docker cp to attached volume in container causes an unmount to be issued

If you try and use to xfr data from node to a mounted volume in a container the result is an unMount being sent from Docker after the Mount is detected as already existing.
To reproduce:
docker volume create -d netapp --name=foobar
docker run -it --volume-driver netapp --volume foobar:/data --name crumbs bash
Then on the host:
docker cp /var/log/syslog- crumbs:/data/syslog
After running the docker cp command the volume is unmounted by the go-plugin-helper, the logs show this here:
DEBU[2017-08-25T15:21:05Z] Mount(&{foo b995165f99e38f246a0236cda8c2505b5922dc8c0632cc685a28f18ed67f1814}) DEBU[2017-08-25T15:21:05Z] Mounting volume foo on /var/lib/docker-volumes/solidfire/foo DEBU[2017-08-25T15:21:05Z] Begin osutils.GetDFOutput DEBU[2017-08-25T15:21:05Z] /var/lib/docker-volumes/solidfire/foo already mounted, returning existing mount 2017/08/25 15:21:05 Entering go-plugins-helpers unmountPath DEBU[2017-08-25T15:21:05Z] Unmount(&{foo b995165f99e38f246a0236cda8c2505b5922dc8c0632cc685a28f18ed67f1814}) DEBU[2017-08-25T15:21:05Z] SolidfireSANStorageDriver#Detach(foo, /var/lib/docker-volumes/solidfire/foo) DEBU[2017-08-25T15:21:05Z] Begin osutils.Umount: /var/lib/docker-volumes/solidfire/foo DEBU[2017-08-25T15:21:05Z] Response from umount /var/lib/docker-volumes/solidfire/foo:
I think this might be an upstream issue with the Docker volume API but not sure yet.

After further investigation this appears to be a problem with Docker and some assumptions that may be made regarding iSCSI connections.
There are different ways to creat an iSCSI target for a device, one is to use unique target IQN's for each "volume" that exists on a device.  This is how SolidFire works.
The other is to used a shared TGT IQN and access individual volumes via iscsi portal/lun assignment.  A number of devices use this method including the ONTAP devices.
The docker cp operation in this case does some things with a volume that's attached to a container that doesn't work out well for unique targets (SolidFire for example).  As part of the copy process docker will first issue an unmount command to the plugin API, which in our case does an iSCSI logout.  This is the first problem, this means we just disconnected and unmounted an in use file system.  Next, docker will issue a new Mount command; and copy the data from the local system to the mount point on the local system.  After that's complete, it will again Unmount, disconnect and then Mount again back on the container.
This won't work for devices that use individual targets and could potentially cause issues for others.  To work around this the best option is to mount the data source in to the container as well.  From there use the container FS to copy the data from the source to the attached NDVP volume in the container.  So something like this:
docker run -it -v <path-to-source-data>:/src-data --volume-driver ndvp -v my-ndvp-vol:/dest debian cp /src-data/<my-stuff> /dest/

@j-griffith Eeww!  Is there an issue open with the Moby project?  I searched but couldn't find one.

I have a fix using ref counting here, there's definitely some things we should've been doing better here.

Preview of fix here:  https://github.com/j-griffith/netappdvp/tree/refcount_attachments_in_solidfire

The change in https://github.com/NetApp/netappdvp/commit/29aceafd74d82aba6531b8a5c4da0c1a463cd95c should work around the problem by delaying the iSCSI session teardown until we delete the volume.  The 'docker cp' commands that failed above work for me after this change.


OpenWidths

Part of OpenInfra, this small project will

[ ] Prior research and definition of important widths + categories (see talk by Robert Huxford here)
[ ] Import data on road widths
[ ] Analyse the data
[ ] Perform sanity checks
[ ] Quality assurance
[ ] Export outputs for use internally
[ ] Export aggregated and non sensitive data for use externally where possible

To clarify, road widths from where? OS data? Something public or not?

To clarify, road widths from where? OS data? Something public or not?

From anywhere. If we get pre-calculated widths from OS we would need to go through a process to open derived datasets and I'm in conversations to help make that happen.

Looks like @MicroLambert has done many of those steps already.

I just had a quick play with https://segment-anything.com/demo on satellite imagery, and got reasonable results in areas without tree cover and shadow. I'm sure there are segmentation models better tuned to roads, but this one was quick to try in the browser!

Wow, impressive! Also on this topic, @KitAllwinter is on the case I believe, getting existing width estimates will be a good starting point.

https://twitter.com/giswqs/status/1649416858645282822
Could be worth trying this on any good raster imagery we've got for roads

http://kuanbutts.com/2018/02/22/street-widths/ could be applied to OS parcels or OSM building footprints in some cases

https://github.com/Craig-Robson/footpath_width_analysis


Check for onEnterRules that decrease indentation when determining new line indent

This PR fixes #136592.  However, the single line if fix only works after #136577 is merged.
To test, you can use this:
./scripts/test.sh --glob **/cursor.test.js --grep 136592

I rebased this to fix a merge conflict.

@hediet, this fixes the following PHP code. If you hit Enter on the last blank line, it will add a space in front of the new line.
/**
 * PHPDoc
 */

Similarly, if you have the following code and hit Enter on the blank line, it will add a tab in front of the new line. If #136577 is merged, this PR will solve this issue too.
if (1)
	1;

This issue is also a problem with other languages that allow single line conditionals.  I think #136577 is much more impactful than this PR. This PR is also riskier than that one. I think it's the correct fix, but don't want to rush this one out if it needs more review time.
Thanks!

@aiday-mar I've noticed that you self-assigned indentation-related opened issues. Could you also please take a look at this PR if you get a chance?
Currently dedention rules are non-sticky and we notice lots of cases like:
foo &&
    bar<CURSOR>

Where enter correctly dedents the first time:
foo &&
    bar
<CURSOR>

But on subsequent times enter suddenly reindents:
foo &&
    bar

    <CURSOR>

Hi @lionel- thank you for pinging on this issue. For the example you gave I believe you could specify a new regex pattern in the indentNextLinePattern of the language configuration file, which will specify that after the line ending with    bar indentation should be applied only on the next line. What language are you currently working with?

Hi @aiday-mar, thanks for looking at this. I'm working on an improved language configuration for the R language. One important use case for R is pipelines of the form:
# ggplot2 pipeline
mtcars |>
  ggplot(aes(
    disp,
    drat
  )) +
  geom_point(
    aes(colour = cyl)
  )

# dplyr pipeline
starwars |>
  group_by(species) |>
  summarise(
    n = n(),
    mass = mean(mass, na.rm = TRUE)
  ) |>
  filter(
    n > 1,
    mass > 50
  )

We have not been able to find a way to correctly indent this kind of pipelines with components spread over multiple lines, which is partly why I opened https://github.com/microsoft/vscode/issues/208985. However it should at least be possible to indent one-liners pipelines such as:
starwars |>
  group_by(species) |>
  summarise( n = n(), mass = mean(mass, na.rm = TRUE)) |>
  filter(n > 1, mass > 50)

Regarding your idea of using indentNextLinePattern, this will not work in our case. We can't use an increase-indent pattern for lines ending with an operator here, even one that only works on the next line as you suggested, because they produce this kind of staircase indentation:
https://github.com/microsoft/vscode/assets/4465050/acb05954-2592-4539-87fa-02dbb5734370
To avoid this, we are using OnEnter rules that increase indentation when entering a chain of operators and decrease it when the chain is finished:
	"onEnterRules": [
		// A line ending with an operator, preceded by a blank line.
		{
			"previousLineText": "^\\s*(?:#|$)",
			"beforeText":		"^\\s*[^#]+[=\\+\\-\\*?/\\^><!&\\|~%\\$:@\\?]\\s*(?:#|$)",
			"action":			{ "indent": "indent" }
    },

		// A line ending with an operator, preceded by a line not ending with an operator.
		{
			"previousLineText": "^(?!.*[=\\+\\-\\*?/\\^><!&\\|~%\\$:@\\?]\\s*(?:#|$))[^#]+.*$",
			"beforeText":		"^\\s*[^#]+[=\\+\\-\\*?/\\^><!&\\|~%\\$:@\\?]\\s*(?:#|$)",
			"action":			{ "indent": "indent" }
		},

		// A line not ending with an operator, preceded by a line ending with an operator.
		{
			"previousLineText": "^\\s*[^#]+[=\\+\\-\\*?/\\^><!&\\|~%\\$:@\\?]\\s*(?:#|$)",
			"beforeText":		"^(?!.*[=\\+\\-\\*?/\\^><!&\\|~%\\$:@\\?]\\s*(?:#|$))[^#]+.*$",
			"action":			{ "indent": "outdent" }
		},
	]

With these rules we get the correct indenting behaviour:
https://github.com/microsoft/vscode/assets/4465050/4803b2cf-6a0e-400c-8928-8aebd878b851
Unfortunately the "outdent" action is not sticky, causing the following indentation bug on ulterior lines:
https://github.com/microsoft/vscode/assets/4465050/dea42e81-8359-49ca-b1cb-fc30c92f193c
We have verified that the PR fixes the non-stickiness of OnEnter outdent rules for our use case.

Another case of this occurs in the javascript extension. Type Enter with this snippet:
while (true)
    foo;<CURSOR>

You end up here:
while (true)
    foo;
<CURSOR>

Type enter again and you get:

while (true)
    foo;

    <CURSOR>

Hi @lionel- thanks for pining me on this PR. Before merging this PR, I need to look more closely at the code in the feature area. As I have only recently been assigned this feature area, I will need some time to analyze the logic. I will look into this in due time.

While testing this branch we noticed a problem in the way the afterText matcher is created here:
const afterEnterText = model.getLineContent(lineNumber);

With the rules described in https://github.com/microsoft/vscode/pull/136593#issuecomment-2034162095 and this branch, open a file and paste:
foo %>%
  bar()

Make sure the bar() call is the last line in the file and move the cursor to the end. Type Enter twice, only the first one works.

@aiday-mar, thanks for looking at this. Let me know if you want me to make any changes or rebase. This PR is so old. I didn't think it would ever get looked at.
@lionel-, I created this PR about 2.5 years ago, so I'm not 100% sure, but I think that the issue with hitting Enter a second time is a limitation of the way the indentation logic works, but I figured at least it solves the use case of hitting Enter once.

Is this still relevant?

Is this still relevant?

I think so. I just wasn't able to get enough traction from Microsoft to get it merged. I can pick it up again if someone from Microsoft indicates that it's worthwhile.


Unable to save changed schedules (Version 9.3.2)

##Description of bug
Provide a clear and concise description of what the bug is.
Making a settings change to the portal scheduler tasks can be saved (apparently).  A different time, enable/disable etc.
Steps to reproduce
List the steps to reproduce the behavior:

Log in as host.
From Persona bar go to scheduler panel.
from TaskQueue/scheduler/history go to scheduler.
go down the page to the desired Task Name.
click on edit
make desired change to settings.
There is no 'save' panel shown and attempts to move away ask to lose current changes yes/.no.
Unable to find a mechanism to save changes.

