Make Launch Error CARLA 0.9.12 with UnrealEngine 4.26 on Linux

CARLA version: 0.9.12
Unreal Engine version: 4.26
Platform/OS: Linux
I am trying to install CARLA 0.9.12 on my Linux machine following this documentation guideline:
[(https://carla.readthedocs.io/en/0.9.12/build_linux/)]
Sadly I receive the following errors using the "make launch" command :
In file included from /home/han/SSD/carla/Unreal/CarlaUE4/Plugins/Carla/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/Carla/Module.Carla.3_of_3.cpp:5:
/home/han/SSD/carla/Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Vehicle/CarlaWheeledVehicle.cpp:536:25: error: no member named 'GetWheelRotAngle' in 'UVehicleAnimInstance'
    return VehicleAnim->GetWheelRotAngle((uint8)WheelLocation);

In file included from /home/han/SSD/carla/Unreal/CarlaUE4/Plugins/Carla/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/Carla/Module.Carla.3_of_3.cpp:5:
/home/han/SSD/carla/Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Vehicle/CarlaWheeledVehicle.cpp:565:18: error: no member named 'ResetWheelCustomRotations' in 'UVehicleAnimInstance'
    VehicleAnim->ResetWheelCustomRotations();

I am not sure what to change, any pointers would be helpful.
I have attached the .txt file from the terminal.
CARLA_0912_make_launch_error.txt
Thank you for your help.

I also met this problem. Any advise?


Make backtrace_panic test pass

Stack:

#2788
#2787 ⬅

⚠ Part of a stack created by spr. Do not merge manually using the UI - doing so may have unexpected results.

This is done so this package can be reused in the next pr: https://github.com/foundry-rs/starknet-foundry/blob/dc9283915df39be9f5c1f1abbbba05a04094aa7c/crates/forge/tests/e2e/build_trace_data.rs#L172
As forge doesn't saves trace if test fails.


feat: add setting so redirect preserve params

Description
Added a new setting that allow to configure globally if the django-cms
redirects preserving the query parameters.
REDIRECT_PRESERVE_QUERY_PARAMS.
This feature is usefull for example:

marketing campains extra parameters,
social networks extra parameters like fbclick,
custom developed parameters, after that page has been moved, the
older URLs for that page should preserve the functionality.

Related resources
None
Checklist

[X] I have opened this pull request against develop
[X] I have added or modified the tests when changing logic
[X] I have followed the conventional commits guidelines to add meaningful information into the changelog
[X] I have read the contribution guidelines  and I have joined #workgroup-pr-review on Slack to find a “pr review buddy” who is going to review my pull request.

Not against it, but I would like this to be an opt-out by default (can add a setting in order to enable it), since I think not all websites would want to preserve query parameters.

Not against it, but I would like this to be an opt-out by default (can add a setting in order to enable it), since I think not all websites would want to preserve query parameters.

Agree.
I've changed the PR to add it has setting. By default it preserves the existing behavior.
Alternatively, I think this feature could be implemented adding the preserve query parameters as a boolean option on the Advanced Settings Form.

@marksweb I've also documented the new setting CMS_REDIRECT_PRESERVE_QUERY_PARAMS on docs/reference/configuration.rst.

I've rebased the branch, if someone with write privilegie could merge.
@marksweb @fsbraun @vinitkumar


Track users when the app is offline

Currently, when the mobile app is offline, tracking requests fail. Matomo native APIs fix this by queuing up tracking data and sending via the bulk API when the mobile app has connectivity as per this link
Ideally, this would be implemented under the hood and happen automatically without additional configuration by the developer.

As we've already implemented a queuing mechanism it should be feasible. I'll try to take a look at it and make a prototype.


Fix file system regex pattern in tensorboard server

Minor fix for the uri_pattern

Can one of the admins verify this patch?

@tensorflow-jenkins test this please

PR merged. Thanks, @llhe !


Respect XDG_CONFIG_HOME on OSX?

I prefer not to have a bunch of random app config files in my HOME directory, so I set a custom XDG_CONFIG_HOME. Many apps use that, but this doesn't. Is there a way to set an environment and customize the location?

Hope that wakatime can end up in this list of apps that respect my XDG_CONFIG_HOME.

I've been setting WAKATIME_HOME in in my .bash_profile (using macOS 10.11.5) but it's not working. Is there a repo which actually uses this? I'm also opening the program from the CLI in the terminal which sets the env variable. I know my session has it set properly:
~$ env | grep WAKA*
WAKATIME_HOME=/Users/bencreasy/.config/wakatime

I found some code for WAKATIME_HOME in the main CLI repo but for specific editors, I searched for WAKATIME_HOME in a bunch of repos and it didn't pull up any code - could you point to editor code that uses it?

These two locations set the log and config file from WAKATIME_HOME:
https://github.com/wakatime/wakatime/blob/master/wakatime/arguments.py#L229
https://github.com/wakatime/wakatime/blob/master/wakatime/configs.py#L28
However, most of the plugins still write the api key to ~/.wakatime.cfg and haven't been updated to look for a WAKATIME_HOME variable yet. That means the plugin would write your config file to $HOME but the Python subprocess for wakatime-cli would look for your config file at WAKATIME_HOME.

However, it might not be respected in all the editors yet

Could you point to an example of code in a specific editor?

https://github.com/wakatime/atom-wakatime/blob/7891500d3ccf703be8ffca6aad8b1d39064a5dc3/lib/wakatime.coffee#L205

I'm a bit confused as to how reading to one place and writing to the other would work... you said most - do you know which one is the exception? Perhaps I could submit a PR updating some others.
I went through vscode-wakatime, sublime-wakatime, and jetbrains-wakatime quickly and it appeared that they created .wakatime.db in addition to .wakatime.cfg in my $HOME... could be wrong tho, but at least one of them did.

I know that the Sublime Text plugin still exhibits this behavior, as well. Perhaps this should be a part of an API that's standardized in this project? Like wakatime.get_config() and wakatime.write_config().


Don't run SonarQube as dependabot

It doesn't have the required environment variables
#patch

Codecov Report

Merging #206 (a15336f) into main (ef9d6e3) will not change coverage.
The diff coverage is n/a.

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##             main     #206   +/-   ##
=======================================
  Coverage   88.98%   88.98%
=======================================
  Files          35       35
  Lines         899      899
=======================================
  Hits          800      800
  Misses         52       52
  Partials       47       47

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Athena Lineage and Profiller

Affected module
Ingestion Framework
Describe the bug

First: the lineage

When i execute my task in airflow for the lineage i don't get any error but i don't get any data in the OM. For seeking the problem i found out that when i print any data from the lines commented bellow i see that a big portion of the SQL don't go to "inspection". Finally i got the idea to comment those lines and miracly it worked, i got my ingestion. I understand that this is not expected behavior (so the issue).
file: /home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/source/database/athena/lineage.py

