Feature request: make log level configurable

I might create a PR myself, but for the time being this issue asks for the following:

make the log level configurable (console.log, console.info, console.warn, console.error)

This is needed because some logging tools ignore console.log (which is "debug" level) by default, making the logging useless.
@myndzi What do you think of making this configurable?

I'm kind of curious what logging tools manipulate console.log etc. directly in a way that would affect this module in normal use; it should have a stdout/stderr reference early, but I guess if you monkey patch console it would be affected.
The trick here is that I can't easily use the patterns I normally would want to in order to provide configuration options; wtfnode has to load early so it can monkey patch core Node stuff.
How are you using this? I'm guessing you're using it as a module and using wtf.dump()? What if I provided a return value with the full text (or possibly just the data)? Or let you pass a stream for it to write to? (e.g. process.stderr)

Hi @myndzi,
Indeed, i'm using a module (https://github.com/nanlabs/econsole) that intercepts console.x.
By configuration, some log levels are not send to stderr/stdout, which leads to my issue.
Correct, i'm using wtf.dump(). A stream to write to would be helpful, so i can redirect the output to the desired console.x function.

OK. You should use something else, that's a bad way to go. But it's an easy enough thing to account for; what I'll do is allow you to pass wtf.dump() a log argument, and call that function if supplied in order to log messages. They'll just be the strings I'm writing to the console.

@paulrutter try wtfnode@beta. See the git master readme for docs on using wtf.setLogger. Let me know if it solves your problem?

Thanks, will check it out coming week.

Econsole is working pretty good for us; it easily allows us to suppress certain loglevels.
Your fix works like a charm; i would suggest to merge this to master 👍
Thanks!

Published.
On logging: log level selection is pretty basic, and is a part of pretty much every logging package -- you don't need to monkey patch core functionality to do it, and doing so is just asking for headaches (like this one). Depending on what you're after, I'd point you towards either Bunyan for robust logging or Debug for configurable/filterable debug logging. It's your time and energy, though :)

Thanks :)
I will take a look at other modules, it indeed doesn't seem necessary to do so.


[cloud shell] always ignore .devbox directory

Summary
We should always ignore the .devbox directory, even if the user has not explicitly
added a .gitignore in their devbox-project.
How was it tested?

did cloud shell.

in local directory:
❯ readlink -f .devbox/nix/profile/default
/nix/store/aszi29qz92wlsllyh0hzcf6qxvs71hzf-user-environment

in remote cloud shell:
(devbox) savil in 🌐 239080d49b6875 in ~
❯ readlink -f code/go-1.19/.devbox/nix/profile/default
/nix/store/5l1i25kli85b0870bbcab90haclmam4z-user-environment

note that these are different

Current dependencies on/for this PR:

main

PR #388   👈

This comment was auto-generated by Graphite.


feat: re-add service worker

Blocked by BBVAEngineering/ember-cli-workbox#100

Update to ember-cli-workbox v2.0.0


REDEX: Add support for User registration

We want to add support of user registration for our app. User should be asked to provide the email, name and password. The backend should save these information after doing validation checks on email or if a similar user already exists.

Please go ahead and use the Custom django model
Ensure that the email is a proper email schema wise. For password the length must be greater than 7
On successful registration, user should redirect to the notes page.
Use the default django form for the registration
Use /register as endpoint
Create a new template
It should be integrated with existing app.

I hope this answers all the questions.

Do not use Todo model for storing these details. Store it in a custom model


High CPU in mac - not an extension

Issue Type: Performance Issue
I can't seem to find a proper reproducible flow. But somehow it always happens after I move away from the window and focus back on it. It happens when I do that, but not every time I do. Hope that makes sense.
I tried disabling extensions already. And the Process Explorer is showing CPU 145 and Memory MB 524 on a window process (and going up).
VS Code version: Code 1.29.0 (5f24c93878bd4bc645a4a17c620e2487b11005f9, 2018-11-12T07:39:38.932Z)
OS version: Darwin x64 18.0.0

System Info

Item
Value

CPUs
Intel(R) Core(TM) i7-3615QM CPU @ 2.30GHz (8 x 2300)

GPU Status
2d_canvas: enabledchecker_imaging: disabled_offflash_3d: enabledflash_stage3d: enabledflash_stage3d_baseline: enabledgpu_compositing: enabledmultiple_raster_threads: enabled_onnative_gpu_memory_buffers: enabledrasterization: enabledvideo_decode: enabledvideo_encode: enabledwebgl: enabledwebgl2: enabled

Load (avg)
2, 2, 2

Memory (System)
16.00GB (0.04GB free)

Process Argv

Screen Reader
no

VM
0%

Process Info
CPU %	Mem MB	   PID	Process
   14	   147	 42159	code main
    5	    82	 42161	   gpu-process
    0	   164	 42162	   window (started.rb — temp)
    0	    33	 42209	     extensionHost
    0	    16	 42216	       /Applications/Visual Studio Code.app/Contents/Frameworks/Code Helper.app/Contents/MacOS/Code Helper /Applications/Visual Studio Code.app/Contents/Resources/app/extensions/json-language-features/server/dist/jsonServerMain --node-ipc --clientProcessId=42209
    0	    16	 42217	       /Applications/Visual Studio Code.app/Contents/Frameworks/Code Helper.app/Contents/MacOS/Code Helper /Applications/Visual Studio Code.app/Contents/Resources/app/extensions/css-language-features/server/dist/cssServerMain --node-ipc --clientProcessId=42209
    0	    49	 74301	       electron_node tsserver.js
    0	    16	 74303	         electron_node typingsInstaller.js typesMap.js
    0	    16	 42211	     watcherService
    0	    66	 42210	   shared-process
  145	   524	 84992	   window (index.js — temp.1.0)
    0	    33	 84995	     watcherService
    0	   115	 84996	     extensionHost
    0	   115	 85000	       electron_node tsserver.js
    0	    16	 85012	         electron_node typingsInstaller.js typesMap.js
    0	    16	 85121	       /Applications/Visual Studio Code.app/Contents/Frameworks/Code Helper.app/Contents/MacOS/Code Helper /Applications/Visual Studio Code.app/Contents/Resources/app/extensions/json-language-features/server/dist/jsonServerMain --node-ipc --clientProcessId=84996
    2	    82	 91352	   window (Process Explorer)
    0	    98	 91587	   window (Issue Reporter)
    0	     0	 91593	   /bin/ps -ax -o pid=,ppid=,pcpu=,pmem=,command=

Workspace Info
|  Window (index.js — temp.1.0)
|  Window (started.rb — temp)
|    Folder (temp): 0 files
|      File types:
|      Conf files:
|    Folder (temp.1.0): 20 files
|      File types: mx(4) cv(4) realm(2) lock(2) note(2) js(2) sh(1)
|                  gitignore(1) DS_Store(1) json(1)
|      Conf files: package.json(1);

Extensions: none

@jlubeck can you please update to 1.29.1 first and see if you can still reproduce this issue? We have some performance related fixes lately.

Just updated... will report back!

closing because no actionable information is present


People don't like the separation of the annotation and transcription tasks

A lot of the feedback from the beta is suggestion people would rather transcribe the page they have just annotated, rather than do a bunch of annotation tasks followed by a bunch of transcription tasks.

What about being offered an option to go and transcribe stuff after you've finished annotating? They're still separate, but you can complete a page yourself that way.

I think that would be much more popular, yes.
On 7 August 2015 at 16:11, Roger Hutchings<EMAIL_ADDRESS>wrote:

What about being offered an option to go and transcribe stuff after you've
finished annotating? They're still separate, but you can complete a page
yourself that way.
—
Reply to this email directly or view it on GitHub
https://github.com/zooniverse/old-weather/issues/41#issuecomment-128726680
.

Okay, you can now start transcribing a page after you've annotated it. I can't guarantee it'll be the same page, because the user may have annotated other pages before the current one, but it's close enough.


timestamp as int96

to maintain backcompat in multi tenant environment
@ash211 @pwoody @darora @jared2501

Thanks @ash211. I was being silly and wrote it too quickly.

@ash211 @robert3005 plz review the test change

👍


code samples not-readable Safari.

What's the issue?
code samples not-readable
Steps to reproduce
open https://github.com/rusmaxim/angular2-jwt
Screenshots
https://monosnap.com/file/iRipVkH7JAJyFdXhxD3A6uY9TBlGmw
What version is affected by this problem?
v2.0

Thanks for reporting. This will be fixed in the next update. Thanks!

The new update is released, closing this.


Dialog windows not staying in foreground in remoteApps

Describe the bug:
Currently, when using RemoteApps, application popups that are supposed to belong to the main application, block input there, and stay in the foreground are being created as independent windows. For example, the "Do you want to save?" dialog before exiting.
This allows the user to click on the main window in the background, which causes the popup to be pushed to the background. However, the main window cannot be operated, as input is still blocked.
This behavior was replicated with the current master branch (29.08.2024) and release version 3.6.3.
With FreeRDP 2.11, it still behaves correctly and similar to the Windows RDP Client.
On the server side, testing was conducted with Windows Server 2016, 2019, and 2022 with "notepad" shared.
Expected behavior:
This Kind of Dialogs should always be positioned above the main window, as is still the case in FreeRDP 2.11 or the Windows RDP client.
How to reproduce:

Connect to RemoteApp "notepad." I use this line to establish the connection: /xfreerdp /v:#server# /u:#user# /p:#password# /app:program:'||notepad'
Write something into the text field.
Click the X to close -> Popup appears.
Click into the text field. --> The save dialog is in the background

Screenshots:
FreeRDP master with error:

FreeRDP 2.11 with correct behavior

Environment:
OS: Linux
Version/Distribution: ubuntu22.04
Desktop Enviroment: Gnome, XFCE
Architecture: amd64
Let me know if there is anything else I can test or if further information is needed.
Thank you in advance.

I just tested the fix, it works wonderfully. Thank you so much for the help!


Wondering if the Get Uri helper methods can be moved to pydocumentdb from crud_tests.py

Hi,
I see some very good helper methods in crud_tests.py to get the Uris out of the names of the things I provide. e.g.
def GetDocumentLink(self, database, document_collection, document,
is_name_based=True):
if is_name_based:
return self.GetDocumentCollectionLink(database, document_collection) + '/docs/' + document['id']
else:
return document['_self']
Something like we have in .NET SDK. Are we planning for this?

@HussainMir it is worth to have a UriFactory method as you mentioned in the python sdk.
For example please look at what we have in node:
https://github.com/Azure/azure-documentdb-node/blob/3aaf6f96c652bfa3e597050c8a0cd54f68844209/source/lib/uriFactory.js
If you are interested to send a PR for this we will merge your PR Hussain.

Closing this issue due to age. Active development of our Python SDK has moved to https://github.com/Azure/azure-sdk-for-python. We have also released 4.0 which includes many updates and new features. If this issue still needs our attention, please reopen it in the new repository.


Add async context support

Calling close can be forgotten. It's nice practise to have context manager to close resources.

Feel free to implement one and submit a PR.