Have repeated same with scheduler stopped, same result.
Current result
Explain what the current result is.
Unable to saved changes to a scheduled task or suspend it.
Expected result
Save changes to a scheduled task name or suspend it.
Screenshots
If applicable, provide screenshots to help explain your problem.

Error log
Paste the error log that is related to this issue.
Additional context
Add any other context about the bug that may be helpful for resolution.
Affected version
9.3.2 in production with Azure SQL.
Affected browser
Chrome/Edge

I cannot reproduce on 9.4.0 and 9.4.2 instances, I would suggest to upgrade to begin with I remember there was a fix for the wrong height of expandable panels that may be what you are experiencing.

AFAIK this problem had been solved meanwhile (DNN 9.4.x and up)


[mongodb] Disable hashed index for sharded split strategy

The value of the Hash indexing boundary is the hash code of the shard keys, so it is difficult to determine whether the change record belongs to the chunk range.
Therefore, we do not support hashed index in the sharded split strategy.

Hi @ruanhang1993, could you have review this when you have time?


Failover flag implementation

Need to add licenses for linter to pass, will check for other changes and do them together


Responsive tests

I saw this http://railsware.com/blog/2015/02/11/responsive-layout-tests-with-capybara-and-rspec/ and thought it might be a good addition to the rspec examples.
I'm not entirely sure how it would be best applied because I couldn't actually get it to work when using the poltergeist driver so I assume it relies on the selenium driver which is a shame if it can't be tested headless because that does add a lot of time onto the test run.

Unless there's a way to setup the driver multiple times with different window sizes (mobile, tablet, desktop, default, etc) at the start and then switch to the relevant one similar to what has been done for the date input tests (https://github.com/eliotsykes/rspec-rails-examples/blob/master/spec/features/subscribe_to_newsletter_spec.rb#L5).

@amnesia7 good article, thanks for sharing.
If a feature spec with responsive tests like this was added - I'm trying to think of what could be tested - possibly some nav that changes signficantly based on window width.
It looks like the poltergeist driver has a resize method: http://www.rubydoc.info/gems/poltergeist/Capybara/Poltergeist/Driver#resize-instance_method

Yeah, within a scenario you can do page.driver.resize(767, 480). Looks like you can also do page.driver.resize_window(767, 480) I assume this window size change only applies to the current test being run and doesn't need to be reset again.
Navbar would probably be something that a lot of users can relate to that tests for .navbar-toggle hidden and .navbar-collapse visible when desktop and then .navbar-toggle visible and .navbar-collapse hidden when mobile [and tablet, maybe].


Review-001

Overview
The focus for this code review will be centered around Navbar.jsx and Footer.jsx
Please pay attention to:

Javascript issues
React components

Review Branch
review-001
Files to review

Navbar.jsx
Footer.jsx

Checklists

Architecture
Design
JS
React
Testing

Due date
Monday, September 11, 9:00 AM
For more information
The review process is documented at: http://courses.ics.hawaii.edu/ics414f23/morea/review/reading-idpm-review.html

Footer.jsx
RE09: use function instead of classes
RE07: Retrieves collection data inside render()
Make Navbar more reactive

adjust accordingly to window size, using bootstrap breakpoints etc.
when navbar exceeds certain item limit.

combine user and admin items into possible dropdowns
make more organized categories

Navbar.jsx
RE09: use function instead of classes

App
Organize the app directory directories

Visually cluttered

Navbar.jsx
DE-01 L25-162 A lot of this code is repeated in SideBar.js
DE-04 L8, 15, 23, 36, 37, 110-114, 124, 125 commented out code
RE-07 L28-35 retrieving collection data in the render method
RE-09 L21 functions preferred for stateless components
Footer.jsx
RE-09 functions preferred for stateless components

Navbar.jsx
DE-01:
Can refactor Navbar items using an array of the inputs and looping through all items, i.e. storing to, key, and menu_title
DE-03:
Dead imports - 8, 15
Unused variables - 36, 37
Unused code segments - 109 to 114, 123 to 124
JS-06:
Unnecessary console logs - 23
RE-09: Function paradigm
Footer.jsx
Push to be bottom of every page
RE-09: Function paradigm

Navbar:

should use functional component
remove commented out code (ex. 36-37, 110-114, 124-125)
deconstruct this.props to like const {currentUser, canCreateTeams} = this.props
change the ternary with empty string to &&
maybe create separate functions for admin and user rendering

Footer:

should use functional component
should be at the bottom of the overall page
styling with bootstrap component

NavBar:
DE-01: The first few 'Menu.Item's can be consolidated into the same function call with different parameters. (Although when we convert to bootstrap it'll probably look way different.)
DE-03: There's old commented out bits of code that could be removed.
RE-01: Perhaps divide NavBar into 2 components for Admin and Non-Admin.
RE-03: Should be exported as NavBar.
RE-09: Should be a function.
Obviously needs to be Bootstraped. Make sure it's adjustable to narrow windows.
Footer:
RE-09: Should be a function.
Obviously needs to be Bootstraped.

Navbar.jsx:

Component Structure:

Convert to a functional component.

Optimization:

Reduce code repetition; consider shared utility for Navbar.jsx and SideBar.js.
Refactor Navbar items using looping.

Code Cleanliness:

Remove commented out code, dead imports, and unused variables.
Remove unnecessary console.log.

UI/UX:

Improve reactivity for various window sizes.
Group items into dropdowns when exceeding limits.
Deconstruct this.props for clarity.
Refactor conditional rendering.

Footer.jsx:
Component Structure:

Convert to a functional component.

Styling:

Ensure position at the page's bottom.
Consider using Bootstrap for styling.

Outcome of review meeting
Create an issue to fix Navbar.jsx
Create an issue to fix Footer.jsx


Remove raytune default install

Issue #, if available:
This resolves installation issue on pip failing to resolve pyarrow dependency when trying to install raytune.
Description of changes:
By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

/platform_tests

Can you add some test results here showing the effectiveness of the change

Close due to root cause identified in: https://github.com/explosion/spaCy/issues/13653


Cannot resolve dependencies for 2.13 1.3.1

Hi, I'm trying to use maven with
<dependency>
      <groupId>org.elasticmq</groupId>
      <artifactId>elasticmq-server_2.13</artifactId>
      <version>1.3.1</version>
      <scope>test</scope>
</dependency>

and I get the following errors:
[WARNING] The POM for org.elasticmq:persistence-file_2.13:jar:1.3.1 is missing, no dependency information available
[WARNING] The POM for org.elasticmq:persistence-sql_2.13:jar:1.3.1 is missing, no dependency information available
Cannot resolve org.elasticmq:persistence-file_2.13:1.3.1
Cannot resolve org.elasticmq:persistence-sql_2.13:1.3.1

My previous version was 1.2.3, and that one worked fine.

fixed in 1.3.2: https://repo1.maven.org/maven2/org/elasticmq/elasticmq-persistence-file_2.12/1.3.2/


Missing & in example code

First Case code example is missing a "&" before client_id

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

ID: 1d91ee0b-7926-c0ad-aca2-48958c81acf3
Version Independent ID: 9fa490aa-49e4-8034-83c2-d6c8517834da
Content: Microsoft identity platform and OAuth2.0 On-Behalf-Of flow - Microsoft identity platform
Content Source: docs/identity-platform/v2-oauth2-on-behalf-of-flow.md
Service: active-directory
Sub-service: develop
GitHub Login: @OwenRichards1
Microsoft Alias: owenrichards

@autosysops
Thanks for your feedback! We will investigate and update as appropriate.

Hello @autosysops
Thank you for bringing this to our attention! You've initiated a pull request (PR) to address this issue. Once the author reviews the changes, they will be merged, and the updates should go live shortly. Your diligence is much appreciated!
We are going to close this thread as resolved but if there are any further questions regarding the documentation, please tag me in your reply and we will be happy to continue the conversation.


How to use factory

Hi, I tried use factory, but when run php artisan module:seed  show me this:

Seeding: Modules\Cliente\Database\Seeders\ClienteTableSeeder
Unable to locate factory with name [default] [Modules\Cliente\Entities\Cliente].

/Modules/Cliente/Database/Seeders/ClienteTableSeeder.php
<?php

namespace Modules\Cliente\Database\Seeders;

use Illuminate\Database\Seeder;
use Illuminate\Database\Eloquent\Model;
use Modules\Cliente\Entities\Cliente;

class ClienteTableSeeder extends Seeder
{
    /**
     * Run the database seeds.
     *
     * @return void
     */
    public function run()
    {
        //Cliente::truncate();
        factory(Cliente::class, 10)->create();

    }
}

/Modules/Cliente/Database/Factories/ModelFactory.php
<?php

$factory->define(\Modules\Cliente\Entities\Cliente::class, function (Faker\Generator $faker) {

    return [
        'name' => $faker->name,
        'responsible' => $faker->name,
        'email' => $faker->unique()->safeEmail,
        'phone' => $faker->phoneNumber,
        'address' => $faker->address,
        'obs' => $faker->sentence,
    ];
});

How to fix it?

You need to load your factories. https://github.com/nWidart/laravel-modules/blob/master/src/Commands/stubs/scaffold/provider.stub#L95

Okay, thanks it's work

Sorry but i meet this too and i haven't find a way to fix this yet. Can you help me? I have added factory to provider at "Modules\Test\Providers\TestServiceProvider.php" @benvindo
P/s: Please see my images. Tks!

 but how to do that?

After writing this code in my model works for me
I took the solution from https://laracasts.com/discuss/channels/general-discussion/laravel-module-package-not-working-with-factory
that redirect to https://github.com/nWidart/laravel-modules/issues/1094


Support for continious integration testing via CircleCI

The purpose of this PR is to add support for continuous integration testing to QAP. After merging, each PR and each commit will be tested on the Circle CI servers. The test are basically smoke tests - they only check if the there pipelines (anatomical, functional spatial, and functional temporal) run without errors on a small dataset (downsampled ds003 from OpenfMRI).
To make this PR happen I had to fix/improve a few things:

The parallel machinery is not used if the "num_cores_per_subject" and  "num_subjects_at_once" are set to 1. This makes the test run much faster and the errors are reported properly (with parallel machinery on a broken workflow still exits with code 0).

Previously QAP was trying to run anatomical workflows on functional data and vice versa if those were in the supplied yml file. Now it only runs the appropriate workflows.

As a convenience measure I picked a template from FSL directory if templates are not defined in the config files.

Last but not least I added a script to generate QAP compatible subject list from a BIDS formatted dataset. This let me automate testing of ds003.

Let me know what do you think. You can see an example of CIrcleCI reports here: https://circleci.com/gh/chrisfilo/quality-assessment-protocol/29. The cool thing is that they will integrate with github showing indication of failing on passing tests on future PRs. Additionally CircleCI saves the csv files produced during tests and exposes them on the web.

Excellent, thank you!