Second and most important: the profilling

In logs i could see that the problems are related to the pydantic models. I suspect that some logic has changed but not in the profilling logic. More specific in this file: /home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/source/database/database_service.py
Running in debug mode i got this logs:
[2024-10-16 14:13:42,802] GET executed in 0.01s
[2024-10-16 14:13:42,806] OpenMetadata client running with Server version [1.5.6] and Client version [<IP_ADDRESS>]
[2024-10-16 14:13:42,808] GET executed in 0.0s
[2024-10-16 14:13:42,845] GET executed in 0.04s
[2024-10-16 14:13:43,084] GET executed in 0.03s
[2024-10-16 14:13:46,059] Test connection results:
[2024-10-16 14:13:46,059] failed=[] success=["'CheckAccess': Pass", "'GetSchemas': Pass", "'GetTables': Pass", "'GetViews': Pass"] warning=[]
[2024-10-16 14:13:46,060] Getting AWS client for service [lakeformation]
[2024-10-16 14:13:46,127] Source type:athena,<class 'metadata.ingestion.source.database.athena.metadata.AthenaSource'> configured
[2024-10-16 14:13:46,127] Source type:athena,<class 'metadata.ingestion.source.database.athena.metadata.AthenaSource'>  prepared
[2024-10-16 14:13:46,733] Sink type:metadata-rest, <class 'metadata.ingestion.sink.metadata_rest.MetadataRestSink'> configured
[2024-10-16 14:13:46,734] Processing node producer='get_services' stages=[NodeStage(type_=<class 'metadata.generated.schema.entity.services.databaseService.DatabaseService'>, processor='yield_create_request_database_service', nullable=False, must_return=True, overwrite=False, consumer=None, context='database_service', store_all_in_context=False, clear_context=False, store_fqn=False, cache_entities=True, use_cache=False)] children=['database'] post_process=['yield_view_lineage', 'yield_procedure_lineage_and_queries', 'yield_external_table_lineage'] threads=False
[2024-10-16 14:13:46,734] Processing stage: type_=<class 'metadata.generated.schema.entity.services.databaseService.DatabaseService'> processor='yield_create_request_database_service' nullable=False must_return=True overwrite=False consumer=None context='database_service' store_all_in_context=False clear_context=False store_fqn=False cache_entities=True use_cache=False
[2024-10-16 14:13:46,764] Source.GET executed in 0.03s
[2024-10-16 14:13:46,796] Source.GET executed in 0.03s
[2024-10-16 14:13:46,797] Processing node producer='get_database_names' stages=[NodeStage(type_=<class 'metadata.ingestion.models.ometa_classification.OMetaTagAndClassification'>, processor='yield_database_tag_details', nullable=True, must_return=False, overwrite=True, consumer=None, context='tags', store_all_in_context=True, clear_context=False, store_fqn=False, cache_entities=False, use_cache=False), NodeStage(type_=<class 'metadata.generated.schema.entity.data.database.Database'>, processor='yield_database', nullable=False, must_return=False, overwrite=True, consumer=['database_service'], context='database', store_all_in_context=False, clear_context=False, store_fqn=False, cache_entities=True, use_cache=True)] children=['databaseSchema'] post_process=None threads=False
[2024-10-16 14:13:46,797] Processing stage: type_=<class 'metadata.ingestion.models.ometa_classification.OMetaTagAndClassification'> processor='yield_database_tag_details' nullable=True must_return=False overwrite=True consumer=None context='tags' store_all_in_context=True clear_context=False store_fqn=False cache_entities=False use_cache=False
[2024-10-16 14:13:46,797] Processing stage: type_=<class 'metadata.generated.schema.entity.data.database.Database'> processor='yield_database' nullable=False must_return=False overwrite=True consumer=['database_service'] context='database' store_all_in_context=False clear_context=False store_fqn=False cache_entities=True use_cache=True
[2024-10-16 14:13:46,797] Source.yield_database executed in 0.0s
[2024-10-16 14:13:46,797] No changes detected for Database 'athena_source.default'
[2024-10-16 14:13:46,797] Source.yield_database executed in 0.0s
[2024-10-16 14:13:46,839] Source.GET executed in 0.04s
[2024-10-16 14:13:46,840] Processing node producer='get_database_schema_names' stages=[NodeStage(type_=<class 'metadata.ingestion.models.ometa_classification.OMetaTagAndClassification'>, processor='yield_database_schema_tag_details', nullable=True, must_return=False, overwrite=True, consumer=None, context='tags', store_all_in_context=True, clear_context=False, store_fqn=False, cache_entities=False, use_cache=False), NodeStage(type_=<class 'metadata.generated.schema.entity.data.databaseSchema.DatabaseSchema'>, processor='yield_database_schema', nullable=False, must_return=False, overwrite=True, consumer=['database_service', 'database'], context='database_schema', store_all_in_context=False, clear_context=False, store_fqn=False, cache_entities=True, use_cache=True)] children=['table', 'stored_procedure'] post_process=['mark_tables_as_deleted', 'mark_stored_procedures_as_deleted'] threads=True
[2024-10-16 14:13:46,976] Processing stage: type_=<class 'metadata.ingestion.models.ometa_classification.OMetaTagAndClassification'> processor='yield_database_schema_tag_details' nullable=True must_return=False overwrite=True consumer=None context='tags' store_all_in_context=True clear_context=False store_fqn=False cache_entities=False use_cache=False
[2024-10-16 14:13:46,976] Processing stage: type_=<class 'metadata.ingestion.models.ometa_classification.OMetaTagAndClassification'> processor='yield_database_schema_tag_details' nullable=True must_return=False overwrite=True consumer=None context='tags' store_all_in_context=True clear_context=False store_fqn=False cache_entities=False use_cache=False
[2024-10-16 14:13:46,976] Processing stage: type_=<class 'metadata.ingestion.models.ometa_classification.OMetaTagAndClassification'> processor='yield_database_schema_tag_details' nullable=True must_return=False overwrite=True consumer=None context='tags' store_all_in_context=True clear_context=False store_fqn=False cache_entities=False use_cache=False
[2024-10-16 14:13:46,977] Processing stage: type_=<class 'metadata.ingestion.models.ometa_classification.OMetaTagAndClassification'> processor='yield_database_schema_tag_details' nullable=True must_return=False overwrite=True consumer=None context='tags' store_all_in_context=True clear_context=False store_fqn=False cache_entities=False use_cache=False
[2024-10-16 14:13:46,977] Object type defined in `def _iter()` /home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py is not an Either: ['DatabaseServiceProfilerPipeline' object has no attribute 'includeTags']
[2024-10-16 14:13:46,979] Object type defined in `def _iter()` /home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py is not an Either: ['DatabaseServiceProfilerPipeline' object has no attribute 'includeTags']
[2024-10-16 14:13:46,979] Traceback (most recent call last):
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/step.py", line 214, in run
    for result in self._iter():
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py", line 320, in _iter
    yield from self.process_nodes(get_topology_root(self.topology))
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py", line 175, in process_nodes
    yield from self._process_node(node)
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py", line 138, in _process_node
    yield from self.process_nodes(child_nodes)
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py", line 175, in process_nodes
    yield from self._process_node(node)
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py", line 138, in _process_node
    yield from self.process_nodes(child_nodes)
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py", line 173, in process_nodes
    yield from self._multithread_process_node(node, self.context.threads)
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py", line 116, in _multithread_process_node
    future.result()
  File "/usr/local/lib/python3.11/concurrent/futures/_base.py", line 449, in result
    return self.__get_result()
           ^^^^^^^^^^^^^^^^^^^
  File "/usr/local/lib/python3.11/concurrent/futures/_base.py", line 401, in __get_result
    raise self._exception
  File "/usr/local/lib/python3.11/concurrent/futures/thread.py", line 58, in run
    result = self.fn(*self.args, **self.kwargs)
             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py", line 194, in _multithread_process_entity
    for stage_result in self._process_stage(
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/api/topology_runner.py", line 234, in _process_stage
    for entity_request in stage_fn(node_entity) or []:
  File "/home/airflow/.local/lib/python3.11/site-packages/metadata/ingestion/source/database/database_service.py", line 333, in yield_database_schema_tag_details
    if self.source_config.includeTags:
       ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/home/airflow/.local/lib/python3.11/site-packages/pydantic/main.py", line 828, in __getattr__
    raise AttributeError(f'{type(self).__name__!r} object has no attribute {item!r}')
AttributeError: 'DatabaseServiceProfilerPipeline' object has no attribute 'includeTags'

To Reproduce
Run the Athena lineage and profilling ingestion following the docs: https://docs.open-metadata.org/latest/connectors/database/athena/yaml
Expected behavior
Athena Lineage and Profilling showing in the UI
Version:

OS:
Python version: 3.11.9
Aiflow version: apache/airflow:2.9.3-python3.11
OpenMetadata version: 1.5.6
OpenMetadata Ingestion package version: 1.5.6

Additional context
All of this is running in a AWS EKS. But i don't see if it's relevant.

Hello @guilhermehuther can you let us know if you are still experiencing this isue in the latest version?


Ignore dotfiles by default

Thought we had this already but I think I forgot.

[ ] QA
[ ] document
[ ] document negation

Refactor


Object_storage failing with "STDOUT: STDERR: Warning: Permanently added '<IP_ADDRESS>' (ECDSA) to the list of known hosts. Usage: pip COMMAND [OPTIONS]  pip: error: No command by the name pip show   (maybe you meant "pip install show")"

./pkb.py --image=debian-7 --zones=us-central1-c --machine_type=n1-standard-8 --benchmarks=object_storage_service --storage=GCP --object_storage_scenario=api_data
...
STDOUT: STDERR: Warning: Permanently added '<IP_ADDRESS>' (ECDSA) to the list of known hosts. Usage: pip COMMAND [OPTIONS]  pip: error: No command by the name pip show   (maybe you meant "pip install show")"
...
perfkit@pkb-d8f9db39-0:~$ pip --version
pip 1.1 from /usr/lib/python2.7/dist-packages (python 2.7)
To fix the issue I upgraded pip...
$ sudo apt-get remove python-pip
$ wget https://bootstrap.pypa.io/get-pip.py
$ sudo python get-pip.py
It looks like the root issues is Debian-7 images are pulling a really old version of pip.  I suggest we update the package install to wget the latest like above.

@noahl FYI... maybe you want to fix this.

@voellm I assigned myself. I'll work on a PR today.

#842 fixes this for me.

Thank you Noah for fixing this for everyone!
On Tuesday, February 9, 2016, noahl<EMAIL_ADDRESS>wrote:

#842 https://github.com/GoogleCloudPlatform/PerfKitBenchmarker/pull/842
fixes this for me.
—
Reply to this email directly or view it on GitHub
https://github.com/GoogleCloudPlatform/PerfKitBenchmarker/issues/838#issuecomment-182183134
.

I just merged #842, so I'm closing this bug.


NEXT-34522 - rename meteor components to mt

What?
Everything sw- and SwSomething have to be renamed to mt- and MtSomething
Why?
Conflicting names with the Shopware platform
How?
Rename it
Testing?
Test should still work

This is a breaking change. So it must also be reflected correctly in the changeset.

Our external API is not affected by the changes. I added the old export names to avoid breaking changes: https://github.com/shopware/meteor/pull/101/files#diff-ce485795d54caece4b1ef8a6ea674174ceedc56812466358c10d0254d412ae99R53
Changing internal CSS and Component Names shouldn't lead to breaking changes. Because importing the objects normally works the same as before


Stuttering

I'm experiencing stuttering on multiple iMacs I have access to. The specs are:
21.5 inch, Mid 2011
2.5GHz Core i5
OS X El Capitan Version 10.11.2
Here is the code for my sample project
EDIT--
The issue happens when in full screen with or without VSync.
It also happens if I disable VSync in windowed mode.
#pragma once

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "GLFW/glfw3.h"

bool VSYNC = true;

double old = 0;
void blockFramerate() {
    if (old == 0) {
        old = glfwGetTime();
    }
    while (glfwGetTime() - old < 1.0 / 61) {
    }
    old = glfwGetTime();
}

int _main(int argc, const char * argv[])
{
    int w = 1920;
    int h = 1080;

    int i = 0, mode = 0;

    GLFWwindow* window;

    if(!glfwInit()) return -1;

    window = glfwCreateWindow(w, h, "Hello World", glfwGetPrimaryMonitor(), NULL);
    // window = glfwCreateWindow(w, h, "Hello World", NULL, NULL);

    if(!window) {
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSwapInterval(VSYNC); // enable / disable vsync

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, w, 0, h, -1, 1);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_BLEND);
    glDisable(GL_TEXTURE_2D);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glColor3f(1.0, 0.0, 0.0);

    while(!glfwWindowShouldClose(window)) {
        if (!VSYNC) {
            blockFramerate(); // can to 60 fps when VSYNC is disabled
        }

        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        glRecti(i, 190, i + 100, 290);

        glfwSwapBuffers(window);
        glfwPollEvents();

        if(!mode) {
            i+=2;
            if(i >= 539) mode = 1;
        } else {
            i-=2;
            if(i <= 0) mode = 0;
        }
    }

    glfwTerminate();

    return 0;
}

I'm having a similar VSync/stutter issue, possibly the same. I'm seeing stuttering in windowed, borderless windowed, and fullscreen modes. The issue appears to be intermittent. Sometimes when I launch the application stutters, some times it does not.
I'm seeing this issue with GLFW 3.2, but not with 3.1.2. The older GLFW 3.1.2 I compiled myself. The new GFLW 3.2 was compiled by the folks who make Cocos2d-x. I wonder if perhaps I have some compiler flag set that they didn't.
Specs:
Mac Pro 2010
MacOS X - El Capitan 10.11.6

Try this and see if it works better for you.
Instead of using blockFramerate() to stall the drawing operation, the rectangle's position is simply computed based on the elapsed time since the last frame.  This is generally a better approach for animation.  With this approach, I didn't have any stuttering, either fullscreen or windowed, with or without VSYNC.
I think the problem may be that the clock resolution and the monitor's update cycle aren't quite close enough, so that when calling blockFramerate() every so often the swap misses a frame causing the stutter.
#pragma once

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "GLFW/glfw3.h"

bool VSYNC = true;

double old = 0;
void blockFramerate() {
    if (old == 0) {
        old = glfwGetTime();
    }
    while (glfwGetTime() - old < 1.0 / 60.0) {
    }
    old = glfwGetTime();
}

int _main(int argc, const char * argv[])
{
    int w = 1920;
    int h = 1080;

    float i = 0.0;
    int mode = 0;

    double old_time = glfwGetTime();