Add more descriptive error for github downloading issues

What type of PR is this?
/kind cleanup
What this PR does / why we need it:
If there're Github failures,  github-configs-fetcher.go only shows yaml: unmarshal errors: line 1: cannot unmarshal !!map into []main.githubDirContent which is not descriptive.
This PR print github response if there's an unmarshal error.
Example;
./perfdash \
--www
--address=<IP_ADDRESS>:8080
--builds=20
--force-builds
--githubConfigDir=https://api.github.com/repos/kubernetes/test-infra/contents/config/jobs/kubernetes/sig-sca_invalid

Note: githubConfigDir is an invalid link

Logs
I0212 10:51:48.123168   31660 perfdash.go:73] Starting perfdash...
I0212 10:51:48.125962   31660 perfdash.go:136] Starting server...
I0212 10:51:48.126053   31660 perfdash.go:124] Fetching new data...
I0212 10:51:48.126111   31660 github-configs-fetcher.go:62] Downloading github spec from https://api.github.com/repos/kubernetes/test-infra/contents/config/jobs/kubernetes/sig-scalabilit
E0212 10:51:48.597656   31660 perfdash.go:127] Error fetching data: error unmarshall github response {"message":"Not Found","documentation_url":"https://docs.github.com/rest/reference/repos#get-repository-content"}: yaml: unmarshal errors:
  line 1: cannot unmarshal !!map into []main.githubDirContent

We can see with this change,  we do see real error message from github
{"message":"Not Found","documentation_url":"https://docs.github.com/rest/reference/repos#get-repository-content"}:

Which issue(s) this PR fixes:
Fixes https://github.com/kubernetes/perf-tests/issues/1273
Special notes for your reviewer:
Does this PR introduce a user-facing change?:

None

Additional documentation e.g., KEPs (Kubernetes Enhancement Proposals), usage docs, etc.:

/cc @mm4tt

/lgtm
/approve


TRAN - Technical onboarding for 3rd (of 3) TRAN project - Open Mapping

Describe the issue
Based on onboarding conversations with TRAN on this Spatial Group project during initial technical onboarding - There are clarifications needed as to what direction they will go with this project based on technical ramifications of currently envisioned solution
Additional context
To get further context around technical details of the project and discuss with them based on their requirements
Definition of done

Work with TRAN to identify areas of technical concern for solution as originally proposed
Get a final proposal from them and review
Have further technical discussions based on these decisions and possibility that they may use both on-prem nodes and Azure-based nodes
Adjust deployment as necessary with client and have them coordinate with on-prem data centre resources if needed

On hold for response back from TRAN - on where this project stands and the technical questions they have to review\provide a solution path forward on

Update meeting held with TRAN - They will likely adjust their solution architecture to include an on-prem node set in their overall development and present the new solution to management once solidified to move this forward.  Currently initiating iStore for Pro Services request from Advanced Solutions in order to gather necessary details on what would be necessary to have this Open Mapping node set up on-prem and will proceed as per above thereafter

Considering this on hold as the TRAN open mapping project team has not gotten back to me recently.  Will keep in blocked until then.


Town02 with invalid RoadOption

I am generating trajectories with RoamingAgent in the example code with Carla 0.9.5. I found that this specific intersection in Town02 gives me wrong RoadOption.LEFT instead of RoadOption.STRAIGHT or RoadOption.RIGHT. Is it a bug in the map?

Any update to this problem?

@Derekabc I think this is a bug of the code deciding the direction.
This is the part that the local planner decides the connection type: https://github.com/carla-simulator/carla/blob/master/PythonAPI/carla/agents/navigation/local_planner.py#L280-L292
I fixed the code like this:
n = next_waypoint.transform.rotation.yaw
n = n % 360.0

c = current_waypoint.transform.rotation.yaw
c = c % 360.0

n -= 180.0
c -= 180.0
assert -180 <= n < 180
assert -180 <= c < 180
diff_angle = n - c
diff_angle += -360 if diff_angle > 180 else (360 if diff_angle < -180 else 0)

angle_threshold = 5

str_new = None
if abs(diff_angle) < angle_threshold:
    return RoadOption.STRAIGHT
elif diff_angle < 0.0:
    return RoadOption.LEFT
else:
    return RoadOption.RIGHT


[ADAM-1512] Support VCFs with +Inf/-Inf float values.

Resolves #1512. @heuermh do you have any VCFs that reproduce this issue? It would be good to add a test resource, if we've got one.

@heuermh do you have any VCFs that reproduce this issue? It would be good to add a test resource, if we've got one.

I do not, it was reported on gitter.
https://gitter.im/bigdatagenomics/adam?at=59b9a77ec101bc4e3ac33d56

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Test PASSed.

I hacked up sorted.vcf as a test file and am still seeing
2017-09-26 12:01:01 WARN  VariantContextConverter:361 - Caught exception
java.lang.NumberFormatException: For input string: "-Inf" when converting
[VC Unknown @ 1:14397-14400 Q. of type=INDEL alleles=[CTGT*, C]
attr={AC=2, AF=+Inf, AN=6, BaseQRankSum=-Inf, ClippingRankSum=0.138,
DP=69, FS=7.786, MLEAC=2, MLEAF=0.333, MQ=26.84, MQ0=0, MQRankSum=-1.906,
QD=1.55, ReadPosRankSum=0.384} GT=[[NA12878 CTGT*/C GQ 99 DP 20 AD 16,4
PL 120,0,827 FT rd {MQ=-Inf, PQ=+Inf}],[NA12891 CTGT*/C GQ 60 DP 10 AD 8,2
PL 60,0,414 FT dp;rd],[NA12892 CTGT*/CTGT* GQ 99 DP 39 AD 39,0
PL 0,116,2114]].
- support VCFs with +Inf/-Inf float values *** FAILED ***
...

Created pull request https://github.com/fnothaft/adam/pull/20 with additional fixes and test file.

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Test FAILed.

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Did I mess up with git or maybe is github confused?  What happened to commit e20c32c1e6647b48d39470a86582efa1c6716dc1?

@heuermh no, I think that was my screwup. Let me fix that up...

@heuermh fixed; sorry about that, I'd dropped it during the rebase.

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Test FAILed.

Sorry, that commit needs vcs.toVariantRDD() → vcs.toVariants()
and vcs.toGenotypeRDD() → vcs.toGenotypes()
...
[INFO] /home/jenkins/workspace/ADAM-prb/HADOOP_VERSION/2.6.2/SCALAVER/2.10/SPARK_VERSION/1.6.3/label/centos/adam-core/src/test/scala:-1: info: compiling
[INFO] Compiling 88 source files to /home/jenkins/workspace/ADAM-prb/HADOOP_VERSION/2.6.2/SCALAVER/2.10/SPARK_VERSION/1.6.3/label/centos/adam-core/target/2.10.6/test-classes at<PHONE_NUMBER>274
[ERROR] /home/jenkins/workspace/ADAM-prb/HADOOP_VERSION/2.6.2/SCALAVER/2.10/SPARK_VERSION/1.6.3/label/centos/adam-core/src/test/scala/org/bdgenomics/adam/rdd/variant/VariantContextRDDSuite.scala:167: error: value toVariantRDD is not a member of org.bdgenomics.adam.rdd.variant.VariantContextRDD
[ERROR]     val variant = vcs.toVariantRDD().rdd.filter(_.getStart == 14396L).first()
[ERROR]                       ^
[ERROR] /home/jenkins/workspace/ADAM-prb/HADOOP_VERSION/2.6.2/SCALAVER/2.10/SPARK_VERSION/1.6.3/label/centos/adam-core/src/test/scala/org/bdgenomics/adam/rdd/variant/VariantContextRDDSuite.scala:172: error: value toGenotypeRDD is not a member of org.bdgenomics.adam.rdd.variant.VariantContextRDD
[ERROR]     val genotype = vcs.toGenotypeRDD().rdd.filter(_.getVariant == variant).first()
[ERROR]                        ^
[ERROR] two errors found

Test FAILed.
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https://amplab.cs.berkeley.edu/jenkins//job/ADAM-prb/2416/Build result: FAILURE[...truncated 15 lines...] > /home/jenkins/git2/bin/git fetch --tags --progress https://github.com/bigdatagenomics/adam.git +refs/pull/:refs/remotes/origin/pr/ # timeout=15 > /home/jenkins/git2/bin/git rev-parse origin/pr/1721/merge^{commit} # timeout=10 > /home/jenkins/git2/bin/git branch -a -v --no-abbrev --contains be91557a24d734b1b83b244fd14fd31678a6c023 # timeout=10Checking out Revision be91557a24d734b1b83b244fd14fd31678a6c023 (origin/pr/1721/merge) > /home/jenkins/git2/bin/git config core.sparsecheckout # timeout=10 > /home/jenkins/git2/bin/git checkout -f be91557a24d734b1b83b244fd14fd31678a6c023First time build. Skipping changelog.Triggering ADAM-prb ? 2.6.2,2.11,1.6.3,centosTriggering ADAM-prb ? 2.7.3,2.11,1.6.3,centosTriggering ADAM-prb ? 2.7.3,2.11,2.2.0,centosTriggering ADAM-prb ? 2.7.3,2.10,1.6.3,centosTriggering ADAM-prb ? 2.6.2,2.10,1.6.3,centosTriggering ADAM-prb ? 2.6.2,2.10,2.2.0,centosTriggering ADAM-prb ? 2.7.3,2.10,2.2.0,centosTriggering ADAM-prb ? 2.6.2,2.11,2.2.0,centosADAM-prb ? 2.6.2,2.11,1.6.3,centos completed with result FAILUREADAM-prb ? 2.7.3,2.11,1.6.3,centos completed with result FAILUREADAM-prb ? 2.7.3,2.11,2.2.0,centos completed with result FAILUREADAM-prb ? 2.7.3,2.10,1.6.3,centos completed with result FAILUREADAM-prb ? 2.6.2,2.10,1.6.3,centos completed with result FAILUREADAM-prb ? 2.6.2,2.10,2.2.0,centos completed with result FAILUREADAM-prb ? 2.7.3,2.10,2.2.0,centos completed with result FAILUREADAM-prb ? 2.6.2,2.11,2.2.0,centos completed with result FAILURENotifying endpoint 'HTTP:https://webhooks.gitter.im/e/ac8bb6e9f53357bc8aa8'
Test FAILed.

@heuermh yeah, I'd just patched that after the last failure. Let's see what this new failure is.

Need to update a unit test; will get that in a sec.

Yup that glob count one is hard to keep in sync when rebasing

Yup, should be updated now.

Test PASSed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/ADAM-prb/2417/
Test PASSed.