No existing database found , map segment errors

When am starting the 1st node , am getting java map segment errors
EERORS:

anyone can help??

hi @PriyatamNayak - what configuration are you starting with?  Is this occurring all the time or with a specific set of options?

Does the user you're running Besu as have access to the /tmp directory referenced in the first error log line?

@MadelineMurray  yes the user has access to /tmp directory
besu --data-path=data --genesis-file=../genesis.json --rpc-http-enabled --rpc-http-api=ETH,NET,IBFT --host-allowlist="*" --rpc-http-cors-origins="all" --sync-mode=FAST --logging=DEBUG

hi @PriyatamNayak - what configuration are you starting with? Is this occurring all the time or with a specific set of options?

it is happening all time when am using database as rockdb

[motdusrb@x01tmotdapp2a IBFT-Network]$ cat ibftConfigFile.json
{
"genesis": {
"config": {
"chainId": 2018,
"muirglacierblock": 0,
"ibft2": {
"blockperiodseconds": 2,
"epochlength": 30000,
"requesttimeoutseconds": 4
}
},
"nonce": "0x0",
"timestamp": "0x58ee40ba",
"gasLimit": "0x47b760",
"difficulty": "0x1",
"mixHash": "0x63746963616c2062797a616e74696e65206661756c7420746f6c6572616e6365",
"coinbase": "0x0000000000000000000000000000000000000000",
"alloc": {
"fe3b557e8fb62b89f4916b721be55ceb828dbd73": {
"privateKey": "8f2a55949038a9610f50fb23b5883af3b4ecb3c3bb792cbcefbd1542c692be63",
"comment": "private key and this comment are ignored.  In a real chain, the private key should NOT be stored",
"balance": "0xad78ebc5ac6200000"
},
"627306090abaB3A6e1400e9345bC60c78a8BEf57": {
"privateKey": "c87509a1c067bbde78beb793e6fa76530b6382a4c0241e5e4a9ec0a0f44dc0d3",
"comment": "private key and this comment are ignored.  In a real chain, the private key should NOT be stored",
"balance": "90000000000000000000000"
},
"f17f52151EbEF6C7334FAD080c5704D77216b732": {
"privateKey": "ae6ae8e5ccbfb04590405997ee2d52d2b330726137b875053c36d94e974d162f",
"comment": "private key and this comment are ignored.  In a real chain, the private key should NOT be stored",
"balance": "90000000000000000000000"
}
}
},
"blockchain": {
"nodes": {
"generate": true,
"count": 4
}
}
}

unsatisfied link error - indicates a native lib problem of some flavor. What operating system are you using?

@garyschulte
4.18.0-193.70.1.el8_2.x86_64 #1 SMP Mon Nov                                                                              15 00:34:11 EST 2021 x86_64 x86_64 x86_64 GNU/Linux
Note: have already tried with openjdk11, got the same issue

@garyschulte
yes tried with latest besu version , still no luck
am getting same error

@PriyatamNayak - can you give us some more specifics on your environment:
What version of besu are you using?
What JVM?
Is it a cloud vm, WSL, or an on-prem server? Details about the OS and hardware will help us figure out what the trouble might be.

Closing this one.  If you're still having issues, could you please let us know what the answers are to the latest questions and reopen this issue.  Thanks.


Email Option On Windows Server

What is the best solution to use with the email invite option on a Windows 2012 R2 server,as there is no Sendmail option?
I am running the latest RC2 release which is very stable on the Windows dedicated Server platform.

Does it not work. I can't find anything in the grails mail docs that have anything specific to windows. Do you get any errors when you try and send?

One solution is to use an external SMTP,


[release-1.5] Manual cherrypick  - Add annotations for setting cpu/memory limits on sidecar

Manual cherrypick of #22395
CC @rolandkool

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Can't run Gallery app

Can't start the Gallery app using the embedder.
There are no log messages to help narrow down why that is:
$ ./flutter-client ./gallery/build/linux/x64/release/bundle

Observed on my x64 system as well as the PinebookPro (rk3399) and PinePhone (Allwinner A64).
Tried with drm client and debug modes as well - still no feedback from the system as to why it doesn't want to start.

Thank you for your report. I'll check that later. (cc @Mai-Matsuura)

I have been able to reproduce this issue.

I need to do debugging, but I think this is a Flutter Engine issue.

Thanks, @HidenoriMatsubayashi , great find!
I've updated and recompiled the engine and Gallery app again and got slightly different results this time.

flutter-drm-backed

Launched as expected with RX6800 (x64 system)
Launches as expected with PinebookPro (rk3399 system)
PinePhone spawned separate error for settingsTextScaling (should be separate issue with the system setup - will try to narrow it down later on and open a ticket)

 PinePhone error with Gallery in DRM mode
 $ FLUTTER_DRM_DEVICE="/dev/dri/card1" ./flutter-dr<ER_DRM_DEVICE="/dev/dri/card1" ./flutter-drm-backend                      ./gallery/build/linux/<1" ./flutter-drm-backend ./gallery/build/linux/arm64/                      release/bundle
[WARNING][context_egl.h(95)] Failed to create EGL off-screen surface.(eglGetError: EGL_BAD_ALLOC)
[WARNING][linuxes_surface_gl_drm.h(50)] Off-Screen surface is invalid.
[ERROR][native_window_drm.cc(97)] TODO: implement here!!
[ERROR][flutter_linuxes_view.cc(60)] Failed to change surface size.
[ERROR:flutter/shell/platform/embedder/embedder_surface_gl.cc(102)] Could not create a resource context for async texture uploads. Expect degraded performance. Set a valid make_resource_current callback on FlutterOpenGLRendererConfig.
[ERROR:flutter/shell/platform/embedder/embedder_surface_gl.cc(102)] Could not create a resource context for async texture uploads. Expect degraded performance.
However with your find of resizing the Weston window, I've switched from and back to the same tty session and the app was present.

Possibly this has something to do with the Gallery app being one of the examples for adaptive UI (mobile/ desktop)? It's just a guess but maybe #6 is connected

I've confirmed that it works fine when I use the DRM backend on my desktop.

Possibly this has something to do with the Gallery app being one of the examples for adaptive UI (mobile/ desktop)?

Yes, I think so.

I've tried with the x11 backend which I've been developing now, but it works fine..

Thanks, that's good to know.
I will set aside a bit of time this Sunday to try to gather some further information. Possibly go through the other example app that deals with mobile/ desktop optimisation to see if it's limited just to the Gallery app.

Thank you!!

@TomohideMorimoto

I can run the Gallery app (master) AOT on a NVIDIA Xavier (demo-image-egl - master) using flutter-drm-eglstream-backend.  LC_ALL needs to be properly set or you get a gray screen with a small flutter logo on top of the screen.  Mouse drags don't work, only click and scroll.
root@jetson-xavier-nx-devkit:~# LC_ALL=en_GB flutter-drm-eglstream-backend -b /usr/share/flutter-gallery/sony
[WARNING][linuxes_window_drm.h(112)] FLUTTER_DRM_DEVICE is not set, use /dev/dri/card0
[INFO][native_window_drm.cc(67)] resolution: 1680x1440
[INFO][linuxes_window_drm.h(140)] Display output resolution: 1680x1440
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14
[ERROR][native_window_drm.cc(43)] Couldn't move the mouse cursor: -14

I have been able to run the gallery application on an i.MX 8M Mini with wayland. I had to remove one line in main.dart, otherwise the application isnt displayed. The line is: restorationScopeId: 'rootGallery'
For us, the main problem is related to the touch gesture. I asked someone else to check if he has the same issues and I will do additional test but so far:

Scroll/drag continue randomly once I remove my finger (lists and 2D transformation when moving the object)
Multi-touch isnt working for rotation, pin zoom/pan (tested in 2D transformation page).

Other issues I saw:
Mouse-only issue

A few operation (x axis motion, 2d transformation) raised errors in the console: Unsupported cursor: Forbidden
The snackbar control raise an exception when clicking the action text on the snackbar
Touch & Mouse issue
Bottom App Bar is displayed correctly but keep showing errors in the console: some draw get error and skipped during validation
Any click in the Shrine page raise an exception.
In Debug: Cannot hit test a render box that has never been laid out.
In Release: The method 'createTicker' was called on null.

Note: I will update this post shortly after my colleague try the gallery application on his i.MX 8M Mini.

I have been able to run the gallery application on an i.MX 8M Mini with wayland. I had to remove one line in main.dart, otherwise the application isnt displayed. The line is: restorationScopeId: 'rootGallery'

I found if 'LC_ALL' (locale) is not set properly it just displays a gray screen.  I didn't have to edit any Dart code.  This could also be impacting the Shrine app etc.

For us, the main problem is related to the touch gesture. I asked someone else to check if he has the same issues and I will do additional test but so far:
* Scroll/drag continue randomly once I remove my finger (lists and 2D transformation when moving the object)

* Multi-touch isnt working for rotation, pin zoom/pan (tested in 2D transformation page).

Other issues I saw:
Mouse-only issue
* A few operation (x axis motion, 2d transformation) raised errors in the console: Unsupported cursor: Forbidden

* The snackbar control raise an exception when clicking the action text on the snackbar

Touch & Mouse issue
* Bottom App Bar is displayed correctly but keep showing errors in the console: _some draw get error and skipped during validation_

* Any click in the Shrine page raise an exception.
  In Debug: _Cannot hit test a render box that has never been laid out._
  In Release: _The method 'createTicker' was called on null._

Which embedder are you running, and what flavor/version of compositor?

Which embedder are you running, and what flavor/version of compositor?
Embedder is flutter-wayland with weston as the compositor

Yes I agree that would make sense
On Thu, May 20, 2021, 12:13 PM Jean-Claude Viau @.***>
wrote:

Is there a way to diagnostic those issues (application not shown) ? Would
allow us to create a new issue with more details. Per example, is there
some logs we can collect and attach to the issue ?
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We were able to run the gallery application on an i.MX 8M Mini with wayland. We had to remove one line in main.dart, otherwise the application isnt displayed. The line is: restorationScopeId: 'rootGallery'

This does appear to be the cause of the problem with the Wayland embedder. I haven't used RestorationManager thus far unfortunately.
This ticket is getting a bit overloaded. Perhaps it will be better to split it into several different ones.

@jcviau @psstoyanov @jwinarske
Thanks a lot. We were also investigating this issue. As @jcviau mentioned, we found that problems occur when using restorationScopeId property. We have confirmed that the same problem occurs with a simpler sample.

@jcviau

For us, the main problem is related to the touch gesture.

Thank you for reporting a bug. I created a new issue for this bug. https://github.com/sony/flutter-embedded-linux/issues/127

We found out why the Gallery app doesn't work properly. Using wl_display_dispatch is the reason for not work Gallery app. The events from Engine while waiting for Wayland events using wl_display_dispatch aren't handled...

Note: You can also hard code the locale in the application by changing locale:null (in main.dart) to something else. e.g. locale: const Locale('en', ''). That's what I did initially instead of setting LC_ALL.