    GLFWwindow* window;

    if(!glfwInit()) return -1;

    window = glfwCreateWindow(w, h, "Hello World", glfwGetPrimaryMonitor(), NULL);
    //window = glfwCreateWindow(w, h, "Hello World", NULL, NULL);

    if(!window) {
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSwapInterval(VSYNC); // enable / disable vsync

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, w, 0, h, -1, 1);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_BLEND);
    glDisable(GL_TEXTURE_2D);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glColor3f(1.0, 0.0, 0.0);

    while(!glfwWindowShouldClose(window)) {
        //if (!VSYNC) {
        //    blockFramerate(); // can to 60 fps when VSYNC is disabled
        //}

        double new_time = glfwGetTime();
        double elapsed_time = new_time-old_time;
        old_time = new_time;

        if(!mode) {
            i+=2.0*60.0*elapsed_time;
            if(i >= 539) mode = 1;
        } else {
            i-=2.0*60.0*elapsed_time;
            if(i <= 0) mode = 0;
        }

        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        glRectf(i, 190, i + 100, 290);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();

    return 0;
}

Were you able to actually reproduce the stutter yourself? Unless you were able to reproduce it with my original code, I don't see how you can claim that your approach fixes the stutter. The only thing you did was make sure the position of the rectangle stays the same even if there are some frames being lost. The stutter would still be visible.
My original problem was that I have a top-down game in which camera is constantly following the player, and those single frame drops really feel bad. Even if camera is able to compensate for the lost frame, you can still feel the stutter as camera almost never stops moving at quite a high speed.
I have switched to SDL long ago, it doesn't have this issue.

Yes, @arg0d , I was able to reproduce the stutter.
You'll notice in the code that I uploaded that the timing used in the blockFramerate function is while (glfwGetTime() - old < 1.0 / 60.0) whereas in yours it is while (glfwGetTime() - old < 1.0 / 61).
I began testing your code by altering the timing in blockFramerate, and found that, on my system, I would get "frame stuttering" when used your timing and when I changed it to the code that I uploaded, the rectangle had "jaggies" that crawled up the rectangle.  In other words, changing the timing changed the type or appearance of the stutter.
Whether you're using GLFW or SDL, the busy waiting performed in blockFramerate isn't a good approach to animation because (1) it wastes CPU cycles and (2) it can throw off the timing between GPU and the monitor refresh that VSYNC was created to address.  The idling performed in blockFramerate is a legacy approach that was used before VSYNC was available.
Updating your animation based on the time that has elapsed since the last frame makes your animation far more resilient without wasting CPU cycles.  In real world, high performance applications, it's easy to run into situations where the scene being rendered takes more time than a single VSYNC cycle.  If you update your animation based on the time elapsed since the last frame, the scene will appear as it should it realtime, and the user generally won't even notice it (unless you've really overloaded the graphics hardware); however, if you update your animation a fixed amount, regardless of the time elapsed since the last frame, the user will see the stutter.

I'm not sure you understand my problem. My game can run at 30-60 fps at varying frame rates and its fine. You can feel that FPS is dropping, but the game updates as if it was running at 60 fps.
If you look at the original post, I said:

The issue happens when in full screen with or without VSync.

The stutter I was experiencing was with VSYNC ENABLED, without using blockFramerate() approach.
The example I gave doesn't use frame delta to move object on purpose - its much easier to see the problem that way. Adding frame delta only fixes the issue when AN OBJECT is moving on the screen. When camera is rapidly moving inside a scene at a constant speed, the stutter becomes really noticeable and really annoying. It doesn't matter that camera uses delta time to update its position, you can still feel when the frame is dropped.

@arg0d , I NEVER, EVER said that "all games should be using VSYNC."  I said that the busy waiting performed by blockFramerate (1) is a legacy approach that was only useful before VSYNC was developed and (2) that it's a poor approach to animation that lacks resilience.
If you look at my first post, when I had updated the approach the animation:

I didn't have any stuttering, either fullscreen or windowed, with or without VSYNC.

Of course you had this issue "in full screen with or without VSync."  That's a consequence of using a fixed step size when you update the animation rather than updating the animation based on the time that has actually elapsed since the last time you rendered your scene.  Whether you use VSYNC or not, you cannot guarantee when your drawing code will run, but using a fixed step size to update implicitly relies on perfect timing that is unlikely to happen.
You said that:

The example I gave doesn't use frame delta to move object on purpose - its much easier to see the problem that way.

But that is ultimately what is causing the problem.  That's what I mean by resilience: you can never guarantee what kind of timing you'll get between frames, whether or not you're using VSYNC.  So, if you want your animation to look smooth and accurate, you have to update it based on the time that has actually elapsed.  To say it another way, if you update your animation with a fixed step size, like in your original code, you are implicitly making assumptions about how much time has occurred since the last time it ran that are completely unwarranted, and the result is stuttering.
Wikipedia has this to say in its Frame Rate article:

The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion.

The human eye is easily fooled.  If you're updating your animation properly, based on the time that has actually elapsed rather than on an implicit assumption about how much time has elapsed, your frame rate actually has to grind down into the teens before it should be visible to the user.  Movies and TV have traditionally been shown at 24 FPS, which is less than the 30 FPS that you mentioned at the low end, and no one ever noticed.
Maybe an example will help.  SDL uses ticks, or milliseconds, in its timing, and a frame rate of 60 FPS comes out to be 16.667 ticks.
Time                i  (original code)    i (updated code)
0                      0                             0
17                    2                              2.04
33                   4                              3.96
58                   6                              7                                  # slight stall due to input interrupt
75                   8                              9
115                 10                             13.8                             # slow rendering to too many objects on screen
132                 12                            15.84
162                 14                            19.44                           # slowdown due to complex collision detection
This example is, of course, contrived to make the point.  We can't really control how much computation we'll have to perform and how much drawing we'll have to do – say, for instance, an unexpectedly large number of objects show up on screen – or what the system does behind the scenes, so you can never guarantee exactly when your drawing code will run (and all VSYNC does is make sure that buffer isn't copied during the monitor's refresh).  So, if you use a fixed step size and rely on your scene drawing code being called at the right time, you're going to have stutter – unless you're lucky enough that the update is being perfectly timed.  But computing the position of your animation accurately, based on the time that has elapsed, is the only way to deal with this problem.

Ah, I thought you meant that all games should be using VSYNC, sorry about that.
Please run this code and tell me that you don't notice the stuttering. This was exactly what I was experiencing when I wrote my original post. The system was literally dropping frames - frame would freeze for (1/60*2) inside glfwSwapBuffers. I have emulated that behavior inside blockFramerate function.
This isn't the first time I experience a problem like this. A few years ago I had a personal project in which you would fly plane. It was side view 2D game which also had rapid and almost constant speed. It was running fine on my computer. Later I tried running it on Android, and I began to see stuttering. I remember I made a similar test that included a rotating rectangle. It was using the frame delta approach and stuttering was still clearly visible while running @60fps
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "GLFW/glfw3.h"
#include <iostream>

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "GLFW/glfw3.h"

bool VSYNC = true;

double old = 0;
double lastStutter = 0;
void blockFramerate() {
    if (old == 0) {
        old = glfwGetTime();
    }

#if 1
   	if (old - lastStutter > 1) {
   		lastStutter = old;
	    while (glfwGetTime() - old < (1.0 / 60.0)*2.0f) {
	    }
   	}
#else
    while (glfwGetTime() - old < (1.0 / 60.0)) {
    }
#endif

    old = glfwGetTime();
}

int main(int argc, const char * argv[])
{
    int w = 1024;
    int h = 768;

    float i = 0.0;
    int mode = 0;

    double old_time = glfwGetTime();

    GLFWwindow* window;

    if(!glfwInit()) return -1;

    //window = glfwCreateWindow(w, h, "Hello World", glfwGetPrimaryMonitor(), NULL);
    window = glfwCreateWindow(w, h, "Hello World", NULL, NULL);

    if(!window) {
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSwapInterval(VSYNC); // enable / disable vsync

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, w, 0, h, -1, 1);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_BLEND);
    glDisable(GL_TEXTURE_2D);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glColor3f(1.0, 0.0, 0.0);

    while(!glfwWindowShouldClose(window)) {
        //if (!VSYNC) {
        //    blockFramerate(); // can to 60 fps when VSYNC is disabled
        //}
        blockFramerate();

        double new_time = glfwGetTime();
        double elapsed_time = new_time-old_time;
        old_time = new_time;

        if (elapsed_time > 0.018) {
        	std::cout << "Frame delta = " << elapsed_time << std::endl;
        }

        if(!mode) {
            i+=2.0*60.0*elapsed_time;
            if(i >= 539) mode = 1;
        } else {
            i-=2.0*60.0*elapsed_time;
            if(i <= 0) mode = 0;
        }

        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        glRectf(i, 190, i + 100, 290);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();

    return 0;
}

I hope you don't mind me chipping in here, but I would like to try to focus the discussion a bit.
First off, I think this issue boils down to the following: the application renders frames with the expectation that the graphics driver will display each of them on the screen, and periodically one is missed, causing a visible "hitch" or "stutter". Is that a fair summary, @arg0d ? (I'm partly basing this off observations of stutter on one of my Linux PCs, which I presume is similar).
Small position errors associated with variable frame deltas are a real thing that should be accounted for (as @IntellectualKitty describes), but those are distinct from stutters where entire frames are dropped, which are very noticeable even at 60fps. Since the stutter is observed even in the simplest possible case with each animation step blocked on vsync (and blockFramerate disabled), there is really nothing I can think of that the application can do to avoid or even mitigate it.
@arg0d would you mind testing this using glfw's tearing test? (press up to turn on vsync) If the stutter is present there, we know for sure that it is not caused by something specific to your code.
Personally I doubt that there is anything glfw is doing to cause the stutter (in my case it affects all programs on that Linux PC, not just glfw), but it would be good to find a cause and solution if possible.

I have a guess what is causing my stuttering issue. The simple answer is located here: https://github.com/glfw/glfw/issues/772
The full research and investigation is here: http://stackoverflow.com/questions/27758027/sprite-kit-serious-fps-issue-in-full-screen-mode-on-os-x
I'm still testing to see if this actually fixes the issue. I'll report back when I know more.

