in Github's eyes. SASS is to CSS as CoffeeScript is to JavaScript. It's about the same level of separation.

It is, and I want to be clear that I'm not completely against this idea, I just think we need to make sure we've thought this through before we start removing group: files from languages.yml.
@controversial I'd be curious to hear what problem you're trying to solve with this change? Is this a UI concern of the language bar on the repo or something else?

@arfon That's basically it, I'd like my repo to show that it's styled with SASS instead of CSS. It's not a big deal, but I think it'd be better. ¯_(ツ)_/¯

If CoffeeScript is recognised as its own language, then Sass should too. Otherwise, we may as well be categorising the former as "JavaScript" as well.

Please?

@arfon That's basically it, I'd like my repo to show in the top bar that it's styled with SASS instead of CSS. It's not a big deal, but I think it'd be better. ¯_(ツ)_/¯

Sorry for the delayed reply here. I'm not comfortable merging this until we've taken a good look at all grouped languages. It's possible there is UI fix on GitHub that would address this more satisfactorily.

Ok. Makes sense, I guess.
On Sat, Jul 9, 2016 at 7:56 PM Arfon Smith<EMAIL_ADDRESS>wrote:

@arfon https://github.com/arfon That's basically it, I'd like my repo
to show in the top bar that it's styled with SASS instead of CSS. It's not
a big deal, but I think it'd be better. ¯*(ツ)*/¯
Sorry for the delayed reply here. I'm not comfortable merging this until
we've taken a good look at all grouped languages. It's possible there
is UI fix on GitHub that would address this more satisfactorily.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/github/linguist/pull/3093#issuecomment-231562380, or mute
the thread
https://github.com/notifications/unsubscribe/AJ5YrxY_8mSHQEi70oxNDsT09lDWIUzQks5qUDUjgaJpZM4JBLGy
.

Basically, the same story as #2978, where Jade/Pug is definitely not HTML

Any update? I'm once again back here after discovering that Slim and Jade are classified as HTML, not as separate languages. Seriously think this is a necessary change.
@arfon you say there might be a UI fix, but that sounds like something that's far, far less likely to happen, especially not in the short term. For now, do you still have a problem with separating out similar languages? This issue has been brought up many many times about different languages, and I haven't yet seen a very compelling argument for keeping them together beyond "there might be a UI fix."
You say

until we've taken a good look at all grouped languages

what does this entail? I'd really like to see some change soon.

I feel like this PR should really be considered. SASS is quite a different extension of CSS.
It's also not particularly consistent--why is Smarty, for example, considered separate from PHP?

Is this going to happen afterall?

I'm not sure why there's grouping at all in the user interface, GitHub could just show each language as its own. Some grouping can be done if several files in group take very small percentage of repo's source code (as done with "Other"), but it'd be neat to distinct various preprocessors from the language they compile to.

@arfon @Alhadis is it going to happen? It's been more that two years since the PR was opened

Arfon is not working on this project anymore, but as he said:

I'm not comfortable merging this until we've taken a good look at all grouped languages

I agree with him on this. But it takes a lot of time to do this kind of work.

This might sound rather curt but I feel that two years is a lot of time.

This might sound rather curt but I feel that two years is a lot of time. 😄 I'd love to help, if I can in any way.

You're right it has been a long time, but sadly it's likely to a while longer as Linguist is currently not a priority for any team within GitHub…  it is essentially running as a community maintained project with final approval from GitHub (required because it integrates directly into GitHub.com).
A change like degrouping needs to thought through thoroughly as it has been in place for a very long time and could have consequences elsewhere.

We shouldn't have to reconsider all grouped languages. Only the very obvious cases. Sass is no closer to CSS than CoffeeScript is to JavaScript.

@Alhadis You can if you want to start. I'll close this PR in favor of that issue in that case.

I've opened #4291 so we can discuss this matter in depth.
Let the bikeshedding begin!


Not using cross entropy style loss when training with Mix(Point(),Box())

I trained with the following command:
python . -d "Mix(a=Point(),b=Box(),aw=1,bw=0.2)" -t "Point()" -n ffnn
Ideally, it will using the cross entropy style loss for the Box domain as suggested by Gowal et al. 2019, but it turns out that it still used the original loss in DiffAI paper.
I looked through the implementation of loss in ai.py and goals.py. It seems the cross entropy style loss only works in training with -d "Box()" but does not work with Mix Domain. I don't know if this behavior is desired.

This is very strange, it should definitely be using the crossentropy style loss.  If it actually is using the original loss, this would be very interesting as the results show significant improvement over those from the original paper.  I will look into this.

After print statement instrumentation, I've found no evidence of this occurring with the training domain you mentioned.    Its worth noting that the command you provided's neural network isn't the current name, so perhaps you are still on an old commit?

BTW, the command is modified from the README, I also noticed that I should change the ffnn to FFNN.
Close the issue.


removed duplicates in helpful material

Fixed issue here: https://github.com/lingonsaft/hacktoberfest/issues/718

Another great pull request! <3


[i2c, rtl] Update i2c.prj.hjson for D2 completion

Signed-off-by: Igor Kouznetsov<EMAIL_ADDRESS>

This is great news @igk8!
All: Was there a review meeting for this?  Do we need one?   (I know that D1 is pretty relaxed, but I hear some requests for D2/V2 reviews)


Infinite loop in ItemsControl.GetNextControl() cause App to hang

Describe the bug
Infinite loop in ItemsControl.GetNextControl() causes the application to hang.
To Reproduce
Steps to reproduce the behavior:

Create an ItemsControl with an ItemTemplate of a Button binding to the context (sample provided)

    <ItemsControl Items="{Binding MyItems, Mode=OneWay}">
      <ItemsControl.ItemTemplate>
        <DataTemplate>
          <Button Content="{Binding ., Mode=OneWay}"/>
        </DataTemplate>
      </ItemsControl.ItemTemplate>
    </ItemsControl>

Run the app
Click on a button on the list (to focus it)
Press Home/End keys on keyboard

Expected behavior
Change focus to proper item.
Information

OS: Windows 10
Version 0.10.13

Additional context
Sample code : AvaloniaUI_BugRepro.zip

we're having the same issue in MacOS Monterey 12.8

@mohdimas do you use oneway binding also? remove the oneway stuff on Items and the content.
Please post stacktrace.