I've been trying to run the v2.9.2 release for hours. I tried building from source, the pre-built Linux binaries, and the Snap (sudo snap install flutter-gallery). All of these gave me the big empty grey window until I made the above code change. I'm running Ubuntu 22.04. I hope this doesn't discourage potential new Flutter users.


server::status_server::tests::test_change_log_level failed

Latest build: https://internal.pingcap.net/idc-jenkins/job/tikv_ghpr_test/37506/display/redirect

There is only one fail step that is timeout. And the timeout case is not what title says. Is the provided link correct?

Yet another case failure: https://internal.pingcap.net/idc-jenkins/job/tikv_ghpr_test/37567/display/redirect

There is only one fail step that is timeout. And the timeout case is not what title says. Is the provided link correct?

Thanks for your feedback. This issue was created as part of the CI service that's being tested.
We are looking into this issue. Another case failure is raised with the same attribution, could you pls check if there's any more problem.
https://internal.pingcap.net/idc-jenkins/job/tikv_ghpr_test/37567/display/redirect

Yet another case failure: https://internal.pingcap.net/idc-jenkins/job/tikv_ghpr_test/37571/display/redirect

Yet another case failure: https://internal.pingcap.net/idc-jenkins/job/tikv_ghpr_test/37603/display/redirect


KnockoutSpa (router.ts) - Left-hand side of assignment expression cannot be a constant or a read-only property.

Caused from import * as crossroads from 'crossroads'; for a CommonJS module.
Won't run project due to TS2.0 error.
ERROR in ./ClientApp/router.ts
(21,9): error TS2450: Left-hand side of assignment expression cannot be a constant
or a read-only property.

Can be fixed with #267

Closing in favour of #267


refactor: 💡 Updating base parser to handle more cases

Updating base parser to handle additional format for creation date.
Note: We are not handling all the cases here. There are are definitely ones we misses. but this should help us handle some additional ones we missed before.
Potential Risk
None
Worst Case Incident: SEV-4
Testing Strategy
None

TODO: setup tests


GPU

My computer does not have a GPU, can I run the experiment of style transfer?

Yes, you can run the code directly on a GPU-less machine.

Yes, you can run the code directly on a GPU-less machine.


http://epsg.io/21781-1753.js is gone

There is something strange going on, because http://epsg.io/21781-1753 is still there.

Fixed by reverting latest PR #104. We should put in place Travis to catch these sooner...
I am sorry for this problem and thanks for reporting it!


Not working on Battle Realms on AMD Card

Hello,
First of all, nice job.. I'm currently the only official maintainer of Battle Realms: Zen Edition. Battle Realms is a RTS that was officially launched in 2001, I made it possible to work on Windows 10 and mount Steam SDK on it to have multiplayer.. I've worked a lot on it but 3D stuff isn't my expertise area, putting your wrapper really boosts FPS a lot in any card but AMD ones, how can it be possible for that to happen? I can provide a .log from a user who plays with that card... He told me it had no benefit for him..
Despite the game run's smooth I've noticed some loose in graphic details as it was 16bit (it supported 16 and 32 bits), but only on some particular FX, not all of them
I'm really interested in including this as it solves many issues. I've only seen a glitch with steam overlay that misplaces textures.. but that's all, can it be bc log states "DWM8And16BitMitigation"?..
Would you mind helping me or somehow reach out to you? :). Thanks again for the great work
I put the log below:
00:05:20.726 Process path: C:\Program Files (x86)\Steam\steamapps\common\Battle Realms\Battle_Realms_F.exe
00:05:20.726 Environment variable __COMPAT_LAYER = "DWM8And16BitMitigation"
00:05:20.726 Loading DDrawCompat dynamically from C:\Program Files (x86)\Steam\steamapps\common\Battle Realms\ddraw.dll
00:05:20.759 DDrawCompat loaded successfully
00:05:20.760 Installing display mode hooks
00:05:20.769 Installing registry hooks
00:05:20.770 Installing Direct3D driver hooks
00:05:20.770 Installing Win32 hooks
00:05:20.783 Hooking user mode display driver: C:\WINDOWS\System32\DriverStore\FileRepository\38_hp_whiskylake_hws_iigd_dch.inf_amd64_23658979f54878c1\igdumdim32.dll+0xad80
00:05:20.817 Dynamic vertex buffers are not available
00:05:20.817 Dynamic index buffers are not available
00:05:20.819 Checking source color key support: passed
00:05:20.821 Installing DirectDraw hooks
00:05:20.821 Installing Direct3D hooks
00:05:20.828 Installing GDI hooks
00:05:20.901 Finished installing hooks
00:22:52.669 DDrawCompat detached successfully

Is that log supposed to be from the AMD system? Because it clearly shows that Intel GPU drivers are loaded (igdumdim32.dll). I guess it's a hybrid GPU laptop.

no, sorry that was from my setup: 8th gen Intel i7, this is from AMD user:
05:23:22.993 Process path: G:\SteamLibrary\steamapps\common\Battle Realms\Battle_Realms_F.exe
05:23:22.993 Environment variable __COMPAT_LAYER = "DWM8And16BitMitigation HighDpiAware"
05:23:22.993 Loading DDrawCompat dynamically from G:\SteamLibrary\steamapps\common\Battle Realms\ddraw.dll
05:23:23.011 DDrawCompat loaded successfully
05:23:23.011 Installing display mode hooks
05:23:23.017 Installing registry hooks
05:23:23.017 Installing Direct3D driver hooks
05:23:23.018 Installing Win32 hooks
05:23:23.030 Hooking user mode display driver: C:\Windows\System32\DriverStore\FileRepository\u0365275.inf_amd64_136741f59e43f995\B364966\aticfx32.dll+0x60520
05:23:23.071 Dynamic vertex buffers are available
05:23:23.072 Dynamic index buffers are available
05:23:23.075 Checking source color key support: failed (test result pattern is incorrect: 0xfa9f)
05:23:23.076 Incorrect z-buffer bit depth capabilities detected; changed from "16, 32" to "16, 24"
05:23:23.078 Installing DirectDraw hooks
05:23:23.079 Installing Direct3D hooks
05:23:23.086 Installing GDI hooks
05:23:23.153 Finished installing hooks
05:24:49.062 DDrawCompat detached successfully

Well, there is nothing really unusual in those logs. He must have one of those newer generation AMD GPUs (RX 5000 series) because it's affected by a known color key driver bug. Does the game use Blt or BltFast with color keys? There's a compatibility fix in DDrawCompat for this issue, which basically forces those blits to be done by the CPU, which could have some performance overhead, especially on high resolutions.
I have an older generation AMD GPU (RX 480) and I didn't notice any issues, though I only have the GOG version of the game for testing. So it could also be due to some difference between the two game versions.
Anyway, please try to get debug logs of the issue using the ReleaseWithDebugLogs build, maybe that'll show something.
Which parts of the game are affected? Menus, 3D scenes or both?
About the loss of graphic detail: if you mean loss of color resolution, in theory DDrawCompat shouldn't have any effect on that, unless it's some really odd bug in the code. Need more info on that one too. At least some screenshots showing the issue or a save game that can quickly reproduce it (if it's compatible with the GOG release) would be helpful.

Well, there is nothing really unusual in those logs. He must have one of those newer generation AMD GPUs (RX 5000 series) because it's affected by a known color key driver bug. Does the game use Blt or BltFast with color keys? There's a compatibility fix in DDrawCompat for this issue, which basically forces those blits to be done by the CPU, which could have some performance overhead, especially on high resolutions.
I have an older generation AMD GPU (RX 480) and I didn't notice any issues, though I only have the GOG version of the game for testing. So it could also be due to some difference between the two game versions.
Anyway, please try to get debug logs of the issue using the ReleaseWithDebugLogs build, maybe that'll show something.
Which parts of the game are affected? Menus, 3D scenes or both?
About the loss of graphic detail: if you mean loss of color resolution, in theory DDrawCompat shouldn't have any effect on that, unless it's some really odd bug in the code. Need more info on that one too. At least some screenshots showing the issue or a save game that can quickly reproduce it (if it's compatible with the GOG release) would be helpful.

Yes, you are right he has 5700 XT, the particular issue is when there's fire in the game, but overall he has very bad performance, he solves it with dgvoodoo as many other players do though, I attach a savegame (file with .br1 extension) which must be unzipped in Saved Games folder and debug logs from him. That savegame is a stress test of a huge combat that with your dll (in my case) or dgvoodoo (on his case) game runs super smooth
Moreover, would you mind helping me on that regard, gifting you a copy and accessing source control? I'm really willing to find a way to compensate that effort you may input and sad that I don't really know how to address 3D issues :(. Or maybe you can join our official Discord server? discord.gg/FYjtaUh
Savegame
debugging log: https://wetransfer.com/downloads/271ab06af2f8acbead815b1d0adc1b9f20210525185955/83278a

I don't see anything in particular that's stalling for a long time in those logs. I thought it may be similar to another issue I was investigating a while ago, where copying surfaces between system and video memory was unusually slow on some old AMD drivers, but strangely enough only if the system memory surface was aligned to 32 bytes (which seems to be the optimal value on other systems). With well-aligned surfaces, it could stall up to 100-200 ms during a copy, but with intentionally misaligned surfaces, it was about as fast as on other systems.
Unfortunately, nothing like that seems to be going on here. Color keying isn't used either. So I have no idea why performance would be so bad on that GPU. It would require experimenting on that specific hardware to try to narrow it down. It could just be another driver issue, and maybe the only reason it's working better with dgVoodoo is because it's translating everything to Direct3D 11 or 12, which are implemented by newer driver APIs that may simply be better developed on those GPUs.
I don't think the source code would help me much with this either since I'm unable to reproduce the problem in the first place, so I have no idea if any change I'd make would have any effect on that particular system, even if it seems to have no effect on mine. But more importantly, I don't have the time to work on another project since I'm way behind even on this one as it is.
Actually, I seem to have pretty much the same performance with or without DDrawCompat in this game with the GOG release. It doesn't seem like the few Direct3D performance optimizations I've added are doing much at all for this game, at least on my system (with the RX 480).
A few things that I did notice from the logs that could improve performance with some source code changes:

Use 32-bit display modes instead of 16-bit. According to the log, the display mode is still being set to 16-bit even though you mentioned the game should support 32-bit also. This will usually avoid the performance penalty of Windows having to emulate the 8/16-bit color modes since Windows 8. The emulation was especially slow in Windows 8, and although it improved a lot in Windows 10, it's probably still going to be slower than 32-bit, which is supported natively.
Use exclusive full-screen mode. Ever since Vista (I think), full-screen DirectDraw-based applications are running in a fake windowed) full-screen mode by default. This could also have some performance cost and it's relatively easy to re-enable exclusive full-screen mode. You can either add an application compatibility shim ("DXPrimaryEmulation" shim, with the parameter set to "-DisableMaxWindowedMode") if the installer can do that, or you can just call SetAppCompatData(12, 0) somewhere during initialization, before any DirectDraw functions are called. It's an undocumented function in ddraw.dll so you'd have to load it via GetProcAddress. You can use HRESULT WINAPI SetAppCompatData(DWORD, DWORD) as the function signature. This is basically what the shim and DDrawCompat do as well.
Eliminate redundant state changes in the Direct3D code. Check the SetRenderState/SetTextureStageState calls in the logs. For example the following render states seem to be set to the same values over and over again probably unnecessarily:

3ab4 21:59:03.713 < IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 145, 1) = 0
3ab4 21:59:03.713 > IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 147, 1)
3ab4 21:59:03.713 < IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 147, 1) = 0
3ab4 21:59:03.713 > IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 146, 2)
3ab4 21:59:03.713 < IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 146, 2) = 0
3ab4 21:59:03.713 > IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 148, 0)
3ab4 21:59:03.713 < IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 148, 0) = 0

You can see which states those numbers correspond to even in the Direct3D 9 docs, in case you don't have the DirectX 7 SDK docs: https://docs.microsoft.com/en-us/windows/win32/direct3d9/d3drenderstatetype
Similarly for SetTextureStageState, the texture stages between 2 to 7 are probably not even used, but some of their states still seem to be reset over and over to the same value.
Vertex buffer lock flag usage generally seems to be good and I didn't see any other surface locking or Blt calls that could stall, so I'm not sure what else could be done to improve things, apart from rewriting everything in a more modern API like DX11. But honestly I'm not a Direct3D developer either, what little knowledge I picked up comes from the DX7 SDK. Never wrote or used any 3D engines myself.