@tombsar I will try the test on Monday once I'm in the office. Are you referring to this test?
https://github.com/glfw/glfw/blob/master/tests/tearing.c

Something interesting that I noticed today using the code in this issue is that the FPS in windowed mode was identical whether or not I had enabled VSYNC (fairly close to 60 FPS).  It was the same in fullscreen with VSYNC enabled, but without VSYNC I was getting nearly 2,000 FPS on my laptop.
So, it seems like in windowed mode (at least with a normally decorated window), VSYNC is mandatorily or implicitly enabled.  I'm using a 2011 MacBook Pro running macOS 10.12.3.

@arg0d Yes, that's the one. It's a simple white bar that moves back and forth, and you can increase and decrease swap interval with arrow keys.
@IntellectualKitty I've seen that behaviour on Windows before, and think it is due to desktop compositing. There might be a way to turn it off, but I don't know MacOS well enough.

I've also had a similar issue like that with windows desktop compositing. It was the start menu's icon overlapping with the opengl window. As it turns out windows had to stall the application to compute the transparency for its interface before anything else can happen cutting my frame rates from a 1000 to about 120.

I'm struggling with similar issues on Mac Os X 10.11.6, both on my MacBook Pro 2010 and 2015 models. I'm using the standar way to render and create windows with GLFW, and I'm running the latest master tree version of GLFW.
When I start my application in windowed mode, the FPS is a constant 60 FPS, no stutter. But when I start in fullscreen mode, what I guess by default is a borderless fullscreen window, the FPS stutters for about 15-20 seconds before settling for a solid 60 FPS.
I have no idea what is causing this. Sometimes it doesn't even happen in fullscreen. In windowed mode, the stuttering never happens.
Any leads on this would be very helpful!

Okay I did some more looking into this.
Compiled the GLFW examples, and modified them to run fullscreen. No stutter, except for maybe 0.5 seconds initially.
Updated my code to match the GLFW examples exactly, to see if I was doing something differenetly. No effect.
But then, I saw that the GLFW examples use the standard Mac Os Application directory structure "wave.app" folder structure.
Now, I'm running my 3D engine directly from the commandline, without having this directory structure in place yet. And surely enough, if I change directory into "wave.app/Contents/MacOS/" and run the ./wave from there, the stuttering in fullscreen is present.
My quick guess from this is that Apple does some optimization based on where the application is being run. So, gonna implement this .app folder structure for my engine and see if that helps.

I'm also experiencing this but it goes away if I disable vsync with glfwSwapInterval(0).
This is on macOS 10.14.6 using dear imgui's glfw_opengl3 example.  On the same machine, using ImGui.NET's monogame example is really smooth with and without vsync enabled.

I think this is related: https://hg.libsdl.org/SDL/rev/1b6f67e84802

I tried to revert those changes in glfw but I didn't see any difference :/


bump ts-diagnostic-formatter to support global diagnostics

Codecov Report

Merging #26 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master      #26   +/-   ##
=======================================
  Coverage   33.63%   33.63%
=======================================
  Files           8        8
  Lines         330      330
  Branches       40       40
=======================================
  Hits          111      111
  Misses        219      219

Continue to review full report at Codecov.

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[FEATURE] Command to check (and possibly submit) all unsubmitted results for a benchmark

A data owner should be able to run a command that takes a given benchmark and dataset and does the following:

Finds all results for that dataset and benchmark pair
Determines the subset that haven't been approved/submitted
For each such result, checks for approval, and if approved, uploads the result

The command medperf result ls has a field that indicates wether the results have been submitted or not. Additionally, the server rejects result submission for datasets that have not been approved yet. This means we can create this command by

Running medperf result ls.
Filtering the generated list by the Submitted and Benchmark UID fields.
Running medperf result submit for each result obtained previously.
If submission fails, then it hasn't been approved yet (Assuming we've covered other reasons why submission could normally fail like the nan situation).

Script for result submission has been provided here


Radix Converter

Calculator Functions
Description
Convert from different radix to another (any base to another).
Contribution Event
GSSOC22
Code of Conduct

[X] I follow Contributing Guidelines & Code of conduct of this project.

/assign

Could you please assign me this issue?


Add support for standing up from prone.

The prone condition can be ended by a creature if they spend half of their movement speed to stand up, if movement history is on this movement reduction should be automatically applied for the current round.
Note
This 5e rule was not written with multiple movement speeds in mind. Normally if a rule refers to your movement speed it means all your movement speeds, but spending movement speed is handled in such a way that this ruling wouldn't make much sense.
In 5e you calculate your remaining speed for any movement option by subtracting how far you have already moved from its maximum. So if you have a 30ft walking speed and a 60ft flying speed, walking for 20ft means your remaining walking speed is 30-20=10ft and your remaining flying speed is 60-20=40ft. Spending half of each movement speed to stand up makes this inconsistent, you would have spent different amounts of movement.
Crawford has commented on this and states the more logical ruling is to spend half of your maximum speed, which is what I will likely implement.

It was tedious but I got it to work in what I think is a reasonable manner. At the start of every combat turn the module will check if the token has the prone condition and save that info to the wasProne flag. Once the token starts being dragged the module will once again look for the prone condition. If the prone condition is no longer active but wasProne is true, the module will know that the token has stood up and subtract the appropriate amount from your initial available speed (this does not affect dashing). By default this is half of your highest movement speed, but this can be configured in the Resource tab of the token config (since there are features like Athlete which reduce the cost to a flat 5ft.).
This does mean that applying and removing the prone condition during the same exact turn will not count, this is helpful when you add the prone condition by mistake but it does mean actually going prone on your turn and standing up will not be detected. For these cases you can still manually set the wasProne flag with a simple macro, this flag properly resets itself the next turn (and on scene switching to make sure it doesn't linger, although I might do this when combat ends instead).

This is fantastic!

For these cases you can still manually set the wasProne flag with a simple macro
How do you set that, what is the line of code?


db_drop_table throws an error

Hi,
I used to be able to drop a table from the spark context in sparklyr like this
library(sparklyr)
library(dplyr)
sc <- spark_connect(master = "local", version = "2.0.2")

tbl_iris = copy_to(sc, iris)

dplyr::db_drop_table(sc, "iris")

I'm getting the error
> dplyr::db_drop_table(sc, "iris")
Error in (function (classes, fdef, mtable)  :
  unable to find an inherited method for function ‘dbExecute’ for signature ‘"spark_connection", "sql"’

I imagine the problem is that I'm not on the latest dplyr version, but the latest on cran is 0.5.0 and the latest at hadley/dplyr is <IP_ADDRESS>00.  I'm kinda confused about how how I've lost the latest dplyr version.
> sessionInfo()
R version 3.3.3 (2017-03-06)
Platform: x86_64-pc-linux-gnu (64-bit)
Running under: Ubuntu 16.04.2 LTS

locale:
 [1] LC_CTYPE=en_GB.UTF-8       LC_NUMERIC=C               LC_TIME=en_GB.UTF-8
 [4] LC_COLLATE=en_GB.UTF-8     LC_MONETARY=en_GB.UTF-8    LC_MESSAGES=en_GB.UTF-8
 [7] LC_PAPER=en_GB.UTF-8       LC_NAME=C                  LC_ADDRESS=C
[10] LC_TELEPHONE=C             LC_MEASUREMENT=en_GB.UTF-8 LC_IDENTIFICATION=C

attached base packages:
[1] stats     graphics  grDevices utils     datasets  methods   base

other attached packages:
[1] dplyr_<IP_ADDRESS>00    sparklyr_0.5.3-9003

loaded via a namespace (and not attached):
 [1] Rcpp_0.12.10     withr_1.0.2      digest_0.6.12    rprojroot_1.2    assertthat_0.1   rappdirs_0.3.1
 [7] mime_0.5         R6_2.2.0         jsonlite_1.3     xtable_1.8-2     DBI_0.6          backports_1.0.5
[13] magrittr_1.5     httr_1.2.1       rlang_<IP_ADDRESS>04 rstudioapi_0.6   config_0.2       tools_3.3.3
[19] glue_<IP_ADDRESS>00  shiny_1.0.0      parallel_3.3.3   yaml_2.1.14      httpuv_1.3.3     base64enc_0.1-3
[25] htmltools_0.3.5  tibble_1.2

Okay, I think it's an issue with dplyr_<IP_ADDRESS>00.
devtools::install_version("dplyr", version = "0.5.0")
dplyr::db_drop_table(sc, "iris")

Runs without error.
Not sure if this issue is in the right place anymore. Please close if inappropriate + I can reup it on the dplyr issues tracker


Contruct URI arguments inverts "equal" and "ampersand"

Arguments array is translated wrongly.
Instead of ?key=value&key2=value2
we get ?key&value=key2&value2

Issue fixed and ready to build into next version.

released 1.1.12


Deploy as a Prototype button is not intuitive

Prototype API definitions are provided but it's still not possible to publish the API
An issue raised by Usability Testing candidate


Support cost field for connectors

Description
To allow balancing local consumers vs remote consumers for a queue that is forwarded, allow specifying the cost of an address space connector.
Design
Expose a field in the connector named 'cost', which will be propagated to the router connector. According to the router documentation, it is only applied to inter-router connectors, so test needs to make sure this works.

So if the use case for this so one could favour consumption locally (Paris, for instance), rather than a say a WAN hope (Tokyo).


Image Resizer Enabled - no option in context menu

Greetings, I'm running 0.18 on Win10 x64 and unfortunately after enabling Image Resizer, I cannot see anything in the context menu (JPG image), I disabled and enabled it again, still nothing. Anyone can help?
Thanks

Same here
But it does show up for png, would be superl if this could convert heic files

Reinstalling might fix the problem. It should re-add those missing context menus in the registry.

It seems to be sensitive to different types of jpegs
I had a heic, which I opened in Paint.Net and saved as jpg - no problem, context showed up
I've got two other jpegs that were sent to me - windows screen shots - doesn't show up

The Re-size menu item and window are (somehow) translated into my OS language, so maybe is that the case with you? Can you add a screenshot of the context menu you have?

@Zaelnorth
as suggested by @Jay-o-Way can you please upload a screenshot of the context menu and also try different types of files (.png .jpg .jpeg etc.)?
Thank you.

Updated to 0.18.1 and now the problem is fixed, thanks!


Console font settings are lost after add the feature packages

Repro steps is following:

Run this script. Got the expected console font settings.
Add the feature packages (ex. Microsoft-Windows-LanguageFeatures-Fonts-Jpan-Package.cab)
Lost console font settings.

Add ".0" to registry entry name. ex. "932.0"="Migu 1M"


Hydration / Dehydration

I need to transfer state from server to client.

Fair. I don't want to expand the API until I'm done with #6, as if people depend on it now, they'll have more stuff to change.
I intend to keep this open until #6 is solved, and then revisit. (But rest assured something like this will be merged afterwards.)