Merged as commit ca36dd6.  Thank you, @fnothaft


Automatic generation of the .html file

An index.html will be automatically generated and emitted to the output folder.
The .html file will include all the proper <script> references to the projects .js file, Bridge, and any included packages which have embedded resources.
For example, if Bridge is added to a new project called ClassLibrary1, the following index.html should be generated.
<!DOCTYPE html>

<html lang="en" xmlns="http://www.w3.org/1999/xhtml">
<head>
    <meta charset="utf-8" />
    <title>ClassLibrary1</title>

    <script src="bridge.js"></script>
    <script src="bridge.console.js"></script>
    <script src="bridge.meta.js"></script>
    <script src="ClassLibrary1.js"></script>
    <script src="ClassLibrary1.meta.js"></script>
</head>
<body>
</body>
</html>

The index.html is to be (re)generated on each compile.
Generation of the index.html can be disabled by adding the following html setting to your bridge.json file:
html: {
  "disabled": true // default is false
}

See Also

#1720

Added in commit 86c4993210acc20b5f98d43d5bed10a25d624876


WIX doesn't support MX for subdomains

Recommend adding a note to the following effect:
WIX does not appear to support DNS entries for subdomains, at least as of June 2020.
If you want to use a subdomain (e.g. www.sales.contoso.com), you will need to manage your DNS somewhere other than at WIX.com.

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

ID: d3200297-3d59-9cf3-4d8e-494e8d000bb1
Version Independent ID: 3edaf8bb-829e-26a5-321c-19fb32f93460
Content: Create DNS records at Wix for Microsoft - Microsoft 365 admin
Content Source: microsoft-365/admin/dns/create-dns-records-at-wix.md
Service: o365-administration
GitHub Login: @pebaum
Microsoft Alias: pebaum

@jgrisham Thank you for your feedback. We have added a note to the document via PR#https://github.com/MicrosoftDocs/microsoft-365-docs/pull/2575. Once the author approves the same you will see the Note live.
Thanks
Sri

@msbemba  Thank you very much for the contribution and updating the documentation with PR. @jgrisham Hope this update is helpful for you. Thanks for taking out some time to open the issue. Appreciate and encourage you to do the same in future also.


tsm1 meta lint

Overview
This pull request fixes a bunch of warnings reported by gometalinter. The gometalinter output was also excessive so I moved a subset of the functionality into a Makefile with the following targets:
deadcode
cyclo
aligncheck
defercheck
structcheck
lint
errcheck

metalint # runs all the above

Cyclomatic Complexity
Within tsm1, there 26 functions which have a cyclomatic complexity score higher than 10:
39 tsm1 (*Engine).Compact tsdb/engine/tsm1/tsm1.go:507:1
35 tsm1 (*Engine).rewriteFile tsdb/engine/tsm1/tsm1.go:988:1
23 tsm1 (*Log).flush tsdb/engine/tsm1/wal.go:516:1
21 tsm1 (*Engine).convertKeysAndWriteMetadata tsdb/engine/tsm1/tsm1.go:811:1
21 tsm1 (*cursor).SeekTo tsdb/engine/tsm1/cursor.go:213:1
19 tsm1 (*Log).readFileToCache tsdb/engine/tsm1/wal.go:331:1
15 tsm1 (*Engine).flushDeletes tsdb/engine/tsm1/tsm1.go:1189:1
14 tsm1 (*Engine).Write tsdb/engine/tsm1/tsm1.go:351:1
14 tsm1 (*FloatDecoder).Next tsdb/engine/tsm1/float.go:152:1
12 tsm1 (*multiFieldCursor).read tsdb/engine/tsm1/cursor.go:136:1
12 tsm1 (*Log).WritePoints tsdb/engine/tsm1/wal.go:195:1
12 tsm1 (*Engine).filterDataBetweenTimes tsdb/engine/tsm1/tsm1.go:944:1
11 tsm1 (*Log).addToCache tsdb/engine/tsm1/wal.go:253:1
11 tsm1 (*Engine).Open tsdb/engine/tsm1/tsm1.go:210:1

36 tsm1_test TestEngine_SupportMultipleFields tsdb/engine/tsm1/tsm1_test.go:443:1
25 tsm1_test TestLog_TestWriteQueryOpen tsdb/engine/tsm1/wal_test.go:21:1
23 tsm1_test TestEngine_Deletes tsdb/engine/tsm1/tsm1_test.go:1074:1
22 tsm1_test TestEngine_WriteAndReadFloats tsdb/engine/tsm1/tsm1_test.go:19:1
17 tsm1_test TestEngine_CompactWithSeriesInOneFile tsdb/engine/tsm1/tsm1_test.go:764:1
15 tsm1_test TestEngine_Compaction tsdb/engine/tsm1/tsm1_test.go:281:1
13 tsm1_test TestEngine_IndexGoodAfterFlush tsdb/engine/tsm1/tsm1_test.go:1239:1
13 tsm1_test TestEngine_WriteIntoCompactedFile tsdb/engine/tsm1/tsm1_test.go:977:1
12 tsm1_test TestEngine_CursorDescendingOrder tsdb/engine/tsm1/tsm1_test.go:689:1
12 tsm1_test TestEngine_CompactionWithCopiedBlocks tsdb/engine/tsm1/tsm1_test.go:855:1
11 tsm1_test TestLog_Quick tsdb/engine/tsm1/wal_test.go:149:1
11 tsm1_test TestEngine_KeyCollisionsAreHandled tsdb/engine/tsm1/tsm1_test.go:362:1

Paul is currently in the compaction code but I think it'd be worth it to break that code up once he's done.

You mention a Makefile, but I see no Makefile in the patch. Did you mean to add it?

Some nice cleanups. +1 on green.

The Makefile was in the .gitignore. Fixed in  c27f8ae.


[Feature] Coerce DB2 type to equivalent JSON type

Since fetch() doesn't coerce the values in the result set it just returns string values, I worked on a subroutine that would do that. Not sure how you guys would want to implement this, if you'd like to. Here's the essence of the code:
const {
  SQL_CHAR,
  SQL_NUMERIC,
  SQL_DECIMAL,
  SQL_INTEGER,
  SQL_SMALLINT,
  SQL_FLOAT,
  SQL_REAL,
  SQL_DOUBLE,
  SQL_DATETIME,
  SQL_VARCHAR,
  SQL_BLOB,
  SQL_CLOB,
  SQL_DBCLOB,
  SQL_DATALINK,
  SQL_WCHAR,
  SQL_WVARCHAR,
  SQL_BIGINT,
  SQL_BLOB_LOCATOR,
  SQL_CLOB_LOCATOR,
  SQL_DBCLOB_LOCATOR,
  SQL_UTF8_CHAR,
  SQL_WLONGVARCHAR,
  SQL_LONGVARCHAR,
  SQL_GRAPHIC,
  SQL_VARGRAPHIC,
  SQL_LONGVARGRAPHIC,
  SQL_BINARY,
  SQL_VARBINARY,
  SQL_LONGVARBINARY,
  SQL_DATE,
  SQL_TYPE_DATE,
  SQL_TIME,
  SQL_TYPE_TIME,
  SQL_TIMESTAMP,
  SQL_TYPE_TIMESTAMP,
  SQL_DECFLOAT,
  SQL_XML
} = require("idb-connector/lib/db2a");

/**
 *
 * @param {string} value
 * @return {number}
 */
function toNumber (value) {
  return Number(value);
}

/**
 *
 * @param {string} value
 * @return {string}
 */
function toString (value) {
  return String(value);
}

/**
 * matches DB2 Type to equivalent JSON type and returns a function that'll coerce the value
 *
 * @param {number} typeConstant a DB2 CLI constant
 * @return {(function(string): string)|(function(string): number)}
 */
function coerceDb2Type (typeConstant) {
  switch (typeConstant) {
    case SQL_CHAR:
    case SQL_VARCHAR:
    case SQL_LONGVARCHAR:
    case SQL_WCHAR:
    case SQL_WVARCHAR:
    case SQL_WLONGVARCHAR:
    case SQL_VARGRAPHIC:
    case SQL_LONGVARGRAPHIC:
    case SQL_VARBINARY:
    case SQL_LONGVARBINARY:
    case SQL_UTF8_CHAR:
    case SQL_XML:
      return toString;

    case SQL_NUMERIC:
    case SQL_DECIMAL:
    case SQL_INTEGER:
    case SQL_SMALLINT:
    case SQL_FLOAT:
    case SQL_REAL:
    case SQL_DOUBLE:
    case SQL_DECFLOAT:
      return toNumber;

    default:
      return toString;
  }
}

/**
 * Builds a map of with the key as the field name and value as a callback that will coerce the value into the equivalent JSON data type
 *
 * @param {Statement} statement
 * @return {Promise<Object<string, (function(string): string)|(function(string): number)>>}
 */
async function getFieldTypeMap(statement) {
  let map =  {};
  let numFields;

  try {
    numFields = await statement.numFields();
  } catch(e) {
    return map;
  }

  for (let i = 0; i < numFields; i++) {
    map[await statement.fieldName(i)] = coerceDb2Type(await statement.fieldType(i));
  }

  return map;
}

module.exports = {coerceDb2Type, getFieldTypeMap};

let fieldTypeMap = await getFieldTypeMap(statement);
let row = await statement.fetch();

for (let fieldName in row) {
  row[fieldName] = fieldTypeMap[fieldName](row[fieldName]); // coerce value
}

I don't mind doing a PR based on your suggestions.

So looking at the fetchColData function in idb-connector (the package that actually does the heavy lifting here), it looks like it should coerce SQL_SMALLINT, SQL_INTEGER, SQL_DECIMAL, and SQL_NUMERIC to be JavaScript numbers. Does it not coerce those for you, or are you trying to get different types back?
There are several issues here:

SQL_NUMERIC and SQL_DECIMAL can be larger than a JavaScript number can store, so in those cases they should be returned as Strings, and then if stored in JSON as Numbers (or rather numbers), should be coerced. The problem is, the way you do it, by calling JavaScript's Number() function, they can potentially lose data if too big or too small. The better solution is to just enter it into JSON as a string, and then remove the quotes around it. Of course, if JavaScript is going to process that JSON string, you won't be able to just plop that value back into a Number variable, since again it might not be big enough for the data. Hmm...

We really need to support more data types. Off the top of my head, I can think of BIGINT (can fit in JavaScript's new BigInt class), REAL and DOUBLE (can fit in Number I believe), DECFLOAT (not sure the max size, will have to look into it).

I don't think the whole numFields / fetch / fetchAll workflow is that great, but that's more my beef with the connector than with your issue. There are a lot of awaits in your code that will slow down the execution of this function (but not of Node.js, just will increase the time to process this function), but its all data that could have been returned when the query was ran.

If you want to implement it I would be fine with it, we just have to figure where it will go and what it will be called. Instead of coerceDb2Type, something like jsonifyData? I don't know, will have to brainstorm on it.

Thanks for working to make the connector better!

You’re welcome!
What I noticed is that fetch() does not automatically coerce values. I’m not sure if that was by design, but that essentially what made me come up with these routines.