I don't see anything in particular that's stalling for a long time in those logs. I thought it may be similar to another issue I was investigating a while ago, where copying surfaces between system and video memory was unusually slow on some old AMD drivers, but strangely enough only if the system memory surface was aligned to 32 bytes (which seems to be the optimal value on other systems). With well-aligned surfaces, it could stall up to 100-200 ms during a copy, but with intentionally misaligned surfaces, it was about as fast as on other systems.
Unfortunately, nothing like that seems to be going on here. Color keying isn't used either. So I have no idea why performance would be so bad on that GPU. It would require experimenting on that specific hardware to try to narrow it down. It could just be another driver issue, and maybe the only reason it's working better with dgVoodoo is because it's translating everything to Direct3D 11 or 12, which are implemented by newer driver APIs that may simply be better developed on those GPUs.
I don't think the source code would help me much with this either since I'm unable to reproduce the problem in the first place, so I have no idea if any change I'd make would have any effect on that particular system, even if it seems to have no effect on mine. But more importantly, I don't have the time to work on another project since I'm way behind even on this one as it is.
Actually, I seem to have pretty much the same performance with or without DDrawCompat in this game with the GOG release. It doesn't seem like the few Direct3D performance optimizations I've added are doing much at all for this game, at least on my system (with the RX 480).
A few things that I did notice from the logs that could improve performance with some source code changes:

Use 32-bit display modes instead of 16-bit. According to the log, the display mode is still being set to 16-bit even though you mentioned the game should support 32-bit also. This will usually avoid the performance penalty of Windows having to emulate the 8/16-bit color modes since Windows 8. The emulation was especially slow in Windows 8, and although it improved a lot in Windows 10, it's probably still going to be slower than 32-bit, which is supported natively.
Use exclusive full-screen mode. Ever since Vista (I think), full-screen DirectDraw-based applications are running in a fake (windowed) full-screen mode by default. This could also have some performance cost and it's relatively easy to re-enable exclusive full-screen mode. You can either add an application compatibility shim ("DXPrimaryEmulation" shim, with the parameter set to "-DisableMaxWindowedMode") if the installer can do that, or you can just call SetAppCompatData(12, 0) somewhere during initialization, before any DirectDraw functions are called. It's an undocumented function in ddraw.dll so you'd have to load it via GetProcAddress. You can use HRESULT WINAPI SetAppCompatData(DWORD, DWORD) as the function signature. This is basically what the shim and DDrawCompat do as well.
Eliminate redundant state changes in the Direct3D code. Check the SetRenderState/SetTextureStageState calls in the logs. For example the following render states seem to be set to the same values over and over again probably unnecessarily:

3ab4 21:59:03.713 < IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 145, 1) = 0
3ab4 21:59:03.713 > IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 147, 1)
3ab4 21:59:03.713 < IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 147, 1) = 0
3ab4 21:59:03.713 > IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 146, 2)
3ab4 21:59:03.713 < IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 146, 2) = 0
3ab4 21:59:03.713 > IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 148, 0)
3ab4 21:59:03.713 < IDirect3DDevice7Vtbl::SetRenderState(11A193C8, 148, 0) = 0

You can see which states those numbers correspond to even in the Direct3D 9 docs, in case you don't have the DirectX 7 SDK docs: https://docs.microsoft.com/en-us/windows/win32/direct3d9/d3drenderstatetype
Similarly for SetTextureStageState, the texture stages between 2 to 7 are probably not even used, but some of their states still seem to be reset over and over to the same value.
Vertex buffer lock flag usage generally seems to be good and I didn't see any other surface locking or Blt calls that could stall, so I'm not sure what else could be done to improve things, apart from rewriting everything in a more modern API like DX11. But honestly I'm not a Direct3D developer either, what little knowledge I picked up comes from the DX7 SDK. Never wrote or used any 3D engines myself.

thank you very much for the super detailed response, you don't seem to have any improvement because AMD hardware is just bad on this game for a reason I'm trying to find out, on intel setup and GPUs with DirectDrawCompat the behaviour is just excellent than without it.. Same on Nvidia.. AMD is the real problem but I will take your considerations, I really appreciate the effort on both: this software and your response and further research, I really appreciate it, keep up the good work :)

Sorry, I forgot to mention this important detail, but by "same performance with or without DDrawCompat" I meant that I get solid 60+ FPS even with many units on screen. Granted, the GOG version only goes up to 1024x768 resolution. Maybe on higher res more units fit on screen and that can drag FPS down further. Is performance worse than 60 FPS on RX 5700 XT at 1024x768?

Sorry, I forgot to mention this important detail, but by "same performance with or without DDrawCompat" I meant that I get solid 60+ FPS even with many units on screen. Granted, the GOG version only goes up to 1024x768 resolution. Maybe on higher res more units fit on screen and that can drag FPS down further. Is performance worse than 60 FPS on RX 5700 XT at 1024x768?

yes, steam version allows 16:9 resolutions that's why I wanted to gift it to you :), as I've increased Field of view more rendering takes place so undoubtedly performance tend to drop. The redundant calls may be bc game has a dynamic texture setting system that if FPS goes below some number it auto-adjusts quality to fit current FPS. Despite I understand your statements and ofc I really appreciate those I can't seem to find how the game forces 16 bits over 32, I will have to remove 16bpp sections and "ifs" I guess and check how the games handles it. Also I can relate with the "false fullscreen" setup as I see game starts windowed and then goes fullscreen but it's difficult for me to follow 3D stuff code


Kbara next

This patch set contains:
a) Max's documentation improvements
b) Luke's non-64-bit platform compile error.
c) A branches.md change about kbara-next that should be reverted, but which I'm leaving for Luke to resolve as per his suggestion in https://github.com/SnabbCo/snabbswitch/pull/811

Merged, thanks!
I fixed up branches.md in 95ac5b522e6c8e5925505f1d5cb5fad9d8779cae.

Thanks!


Using Zoomba for webview2 component

Hi Team,
I have an application that is developed using Webview2 .net component. Basically, we have a desktop container for our Angular based app. This is run using the microsoft edge (chromium).
I tried using Zoomba library for writing to a text field but the test case would fail giving an exception
No such elementException.
Any help on this would be appreciated
I have written very basic test case as shown below. The app opens but the element is not recognized.
Open Application ${RemoteURL}  platform=Windows deviceName=Windows  app=${myapp}  window_name=${mywindowname}  exact_match=false
Input Text  xpath=//[@id="myTextBoxID"]    MysampleText

For more information on webview2 feature and automation testing
Please check the link below:
https://docs.microsoft.com/en-us/microsoft-edge/webview2/how-to/webdriver

This will need some investigation but im not sure how soon I could look at this. In the meantime though
More than likely this would be controlled by attaching a selenium session (GUILibrary) to the app to control the web view. Something like this example but using GUILibrary instead of SeleniumLibrary: https://stackoverflow.com/questions/31661189/robot-framework-reuse-existing-browser-window-between-tests
Also if this is just a desktop container for your webapp you will probably have much more success and less heartache by simply testing the webapp directly using GUILibrary and a chrome/Edge browser.

That's true if I test only the web app directly would solve my issue. But I am interested in testing the final product a user would get after developing an app using webview2 and which is an exe.
The link (for webview2) I shared has some sample exe and python code for running automation on it but I want it to be done using Robot Framework
Any directions would be of great help!

Hey @Bhavnasewani  just letting you know I have the sample app loaded and will be doing some testing on this now, will let you know what I find.

Ok @Bhavnasewani I think I have a solution for you to try.
Here is the branch I am using right now: https://github.com/Accruent/robotframework-zoomba/tree/WebView2
If you clone that locally and then run:
pip install .
From the main directory you can install it.
I have a demo script using the sample application provided by microsoft located in ~/samples/WebView-DesktopTest.robot. This script shows how to open the application, control the webview layer, and also control the application layer.

Let me know if that works for your app or any other thoughts / suggestions.


'Prepared statement contains too many placeholders'

On a production environment with 60k+ records we encountered the following Exception after saving project setting configuration:
Exception: An error occurred while running an External Module query: 'Statement preparation failed'. The error from the database was: 'Prepared statement contains too many placeholders'
Reason:
The MySQL / Maria DB placeholder limit per query has been reached, see here and here.
Solution:
Chunk into separate queries not reaching the limit.

Fixed in b3857f84130484a985385c5f37d0796d494ffa62


Fix: Middleware handling isAuthenticated

Changes

replace rewrite to redirect because of error 404 route
added teams in matcher

Steps I did: Needed to add the custom getServerSideProps on all pages that needs protection
Bug encountered.
To reproduce: when logged in try deleting manually the DEV_APP_SID then try to go to any protected pages, it will go to that page instead of going to the login, tried also console.log the middleware and protectedRouteGetServerSideProps the custom get triggered first before the middleware, reference below
Ref: when cookie is get deleted manually
https://github.com/vercel/next.js/issues/37761
Can't add property in NextResponse middleware like in the express middleware
https://stackoverflow.com/questions/71445346/pass-a-variable-from-next-js-middleware-to-api-req/71453520#71453520

@ardeay
Option 1
This is what i commit , adding the condition in src/pages/[...slug].js with force redirect specifically in /login/ only when the user is authenticated to avoid the problem in Option 2
option#1.webm

Option 2
I make used of the content.zesty.isAuthenticated. The problem in option 2, is that when you are logged in and try to go to /login, it flickers the login page because the condition is in client side
option#2.webm
src/pages/[...slug].js

views/zesty/Login.js


[stable/sealed-secrets]RunAs in securityContext must be optional

Describe the bug
OpenShift does not accept runAs specific user by default. The runAs elements in the securityContext in deployments should therefore be optional.
Version of Helm and Kubernetes:
Any version
Which chart:
stable/sealed-secrets
What happened:
Installing sealed-secrets at OpenShift results in error
sealed-secrets-8668f96d98-" is forbidden: unable to validate against any security context constraint: [fsGroup: Invalid value: []int64{65534}: 65534 is not an allowed group spec.containers[0].securityContext.securityContext.runAsUser: Invalid value: 1001: must be in the ranges: [1000810000,<PHONE_NUMBER>]]
What you expected to happen:
OpenShift by default assigns a random userId and the chart should not provide the user id.
How to reproduce it (as minimally and precisely as possible):
helm install towards a OpenShift cluster.