Thats ok, I just merged all my PRs into my master

Closed via #46


Not receiving any data from broker

Hello,
I'm not sure if this is an issue, or if I'm just misunderstanding the documentation:

I have a Mosquitto broker running on a Raspberry Pi, and when I run the Flask publish / subscribe script on my laptop, I can see that it has definitely connected, but in the log on the Flask side of things I never see any data in the @mqtt.on_log() function

I have a topic called hello/world which I can subscribe to via the command line but can't seem to access through flask.
My subscribe function looks like this (the print statement here never produces anything either)
def handle_subscribe(json_str):
    data = json.loads(json_str)
    print("test test test")
    mqtt.subscribe('hello/world')

I'm not sure if I'm just misunderstanding how to use the example code, so apologies if so

@davidtweaver This could be a problem with your Flask configuration. Could you post your Flask code, please.

My code looks like this (I've left the publish bit as it was because I don't need it just yet)
`
import eventlet
import json
from flask import Flask, render_template
from flask_mqtt import Mqtt
from flask_socketio import SocketIO
from flask_bootstrap import Bootstrap
eventlet.monkey_patch()
app = Flask(name)
app.config['SECRET'] = 'my secret key'
app.config['TEMPLATES_AUTO_RELOAD'] = True
app.config['MQTT_BROKER_URL'] = '<IP_ADDRESS>'
app.config['MQTT_BROKER_PORT'] = 1883
app.config['MQTT_USERNAME'] = ''
app.config['MQTT_PASSWORD'] = ''
app.config['MQTT_KEEPALIVE'] = 5
app.config['MQTT_TLS_ENABLED'] = False
Parameters for SSL enabled
app.config['MQTT_BROKER_PORT'] = 8883
app.config['MQTT_TLS_ENABLED'] = True
app.config['MQTT_TLS_INSECURE'] = True
app.config['MQTT_TLS_CA_CERTS'] = 'ca.crt'
mqtt = Mqtt(app)
socketio = SocketIO(app)
bootstrap = Bootstrap(app)
print(app)
@app.route('/')
def index():
print('render index route')
return render_template('index.html')
@socketio.on('publish')
def handle_publish(json_str):
data = json.loads(json_str)
mqtt.publish(data['topic'], data['message'])
@socketio.on('subscribe')
def handle_subscribe(json_str):
data = json.loads(json_str)
print("test test test")
mqtt.subscribe('hello/world')
@mqtt.on_message()
def handle_mqtt_message(client, userdata, message):
print('handle message')
data = dict(
topic=message.topic,
payload=message.payload.decode()
)
print(data)
socketio.emit('mqtt_message', data=data)
@mqtt.on_log()
def handle_logging(client, userdata, level, buf):
print(level, buf)
if name == 'main':
print(app)
socketio.run(app, host='<IP_ADDRESS>', port=5000, use_reloader=True, debug=True)
`

Actually I can not find an error in your code. Could be an issue with your Mosquitto server. Have you tried this example with another Mosquitto server like hivemq (see the provided example)?

Ah looks like it was an issue with my websockets rather than the MQTT side of things. I've got it all working now. Thanks for your help!

@davidtweaver Glad it worked out for you.


Bypass protected tables

See https://greg.molnar.io/blog/console1984-bypass/

Added a bunch of improvements in #20, included the one reported here..


runtime: map unexpected fault address

Please answer these questions before submitting your issue. Thanks!
What version of Go are you using (go version)?
1.9.1
Does this issue reproduce with the latest release?
never teset
What operating system and processor architecture are you using (go env)?
windows, amd64
What did you do?
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
What did you expect to see?
What did you see instead?
I run code like this:
  v["beginTime"].(float64)          // v was map[string]interface{}

unexpected fault address 0xffffffffffffffff
fatal error: fault
[signal 0xc0000005 code=0x0 addr=0xffffffffffffffff pc=0x45cb91]

goroutine 58 [running]:
runtime.throw(0x93330c, 0x5)
	C:/Go/src/runtime/panic.go:605 +0x9c fp=0xc0426dd8b0 sp=0xc0426dd890 pc=0x42e33c
runtime.sigpanic()
	C:/Go/src/runtime/signal_windows.go:164 +0x14e fp=0xc0426dd8e0 sp=0xc0426dd8b0 pc=0x44396e
runtime.memeqbody()
	C:/Go/src/runtime/asm_amd64.s:1431 +0xd1 fp=0xc0426dd8e8 sp=0xc0426dd8e0 pc=0x45cb91
runtime.mapaccess1_faststr(0x8ad380, 0xc0447d3f80, 0x936ab8, 0x9, 0xc0449ad3a8)
	C:/Go/src/runtime/hashmap_fast.go:234 +0xd9 fp=0xc0426dd940 sp=0xc0426dd8e8 pc=0x40c089
main.(*Hub).run(0xc04268c100)

the hashmap_fast.go:234 was:
if k.str == key.str || memequal(k.str, key.str, uintptr(key.len))

Could you please provide more information? The specific code mentioned appears valid by itself:
v["beginTime"].(float64)
play

Please provide a small working example that reproes your issue.

normal it run well, but occasionally it panic
working example just like:
https://play.golang.org/p/chda6tG3uY0

working example just like:

What's needed is the failing example.

I think @ruandao means to say normally the example runs fine. It just panics occasionally. And that is the example which does that.
@ruandao - The code seems legit to me. I am running linux though. And also, using the raw println function is not very idiomatic. fmt.Println is recommended. Are you sure this is the exact code which panics in your machine ? You did say "just like", so wanted to make sure whether your code is "similar" to this, or it is "actually" this.

Then an example including a loop and a note like "fails randomly at i between X and Y on my computer" would have been sufficient. Note that sharing the values of X and Y is essential in such case for the person trying to fix the issue, because it may not reproduce on other machine at all.

Timed out.


After embedding, not able to make a new line

After i have embedded something, i cant add a new line to continue

When you embed something, it will have a yellow border around it. If you don't see the yellow border, you can select the embed by using the arrow keys and then pressing Enter.


"Archsense: the workspace is empty"

After running "Show Architecture", I get this error, "Archsense: the workspace is empty".

@ericconstantinides , do you have any folder with nestjs open in your workspace?

Closing due to inactivity.


deepcopy file fails to generate if there is a missing doc.go file

While running the deepcopy file generation, there were no error msgs indicating that something fails, just the file was not generated. Took me a bit longer to figure out I forgot to create the doc.go file. I think it would be useful to error out if the doc.go file is not in the correct path. I ran the following command with no doc.go file and got the same output as when it was successful:
./generate-groups.sh deepcopy github.com/lilic/k8s-start-stop/pkg/client github.com/lilic/k8s-start-stop/pkg/apis/ "schedule:v1alpha1"

Generating deepcopy funcs

cc @nikhita @sttts

Wasn't the actual problem that the deepcopy-gen=package tag was missing in the doc.go (because there wasn't doc.go) ?
There might be valid cases when you don't want package wide generation for deepcopy. Am not really sure how a good UX would look like. Am not sure that the missing doc.go should be a fatal error, but maybe a warning?

Wasn't the actual problem that the deepcopy-gen=package tag was missing in the doc.go (because there wasn't doc.go) ?

Yes, sorry that was the actual problem.

Am not sure that the missing doc.go should be a fatal error, but maybe a warning?

A warning would be super useful as well!

@LiliC do you feel like creating a PR? https://github.com/kubernetes/gengo/blob/master/examples/deepcopy-gen/generators/deepcopy.go#L145 should be a good place for such a warning.


When upstream has not workload and downstream mysql is shutted down,  changefeed still seems like normal

Bug Report
Please answer these questions before submitting your issue. Thanks!

What did you do? If possible, provide a recipe for reproducing the error.

When upstream has not any workload,  downstream is MySQL and the server is shutted down
Check changefeed status

What did you expect to see?
Changefeed status is stopped automatically since downstream server has shut down, it can quick debug the execption.

What did you see instead?
Changefeed status is normal and checkpoint has the latest time.

Versions of the cluster

Upstream TiDB cluster version (execute SELECT tidb_version(); in a MySQL client):
5.0.1

TiCDC version (execute cdc version):
5.0.1

Close it since it is stale. It has been fix in > v6.1.0.


How to clear local storage for chrome browser

What are you trying to achieve?
I want to clear artefacts after each test which placed in local storage.
What do you get instead?
I can't find method for this. And I see this problem only when I use data factory because browser didn't restat after each test.