On Sep 26, 2019, at 9:45 PM, Mark Irish<EMAIL_ADDRESS>wrote:
So looking at the fetchColData function in idb-connector (the package that actually does the heavy lifting here), it looks like it should coerce SQL_SMALLINT, SQL_INTEGER, SQL_DECIMAL, and SQL_NUMERIC to be JavaScript numbers. Does it not coerce those for you, or are you trying to get different types back?
There are several issues here:
SQL_NUMERIC and SQL_DECIMAL can be larger than a JavaScript number can store, so in those cases they should be returned as Strings, and then if stored in JSON as Numbers (or rather numbers), should be coerced. The problem is, the way you do it, by calling JavaScript's Number() function, they can potentially lose data if too big or too small. The better solution is to just enter it into JSON as a string, and then remove the quotes around it. Of course, if JavaScript is going to process that JSON string, you won't be able to just plop that value back into a Number variable, since again it might not be big enough for the data. Hmm...
We really need to support more data types. Off the top of my head, I can think of BIGINT (can fit in JavaScript's new BigInt class), REAL and DOUBLE (can fit in Number I believe), DECFLOAT (not sure the max size, will have to look into it).
I don't think the whole numFields / fetch / fetchAll workflow is that great, but that's more my beef with the connector than with your issue. There are a lot of awaits in your code that will slow down the execution of this function (but not of Node.js, just will increase the time to process this function), but its all data that could have been returned when the query was ran.
If you want to implement it I would be fine with it, we just have to figure where it will go and what it will be called. Instead of coerceDb2Type, something like jsonifyData? I don't know, will have to brainstorm on it.
Thanks for working to make the connector better!
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@2upmedia
Currently there is a way to return numeric data as a JS Numberby using dbstmt.asNumber.
Please see this issue.
We may just need to add a wrapper for  dbstmt.asNumber in statement.js

Does #55 solve this?

So far it doesn’t seem so. We’re using prepare() and execute() and the patch doesn’t seem to take effect. I’ve noted that in the issue.

On Jan 14, 2020, at 2:38 PM, Kevin Adler<EMAIL_ADDRESS>wrote:
Does #55 https://github.com/IBM/nodejs-idb-pconnector/pull/55 solve this?
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Get "Triggered" status from the Alarm (2)

That's according to the issue 116 posted at https://github.com/guerrerotook/securitas-direct-new-api/issues/116#issuecomment-1453859924_  that now appears as closed.
Can't be possible to recover this Triggered status like in the previous integrations, even knowing that there could be with some minutes delay from when it happened?
Having that status, even it's with a delay it could worth to have it. For example when you're out from home, if this status is returned you could set a script to be triggered that secures/upload the recordings from the home cameras to another location, so you are sure to have it safe and not delete/overwrite it.  It could also be checking other sensors status in the house that you may have, or even turn on lights and get extra pictures to compare it with previous recordings if needed for example.
I could even set it to automatically mail some relatives that has keys, to tell them to go and check as I could be unreacheable.
Even not knowing this status in almost real time, that would be the best, it's something really good to have it.

Not only that but with smart devices you can go full Home Alone and jam the entrance, trigger a light and noise show, trigger a 112 call with a text-to-speech, etc.


Write the AtMega48 firmware

The AtMega48 drives the two PS/2 ports and the LPT port. It'll need firmware.
There's only 4 KiB flash and 512 bytes RAM so it'll need to be compact!
I propose a basic command/response protocol:
Commands:
0x00 - Reset to serial bootloader (may not implement this)
0x01 - Get keyboard data
0x02 - Get mouse data
0x03 - Get LPT status
0x04  <data...>  - Write LPT bytes to buffer
0x05  - Write LPT status bits x
0x06  - Set keyboard LEDs x
Responses:
0x00 - Will reboot
0x01  <data...>  - Keyboard data (raw PS/2 Scan Code Set 2)
0x02  <data...>  - Mouse data (raw PS/2 mouse data bytes)
0x03  - LPT status
0x04 - Write LPT byte confirmed
0x05 - Write LPT status confirmed
0x06 - Write keyboard LEDs confirmed
This should keep the number of bytes in the Cortex-M4's UART buffer to a minimum (it's only 16 bytes long), and allow the Cortex-M4 to only ask for keyboard data when it's not drawing video.
The AtMega48 will handle keyboard init and mouse init on start-up. It will also handle the handshaking with the printer.

Ugh. I couldn't face writing C or C++ for AVR so I bought some STM32F0 chips in TSSOP-20 package, and some TSSOP-20 to DIP adaptors.
On the next PCB revision, the PS/2 connectors will be on a riser PCB with the keyboard controller. You can then remove this and fit a USB keyboard controller instead if desired.

You could even do a riser board which supported a scan matrix GPIO keyboard (e.g. a C64 keyboard, or an Amiga keyboard).


Release/0.3.0 - [merged]

In GitLab by @Asacolips on May 29, 2020, 17:01
Merges release/0.2.x -> master

In GitLab by @Asacolips on May 29, 2020, 21:22
merged

In GitLab by @Asacolips on May 29, 2020, 21:22
mentioned in commit 0a0929ca1089db940f1edc6d0e4b1fe37cb49d04

In GitLab by @Asacolips on May 29, 2020, 21:21
added 1 commit
f60a66ac - Add ability score increases
Compare with previous version


.NET Developers Category is Missing

please add it and create a PR. i am happy to merge it

@kerodkibatu link the PR to this issue 🙏

Let's close this then 😄

Thanks and Welcome to the Devs


looking in wrong place for a file.. bug? ..  OSError: [Errno 2] No such file or directory: '/var/lib/postgresql/9.5/archive_status

thanks

Do you have wal-e in a wrapper script that changes the directory? WAL-E has expectations about its current working directory being one Postgres uses by default.

Closing on account of inactivity, reopen if you have more information.


bikeshed update repeatedly downloading all data files

On MacOS with a just-updated bikeshed 2.2.3:
$ bikeshed update
Updating via manifest...
Deleted 9 old data files.
Updating 959 files...
Updated 958/959...
Done!
$ bikeshed update
Updating via manifest...
Deleted 9 old data files.
Updating 959 files...
Done!
$ python --version
Python 3.9.1

What else would help debug?

Ah, known issue that I've fixed upstream but haven't cut a release for yet. I'm cutting one this afternoon, I'll ping in a bit.

Okay new release has been cut, lmk if it fixes your issue.

Oops, yes, that fixed it.


Do not delete referer header

since it causes IG's CDN to limit download speed
Fixes #1233 and #1145.

Thanks! I released this fix in Version 4.7.5.


如何上传同名图片并覆盖？

如题，同名图片上传会不变

adapt your renaming rules

This may be related to the github api issue, I'll have time to take a look


v0.13.0 Style::new() function error

I follow the example as bellow
use stylist::Style;
let style = Style::new("background-color: red;")?;
the error is:
the trait bound StyleSource: From<&str> is not satisfied
the trait From<Sheet> is implemented for StyleSource
required for &str to implement Into<StyleSource>
required for StyleSource to implement TryFrom<&str>

The example shown in the "Runtime Style" section of the README depends on enabling the parser feature. I suppose this should be made clear. Prefer the macros generally, due to lower runtime overhead.


Support djangocms-picture 2.0.0 and higher in create_picture_plugin

djangocms-picture 2.0.0 switched to a filer reference to store the image so the helper must create a filer image instance
Refs #642

@fsbraun Because of the lack of an existing test to just adjust I wrote a test for the helper extract_images which subsequently also tests create_picture_plugin. This seemed to be more worthwhile than just a direct call to create_picture_plugin. So it is tested that the image extraction logic is actually executed on a text plugin save.

@fsbraun I am finished here.


Missing or Invalid Files while running using ComfyUI (Prompt outputs failed validation)

During the execution of the project using ComfyUI, we encountered several errors related to missing or invalid files. Here are the details:

InstantIDModelLoader: The file instantid-ip-adapter.bin is not found. Please ensure the file is in the correct location and the path is correctly specified.

ControlNetLoader: The file instantid-controlnet.safetensors is not found. Please ensure the file is in the correct location and the path is correctly specified.

CheckpointLoaderSimple: The checkpoint file dreamshaperXL_lightningDPMSDE.safetensors is not found. Please ensure the file is in the correct location and the path is correctly specified.

ControlNetLoader: The file thibaud_xl_openpose.safetensors is not found. Please ensure the file is in the correct location and the path is correctly specified.

UltralyticsDetectorProvider: The model file bbox/Eyes.pt is not found. Please ensure the file is in the correct location and the path is correctly specified.

also, where can I find the various headshot_dw_pose images for controlnet?

You need to put the models in place, manually.
e.g: download dreamshaperXL_lightningDPMSDE from huggingface or civitai, put it in comfyui/models/checkpoints.
Check instant id's github repo, there are instructions on where to download instantid-ip-adapter.bin and where to put it.
Apply same for all, search, find instructions, download, put in correct place.


Fix another bug in session replay snippet

🚀 Deployed on https://6737b58fa0fc2e57715db401--cozy-fox-0defec.netlify.app


[WIP]HIVE-21961: upgrade jetty due to CVEs

What changes were proposed in this pull request?
Upgrade jetty due to CVEs

Why are the changes needed?

Does this PR introduce any user-facing change?
No
How was this patch tested?
CI build

@kgyrtkirk the links for the broken CI build do not work - do you know how I can access the logs from the failed build?
I did a local build and saw no issues.

Closing - maybe best to just wait for https://github.com/apache/hive/pull/3279


Jailbreak delete my trollstore app registration

Hello, the last week I have try to jailbreak my iPhone 8 on 16.6 with the last version, I was installing Dopamine with trollstore and jailbreak the phone.
When the phone shut down to reboot Jailbroken he has taken more than 1 minute to boot and when I was trying to open sileo it won’t open, also all my apps I have installed with trollstore including it, just won’t open, after this I have reboot the phone and the phone say me something like « The phone reboot due to crach » after that I was forces to refresh app registrations with the persistence helper to be able to open sideloaded apps.

This why the persistence helper exists, because the apps stop working when the system reloads the icon cache.


Install Airflow with different versions in CI & run corresponding jobs

closes: #230
closes: #238
closes: #239
closes: #240
closes: #242
closes: #243
closes: #244

Shall we clean the makefile like removing the test target?