Duplicate of #22369


Terragrunt should be running without requiring input from user

If run-all is used it should add --auto-approve silently.
https://terragrunt.gruntwork.io/docs/reference/cli-options/#run-all

given that we expect users to define projects in digger.yaml we only run terragrunt commands per project, so run-all will not be applicable here

support for run-all will require more work, right now terragrunt support is fairly basic, it just runs terraform command

right now terragrunt support is fairly basic

Right now it is not supported IMO. As the apply step does not work.


Cypress tests specs update

Description
cypress tests specs update
Check List

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

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

Codecov Report

Merging #518 (2788f6c) into main (fdcc9c5) will not change coverage.
The diff coverage is n/a.

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@@           Coverage Diff           @@
##             main     #518   +/-   ##
=======================================
  Coverage   35.59%   35.59%
=======================================
  Files         121      121
  Lines        3444     3444
  Branches      602      602
=======================================
  Hits         1226     1226
  Misses       2081     2081
  Partials      137      137

see 1 file with indirect coverage changes
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Run prettier separately

Please review per commit.
We have not been running prettier on this repo, so the changes are bigger than normal.
We also get additional errors with prettier in the addon, (seen in #138)
Context:

Unblocks: https://github.com/embroider-build/addon-blueprint/pull/138#issuecomment-1682161854
Original: https://github.com/embroider-build/addon-blueprint/pull/180

Benefits:

eslint is faster
aligns with prettier recommendations
allows for managing script order and/or task caching if someone were to use a tool like turbo or nx

Could we also change the config so it only uses single quotes for js/ts code and doubles for everything else?
We did a similar change in the v1 and app blueprint a while ago: https://github.com/ember-cli/ember-cli/pull/10062/files


refactor: do not keep track of membership registration order

Description
Removes the ordering for the memberships according to discussion in https://github.com/waku-org/specs/pull/34#discussion_r1764231950
To expire a membership the client must keep track of the membership expiration dates, which can be done by using getCommitments(uint32 startIndex, uint32 endIndex) to retrieve the list of commitments, and expirationDate(uint256 idCommitment) to retrieve the expiration date of the commitments.

Interesting and simple approach. Perhaps as part of the solution we should include a "reward" for the person calling eraseMemberships? Otherwise we risk that memberships are never expired?

Could be an interesting incentive to add, but where would this reward come from? from the expired memberships?.
The way it's set right now is that memberships could be expired when we reach the maximum rate limit. The client would then have to find memberships that are expired whose sum of rate limits that will be free once they're expired is enough to allow a registration.

Interesting and simple approach. Perhaps as part of the solution we should include a "reward" for the person calling eraseMemberships? Otherwise we risk that memberships are never expired?

I think for now, we can expect us (waku team) to run this when needed to help keeping it tidy.
Long term, there is an incentive for any project/application using this smart contract to call this so that their users can join in but it would make sense to have a small rewards indeed.

@fryorcraken, all your suggestions and doubts should have been applied/answered!


Multi-database support

My use case targets pREST over multiple databases and initial attempt implementing it has been showing non-default databases (i.e. those in addition to PREST_PG_DATABASE) result in not found in pool error attempting to call database-aware endpoints (e.g. /{DATABASE}/{SCHEMA}/{TABLE})
The PR is an (rather naive) attempt to make pREST work for the scenario:

adapters.postgres.AddDatabaseToPool(...) now creates DB connection and adds it to the pool (previously, creating connection has been done only in adapters.postgres.Get(...))
adapters.postgres.getDBFromCtx(...) is extended to add DB connection to the pool if not found there, unless there is no DB name in the context - it will then return one set as current (via adapters.SetDatabase(...))

Please note /tables and /schemas endpoints will still report entities from current database only - I didn't alter corresponding code to iterate over multiple databases.

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


Keypath objects

Something I've realised while doing #1578 is that we can get some modest (but definitely not meaningless) performance gains by treating keypaths as immutable objects rather than strings - rather than constantly doing things like this...
keys = keypath.split( '.' );
key = keys.pop();
parentKeypath = keys.join( '.' );

parentValue = viewmodel.get( parentKeypath );

...we can do this:
var keypathCache = {};

function getKeypath ( str ) {
  return keypathCache[ str ] || ( keypathCache[ str ] = new Keypath( str ) );
}

var Keypath = function ( str ) {
  var keys = str.split( '.' );

  this.str = str;

  if ( str[0] === '@' ) {
    this.isSpecial = true;
    this.value = decodeKeypath( str );
  }

  this.firstKey = keys[0];
  this.lastKey = keys.pop();

  this.parent = str === '' ? null : getKeypath( keys.join( '.' ) );
  this.isRoot = !str;
};

Keypath.prototype.toString = function () {
  return this.str;
};

/* later... */

key = keypath.lastKey;
parentValue = viewmodel.get( keypath.parent );

There's a bunch of places where keypaths get manipulated in this sort of way - getting and setting data, registering and unregistering dependants, resolving references and so on. I've tried it out in an isolated setting (retrieving data) and the gains are real. But I reckon it's better to do it as a separate issue rather than rolling it in with #1578, in case it turns out to have unforeseen consequences.
Another benefit: should go a long way towards fixing #1347.

This broke IE8...

@Ghostavio can you elaborate? We made sure the test suite still passes in IE8 before release 0.7 (https://github.com/ractivejs/ractive/pull/1839)

I get a 'this.str' is null or not an object and nothing gets executed.

And running IE9 on IE8 Compatibility Mode on Windows 7, I get Unable to get value of the property 'split': object is null or undefined, I guess this is coming from this line var keys = str.split( '.' );.

Afraid we're going to need more info than that - a simple test page runs fine for me in IE8 (regardless of document mode). At what stage does the error occur - while loading the library, or trying to call new Ractive(), or what?
Are you using the legacy build (e.g. http://cdn.ractivejs.org/latest/ractive-legacy.js)?

I can confirm: IE8 is broken since 0.7.0. But I have no showable example of this right now. I go back to 0.6.1 until i have to time to isolate the issue.

@Ghostavio @Nemo64 just so you know, it looks like the issue has been tracked down - see #1908 to track progress towards a fix


Parameterise tests with ctr_client in test_network.py

Parameterise test_network.py with podman. Note tests using "docker swarm" not parameterised.
Progress towards https://github.com/gabrieldemarmiesse/python-on-whales/issues/353

The issue in the CI is seen on podman v3.4 but not on v4.2 - I'm going to try upgrading the CI's podman version...


Errros relating to NodeStatus seen periodically in logs

Rancher server - Build from master
Steps to reproduce the problem:
Create a 3 node DO cluster.
Long after cluster provisioning is done , we still see the following  error messages relating to NodeStatus periodically in logs:
E0328 18:54:54.912233       1 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.NodeStatus
2018-03-28 18:59:35.141277 I | mvcc: store.index: compact 8252
2018-03-28 18:59:35.144898 I | mvcc: finished scheduled compaction at 8252 (took 1.789335ms)
2018/03/28 19:02:39 [INFO] Creating new GlobalRoleBinding for GlobalRoleBinding globalrolebinding-vkfjl
E0328 19:02:53.817606       1 generic_controller.go:204] ClusterRoleTemplateBindingController cluster-5c4f4/clusterroletemplatebinding-5kch9 [mgmt-auth-crtb-controller] failed with : couldn't create role cluster-member: roles.rbac.authorization.k8s.io "cluster-member" already exists
2018-03-28 19:04:35.149263 I | mvcc: store.index: compact 8773
2018-03-28 19:04:35.162608 I | mvcc: finished scheduled compaction at 8773 (took 11.464ms)
2018/03/28 19:04:53 [INFO] Running cluster events cleanup
2018/03/28 19:04:53 [INFO] Done running cluster events cleanup
2018-03-28 19:09:35.154485 I | mvcc: store.index: compact 9326
2018-03-28 19:09:35.158182 I | mvcc: finished scheduled compaction at 9326 (took 1.913817ms)
E0328 19:09:42.071237       1 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.NodeStatus
2018-03-28 19:14:35.159352 I | mvcc: store.index: compact 9858
2018-03-28 19:14:35.163214 I | mvcc: finished scheduled compaction at 9858 (took 2.028605ms)
2018-03-28 19:19:35.164463 I | mvcc: store.index: compact 10376
2018-03-28 19:19:35.168204 I | mvcc: finished scheduled compaction at 10376 (took 1.975959ms)
E0328 19:23:22.074683       1 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.NodeStatus
2018-03-28 19:24:35.169323 I | mvcc: store.index: compact 10895
2018-03-28 19:24:35.173098 I | mvcc: finished scheduled compaction at 10895 (took 1.9679ms)
2018-03-28 19:29:35.176136 I | mvcc: store.index: compact 11416
2018-03-28 19:29:35.179881 I | mvcc: finished scheduled compaction at 11416 (took 1.89704ms)
E0328 19:32:29.077195       1 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.NodeStatus
2018-03-28 19:34:35.183172 I | mvcc: store.index: compact 11938
2018-03-28 19:34:35.187061 I | mvcc: finished scheduled compaction at 11938 (took 1.924878ms)
2018-03-28 19:39:35.188259 I | mvcc: store.index: compact 12458
2018-03-28 19:39:35.192088 I | mvcc: finished scheduled compaction at 12458 (took 2.044057ms)
E0328 19:41:43.079729       1 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.NodeStatus

@sangeethah what version of k8s for underlying cluster?

Looks like it happens for lots of *status fields:
E0330 09:30:33.901847   47532 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.DynamicSchemaStatus
E0330 09:30:53.934314   47532 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.PipelineExecutionStatus
E0330 09:31:16.935288   47532 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.AlertStatus
E0330 09:31:25.822118   47532 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.ProjectStatus
E0330 09:31:26.926294   47532 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.ProjectStatus
E0330 09:31:41.949482   47532 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.NodePoolStatus

K8s 1.8

Same error in k8s 1.9.2 and one node of rancher 2.0.4
E0628 16:56:09.807546       1 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.AlertStatus
E0628 16:56:26.736384       1 streamwatcher.go:109] Unable to decode an event from the watch stream: json: cannot unmarshal string into Go struct field dynamicEvent.Object of type v3.AlertStatus

@cloudnautique did you address this?