### Details

* CodeceptJS version:
* NodeJS Version:
* Operating System:
* Protractor || WebDriverIO || Nightmare version (if related)
* Configuration file:

```js
# paste suite config here

You can execute browser script to do that, with WebDriverIO it would be something like:
I.executeScript(function() {
  localStorage.clear();
});

I would suggest keeping it in some helper, something like:


How to use addUserDB from the client

I need the ability to be able to add a new user / allow access to a DB from the client. There are no routes for this by default so is there another way this can be achieved?

You need to setup a route that passes the information to the addUserDB call that can be called from the client side.  Check out https://github.com/colinskow/superlogin-demo project for example routes.

Ok, thanks. I'll take a look and see.


Feature request: Sync with Remember the Milk

Thanks for making this tool.  I'm new to taskwarrior, but have been trying syncall out to sync tasks from nextcloud and google tasks.  I'd also like to use it for Remember The Milk since I have some shared lists there with my wife.
This issue is a feature request for supporting syncing with RTM.  It has a free api available:
https://www.rememberthemilk.com/services/api/
There are a few python libraries for it as well, but it doesn't look like they've been updated recently.

Hi @justyns,
Thanks for the kind words.
Noted. I may have a dig at it but I cannot guarrantee either a date or a completed result. If you do want to have a go, you can use PRs like the following as a template to the types of changes that need to happen (https://github.com/bergercookie/syncall/pull/63, https://github.com/bergercookie/syncall/pull/79). Basically you need to create a SyncSide class for Remember the Milk to interact with that software + 2 conversion utilities TW -> RTM, RTM -> TW and finally a rememberthemilk_tw_sync.py script that brings it all together. The rest should be taken care of automatically by the item_synchronizer and by the Aggregator class

6 monthly update :)
I don't have much time working on this but if this is still something of interest to people, please feel free to pick it up.
Moving this to a discussion


Improve utility of documentation through interactivity

📝 Summary
Interactive project documentation can potentially engage less experienced users, lower project entry barriers, and be a valuable resource for schools to teach ecosystem libraries. The Binder project showed the value of this approach but cannot sustain the loads placed upon it by ecosystem-wide documentation. Instead of cloud infrastructure, it has recently become possible to host computation inside readers’ web browsers through JupyterLite or PyScript.
We will work with the developers of these tools to integrate them seamlessly into project documentation and accelerate their adoption. We will make Pyodide, the underlying technology, a supported platform of Scientific Python core projects through build system & packaging improvements. We will also implement and propagate a best-practice pattern for serverless, low-maintenance demonstration widgets in project websites.
🚀 Tasks / Deliverables
See all issues labelled as mission: interactive docs ⚡
📋 Additional information & resources

https://github.com/executablebooks/thebe/issues/585 -> primarily work around thebe-light, which will be a version of thebe that ships with JupyterLite and a WASM kernel
Binder documentation
https://github.com/jupyterhub/binderhub/
JupyterLite documentation
PyScript website

Very interesting idea @trallard! Can you please hyperlink "The Binder Project" so people  can have a reference to learn what the Binder project is. It'd also be helpful to have a link for "showed the value of this approach" so we can see some examples of how it was useful.
I really like the idea of interactivity and pushing computation to client-side and web and want to learn more about this. Great idea!

Can you please hyperlink "The Binder Project" so people can have a reference to learn what the Binder project is

Take a look at mybinder.org (a live instance) and github.com/jupyterhub/binderhub/ which is the code behind it.

Some community notes from the 2024 Scientific Python Dev Summit: https://hackmd.io/@melissawm/interactive_docs


throw exception when global rollback occured

Why you need it?
I have written a demo,like service A called service B, B is invoed successfully, but was longer than the timeout setting in @GlobalTransaction. Of course we got a global transaction rollback on sql, but  there was no Exception throw out  and my code continue to work through.
How it could be?
I expect that some exception can be throw so that we can know the rollback occured. logging a rollback is not enough.

try the latest version,welcome get feedback us.


snap_recovery: added some metrics

What is changed and how it works?

Issue Number: Close #15110
What's Changed:
Added some new metrics, including the events count and the current waiting region.
(Perhaps add the latency of waiting apply too?)

Check List
Tests

No code

Release note
None

/merge

/run-cherry-picker


Add moduleName to PreferredContents

When the component picker looks for the icon of a registered component, without knowing which module it came from, the icon of the first registered component will be returned, which might not be the right one. To fix this, we need to add a moduleName prop to PreferredContents, which tells the component picker which module that component is coming from.

Moving back, maybe this is has been fixed by https://github.com/concrete-utopia/utopia/pull/5280


Remove the gene2variant resource_score

Reported by @AsierGonzalez via email on 2020-07-07.

This is related to the plans to improve the scoring of your evidence strings using the review status (star rating) and the clinical significance. We have realised that since our 20.04 release all the EVA/ClinVar evidence strings have an association score of 6.99E-8 because our pipeline uses the the variant2disease and gene2variant scores. Long story short, this is caused by a bug fix we included in February (more information on issue https://github.com/opentargets/platform/issues/1138). Going a bit further back, Kirill you may remember that in August 2019 you had to add the gene2variant score to comply with the JSON schema at the time. The solution was to simply copy the hard-coded score of 0.7 used for variant2disease which did not have any further consequences until we fixed the bug mentioned above. If you could remove that score this issue would go away and it would still be valid JSON.
On a parallel note, I wonder if you know what the rationale behind the 0.7 value of the variant2disease score is given that ClinVar does not seem to provide any values. According to the evidence strings, it is a p-value but the description states "Not provided by data supplier" so I suspect it is also an arbitrary placeholder used to comply with the JSON schema. In the future we may be able to remove this score as well (which would require changes to the JSON schema) if we use the star rating and the clinical significance for scoring.

Will do. To clarify, I will remove the gene2variant score, but still (for now) keep variant2disease at its placeholder value of 0.7. Unfortunately I don't know the rationale for that specific value, as it predates my involvement in this project by a long time.

Sounds great, thanks

Implemented the changes: #136.
Investigated history of the issue and posted the comment in https://github.com/opentargets/platform/issues/1138.
Run the evidence string generation & comparison protocol to verify that this only produces intended changes.


Create a Simple APP

Create a Simple Application(Use whatever technology you want)

Hi @debrajrout  I created the PR below. You can review and approve the same. If possible can you please add hacktoberfest-accepted label to this issue?
https://github.com/debrajrout/Dev.HFest/pull/25

Please share the repo, follow and give it a star in order to get Hacktoberfest accepted label
Thanks for contributing.

closed

Done added star and shared the same. Thanks . Please accept label . Thanks for your review


New package: Dengine.DoomsdayEngine version <IP_ADDRESS>85

Resolve #113177

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

Microsoft Reviewers: codeflow:open?pullrequest=https://github.com/microsoft/winget-pkgs/pull/113215&drop=dogfoodAlpha

Resolved in #109626


pantsel/konga version 0.8.5 fails to come up

Hi Pan,
With the pantsel/konga newly build tag ( latest or 0.8.5 ) application fails to come up.. Can you please check. Thanks.
Hook:api_health_checks:process() called
Hook:health_checks:process() called
Hook:user_events_hook:process() called
/app/node_modules/sails-hook-validation/index.js:34
(_ || sails.util._)
^
ReferenceError: _ is not defined
at patch (/app/node_modules/sails-hook-validation/index.js:34:10)
at /app/node_modules/sails-hook-validation/index.js:101:21
at /app/node_modules/sails/lib/app/private/after.js:91:14
at /app/node_modules/async/lib/async.js:721:13
at /app/node_modules/async/lib/async.js:52:16
at done (/app/node_modules/async/lib/async.js:246:17)
at /app/node_modules/async/lib/async.js:44:16
at Sails. (/app/node_modules/async/lib/async.js:718:17)
at Sails. (/app/node_modules/async/lib/async.js:167:37)
at Sails.g (events.js:292:16)
at emitNone (events.js:91:20)
at Sails.emit (events.js:185:7)
at Sails.emitter.emit (/app/node_modules/sails/lib/app/private/after.js:50:11)
at /app/node_modules/sails/lib/app/private/loadHooks.js:103:15
at /app/node_modules/sails-hook-orm/node_modules/async/lib/async.js:52:16
at /app/node_modules/sails-hook-orm/node_modules/async/lib/async.js:550:17
at /app/node_modules/sails-hook-orm/node_modules/async/lib/async.js:544:17
at _arrayEach (/app/node_modules/sails-hook-orm/node_modules/async/lib/async.js:85:13)
at Immediate.taskComplete (/app/node_modules/sails-hook-orm/node_modules/async/lib/async.js:543:13)
at tryOnImmediate (timers.js:645:5)
at processImmediate [as _immediateCallback] (timers.js:617:5)

@mubeennakade ,
It turned out to be an external dependency issue. It is fixed with the latest commits.

confirming fix. thanks @pantsel

@pantsel
Many Thanks for the needful.. Can you please also update 0.8.5 / 0.8.6 tag on docker hub  same as done for "latest" tag today..  when you get free time..
Once again Thank You.

Closing this since it's confirmed to be fixed


lastUpdated option causes performance degradation

What version of starlight are you using?
0.15.0
What version of astro are you using?
4.0.3
What package manager are you using?
pnpm
What operating system are you using?
Windows
What browser are you using?
Chrome
Describe the Bug
When using lastUpdated: true in the astro (Starlight) configuration performance of route generation seems to be severely degraded.
When setting the option to false I can see generation times of ~100ms, whereas enabling the option it rises to ~800ms.
Link to Minimal Reproducible Example
https://stackblitz.com/edit/github-8ld5g5
Participation

[ ] I am willing to submit a pull request for this issue.

Looks like the related code is: https://github.com/withastro/starlight/blob/main/packages/starlight/utils/git.ts#L30 and https://github.com/withastro/starlight/blob/main/packages/starlight/utils/route-data.ts#L72
Starlight is performing a lookup with a subprocess call to git to get the last commit date for the file. Perhaps there may be a way to speed this up. Some likely naïve ideas:

Create a cache when performing a build so we can lookup all the values at once, rather than performing individual sub-processes for each path/doc.
Don't perform a check to see if git exists, every time we want to get the lastUpdated date for a file. (Although I guess this could be a bad idea if someone is installing/uninstalling git whilst running their dev server. Extremely unlikely though. https://github.com/withastro/starlight/blob/main/packages/starlight/utils/git.ts#L38 Actually as we're just throwing the results away, I think lines 37-53 can be removed? The call on line 55 will fail, saying either git isn't installed, or the file can't be found anyways as we're ignoring the output of the previous checks.


Generally collect materials

http://www.stat.cmu.edu/~cshalizi/ADAfaEPoV/

http://www.amazon.com/Discovering-Statistics-Using-Andy-Field/dp/1446200469/ref=sr_1_1?ie=UTF8&qid=1434509901&sr=8-1&keywords=statistics+r

http://www.allendowney.com/wp/books/

A few materials that might be helpful:

Programming Fundamentals: Basically the Unix (and a little BCE, Python) lessons from @swcarpentry but tailored for social scientists.

Demo of R for HackerWithin and @ckrogs Useful Stuff in R

Some of the stuff that I'm developing for PS239T might be helpful as well.