Shall we clean the makefile like removing the test target?

yes perhaps we could have a follow-up PR for the cleanup. I also feel that we do not need the build pipeline that we have currently, so could clean up that too

Welcome to Codecov :tada:
Once you merge this PR into your default branch, you're all set! Codecov will compare coverage reports and display results in all future pull requests.
Thanks for integrating Codecov - We've got you covered :open_umbrella:


PermissionError: [Errno 13] Permission denied: during Installation

When running
$ pip install jupyter_ascending && \
jupyter nbextension    install jupyter_ascending --sys-prefix --py && \
jupyter nbextension     enable jupyter_ascending --sys-prefix --py && \
jupyter serverextension enable jupyter_ascending --sys-prefix --py

The output ends with a permission error:
Installing /Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/jupyter_ascending/nbextension/static -> jupyter_ascending
Traceback (most recent call last):
  File "/Users/iliaozhmegov/Library/Python/3.8/bin/jupyter-nbextension", line 8, in <module>
    sys.exit(main())
  File "/Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/jupyter_core/application.py", line 264, in launch_instance
    return super(JupyterApp, cls).launch_instance(argv=argv, **kwargs)
  File "/Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/traitlets/config/application.py", line 846, in launch_instance
    app.start()
  File "/Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/notebook/nbextensions.py", line 980, in start
    super().start()
  File "/Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/jupyter_core/application.py", line 253, in start
    self.subapp.start()
  File "/Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/notebook/nbextensions.py", line 708, in start
    self.install_extensions()
  File "/Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/notebook/nbextensions.py", line 679, in install_extensions
    full_dests = install(self.extra_args[0],
  File "/Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/notebook/nbextensions.py", line 214, in install_nbextension_python
    full_dest = install_nbextension(
  File "/Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/notebook/nbextensions.py", line 118, in install_nbextension
    ensure_dir_exists(nbext)
  File "/Users/iliaozhmegov/Library/Python/3.8/lib/python/site-packages/jupyter_core/utils/__init__.py", line 11, in ensure_dir_exists
    os.makedirs(path, mode=mode)
  File "/Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.8/lib/python3.8/os.py", line 213, in makedirs
    makedirs(head, exist_ok=exist_ok)
  File "/Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.8/lib/python3.8/os.py", line 223, in makedirs
    mkdir(name, mode)
PermissionError: [Errno 13] Permission denied: '/Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.8/share/jupyter'

I believe it may be related with M1.

I had to run Installment in the following way:
python3 -m pip install jupyter_ascending
sudo jupyter nbextension    install jupyter_ascending --sys-prefix --py
sudo jupyter nbextension     enable jupyter_ascending --sys-prefix --py
sudo jupyter serverextension enable jupyter_ascending --sys-prefix --py


Small API modifications

Signed-off-by: Gaël L'hopital<EMAIL_ADDRESS>

Thanks for your continuous support !


Automates is not available

Description
I installed Papermerge on my Synology DS1522+ with Portainer and from your repo with your docker_compose.yaml. The "Automates" Menu item is missing.
Expected
That Automates is available in the menu
Actual
It's not there.
Info:

OS: DSM 7.2-64570 Update 1 (Client macOS Ventura)
Browser Safari
Database [PostgreSQL 14.4]
Papermerge Version [2.1.9]

Papermerge 2.1.X has no Automates for the moment, as you can see in the comparison table:  https://github.com/ciur/papermerge (scroll down to the bottom of the page).

Automates feature is not available 3.0 either.


About the instance segmentation usage of 'large_image_demo.py'. Bug:AssertionError: binary_marks must have the same shape with image

Thanks for your error report and we appreciate it a lot.
Checklist

I have searched related issues but cannot get the expected help.
I have read the FAQ documentation but cannot get the expected help.
The bug has not been fixed in the latest version.

Describe the bug
AssertionError: binary_marks must have the same shape with image
Reproduction
python demo/large_image_demo.py demo/large_image.jpg rtmdet-ins_tiny_8xb32-300e_coco.py rtmdet-ins_tiny_8xb32-300e_coco_20221130_151727-ec670f7e.pth --device cpu
A placeholder for the command.

Did you make any modifications on the code or config? Did you understand what you have modified?
No modifications have been made
What dataset did you use?
COCO

Environment

Please run python mmdet/utils/collect_env.py to collect necessary environment information and paste it here.

sys.platform: linux
Python: 3.8.10 (default, Jun  4 2021, 15:09:15) [GCC 7.5.0]
CUDA available: True
numpy_random_seed:<PHONE_NUMBER>
GPU 0: NVIDIA RTX A5000
CUDA_HOME: /usr/local/cuda
NVCC: Cuda compilation tools, release 11.3, V11.3.109
GCC: gcc (Ubuntu 9.4.0-1ubuntu1~20.04.1) 9.4.0
PyTorch: 1.11.0+cu113
PyTorch compiling details: PyTorch built with:

GCC 7.3
C++ Version: 201402
Intel(R) Math Kernel Library Version 2020.0.0 Product Build 20191122 for Intel(R) 64 architecture applications
Intel(R) MKL-DNN v2.5.2 (Git Hash a9302535553c73243c632ad3c4c80beec3d19a1e)
OpenMP 201511 (a.k.a. OpenMP 4.5)
LAPACK is enabled (usually provided by MKL)
NNPACK is enabled
CPU capability usage: AVX2
CUDA Runtime 11.3
NVCC architecture flags: -gencode;arch=compute_37,code=sm_37;-gencode;arch=compute_50,code=sm_50;-gencode;arch=compute_60,code=sm_60;-gencode;arch=compute_70,code=sm_70;-gencode;arch=compute_75,code=sm_75;-gencode;arch=compute_80,code=sm_80;-gencode;arch=compute_86,code=sm_86
CuDNN 8.2
Magma 2.5.2
Build settings: BLAS_INFO=mkl, BUILD_TYPE=Release, CUDA_VERSION=11.3, CUDNN_VERSION=8.2.0, CXX_COMPILER=/opt/rh/devtoolset-7/root/usr/bin/c++, CXX_FLAGS= -Wno-deprecated -fvisibility-inlines-hidden -DUSE_PTHREADPOOL -fopenmp -DNDEBUG -DUSE_KINETO -DUSE_FBGEMM -DUSE_QNNPACK -DUSE_PYTORCH_QNNPACK -DUSE_XNNPACK -DSYMBOLICATE_MOBILE_DEBUG_HANDLE -DEDGE_PROFILER_USE_KINETO -O2 -fPIC -Wno-narrowing -Wall -Wextra -Werror=return-type -Wno-missing-field-initializers -Wno-type-limits -Wno-array-bounds -Wno-unknown-pragmas -Wno-sign-compare -Wno-unused-parameter -Wno-unused-function -Wno-unused-result -Wno-unused-local-typedefs -Wno-strict-overflow -Wno-strict-aliasing -Wno-error=deprecated-declarations -Wno-stringop-overflow -Wno-psabi -Wno-error=pedantic -Wno-error=redundant-decls -Wno-error=old-style-cast -fdiagnostics-color=always -faligned-new -Wno-unused-but-set-variable -Wno-maybe-uninitialized -fno-math-errno -fno-trapping-math -Werror=format -Wno-stringop-overflow, LAPACK_INFO=mkl, PERF_WITH_AVX=1, PERF_WITH_AVX2=1, PERF_WITH_AVX512=1, TORCH_VERSION=1.11.0, USE_CUDA=ON, USE_CUDNN=ON, USE_EXCEPTION_PTR=1, USE_GFLAGS=OFF, USE_GLOG=OFF, USE_MKL=ON, USE_MKLDNN=OFF, USE_MPI=OFF, USE_NCCL=ON, USE_NNPACK=ON, USE_OPENMP=ON, USE_ROCM=OFF,

TorchVision: 0.12.0+cu113
OpenCV: 4.8.0
MMEngine: 0.8.4
MMDetection: 3.1.0+769c810

You may add addition that may be helpful for locating the problem
I completely follow the official recommended method to install mmdet_ Dev-3.1.0

Error traceback
I ran the following command on 'demo/large_image' and an error occurred：
’python demo/large_image_demo.py demo/large_image.jpg rtmdet-ins_tiny_8xb32-300e_coco.py rtmdet-ins_tiny_8xb32-300e_coco_20221130_151727-ec670f7e.pth --device cpu‘
Loads checkpoint by local backend from path: rtmdet-ins_tiny_8xb32-300e_coco_20221130_151727-ec670f7e.pth
/root/miniconda3/lib/python3.8/site-packages/mmengine/visualization/visualizer.py:196: UserWarning: Failed to add <class 'mmengine.visualization.vis_backend.LocalVisBackend'>, please provide the save_dir argument.
warnings.warn(f'Failed to add {vis_backend.class}, '
Performing inference on 1 images.... This may take a while.
[                                                  ] 0/1, elapsed: 0s, ETA:/root/miniconda3/lib/python3.8/site-packages/torch/functional.py:568: UserWarning: torch.meshgrid: in an upcoming release, it will be required to pass the indexing argument. (Triggered internally at  ../aten/src/ATen/native/TensorShape.cpp:2228.)
return _VF.meshgrid(tensors, **kwargs)  # type: ignore[attr-defined]
/root/autodl-tmp/mmdetection/mmdet/visualization/palette.py:90: UserWarning: floordiv is deprecated, and its behavior will change in a future version of pytorch. It currently rounds toward 0 (like the 'trunc' function NOT 'floor'). This results in incorrect rounding for negative values. To keep the current behavior, use torch.div(a, b, rounding_mode='trunc'), or for actual floor division, use torch.div(a, b, rounding_mode='floor').
scales = 0.5 + (areas - min_area) // (max_area - min_area)
Traceback (most recent call last):
File "demo/large_image_demo.py", line 282, in
main()
File "demo/large_image_demo.py", line 264, in main
visualizer.add_datasample(
File "/root/miniconda3/lib/python3.8/site-packages/mmengine/dist/utils.py", line 401, in wrapper
return func(*args, **kwargs)
File "/root/autodl-tmp/mmdetection/mmdet/visualization/local_visualizer.py", line 468, in add_datasample
pred_img_data = self._draw_instances(image, pred_instances,
File "/root/autodl-tmp/mmdetection/mmdet/visualization/local_visualizer.py", line 194, in _draw_instances
self.draw_binary_masks(masks, colors=colors, alphas=self.alpha)
File "/root/miniconda3/lib/python3.8/site-packages/mmengine/dist/utils.py", line 401, in wrapper
return func(*args, **kwargs)
File "/root/miniconda3/lib/python3.8/site-packages/mmengine/visualization/visualizer.py", line 881, in draw_binary_masks
assert img.shape[:2] == binary_masks.shape[
AssertionError: binary_marks must have the same shape with image
Whether ‘demo/large_image_demo.py’ can be used for instance splitting tasks？
how can i solve？

I have the same problem

@hhaAndroid Hi, may I ask, do you have any plan to solve this issue? thank.

I met the same error

Yes. The same issue appears using rtmdet, its a bug. Any one fixed it?


support Linux distros that lack apt

Related: macOS support in issue #3
Currently the setup script hardcodes apt to install packages, which works for Debian and Ubuntu and some others. It would be nice to support other distros. Some other parts of the script like config paths may need to be updated as well.
Opinions and help are welcome -- I'd like to support more options for people, but I'm also content on the apt happypath.

I may do this, but I no longer have the goal of supporting multiple distros at once.


Compatibility issues

I found that installing LateCompany or Terminal_Tools will render terminal commands invalid. If I type "lobby" in the terminal, the terminal will prompt "Corresponding command not found"
【https://thunderstore.io/c/lethal-company/p/anormaltwig/LateCompany/】
【https://thunderstore.io/c/lethal-company/p/Florent/Terminal_Tools/】

You don't need LateCompany wheh using this mod

this mod is incompatible with LateCompany and will disable itself with an error message if LateCompany is found


Enable link checker for the documentation

Enable the Sphinx link checker for the documentation and run it as part of the tests.