@ibuildthecloud as a part of norman refactoring put some changes around decoders. Would make sense to check if the issue still exists
@sangeethah ^^

@alena1108  I still see these errors show up in the logs when I provisioned DO cluster.
E0911 20:11:54.531811       6 streamwatcher.go:109] Unable to decode an event from the watch stream: unable to decode watch event: json: cannot unmarshal string into Go struct field Node.status of type v3.NodeStatus
E0911 20:41:21.537261       6 streamwatcher.go:109] Unable to decode an event from the watch stream: unable to decode watch event: json: cannot unmarshal string into Go struct field Node.status of type v3.NodeStatus
E0911 20:46:34.409167       6 streamwatcher.go:109] Unable to decode an event from the watch stream: unable to decode watch event: json: cannot unmarshal string into Go struct field Node.status of type v3.NodeStatus
E0911 20:50:54.539928       6 streamwatcher.go:109] Unable to decode an event from the watch stream: unable to decode watch event: json: cannot unmarshal string into Go struct field Node.status of type v3.NodeStatus

Tested with latest build from mater.
Errors relating to NodeStatus is not seen in logs anymore.


Enable configuration of metric fed service name and port via param

As @saswatamcode pointed out, we might not need this for the receiver migration, as technically they are not evaluating any rules currently.

Yeah, after investigation it seems not needed. Thanks for the input. Closing


CocoaPods could not find compatible versions for pod "GTMSessionFetcher/Core":

Steps to reproduce
Running "pod install" command to install pod in my flutter project.
Expected results
It should install all of pods for iOS build but its giving me library conflict.
Actual results
Analyzing dependencies
cloud_firestore: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
firebase_auth: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
firebase_core: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
firebase_messaging: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
firebase_storage: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
[!] CocoaPods could not find compatible versions for pod "GTMSessionFetcher/Core":
  In Podfile:
    firebase_storage (from `.symlinks/plugins/firebase_storage/ios`) was resolved to 11.7.5, which depends on
      Firebase/Storage (= 10.25.0) was resolved to 10.25.0, which depends on
        FirebaseStorage (~> 10.25.0) was resolved to 10.25.0, which depends on
          GTMSessionFetcher/Core (< 4.0, >= 2.1)

    google_sign_in_ios (from `.symlinks/plugins/google_sign_in_ios/darwin`) was resolved to 0.0.1, which depends on
      GTMSessionFetcher (>= 3.4.0) was resolved to 3.4.1, which depends on
        GTMSessionFetcher/Full (= 3.4.1) was resolved to 3.4.1, which depends on
          GTMSessionFetcher/Core (= 3.4.1)

    google_sign_in_ios (from `.symlinks/plugins/google_sign_in_ios/darwin`) was resolved to 0.0.1, which depends on
      GoogleSignIn (~> 7.1) was resolved to 7.1.0, which depends on
        GTMAppAuth (< 5.0, >= 4.1.1) was resolved to 4.1.1, which depends on
          GTMSessionFetcher/Core (< 4.0, >= 3.3)

    google_sign_in_ios (from `.symlinks/plugins/google_sign_in_ios/darwin`) was resolved to 0.0.1, which depends on
      GoogleSignIn (~> 7.1) was resolved to 7.1.0, which depends on
        GTMSessionFetcher/Core (~> 3.3)

    mobile_scanner (from `.symlinks/plugins/mobile_scanner/ios`) was resolved to 3.5.6, which depends on
      GoogleMLKit/BarcodeScanning (~> 4.0.0) was resolved to 4.0.0, which depends on
        MLKitBarcodeScanning (~> 3.0.0) was resolved to 3.0.0, which depends on
          MLKitCommon (~> 9.0) was resolved to 9.0.0, which depends on
            GTMSessionFetcher/Core (< 3.0, >= 1.1)

Code sample
Code sample
"pubsepc.yaml"
description: "A new Flutter project."
# The following line prevents the package from being accidentally published to
# pub.dev using `flutter pub publish`. This is preferred for private packages.
publish_to: 'none' # Remove this line if you wish to publish to pub.dev

# The following defines the version and build number for your application.
# A version number is three numbers separated by dots, like 1.2.43
# followed by an optional build number separated by a +.
# Both the version and the builder number may be overridden in flutter
# build by specifying --build-name and --build-number, respectively.
# In Android, build-name is used as versionName while build-number used as versionCode.
# Read more about Android versioning at https://developer.android.com/studio/publish/versioning
# In iOS, build-name is used as CFBundleShortVersionString while build-number is used as CFBundleVersion.
# Read more about iOS versioning at
# https://developer.apple.com/library/archive/documentation/General/Reference/InfoPlistKeyReference/Articles/CoreFoundationKeys.html
# In Windows, build-name is used as the major, minor, and patch parts
# of the product and file versions while build-number is used as the build suffix.
version: 1.1.3+1

environment:
  sdk: '>=3.2.3 <4.0.0'

# Dependencies specify other packages that your package needs in order to work.
# To automatically upgrade your package dependencies to the latest versions
# consider running `flutter pub upgrade --major-versions`. Alternatively,
# dependencies can be manually updated by changing the version numbers below to
# the latest version available on pub.dev. To see which dependencies have newer
# versions available, run `flutter pub outdated`.
dependencies:
  flutter:
    sdk: flutter

  # The following adds the Cupertino Icons font to your application.
  # Use with the CupertinoIcons class for iOS style icons.
  cupertino_icons: ^1.0.2
  flutter_svg: ^2.0.10+1
  get: ^4.6.6
  firebase_core: ^2.31.0
  firebase_auth: ^4.19.5
  cloud_firestore: ^4.17.3
  firebase_storage: ^11.7.5
  firebase_messaging: ^14.9.2
  flutter_local_notifications: ^17.1.2
  google_sign_in: ^6.2.1
  shared_preferences: ^2.2.2
  location: ^6.0.2
  geolocator: ^11.0.0
  loading_indicator: ^3.1.1
  intl: ^0.19.0
  permission_handler: ^11.2.0
  ai_barcode_scanner: ^3.4.1
  image_picker: ^1.0.7
  sign_in_with_apple: ^6.1.0
  crypto: ^3.0.1
  flutter_barcode_scanner: ^2.0.0
  sizer: ^2.0.15
  provider: ^6.1.1
  syncfusion_flutter_pdf: ^25.2.3
  path_provider: ^2.1.2
  document_file_save_plus: ^2.0.0
  barcode_widget: ^2.0.4
  screenshot: ^2.1.0
  fluttertoast: ^8.2.4
  flutter_isolate: ^2.0.4
  modal_progress_hud_nsn: ^0.5.0
  dio: ^5.4.1
  bluetooth_print: ^4.3.0
  googleapis: ^11.4.0
#  googleapis_auth: ^1.4.1
  gsheets: ^0.5.0
  flutter_secure_storage: ^9.1.1
  csv: ^6.0.0
  excel: ^4.0.3
  file_picker: ^8.0.3

dev_dependencies:
  flutter_test:
    sdk: flutter

  # The "flutter_lints" package below contains a set of recommended lints to
  # encourage good coding practices. The lint set provided by the package is
  # activated in the `analysis_options.yaml` file located at the root of your
  # package. See that file for information about deactivating specific lint
  # rules and activating additional ones.
  flutter_lints: ^3.0.2

# For information on the generic Dart part of this file, see the
# following page: https://dart.dev/tools/pub/pubspec

# The following section is specific to Flutter packages.
flutter:

  # The following line ensures that the Material Icons font is
  # included with your application, so that you can use the icons in
  # the material Icons class.
  uses-material-design: true

  # To add assets to your application, add an assets section, like this:
  assets:
    - assets/images/
  #   - images/a_dot_ham.jpeg

  # An image asset can refer to one or more resolution-specific "variants", see
  # https://flutter.dev/assets-and-images/#resolution-aware

  # For details regarding adding assets from package dependencies, see
  # https://flutter.dev/assets-and-images/#from-packages

  # To add custom fonts to your application, add a fonts section here,
  # in this "flutter" section. Each entry in this list should have a
  # "family" key with the font family name, and a "fonts" key with a
  # list giving the asset and other descriptors for the font. For
  # example:
  fonts:
    - family: SFPro-Bold
      fonts:
         - asset: assets/fonts/SFPro-Bold.otf
    - family: SFPro-Regular
      fonts:
         - asset: assets/fonts/SFPro-Regular.otf
  #       - asset: fonts/Schyler-Italic.ttf
  #         style: italic
  #   - family: Trajan Pro
  #     fonts:
  #       - asset: fonts/TrajanPro.ttf
  #       - asset: fonts/TrajanPro_Bold.ttf
  #         weight: 700
  #
  # For details regarding fonts from package dependencies,
  # see https://flutter.dev/custom-fonts/#from-packages

Screenshots or Video

Screenshots / Video demonstration
[Upload media here]

Logs
Logs
Analyzing dependencies
cloud_firestore: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
firebase_auth: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
firebase_core: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
firebase_messaging: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
firebase_storage: Using Firebase SDK version '10.25.0' defined in 'firebase_core'
[!] CocoaPods could not find compatible versions for pod "GTMSessionFetcher/Core":
  In Podfile:
    firebase_storage (from `.symlinks/plugins/firebase_storage/ios`) was resolved to 11.7.5, which depends on
      Firebase/Storage (= 10.25.0) was resolved to 10.25.0, which depends on
        FirebaseStorage (~> 10.25.0) was resolved to 10.25.0, which depends on
          GTMSessionFetcher/Core (< 4.0, >= 2.1)

    google_sign_in_ios (from `.symlinks/plugins/google_sign_in_ios/darwin`) was resolved to 0.0.1, which depends on
      GTMSessionFetcher (>= 3.4.0) was resolved to 3.4.1, which depends on
        GTMSessionFetcher/Full (= 3.4.1) was resolved to 3.4.1, which depends on
          GTMSessionFetcher/Core (= 3.4.1)

    google_sign_in_ios (from `.symlinks/plugins/google_sign_in_ios/darwin`) was resolved to 0.0.1, which depends on
      GoogleSignIn (~> 7.1) was resolved to 7.1.0, which depends on
        GTMAppAuth (< 5.0, >= 4.1.1) was resolved to 4.1.1, which depends on
          GTMSessionFetcher/Core (< 4.0, >= 3.3)

    google_sign_in_ios (from `.symlinks/plugins/google_sign_in_ios/darwin`) was resolved to 0.0.1, which depends on
      GoogleSignIn (~> 7.1) was resolved to 7.1.0, which depends on
        GTMSessionFetcher/Core (~> 3.3)

    mobile_scanner (from `.symlinks/plugins/mobile_scanner/ios`) was resolved to 3.5.6, which depends on
      GoogleMLKit/BarcodeScanning (~> 4.0.0) was resolved to 4.0.0, which depends on
        MLKitBarcodeScanning (~> 3.0.0) was resolved to 3.0.0, which depends on
          MLKitCommon (~> 9.0) was resolved to 9.0.0, which depends on
            GTMSessionFetcher/Core (< 3.0, >= 1.1)

Flutter Doctor output
Doctor output
flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.19.6, on macOS 14.4.1 23E224 darwin-arm64, locale en-PK)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.3)
[✗] Chrome - develop for the web (Cannot find Chrome executable at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome)
    ! Cannot find Chrome. Try setting CHROME_EXECUTABLE to a Chrome executable.
[✓] Android Studio (version 2023.3)
[✓] Connected device (2 available)
[✓] Network resources

! Doctor found issues in 1 category.