This is more for the humanities, but has some good stuff that I've found useful for social science students: http://lincolnmullen.com/projects/dh-r/

http://livingnewdeal.org/

R stuff:

Clara's stuff is here.
Here's @ckrogs "Useful Stuff in R" lesson: https://github.com/ckrogs/r_useful_dlab
Here's my R demo from the Hacker WIthin: https://github.com/rochelleterman/R-hacker-within
@davclark is very interested in Hadley Wickam's "tidy R" pipeline approach.


Grasping an object without relying on ROS?

Hey Jennifer, continuing our discussion from the email thread (thanks for the response on that!).
So, my question is how to utilize this plugin (or just the code) to allow for a manipulator to grasp an object, using a two-finger gripper only in gazebo.
I am trying to understand your other tutorials as well, but you seem to rely on moveit for the actual grasping, correct?
In gazebo, I can essentially set joint position values for two prismatic fingers of the gripper (assuming a simple scenario here) to allow the gripper to hold an object. Would I need your plugin in that case? I plan to have a case where the object pose is detected to be between the two gripper fingers, and if yes, then set the prismatic joint positions to close on the object. Which isn't as simple I think, it's more of defining the proper mathematical conditions to have the gripper in relation to the object pose in the right way. Can also assume of a simple case where two sides of the object ( in this case a cube) are parallel to the fingers.
So, I was hoping to get an idea from you how much of this can your plugin help achieve (and how without the ROS part)? [Hopefully, the above was clear]

Hi,
the Gazebo plugin actually only helps to keep the object in place in the gripper. Especially the older versions of Gazebo don't do splendidly for grasping objects. So you may find that once you have moved your grippers into place so they grasp the object, the object still slips off the robot's gripper, or it may even happen that the whole robot explodes and flies off into space :o because the forces applied to the object create an instabilities in the physics engine. So that's when the gazebo grasp plugin here comes into play.
The grasp plugin itself can be used with Gazebo only. Only the cmake build is currently laid out for catkin but you shouldn't need to change much to compile it stand-alone. I can help you with that, but let's first establish whether this is what you actually need.
No, these packages don't rely on MoveIt. MoveIt can help you to plan the movement required to get the object into place. The MoveIt-related code in my repositories that you refer to is probably the one in the grasp-execution-pkgs repository? That's all pretty tied to ROS at the moment I'm afraid, it would take a bit more effort to make this Gazebo-only (though it is possible).
I guess you checked out the wiki of this repo already? It describes a bit more about what's in this repository.

Aah, interesting to know. I came across the gripper.h files in the api so was wondering how yours is different. This is helpful to know!
I was able to compile it, I believe. Didn't face an issue with that I think (shared object file was created and added the plugin to my gazebo sdf/world file; doesn't throw any errors for that as of now).
Yes, I was checking out the execution-pkgs repo as well. And I did check out the other wiki as well, specifically the https://github.com/JenniferBuehler/gazebo-pkgs/wiki/The-Gazebo-grasp-fix-plugin part which seemed relevant to me. My question was around that and the next step.
As I said above, I managed to compile the plugin and added to my arm configuration in gazebo. What I am trying to narrow down is to have the gripper grasp an object. What exactly needs to be "triggered" for it to grasp a particular object, and how I can use your plugin to hold it in place and check if the object is being properly held by the gripper or not.

The trigger for the grasp is that opposing forces from the gripper act upon the object, then it gets attached automatically. You just have to set the parameters for your robot correctly, for this you have already found the right wiki page which explains the parameters.
Note that a few people recently had problems with their robots and the plugin, see issue #9. I'll be trying to fix this as soon as I get the time, hopefully very soon.

Ah, and to (3): There is currently no way to check this, though it would be easy to add a function to check for this condition to the plugin. However then there is the problem of how to access the plugin from your software. It would make sense to publish a message stream (can be a gazebo message) which sends a message each time the attachment status changes. But that would have to be implemented still.
The thing I don't like about that is that it's not something that mirrors the real robot - the real robot wouldn't be publishing such info, unless it had sensors in the grippers and then it would still need to run a node which checks for attachment. So to do it properly I'd rather implement something like that, e.g. another Gazebo plugin which simulates the robot's "gripper attachment checker" or something like that.

Yes, you've got it :)
The plugin is the same whether you have ROS or not. But ROS will make it easier with all the rest you need for your tasks, e.g. planning the arm movement with MoveIt! That said, you can do all of this using Gazebo only too, maybe you just need to do a bit more work on integrating 3rd party packages into your code first.

Yeah, I might consider using a vacuum gripper instead maybe. That might be perhaps easier than a 2-finger approach, using a contact sensor plugin and creating a link between object and gripper. I guess will experiment with that. Thanks for all your help!


Keyboard Nav when Editing Masked Image

Bug Description
When focused / editing the masked image position, the keyboard should move the image in terms of the mask itself. Currently the keyboard moves the shape on the page.

Expected Behaviour

Steps to Reproduce

Screenshots

Do not alter or remove anything below. The following sections will be managed by moderators only.
Acceptance Criteria
QA Instructions

Insert a media element
Press arrow keys to move the entire media element around
Press enter to enter edit-mode
Press tab to focus the image size slider and observe the slider handle have focus color
Press arrow keys to change size (leave it bigger than the minimum size)
Press shift + tab to return focus to image (no visible focus indication available unfortunately)
Press arrow keys to move the image inside the mask
Press esc to exit edit-mode
Press arrow keys to move the entire media element around

Note: you can end up in a state, where you are in edit-mode but the edited image does not have focus. In such a case pressing the arrow keys would do nothing. To be able to move the image inside the mask, make sure to focus it (it will be focused when entering edit-mode but focus does not magically return to it).

Verified in QA


Database container checkpoint/restore

Some projects have complex test data that is time consuming to reload. This means that either testing takes a very long time (test data has to be reloaded often), or tests aren't sufficiently independent (test data is not reloaded and therefore tests aren't independent). Testcontainers should provide a way to snapshot DB state and quickly reload that state. Docker native Checkpoint/Restore In Userspace looks like the best way to accomplish this.
Follow this PR:
https://github.com/docker/docker/pull/13602

Since 1.13 will have production-ready checkpoint/restore, we might try to integrate it (ofc after docker-java)

I would love to see support for this.  Has there been any progress lately?

Right now quite unlikely, since we are unsure if this Docker will come to all supported platforms.
Here is a more recent discussion:
https://github.com/moby/moby/issues/20300

Just wondering if any of the mentioned restrictions have changed by now.
It would be great to have docker checkpoint support.


[RFC] cpu: Add framework for CPU feature handling

This comes with the initial feature to query CPUID on x86. Supported are both GCC (like) based build and MSVC builds targeting Windows.
For now, all the implementation would fit just in the header. Only the necessary leafs are saved for the further querying. There is an initial set of macros like ir_cpu_have_avx() provided to query features. These are just prepared, more can be added right away to support a wider choice out of the box.
There might be reasons to move some part of the code into a C file. That might simplify the API by hiding the masks struct in a C file. However, hiding things in a C file might require to have some more overhead with regard to function calls.
Fixes: #12
Signed-off-by: Anatol Belski<EMAIL_ADDRESS>

I followed your comments and reorganized the code correspondingly. I also reworked the flag set preliminary to contain all SSE and AVX(2). There will be sure more interesting flags, I just didn't want to add things without knowing whether they're immediately needed. Later the AVX512* and some other features as in server class CPUs might be of interest.
I found this one in the Intel docs:
https://www.intel.com/content/www/us/en/docs/cpp-compiler/developer-guide-reference/2021-8/may-i-use-cpu-feature.html
which shows possible flags that could be used. The full set might nee a 64 bit variable.
Probably not all of the flags mentioned there in the doc will be needed, but most likely 32 bit might be good enough for what matters for IR itself. We might also still provide the defs for ir_cpuid in say ir_x86.h, so then it can be used for anything else, too. For example, a user could want to use features like SHA or AES or any other arbitrary feature in the consuming code, but these are most likely of no interest to be present in the mask returned by ir_cpuinfo().
Thanks


!!! Android error on start: called start() while already started

After some update recently - wether it was Android 13 QPR 2 (March Pixel update) or Flutter 3.7.7 on first camera initialization I get this error. In Example app it also happens. Did not check on other devices. I also guess that something related to it causes a crash from time to time when disabling/enabling camera.
ℹ Environment:

Pixel 7 Pro. Android 13 march 2023

✅ Steps to reproduce:

Grant permissions to camera
Freshly open an app
Open camera screen

💡 Actual result:

mobile_scanner: MobileScannerException: code genericError, message: Called start() while already started

👍 Expected result:

no error

You can do the trick by reloading camera with this code,

errorBuilder: (context, error, child) {
controller.stop();
controller.start();
return ScannerReloadingWidget(error: error);
}

its not recommended, but its working in my case

Add   controller.stop(); in initState works for me.
  void initState() {
     // To fix on start error
    controller.stop();
    super.initState();
  }

In my case I did
void initState() {      // To fix on start error     cameraController.stop();     super.initState();   }

It also reproduces when hitting Hot Restart on the screen with MobileScanner and navigating back to it

@juliansteenbakker  MobileScannerException: code genericError, message: Called start() while already started.

same issue

Any progress @juliansteenbakker ?

same

We are seeing the same issue on iOS. Adding controller.stop() to initState does not resolve the issue.

We are seeing the same issue on iOS. Adding controller.stop() to initState does not resolve the issue.

Have you tried this?
https://github.com/juliansteenbakker/mobile_scanner/issues/589#issuecomment-1599677867
While I definitelly think instantiating a new controller everytime isn't the prettiest I ended up using the same workaround as the user who wrote the comment.
Works fine for me. Maybe this can help?
I am still hoping this is getting fixed anytime soon though.

This should no longer occur with the new beta, version 5.0.0-beta.1 , as the lifecycle is now no longer managed by mobile_scanner itself, due to issues with widget tree reparenting.

This should no longer occur with the new beta, version 5.0.0-beta.1 , as the lifecycle is now no longer managed by mobile_scanner itself, due to issues with widget tree reparenting.

I've been fighting with this issue for the last two hours in the version 5.0.0-beta.2.
If I make a hot restart, I get "MobileScannerException: code genericError, message: Called start() while already started!"
The only way I have to make it work is completely closing the App and reopening it.

I am aware that we should handle hot restart better, we have a tracking issue for that specifically:
https://github.com/juliansteenbakker/mobile_scanner/issues/773
I still need to figure out if we can intercept it internally, or provide users with guidance around the use of reassemble().