Documentation preview available at: https://linuxcontainers.org/lxd/docs/pr.10948/


Beautify does not format html inside

Operating System (+Version): Windows 7 and Windows 10
VS Code Version: 1.22.1
beautify Version: 1.3.0

Provide the settings you use:
.jsbeautifyrc
{

}

Action performed
Format HTML file with HookyQR.beautifyFile or Format Document command

<doesFormat>
<template>
<doesNotFormat>
</doesNotFormat>
</template>
</doesFormat>

Expected results

    <doesFormat>
        <template>
            <doesNotFormat>
            </doesNotFormat>
        </template>
    </doesFormat>

Actual results

    <doesFormat>
        <template>
<doesNotFormat>
</doesNotFormat>
</template>
    </doesFormat>

I know the title sounds ridiculous, but couldn't really narrow it down further. Removing or having empty .jsbeautifyrc will make everything work again, but adding empty object to it will break everything again. And no errors in developer console. Disabling beautify will also make Format Document work again.

Just tested with my other computer (W10) with same results.


More examples

In particular:

[ ] Mesh morphing
[ ] Editing bitmask volumes/textures (painting on volume slice objects)
[x] Multiple views with independent cameras (a la arbiter)
[ ] Transformation gizmos

[ ] Translate
[ ]  Rotate
[ ] Scale

[ ] (Multi-)selecting objects

I think Multiple views with independent cameras (a la arbiter) is available now right?

Yes

what do you mean by "multi-selecting" objects, I'm going to be doing quite a bit of this for my stuff so I can contribute some examples, this is a starting point #333

I think an example like https://github.com/pygfx/pygfx/blob/main/examples/events.py would fall in this category. I think the "multi" part is to give users an idea of how this can be done. I thing the example I just mentioned can easily be updated to support multiple selected objects.


[✨] HTTP 103 Early Hint

Is your feature request related to a problem?
This is currently not possible to set an HTTP 103 Early Hint response for preloading assets, the browser have to parse the html first.
MDN: Doc: https://developer.mozilla.org/en-US/docs/Web/HTTP/Status/103
Describe the solution you'd like
Ideally Qwik would check for prelaod and preconnect in the DocumentMeta. If there are one, send a HTTP 103 Early Hint to the client so it can preload the request without having to wait for the document.
Example :
export component$(() => {
  return <>

  </>
})
export const head: DocumentHead = () => {
  return {
    links: [
      // Generates a <link> & HTTP 103 Early Hint preload
      {
        rel: 'preload',
        href: '/large-img.webp',
        as: 'image'
      },
      // Generates a <link> & HTTP 103 Early Hint preconnect
      {
        rel: 'preconnect',
        href: 'https://external-link',
        as: 'image'
      },
    ],
  };
};

Describe alternatives you've considered
Provide a way to add additional HTTP Responses of the page :
export component$(() => {
  return <>

  </>
});

// Additional HTTP Response
export const HttpResponse = () => {
  103: {
    headers: {
      Link: '</large-img.webp>; rel=preload, <https://external-link>; rel=preconnect'
    },
  }
}

export const head: DocumentHead = () => {
  return {
    links: [
      // Generates a <link> & HTTP 103 Early Hint preload
      {
        rel: 'preload',
        href: '/large-img.webp',
        as: 'image'
      },
      // Generates a <link> & HTTP 103 Early Hint preconnect
      {
        rel: 'preconnect',
        href: 'https://external-link',
        as: 'image'
      },
    ],
  };
};

The main issue with this approach is "how to order the responses ?" 103 should be sent as fast as possible (before the document is resolved)
Additional context
No response

We moved this issue to qwik-evolution repo to create a RFC discussion for this.
Here is our Qwik RFC process thanks.


Added Vector3::Around, Vector3::RandomXY.

Some useful methods that was in 4 .net script hook.
Also added Helper class (now contains only initialized random). In the future, it can contains methonds like StrToKey and etc.

How about this pull request?

I'm not sure we really need this in the core Script Hook, or if it's better to leave such helper functions to the script developers?

Well, 4 .net scripthook has Vector3::Around. But i don't know how it was implemented. But i think, in 4 .net scripthook also used Random for this method.

I know, it's just that I really like the KISS principle, which is why those functions were initially removed in the first place (and to get around possible licensing issues). The Vector class is a straight copy from IV .NET Scripthook other than that.

4 .net scripthook is open source? :open_mouth:
Well, if this code same or similar on 4 .net scripthook Vector class and there may be some licensing issues - then you should close this pull request :worried:

Yeah, it's open source (can be downloaded from HazardX's site).
This is just my personal opinion, so I'm open for discussion whether we should implement these methods. Would be really nice to hear yet another point of view =).

If this hook only for run .net scripts in gta 5 - maybe, we shouldn't.
If one of the objectives of this hook is to facilitate the development of gta 5 scripts - helper methods (which can often be used in users scripts) should be here.

Alright. Mind if you resubmit a pull request with those Vector3 additions then (since this one got closed automatically)? I'd prefer to not have that separate Helper class + file though.


Could not initialize   (FacebookClientManager.Initialize(this);) in xamarin android?

Bug Information
Version Number of Plugin: 1.4.0
Device Tested On:
Simulator Tested On:
Version of VS: 7.4.2
Version of Xamarin:1.6.1
Versions of other things you are using: Android 8.1

Got the same issue

Closing since this should be fixed in most recent versions.


Show full history for a bill (i.e., board report)

Here's an example.
2016-1006 - here for ocd api - shows actions taken by the Board of Directors.
However, the Executive Management Committee adopted revisions in January. http://ocd.datamade.us/ocd-event/a134fd0a-78db-4ff3-a694-5e05eda69254/
It would be nice if the "related entities" for an event were also "actions" for a bill. Is this possible? Or is there a reason we do not do this in the first place?

Same example from the legistar webapi:
Shows the Full Board meeting, but not the Executive Management Committee: http://webapi.legistar.com/v1/metro/Matters/3802/Histories?AgendaNote=1&MinutesNote=1
Executive Management Committee: http://webapi.legistar.com/v1/metro/Events/1180/EventItems?AgendaNote=1&MinutesNote=1
Full Board Meeting: http://webapi.legistar.com/v1/metro/Events/1184/EventItems?AgendaNote=1&MinutesNote=1

This looks like something that that the metro board need to fix upstream.  Why do you think otherwise?


FormPage is Not JSON Serializable

Using json.dump(...) to write a large FR response to a file. Turns out FormPage model object is not JSON serializable...which is a shame.
Error:

TypeError                                 Traceback (most recent call last)
 in
13
14 with open ("output.json", "w") as output_json:
---> 15     json.dump(enumerated, output_json, indent=4)
16
17
~/opt/anaconda3/envs/py38/lib/python3.8/json/init.py in dump(obj, fp, skipkeys, ensure_ascii, check_circular, allow_nan, cls, indent, separators, default, sort_keys, **kw)
177     # could accelerate with writelines in some versions of Python, at
178     # a debuggability cost
--> 179     for chunk in iterable:
180         fp.write(chunk)
181
~/opt/anaconda3/envs/py38/lib/python3.8/json/encoder.py in _iterencode(o, _current_indent_level)
427             yield _floatstr(o)
428         elif isinstance(o, (list, tuple)):
--> 429             yield from _iterencode_list(o, _current_indent_level)
430         elif isinstance(o, dict):
431             yield from _iterencode_dict(o, _current_indent_level)
~/opt/anaconda3/envs/py38/lib/python3.8/json/encoder.py in _iterencode_list(lst, _current_indent_level)
323                 else:
324                     chunks = _iterencode(value, _current_indent_level)
--> 325                 yield from chunks
Model Object:
https://github.com/Azure/azure-sdk-for-python/blob/6edb9997e087ac410a17252379f5462a15a2639f/sdk/formrecognizer/azure-ai-formrecognizer/azure/ai/formrecognizer/_models.py#L363

Hi @anujb-msft, looking into this for you.
In the meantime, could you try the below snippet and see if you get the expected output?
with open("output.json", "w") as output_json:
    json.dump(enumerated, output_json, indent=4, default=lambda x: x.__dict__)

This gives me the expected output. To clarify in this case the enumerated variable is enumerated(form_pages) result from the Form Recognizer service.

I tagged this issue as a feature request. This is something we're looking at across client libraries (including Form Recognizer) and we may add something like to_json and from_json helper methods in the future. I do not have a timeline yet, but can update this issue once I do.

Thank you for the clarity, triaging this as a feature, and providing the workaround.
Anuj

From: Krista Pratico @.>
Sent: Thursday, March 25, 2021 5:52 PM
To: Azure/azure-sdk-for-python @.>
Cc: Anuj Bhatia @.>; Mention @.>
Subject: Re: [Azure/azure-sdk-for-python] FormPage is Not JSON Serializable (#17570)
I tagged this issue as a feature request. This is something we're looking at across client libraries (including Form Recognizer) and we may add something like to_json and from_json helper methods in the future. I do not have a timeline yet, but can update this issue once I do.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHubhttps://nam06.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2FAzure%2Fazure-sdk-for-python%2Fissues%2F17570%23issuecomment-807845841&data=04|01|anujbh%40microsoft.com|29e98e7c417641f60aee08d8eff16209|72f988bf86f141af91ab2d7cd011db47|1|0|637523167329489943|Unknown|TWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D|1000&sdata=D3mEAWcKJT%2FVx0UdChp%2FJ1YyPSu1SFuPU9t7rkDPlCw%3D&reserved=0, or unsubscribehttps://nam06.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2Fnotifications%2Funsubscribe-auth%2FARMR43LDTFNBL7ITLPPOID3TFPLDPANCNFSM4ZZ6M3CA&data=04|01|anujbh%40microsoft.com|29e98e7c417641f60aee08d8eff16209|72f988bf86f141af91ab2d7cd011db47|1|0|637523167329489943|Unknown|TWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D|1000&sdata=nPARZbaSWfc8uD8WWB2RjkBlXyZXe39Qe%2F%2BtLC7AMds%3D&reserved=0.

The following samples sample_convert_to_and_from_dict.py and sample_convert_to_and_from_dict_async.py have been added to show how the Python Form Recognizer SDK facilitates serialization under the samples folder for both v3.1 and v3.2-beta versions of the SDK.
Will close this issue now, please feel free to open new issues with questions or feedback. Thanks!


Fail to sign a transaction

Problem
Fail to sign a transaction
Expected Behavior
Transaction gets signed successfully
Steps to reproduce

Open an app
Try to do a transaction
Click sign in the wallet
Observe an issue with signing transaction.

Reasoning
Some accounts are not getting found from backend.
For example this fails: https://helper.mainnet.near.org/account/walletState/illia.near But account exists https://explorer.near.org/accounts/illia.near

@MaximusHaximus from the conversation on the internal chat, it seems to me this issue was generated by the U2F error on Ledger, correct?