Yes we do use Mode=OneWay as well, I'll try to remove the binding mode and see if that fixes it or not.
Stacktrace:
ItemsControl.GetNextControl() at /Users/maksim/Library/Application Support/JetBrains/Rider2021.2/resharper-host/SourcesCache/18bac43b1f324cab8e7acc4442be6706d5400/66/ItemsControl.cs:line 495
ItemsControl.OnKeyDown() at /Users/maksim/Library/Application Support/JetBrains/Rider2021.2/resharper-host/SourcesCache/18bac43b1f324cab8e7acc4442be6706d5400/66/ItemsControl.cs:line 308
Subject<(object, RoutedEventArgs)>.OnNext()
EventRoute.RaiseEventImpl()
EventRoute.RaiseEvent()
Interactive.RaiseEvent()
KeyboardDevice.ProcessRawEvent()
InputManager.ProcessInput()
WindowBaseImpl.RawKeyEvent()
WindowBaseImpl.WindowBaseEvents.Avalonia.Native.Interop.IAvnWindowBaseEvents.RawKeyEvent()
__MicroComIAvnWindowBaseEventsVTable.RawKeyEvent()
[Managed to Native Transition]
__MicroComIAvnPlatformThreadingInterfaceProxy.RunLoop()
PlatformThreadingInterface.RunLoop()
Dispatcher.MainLoop()
ClassicDesktopStyleApplicationLifetime.Start()
ClassicDesktopStyleApplicationLifetimeExtensions.StartWithClassicDesktopLifetime<System.__Canon>()
Program.BuildMailbirdApp()
Bootstrapper<App>.Start()
Program.Main()

@mohdimas in that case I think the issue can be closed now. If you disagree, please let me know.


keepEmptyValues option: Doesn't exist inside dist/js files

Expected behaviour
Option "keepEmptyValues" should be defined inside "dist/js" files
Actual behaviour
There is no reference of this option in the actual files
Datepicker version used
1.6.1.

keepEmptyValues was added in 1.7.0 (#1558) and this version is not yet released. So the option is not available in 1.6.1

Hei,
You are correct. I haven't write down the correct version.
So I rephrase: On master version the option "keepEmptyValues" aren't defined as an default/option in "dist/js" files

Ah yes, we a version is not released (dev-master code) we have to generate the dist files from time to time. This time it was a long time ago, so I've generated the dist files so you should be able to use the option now on master


[Bug]: Visibility of date picker in task page

Contact Details
<EMAIL_ADDRESS>What happened?
The date picker in the task section is not visible.

change the color of the date picker and make it visible.
Relevant log output
No response
Code of Conduct

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

I can work on this issue. Plz assign it .

Assigned! For any doubts reach us out on discord!!


Boost 1.71

@sergey-shandar https://www.boost.org/users/history/version_1_71_0.html is available. Do you have plans to release the corresponding nuget packages?
Do you plan to support ARM64 for VS2017 aka v141 or newer? To me it is unclear if boost already supports it, see https://github.com/boostorg/build/issues/305.

I did also some test with appveyor CI builds, see https://github.com/chcg/getboost/tree/appveyor, but always hit the 1h time limit for the free of charge acounts ( e.g. https://ci.appveyor.com/project/chcg/getboost/builds/28243524)

@sergey-shandar
Thanks for the new release.
As you seem to use the win binaries from https://sourceforge.net/projects/boost/files/boost-binaries/. I guess ARM64 support would require the corresponding build there.
Do you have some how-to for the build of the nuget packages based on the prebuild boost binaries?
Do you download the all 7z and extract under boost?
Unfortunately this extracted zip is to big for the appveyor VM instance to be able to extract it.


AMP Support?

Thanks for your great work and releasing the code!
I find that in engine.py, AMP-related code is commented out. And I am wondering that if I can use AMP in this project. Would it speed up the training and would it hurt the performance?

Hi@impiga, thanks for your interests in our work!
We tried torch naive amp, and we observed no significant speed up and acc drop. Please also see https://github.com/facebookresearch/detr/issues/127.

Thanks for your response!


Added Turkish translation

Added Turkish language support to the game. In Turkish, Turkish is "Türkçe".

There were some problems in the translation, an updated copy will be uploaded shortly in a new pull request.


Korean Translation for v2.5

The newly added keywords in v2.5 has been translated.
Some translations are fixed about direction.

Attached File: ko-kr.zip
Thank you for giving us good Mods until the end.

Commited in 3b99512.
No, thank you for enjoying and translating it!


Zlib: fix Adler32 implementation

ZlibStream's Adler32 routine sometime returns incorrect results, as @ied206 noticed in #298.
This fixes #298 by using uint instead of int.
There are no unit tests, because the implementation is internal.
PHP's short test cases are OK, but they were already OK before.
My gut says the issue was due to the % operator not behaving as expected for negative ints, so I tested a 5000-byte 0xFF sequence (to approach the overflow limit at 5552). It exhibits the same pattern as #298, 1st and 5th-8th digits match, but 2nd-4th digits are different: previous implementation returned 0x53e07596, new one returns 0x54b27596 (same as an online Adler32 calculator).

Thanks for this!