In my case, users were navigated to a new page that includes the scanner but when i do this back-and-forth navigation multiple times i was getting this error in debug console:
W/WindowOnBackDispatcher(11079): OnBackInvokedCallback is not enabled for the application. W/WindowOnBackDispatcher(11079): Set 'android:enableOnBackInvokedCallback="true"' in the application manifest.
so i have updated AndroidManifest.xml in android/app/src/main by adding this line   android:enableOnBackInvokedCallback="true" and it works.
For example:
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    package="your.package.name">

    <application
        android:label="Your App Name"
        android:name="${applicationName}"
        android:icon="@mipmap/ic_launcher"
        android:enableOnBackInvokedCallback="true">
        <!-- ... other application configurations ... -->
    </application>

</manifest>

However, this change only works for targeting Android 13 (API level 33) and above.

@navaronbracke this keeps happening for me too:
Flutter 3.24.2 • channel stable
Tools • Dart 3.5.2
on Android (API Level 33 and above)
when testing on a physical device
when it happens, the screen showing up is simply plain white, with nothing inside it. That is, visually. in the widget tree, all the widgets are built normally, which is somewhat weird (The QR-Code Scanner / Camera simply does not show up and the entire screen stays white).
And the error causing this behaviour is the same as above: Our app triggers a screen using the MobileScanner, and when we open and close that one multiple times, by the attempt 10, we get the MobileScannerException: code genericError, message: Called start() while already started.
Any idea why this is happening?

@navaronbracke  this keeps happening for me too:
Flutter 3.24.2 • channel stable
Tools
Dart 3.5.2
Android (API Level 33 and above)

when testing on a physical device
when it happens, the screen showing up is simply plain white, with nothing inside it. That is, visually. in the widget tree, all the widgets are built normally, which is somewhat weird (The QR-Code Scanner / Camera simply does not show up and the entire screen stays white, which is the background colour of our app's Scaffold).
And the error causing this behaviour is the same as the one above: Our app triggers a screen using the MobileScanner, and when we open and close that one multiple times, we after some attempts get the MobileScannerException: code genericError, message: Called start() while already started., with the entire screen being white, no camera being visually active.
Any idea why this is happening?


ERROR: LoadError: cannot assign a value to variable Html.source from module Main

I'm a julia and stipple.jl noob so please bear with me. I am a little stuck. I want to send a message insert or update a dataframe using the message payload and show the results in a dataframe on a webpage.  I have the Ui working ( no data) the zmq messaging is working fine. The dataframe part isn't working for some reason. The approach works in Dash but I want to use Stipple.jl as it makes more sense to me.
I get the error below with the first ( and only) zmq message.
Received request: STK~NFLX~IV~900.0
ERROR: LoadError: cannot assign a value to variable Html.source from module Main
Stacktrace:
 [1] top-level scope
   @ ~/tontine_2022/just_messing/7_18_22_zmq_stpp_df_working.jl:86
in expression starting at /home/dave/tontine_2022/just_messing/7_18_22_zmq_stpp_df_working.jl:75

the code ( NO ERRORS)  that PUSHES data to the stipple.jl code is this
using ZMQ
using CSV
using DataFrames

context = Context()
# Socket to talk to server
println(" opening 5555 ")
socket = Socket(context, PUSH)
ZMQ.connect(socket, "tcp://localhost:5555")

function generate_TWS_messages()

        for test in 1:1000

            source = "STK"

            value = round((rand( (2, 9))* 100);digits = 2)

            symbol = rand(symbols.Sym)

            field = rand(fields)

            send_message = (source * "~" * symbol * "~" * field * "~"* string(value) )
            println(send_message)

            ZMQ.send(socket, send_message)             #"Hello" )
        end
end

generate_TWS_messages()

ZMQ.send(socket,"END")

# Making a clean exit.
ZMQ.close(socket)
ZMQ.close(context)

and the stipple code ( ERRORS)   PULLING the message is this
using Stipple
using StippleUI
using StipplePlotly

using CSV, DataFrames, Dates
using ZMQ

#=
find all LISTEN ports
sudo lsof -i -P -n | grep LISTEN

julia      336369            dave   30u  IPv4 87668874      0t0  TCP *:5555 (LISTEN)
julia      336369            dave   31u  IPv4 87668875      0t0  TCP *:5556 (LISTEN)

kill a pid

sudo kill -9 336369

=#

# df_data = CSV.File( "/home/dave/tontine_2022/csv/tont_test_data.csv") |> DataFrame

df_table = DataFrame()

zmq_dash = Dict("LAST" => "price","CLOSE" => "price","OPTION_IMPLIED_VOL" => "iv",
                         "VOLUME"  => "volume","IV" => "iv","IV_PERCENTILE" => "iv%ile" ,"HV20" => "hv20",
                         "HV10" => "hv10","HV5" => "hv5" ,"PRICE_PERCENTILE" => "prc%ile")

@reactive mutable struct TontineModel <: ReactiveModel
  tontine_data::R{DataTable} = DataTable(df_table)
end

function ui(model::TontineModel)
  page(
    model, class="container", title="title TONTINE2 ", head_content=Genie.Assets.favicon_support(),
    prepend = style(
    ),

    [
      heading("heading Tontine2 7/6/22")

      row([
        cell(class="st-module", [
          h5("h5 tontine data")
          table(:tontine_data)
        ])
      ])
    ]
  )
end

route("/") do
  TontineModel |> init |> ui |> html
end

up(9000; async = true, server = Stipple.bootstrap())

context = Context()

socket = Socket(context, PULL)

ZMQ.bind(socket, "tcp://*:5555")

println("starting IN Socket 5555")

println("entering main, waiting for message")

while true

   message = String(ZMQ.recv(socket))
   println("Received request: $message")
   if message == "END"
      println("dying")
      ZMQ.close(socket)
      ZMQ.close(context)
      break
   end

   global source,sym_in,field_in ,value_in  = split( message , "~")

   global value_fl = parse(Float64, value_in) # convert to Float64

   try
     global field_out = zmq_dash[ field_in]                # ie field_in "OPTION_IMPLIED_VOL" => field_out "iv"

     println("message to add : ", source," ",sym_in," ",field_out," " ,value_in)

   catch e

     println("field_in : ", field_in, " not in cols" )

   end

   if sym_in in df_table[!,:sym]

     df_table[findfirst(==(sym_in),df_table.sym),findfirst(==(field_out),names(df_table))] = value_fl

   else

      push!(df_table, (sym_in, 0.0, 0.0, 0.0 , 0.0, 0.0 , 0.0 , 0.0 , 0.0 , 0.0 ) )
      df_table[findfirst(==(sym_in),df_table.sym),findfirst(==(field_out),names(df_table))] = value_fl

   end
   println(df_table)
end

#=  ZMQ SERVER ( RECV MSG = REP  CLIENT (SEND MSG)  = REQ

https://discourse.julialang.org/t/maintain-connection-in-zmq/34243

using ZMQ

function server_listen(server)
   #setproperty!(s1, :set_tcp_keepalive, 1)
    while true
       msg = recv(server, String)
       println("Server received: ", msg)
       send(server, "Client request processed.")
   end
end

function client_send(client)
   for i in 1:1000
      send(client, string("Client request # ", i))
      msgin = recv(client, String)
      println("Request status: ", msgin)
   end
end

# initialize connections
ctx = Context()
server = Socket(ctx, REP)
bind(server, "tcp://<IP_ADDRESS>:5555")
client = Socket(ctx, REQ)
connect(client, "tcp://<IP_ADDRESS>:5555")

# start server
@async server_listen(server)

# stress test
[client_send(client) for _ in 1:5]
close(server)
close(client)

=#

I am stumped, please can someone take a look?

stupid stupid stupid  of COURSE source was a reserved word. Sorry about that. couldn't figure out how to delete this waste of time.

Don't worry, happy to hear that you sorted it out and it works, thanks for the update.

thanks for such a WONDERFUL package for a noob like me. I am VERY excited to see how I can use it.


Install failed with message: no matches for kind "PeerAuthentication" in version "security.istio.io/v1beta1"

After applying the KnativeServing custom resource YAML file:
apiVersion: operator.knative.dev/v1alpha1
kind: KnativeServing
metadata:
name: knative-serving
namespace: knative-serving
It's failed with the below error:
Message:  Install failed with message: no matches for kind "PeerAuthentication" in version "security.istio.io/v1beta1"
Expected behavior
knative-serving custom resource was supposed to be in ready state(True)
Knative release version
v0.19.0
Additional context
Istio version: 1.1.7

As I commented https://github.com/knative-sandbox/net-istio/issues/440#issuecomment-770193075,
There is a workaround but you should update your Istio version rather than using the workaround.

As I commented https://github.com/knative-sandbox/net-istio/issues/440#issuecomment-770193075,
There is a workaround but you should update your Istio version rather than using the workaround.

This issue happened again, when deleting the serving CR, if the ingress is NOT istio.


[BUG] Messages cannot be seen in some groups, while the bot logs that the message is sent successfully. However, the bot works fine in other groups and private chats.

Problem:
Messages cannot be seen in some groups, while the bot logs that the message is sent successfully. However, the bot works fine in other groups and private chats.
Environment:
@whiskeysockets/baileys: ^6.7.4
Node.js: ^20.12.2
npm: ^10.5.2
Platform: Heroku .
Any solution???

I'm having the same problem. It's even happening intermittently. It started after this new update.

Try to do
getMessage: (key) => {
return (store.loadMessage(key.remoteJid, key.id))?.message || undefined;
}
In socket configura


Eslint plugin not taking the right tsconfig

In our project we have several tsconfig files.
We have a
tsconfig.json (for react-native-web)
tsconfig-app.json
tsconfig-eslint.json
What we are trying to accomplish is to use the tsconfig.eslint.json as the tsconfig for eslint. We have configured it like below.
module.exports = {
  parser: '@typescript-eslint/parser', // Specifies the ESLint parser
  parserOptions: {
    project: 'tsconfig-eslint.json',
    tsconfigRootDir: __dirname,
    ecmaVersion: 2020, // Allows for the parsing of modern ECMAScript features
    sourceType: 'module', // Allows for the use of imports
    ecmaFeatures: {
      jsx: true // Allows for the parsing of JSX
    }
  },
  settings: {
    react: {
      version: 'detect' // Tells eslint-plugin-react to automatically detect the version of React to use
    }
  },
  extends: [
    'plugin:react/recommended', // Uses the recommended rules from @eslint-plugin-react
    'plugin:@typescript-eslint/recommended' // Uses the recommended rules from @typescript-eslint/eslint-plugin
  ],
  rules: {
    // Place to specify ESLint rules. Can be used to overwrite rules specified from the extended configs
    // e.g. "@typescript-eslint/explicit-function-return-type": "off",
  }
}

After setting this we noticed that the eslint cli takes this configuration into account. But the vscode plugin keeps looking at the tsconfig.json file (not the eslint variant). We found this as changes made in the tsconfig.json does affect the vscode editor linting.
Does anyone has an idea how we should configure the editor or the vscode plugin to look at the right config?

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

@dbaeumer Hi, I found out what the issue was.
We had three different tsconfigs as you know:
tsconfig.json (for react-native-web as we can not set a path for a custom tsconfig)
tsconfig-app.json
tsconfig-eslint.json
In the ts-config.json (for react native web) we excluded the paths node as these are not supported by react native web. If we leave these in, the file is edited after running the command react scripts start.
   "paths": {
      "@domains/*": ["src/domains/*"],
      "@app/*": ["src/app/*"],
      "@shared/*": ["src/shared/*"]
    }

The error we got was the following:
Cannot find module '@app/config/settings' or its corresponding type declarations.ts(2307)
This seems to be a typescript error and not a eslint error. So actually I think it is not an issue with the eslint extension but with typescript in combination with vscode. The conclusion is that vscode uses the tsconfig.json as default for typescript checking. There is no way we can set the filename or path for the tsconfig to use for typescript validation in the vscode editor settings like following:
"typescript.tsconfigpath": "C:/Dummy/tsconfig-use-this-one.json"
While we can with the cli by doing yarn tsc -p tsconfig-eslint.json .

Makes sense. I will close the issue then. Feel free to report it directly against VS Code.