I believe so :). The walletState request failing turned out to be unrelated (it has no impact on the UI)
Please do re-open this if this was a different issue :) @ilblackdragon


Update Go to v1.19.3

https://groups.google.com/g/golang-announce/c/mbHY1UY3BaM?pli=1

Coverage remained the same at 84.487% when pulling 8ca8922f7ee791d892dd7b540c2c68547ac96bf3 on sebrandon1:go_update into f9cff772837132149df69f8ae251d3caf81c49ac on redhat-openshift-ecosystem:main.

/ok-to-test

Would we also want to change our Dockerfile as well to point to the latest golang builder image?

It looks like golang always points the major version to the latest minior version, so no change is needed in the docker file.
v1.19 -> v1.19.3 all point to the same sha


How to connect using unix domain socket?

I can connect to my database with psql with
psql postgresql:///mydb?host=/var/run/postgresql

But how can I do that with postgraphql?
Doing
postgraphql -c postgresql:///mydb?host=/var/run/postgresql

crashes with

PostGraphQL server listening on port 5000 🚀

  ‣ Connected to Postgres instance postgres://:5432/mydb
  ‣ Introspected Postgres schema(s) public
  ‣ GraphQL endpoint served at http://localhost:5000/graphql
  ‣ GraphiQL endpoint served at http://localhost:5000/graphiql

* * *

error: password authentication failed for user "ubuntu"
    at Connection.parseE (/home/ubuntu/test/node_modules/pg/lib/connection.js:567:11)
    at Connection.parseMessage (/home/ubuntu/test/node_modules/pg/lib/connection.js:391:17)
    at Socket.<anonymous> (/home/ubuntu/test/node_modules/pg/lib/connection.js:129:22)
    at emitOne (events.js:115:13)
    at Socket.emit (events.js:210:7)
    at addChunk (_stream_readable.js:266:12)
    at readableAddChunk (_stream_readable.js:253:11)
    at Socket.Readable.push (_stream_readable.js:211:10)
    at TCP.onread (net.js:585:20)

I couldn't find any documentation on that; but the tests for pg-connection-string suggest you can try something like:
socket:/var/run/postgresql?db=mydb
See:
https://github.com/iceddev/pg-connection-string/blob/13687353c9ecc4b2ea736ee0784a6a158a40a951/test/parse.js#L41-L46
Please let me know how you get on; if it works we ought to add it to the docs.

Works! Thanks!


YouTube can't play a live stream on Ladybird and chat is unsupported

When I load this URL the live stream doesn't play and live chat is not supported.
https://www.youtube.com/watch?v=fH7CtAj0pMM

https://www.youtube.com/watch?v=ElRzTuYln0M
All videos don't play


mwc-top-app-bar: doesn't fire MDCTopAppBar:nav event on Edge/IE11

Added an event listener to mwc-top-app-bar, e.g.
bar.addEventListener('MDCTopAppBar:nav', () => {
    console.log('fired MDCTopAppBar:nav event');
});

When running on Edge/IE11 clicking on the menu button doesn't trigger the console log.

*Counts down the days till Edge is Chromium and IE is dead*
So, where's the party gonna be at?

In createAdapter it tries to add an event listener on <slot>:
https://github.com/material-components/material-components-web-components/blob/db33fa427080e3f7ca773c5b628827a5fb5ec07c/packages/top-app-bar/src/mwc-top-app-bar.ts#L111
But there is an issue in ShadyDOM which prevents listeners on <slot> to work: https://github.com/webcomponents/shadydom/issues/252
cc @sorvell

A workaround would be adding a wrapper element (e.g. <span>) around the <slot> and add the event listener on the wrapper element.

FYI, @sorvell is working on a fix for this in shadydom


Multiple of same component in one entity?

I had a conversation via skype with a developer interested in component systems who asked me how I would handle the case where an entity needed to have multiple instances of a given component. His example was something like multiple mini-maps. I'm unconvinced about the use-case, and wondered whether anyone can think of a good use-case or has any thoughts about this?

In the asteroids example I use a gun component to represent the gun on the spaceship. I can imagine a situation where the spaceship has two guns, pointing in different directions. If xember doesn't handle multiple instances of the same component on one entity, I would solve this by creating the guns as separate entities, with a reference back to the spaceship entity that they're attached to. (Indeed that may be the best solution to this problem.) But being able to add two instances of the same component is a much easier solution for the developer.

Yeah, ok that makes sense. I think that this would be a significant feature.
In this case your entity has {Gun, Gun, GunControls, Position} so it'd need to be parsed into two nodes [{Gun A, GunControls, Position},{Gun B, GunControls, Position}]. Is this always the case? I'm just checking that I have the correct understanding of how the system should handle this sort of scenario before I go ahead and implement it!

Despite the example I gave, I'm not convinced this feature should be included. On the face of it, it looks simple. If an entity has two Gun components, and a family contains the Gun component and the GunControl component, then that entity should be in that family twice, once per instance of the Gun component.
But if the family contains the Gun component and the GunControl component, and an entity has two Gun components and two GinControl components, how many times should the entity be included in the family? It could be two, but then you have to know which GunControl goes with which Gun, or it could be four, to handle all combinations.
This is a can of worms that is best avoided.
The better solution in this instance is to create the gun as its own entity and give it a component that contains a reference to its parent, the spaceship entity, (or just its parent's Position component) so that it knows where it is in space. This solution also works for the first scenario and is possibly the correct solution all along.

Yeah, I see the problem. The combinatronics become extremely messy extremely quickly. There are lots of workarounds - everything could have a Guns component wtih a vector of Guns instead of one gun. In the mini-maps case, I'm sure it could be done with two minimap subtypes.
I've also started implementing this and found the amount of overhead is pretty concerning - you have to change quite a lot to get this functionality in, and maintainining an elegant system looks tough.
I want to copy in Ian, the guy who first brought up this situation for his response before I close the issue down, but for now I'll stop developing this feature.

Ok I have thrown together a quick example of a situation. I'm sure you could probably find alternative ways round it or say these should be seperate entities. But let's avoid that argument and let's say its set in stone that these components all 100% should be on the same entity because I can almost guarentee in a large game with more complex entities you will eventually hit this roadblock and be forced to refactor your core engine or split an entity even if you know it shouldnt be.
The situation: http://www.gliffy.com/publish/3010365/
The avatar system and the though bubble system are both dependent on the position component which is a shared component.
They are also dependent on a rendering component, however these must be different components containing different data.
They also both have their own individual component that contains specific data for the avatar and thought bubble systems.
I've been pondering the optimal solution for a while now and I have not come to any perfect solutions without any downfalls. Some possible solutions would be:

Create them as seperate entities and provide an obscure reference to the position component for one entity. I think this would be a bad approach to take as you would be splitting up components that logically belong together.

Create them as seperate entities with individual position components and somehow maintain both positions. This could potentially be a drain on resources with many unnecessary components to process.

Extend/create a new  rendering component for either the avatar node or though bubble node to force seperate dependancies. This would solve the issue quite easily but you would be in danger of creating an inheritance heavy system which is one of the things we are trying to avoid. It could however become an issue when for example if you needed 2 rendering components and 2 position components mapping on one entity,

internal component mapping using strings. This would involve having an array of tags on components for dependencies. This is currently the solution im working on but its not perfect and not yet optimal for performance.
This so far is quite costly as the components essentially have to be sorted into groups before node creation which would impact startup times or games creating alot of components on a regular basis.
One thing worth a mention though is we could simply have a flag for components with multiple components (a data driven system could even automatically set the flag). If the flag is set do the more resource heavy dependency checking creation, if not dont bother just whack the entity into the nodes the same way as if you had a one component type per entity restriction.
e.g  positionComponent.internalMap=["Avatar","Thought"];
thoughtBubbleRenderer.internalMap=["Thought"];
avatarRenderer.internalMap=["Avatar"];

SubSytems. This is a solution a friend at work came up with, the entity system its built though is different (PBE style) but I am pretty sure the concept would work for a system like xember. almost a sub entity/component on the entity with its own set of components which also uses child injectors to map dependencies from the parent entity. I cannot explain it fully as I have not gone through the code entirely so I don't want to explain anything incorrectly or make assumptions.

Convince ourselves that this situation will probably never happen and if it does it must have been a design flaw. I think this would be naive and could realy limit the systems potential, we would be creating restrictions which could potentially be unnecessary.

I would love some more input and thoughts on this issue as I think it is potentially one of the biggest issues for entity/component systems and seems to be overlooked to often.

Hi Ian
Based on your diagram, you don't just need two RenderingComponents on your entity, you also need the entity manager to know the difference between them because you need one specific one inserted in the Avatar Node for the AvatarSystem to use, and you need another specific one inserted in the ThoughtBubbleNode for the ThoughtBubbleSystem to use.
Allowing multiple instances of a component on an entity can handle passing both components to the RenderingSystem, but it can't handle passing the correct component to each of these systems because, to the entity system, there is no difference between the two components - they are both instances of the same class.
I think you have two choices -

Create a different component type for the ThoughtBubbleRenderingComponent (it may have the same set of properties as the RenderingComponent but it should be a different class) and have the RenderingSystem handle two sets of nodes, the RenderingNodes and the ThoughtBubbleRenderingNodes.

Create the thought bubble as a separate entity. Give it a ThoughtBubbleComponent, and RenderingComponent, and the exact same PositionComponent as the PlayerEntity has (i.e. a reference to the same instance).

Neither of these requires the entity system to handle multiple entities of the same type.
I would favour the second solution. It keeps the RenderingSystem simple and it also scales to handle the case of the player having multiple thought bubbles.
In conclusion, I'd go for your option 6 until someone presents a scenario where multiple components is the best solution. I don't think your example does that.

You make a valid point but I think your missing my point, thats why I mentioned to ignore the flaws in the sample as they are not the point I am trying to focus on.
The issue would also exist in what you mention with if the player had multiple thought bubbles. Creating these as  separate entity would bring almost the same issue as now you have to map either the full player entity to these new entities or individual components from the player entity. individual components sounds fine when it just needs the position but as it scales it could start to need more dependencies like the state of the player entity etc. It brings the issue that now you don't have to map the dependencies of the components confined within the entity but instead have to start mapping entity to entity dependencies on larger, more global scale. These components logically belong to the player entity and have clear dependencies on other components within the entity, but have an obvious need for clearly defined component to component relationships for node creation and system handling. I think you may me avoiding an issue that needs addressing and by offsetting the problem and trying to split an entity into multiple entities is going to bring about bigger issues and destroy the concept of entities simply being composed of components.
The first solution you mention would bring about unecessary inheritance or duplication of code, we shouldn't be simply creating new component classes every time we have a need for multiple components of the same type.
http://www.gliffy.com/publish/3012350/

I also just re-reading what you said and looking at the example, there wouldn't actually be an issue with the 2 renderers for the different system nodes as the mapping would be:
positionComponent.internalMap=["Avatar","Thought"];
thoughtBubbleRenderer.internalMap=["Thought"];
avatarRenderer.internalMap=["Avatar"];
avatarComponent.internalMap=["Avatar"];
thoughtBubbleComponent.internalMap=["Thought"];
which would create the groupings:
[thoughtBubbleComponent, thoughtBubbleRenderer, positionComponent]
[avatarRenderer, avatarComponent, positionComponent]
["other non mapped components"]
This would create 2 nodes, one thoughtBubbleNode and one avatarBubbleNode and also two renderingNodes. Any other components outside the custom mapping would not be used together to create a node e.g. [thoughtBubbleRenderer, avatarComponent, positionComponent] would not be considered as they have different mappings.

If the player had multiple thought bubbles, then why can't you have a ThoughtBubblesComponent with Array? It costs you one extra lookup per entity per thought-bubble, but gains architectural simplicity.
It's going to be difficult to argue your case in the abstract. If the example is not sufficient to require multiple components per entity, then we don't have a use-case.

I wasn't saying that your internal mapping solution wouldn't work, but that simply allowing multiple instances of a component, which is what this thread is about, wouldn't solve the problem. Further, I would contend that allowing multiple instances of a component on an entity does not help in any way to solving your problem, and adds lots of complexity to the core code.
If you look at the tags you're using for your internal map, you are separating your components into two sets - the thought bubble set and the player set. That can be handled equally well by using two entities.
I would agree that having a nice way to configure these complex entity dependencies and sharing of components would be good (although that needn't be part of the core engine, it could be a plug-in).
If we can agree that allowing multiple instances of a component is not the solution and has not been validated as a requirement, we can close this thread and start a new one to discuss how to make it easier to configure complex entity dependencies and sharing of components.

While it may not be validated as a requirement there is no existing solution so this should be an open issue at least until there is a concrete alternative in place.
Separating into various entities may solve the immediate issue of the multiple components of the same type but there would be no way to access shared components. You would then need managed entity-entity dependencies which has a much wider  scope than the confined components of an entity and would likely be more complex code wise than local dependencies which is around 2 or 3 small function calls only executed on entities with multiple components with the same type. I would also argue that your not just simply going to be able to have these sort of dependencies contained on entities themselves as other approaches would as this would be going against the fundamental concepts of this type of entity system with entities containing only components with minimal data.
Also I am still working on the system and I'm still not 100% on the solution for the multiple component situation so it would be good if this could stay open so I can post some more proposed solutions or examples from my engine later on.

The shared components are components of both entities. They can be accessed from either component. They are the means of managing the entity-entity dependencies. Entities don't know about each other, just their own components. The entity itself needs no modification.

Hi All,
Im the colleague Ian was referring to when taking about the subsystem approach.
There definitely are times when its makes more sense to have multiple renderers on the same entity rather than making a new entity for the purpose.
Take the example of a 2D avatar in a game. The avatar has a spatial component and a renderer. Now suppose we want to add a shadow to the avatar. We dont want to bake it into the avatar graphic as we want it to change as the time of day progresses.
The way I tackled this in the second iteration of our entity-component system was to use a concept of 'subsystems'. A subsystem is basically just an entity. Infact EntitySubsystem extends EntityBase the same class that Entity extends from.  So now I have my avatar class such as:
class Avatar extends Entity
{
	public var spatial : SpatialComponent;
	public var avatarRenderer : BlittingRenderingSubsystem;
	public var shadowRenderer : BlittingRenderingSubsystem;
	public var shadowController : ShadowControllerComponent;

	override protected function onAddComponents() : void
	{
		spatial = addComponent(SpatialComponent);
		avatarRenderer = addSubsystem(BlittingRenderingSubsystem);
		shadowRenderer = addSubsystem(BlittingRenderingSubsystem);
		shadowController = addComponent(ShadowControllerComponent);
	}
}

Each entity in my system is given a child injector and each subsystem is given a child injector of that injector. This way the components in the subsystem can declare dependencies on each other and other components up the chain.
This also allows us to group together multiple components that always belong together. For example a BlittingRenderingSubsystem may have the following components to make it work: BlittingRenderingComponent, AssetLibraryModelComponent, AnimationSequenceComponent, AnimatorComponent, AnimatedFrameConfigModelComponent, EnviromentModifierComponent.
The only problem is that a component at the entity level cant declare a dependency on a component inside the subsystem because it isnt available to the injector at that level. In this instance the dependency is manually provided:
protected function onPreComponentRegister() : void
{
	shadowController.shadowRenderer = shadowRenderer;
}

I realise the system isnt perfect however the team seems to understand it and are developing some quite complex entities using it.
I am very interested to hear how xember will try to tackle this problem. I really like the look of that bit field approach alec, I would definitely like to hear more about that.
Mike

Mike
As you know, the architecture of your system is very different to Xember. In Xember, components are simple value objects, entites are just containers for components, and systems process collections of components. This simple clarity is what gives this architecture enormous scalability.
Most problems, including those presented here, can be solved perfectly well within these constraints. Among the tools that are often forgotten are

a component may contain a collection of objects (e.g. the Rendering component may contain a vector of objects to render, containing both the avatar image and the shadow).

a component may be owned by multiple entities. This provides the dependency between entities in a loosely coupled way.

It's my opinion that to add complexity to this because it feels like a more sensible way to solve a particular problem would be a mistake. (If we followed our OOP programmer instinct we'd end up with massive, convoluted inheritance trees of complex entities, which is precisely what Xember is designed to avoid). If a solution can't be found using these tools, then of course we have to consider adding complexity to the framework. But, so far, no problem has been presented that isn't readily solved with these tools.
So I say keep it simple.

By definition of components being data containers we cant simply have a list of something like separate renderables. While we could have a list of the actual objects to render we couldn't hold the rest of the required data for the separate renderable objects which would need more values, without having nested components. If we open it up to having nested components where already breaking a fundamental concept of the system.
Having a component owned by multiple entities is adding the complexity which you say you want to avoid. It could also be an issue in a data driven environment where you need to define component dependencies to multiple entities cleanly. This wouldn't be as big of an issue with component to component dependencies as it would be confined to a single entity rather than a global scale.

Ian

Perhaps holding a collection of renderers in a component isn't the correct solution to the problem you express. I actually said in an earlier post that I think using separate entities is the correct solution. However, what I said above is that using components that contain collections is a tool that is often forgotten.

No, allowing components to be owned by multiple entities doesn't add complexity to the system. Specifically, it requires no additions to the framework since this feature is inherent in the architecture of a component framework like Xember, and it should require no modifications to any systems in your game since systems should be agnostic to the origins of the components they handle.

There is, as I agreed above, an inherent complexity in configuring the entities and assigning them the correct components. That is not a side effect of sharing components between entities but is a reflection of the complexity of your game. As I also said, I think it would be worth kicking off a project to design a tool to help manage this configuration. It's worth bearing in mind that one of the reasons that Unity3d is so popular is the development tool they provide, and at its core this development tool is a tool for configuring entity systems.
I'm finding this conversation difficult because I have suggested what I consider the correct solution to your problem, to split your game character into multiple entities and share components between those entities as necessary. I believe this is right because it is how Xember is designed to work. It also requires no additions to Xember at all.
You have said that you don't like this, but the only reason you give is you think it will be hard to configure. An entity system like Xember pushes complexity out of the game and into the configuration. That is its nature. Your game has a certain level of complexity. You cannot hide from that, but you can decide how to handle it. If you don't want to handle it in the configuration then Xember is not the right tool for you.
Your comments on my proposed solution also suggest that you think there should be a one-to-one mapping between your game characters and your entities. This is a common mistake with an entity system like Xember. In Xember, entities are not game objects, they are simply a mechanism for grouping components, no more and no less. You should use them to group your components in the most practical way for your game. If that means treating a game character, its shadow and its thought bubble as three separate entities, then that is the correct way to do it.
Finally, you also say that your preferred solution is to put all the components on one entity and provide some sort of mapping to group the components. The problem with this, as you may realise from what I said in the previous paragraph, is that Xember already has a mechanism for grouping components. They're called entities. Xember doesn't need two mechanisms for this.

I do think that there is potential to allow a Node to specify an interface/base-class and match any implementing classes. Once I can roll out a bitfield implementation across current functionality, this can be done relatively pain-free. My main implementation concern for this has been the complexity of logic required to implement this, which would cause significant slow-down when a component is added or removed from a class. However, I think that the bitfield implementation gives an elegant mechanism that should be pretty quick. I will look to do some performance benchmarks once I've got a functional implementation.
On a more general note, I am really pleased that this conversation is happening. It is really useful to hear Mike and Ian's point of view, since it comes from more of a PushButtony architectural perspective. Amiable and constructive conversation for the win (I'm in the USA now, I have to use 'for the win' or similar once an hour). I broadly agree with Richard's point of view - that these issues 1. stem from a natural inclination to consider game objects single entities and 2. a reluctance to create complex 'configurators', instead hoping that the architecture will do the complex stuff for you 'under the hood'.
My yardstick is: if there is something that Xember can do that adds real power and doesn't add significant weight to the library, then I'm for it. Otherwise, I need to be convinced that the power-to-weight ratio is favourable. I'm only willing to consider the base properties implementation is that I think I understand a way to do it with very little added weight.

The simplest solution if you want 2 guns:
gunComponent.guns = 2
OR if gun position important:
gunComponent.guns[0] = true // has 1st gun
// has no 2nd gun by default
gunComponent.guns[2] = true // has 3rd gun


Unable to resolve the template to instantiate, the following installed templates are conflicting

After installing the latest MassTransit.Templates 1.0.3 via:
dotnet new --install MassTransit.Templates::1.0.3
I tried dotnet new mtworker -n Masstransit.Worker and got the following error message
Unable to resolve the template to instantiate, the following installed templates are conflicting:
Identity                               Template Name                              Short Name      Language  Precedence  Author           Package
-------------------------------------  -----------------------------------------  --------------  --------  ----------  ---------------  ---------------------
MassTransit.Templates.Activity         MassTransit Routing Slip Activity          mtactivity      C#        0           Chris Patterson  MassTransit.Templates
MassTransit.Templates.Consumer         MassTransit Message Consumer               mtconsumer      C#        0           Chris Patterson  MassTransit.Templates
MassTransit.Templates.ExecuteActivity  MassTransit Routing Slip Execute Activity  mtexecactivity  C#        0           Chris Patterson  MassTransit.Templates
MassTransit.Templates.Docker           MassTransit Docker                         mtdocker        C#        0           Chris Patterson  MassTransit.Templates
MassTransit.Templates.Worker           MassTransit Worker                         mtworker        C#        0           Chris Patterson  MassTransit.Templates
MassTransit.Templates.Saga             MassTransit Consumer Saga                  mtsaga          C#        0           Chris Patterson  MassTransit.Templates
MassTransit.Templates.StateMachine     MassTransit State Machine Saga             mtstatemachine  C#        0           Chris Patterson  MassTransit.Templates

The package MassTransit.Templates is not correct, uninstall it and report the issue to the package author.

I tried uninstalling and installing again and it's same problem.
If this could help: When I list all the template I can only see:
MassTransit Routing Slip Activity             mtactivity           [C#]        MassTransit/Activity

Reverted some changes in 1.0.3, and produced a new 1.0.4 that should work.

It's works now. Can be closed. Thank you 🙏