Have tried every thing following

cd ios
rm Podfile.lock
pod cache clean --all
sudo arch -x86_64 pod install --repo-update
pod repo update
pod install

Also tried
sudo arch -arm64 gem install ffi
arch -arm64 pod update
arch -arm64 pod install
But same error.

This issue came by mobile_scanner package, please check the similar issue on its repo here: https://github.com/juliansteenbakker/mobile_scanner/issues/1021. Let's upgrade it to the latest version to see if it works.
Closing as this is a 3rd party package issue rather than Flutter framework or 1st party package issue.

removing "ai_barcode_scanner: ^3.4.3"  solved the issue.  "mobile_scanner" was the issue.


[v2.1.0beta] Error while accessing Tiddlywiki Folder

Hi Arlen22.
I'm back again, still trying to have v2.1beta working. It seems it fails while trying to access a Tiddlywiki folder.
Here is my settings.json:
{
  "tree": {
    "$element": "group",
    "$children": {
      "NSlab": "O:\\github\\twlab\\NSlab\\wiki"
    }
  },
  "bindInfo": {
    "bindAddress": [
      "<IP_ADDRESS>"
    ],
    "filterBindAddress": false,
    "enableIPv6": false,
    "port": 27768,
    "bindWildcard": false,
    "hostLevelPermissions": {
      "localhost": {
        "mkdir": false,
        "upload": false,
        "settings": false,
        "WARNING_all_settings_WARNING": false
      },
      "*": {
        "mkdir": false,
        "upload": false,
        "settings": false,
        "WARNING_all_settings_WARNING": false
      }
    },
    "https": false,
    "_bindLocalhost": false
  },
  "logging": {
    "logColorsToFile": false,
    "logToConsoleAlso": false,
    "debugLevel": -1
  },
  "putsaver": {
    "etag": "",
    "etagWindow": 0,
    "backupDirectory": ""
  },
  "authAccounts": {},
  "directoryIndex": {
    "defaultType": "html",
    "icons": {
      "htmlfile": [
        "htm",
        "html"
      ]
    }
  },
  "EXPERIMENTAL_clientside_datafolders": {
    "enabled": false,
    "alwaysRefreshCache": true,
    "maxAge_tw_plugins":<PHONE_NUMBER>0
  },
  "authCookieAge": 2592000,
  "$schema": "./settings.schema.json"
}

And here are stdout+stderr from TiddlyServer...
... starting the server:
Settings file: K:\MK\opt64\TiddlyServer-2.1.0-beta\settings.json
$ref: keywords ignored in schema at path "#/additionalProperties"
TYPE: settings.bindInfo.https should be string
ADDITIONALPROPERTIES: settings.bindInfo.hostLevelPermissions['localhost'] should NOT have additional properties
ADDITIONALPROPERTIES: settings.bindInfo.hostLevelPermissions['localhost'] should NOT have additional properties
REQUIRED: settings.bindInfo.hostLevelPermissions['localhost'] should have required property 'writeErrors'
REQUIRED: settings.bindInfo.hostLevelPermissions['localhost'] should have required property 'websockets'
REQUIRED: settings.bindInfo.hostLevelPermissions['localhost'] should have required property 'registerNotice'
ADDITIONALPROPERTIES: settings.bindInfo.hostLevelPermissions['*'] should NOT have additional properties
ADDITIONALPROPERTIES: settings.bindInfo.hostLevelPermissions['*'] should NOT have additional properties
REQUIRED: settings.bindInfo.hostLevelPermissions['*'] should have required property 'writeErrors'
REQUIRED: settings.bindInfo.hostLevelPermissions['*'] should have required property 'websockets'
REQUIRED: settings.bindInfo.hostLevelPermissions['*'] should have required property 'registerNotice'
REQUIRED: settings.logging should have required property 'logAccess'
REQUIRED: settings.logging should have required property 'logError'
REQUIRED: settings.directoryIndex should have required property 'mixFolders'
32 32 64 16
 APP 2019-04-16 17:37:51 server <IP_ADDRESS> listening
Open your browser and type in one of the following:
http://<IP_ADDRESS>:27768

... opening browser on http://<IP_ADDRESS>:27768:
[2019-04-16T17:38:42.135+-200] GET     <IP_ADDRESS>       200 <IP_ADDRESS> /                                                           27.269 ms - 5847
[2019-04-16T17:38:42.174+-200] GET     <IP_ADDRESS>       304 <IP_ADDRESS> /directory.css                                              14.050 ms - -
[2019-04-16T17:38:42.177+-200] GET     <IP_ADDRESS>       304 <IP_ADDRESS> /assets/icons/datafolder.png                                10.112 ms - -

... trying to open my test wiki:
[2019-04-16T17:38:57.105+-200] GET     <IP_ADDRESS>       302 <IP_ADDRESS> /NSlab                                                      9.186 ms - -
{ Error: Cannot find module '..\..\_reference\TiddlyWiki5-Arlen22/boot/boot.js'
    at Function.Module._resolveFilename (module.js:547:15)
    at Function.Module._load (module.js:474:25)
    at Module.require (module.js:596:17)
    at require (internal/module.js:11:18)
    at loadDataFolderTiddlyWiki (K:\MK\opt64\TiddlyServer-2.1.0-beta\src\datafolder.ts:180:14)
    at a.server_types_1.obs_readFile.subscribe [as _next] (K:\MK\opt64\TiddlyServer-2.1.0-beta\src\datafolder.ts:164:4)
    at a.__tryOrUnsub (K:\MK\opt64\TiddlyServer-2.1.0-beta\lib\Rx.min.js:43:377)
    at a.next (K:\MK\opt64\TiddlyServer-2.1.0-beta\lib\Rx.min.js:42:227)
    at a._next (K:\MK\opt64\TiddlyServer-2.1.0-beta\lib\Rx.min.js:40:393)
    at a.next (K:\MK\opt64\TiddlyServer-2.1.0-beta\lib\Rx.min.js:40:64)
    at cb (K:\MK\opt64\TiddlyServer-2.1.0-beta\src\server-types.ts:820:10)
    at FSReqWrap.readFileAfterClose [as oncomplete] (fs.js:511:3) code: 'MODULE_NOT_FOUND' }
caught process uncaughtException

The browser waits long for the page to be loaded, with no results. I did not found errors in the browser console.
Tested with Win 10 64 bit + Chrome 73 + Node.js 10.15.3.
Thanks in advance for your help and for your patience.

Ok, thanks. I fixed the problem I think. Try this release
https://github.com/Arlen22/TiddlyServer/releases/tag/v2.1.1-beta

You succeded. V2.1.1-beta now load my test wiki with no errors. I will continue to play with this new rel, and will let you know if something will not work, but this issue can be closed.


Spiral Print of Matrix

I would like to solve #83 today.
(under GSSOC21)

Hi, i want to contribute as a participant of gssoc'21

@sujal111 mention the language in which you want to code.

Hi,
Please assign this task to me. I am a GSSoC'21 participant. I can solve the problem using c++.

I want to solve it in Python

I would like to provide a JAVA solution for issue #83 as a part of GSSOC'21.

I am a participant of GSSOC 2021. I want to contribute to this issue and work on the same. Please could you assign me this issue as a part of GSSOC 2021. I would like to provide solution in c++.
Thank you.

I want to work on this issue and want to contribute to this. I am a participant of GSSOC 2021. Please could you assign me this issue as a part of GSSOC 2021. I will implement in C++.
Thank you.

i like to contribute to this project ...my code will be in java with proper comments and test cases

Hey there!
I'd like to contribute to the project. I want to address and fix this issue. My implementation will be in python with a clean code and documentation. Kindly provide me with this issue.
I'm also a GSSOC'21 participant.

hey I am a GSSOC 21 participant and I am looking forward to work on this in C and C ++language

I am GSSOC'21 participant , I want to work on the in C++ code.
I have good understanding about C and C++ language..so I request , to please assign me the work.
The code will be properly indented with proper comments and description.

Hey, I am Kanchan Jeswani, a GSSOC'21 participant.
I am a Competitive Programmer and C++ enthusiastic.
I would love to solve this problem using CPP with well-explained code and along with its time and space complexity.
Please assign me this issue.
Hope to hear from you.
@anubhavitis @dheerajkotwani @tarun26091999 @todi-2000 @geekquad @plazzy99 @rudrakshi99


Set DuckDuckGo as Safari Default

I think we should do this up front on setup. I think we can look at how the keyboards do it (as they have super complicated setup requirements).
I think this is the highest priority.

I also noticed last night that you can ask Siri to open Safari Settings. Perhaps we could experiment with those instructions too.
We'll likely need to have a way in the application to create a way to test these methods.

The Siri option could work well, it's the fastest way to get to that safari setting that I know of. We could experiment with that (and a few other options) in a start-up tutorial when the user first installs the app. There are some A/B testing frameworks that could help us do that without the need to redeploy. I'll wrap up the today extension and get started on this tomorrow. We can flesh out some of the details during our call.

The recent onboarding work has covered this.


haskell.compiler.ghcjs has a broken dependency

Describe the bug
As a fallout of the migration to GHC 9.0.2 webdriver got marked as broken, as it failed to build with GHC 9.0.2 and the
Stackage LTS 19 package set we now have. It would be necessary to investigate if ghcjs survived this (i.e. if it still
builds) and if not to get it to work again.
nix-instantiate -A haskell.compiler.ghcjs
error: Package ‘webdriver-<IP_ADDRESS>’ in /home/lukas/src/nix/nixpkgs/pkgs/development/haskell-modules/hackage-packages.nix:292014 is marked as broken, refusing to evaluate.

a) To temporarily allow broken packages, you can use an environment variable
   for a single invocation of the nix tools.

     $ export NIXPKGS_ALLOW_BROKEN=1

 Note: For `nix shell`, `nix build`, `nix develop` or any other Nix 2.4+
 (Flake) command, `--impure` must be passed in order to read this
 environment variable.

b) For `nixos-rebuild` you can set
  { nixpkgs.config.allowBroken = true; }
in configuration.nix to override this.

c) For `nix-env`, `nix-build`, `nix-shell` or any other Nix command you can add
  { allowBroken = true; }
to ~/.config/nixpkgs/config.nix.

(use '--show-trace' to show detailed location information)

Notify maintainers

cc @dfordivam @obsidian-systems-maintenance

https://github.com/kallisti-dev/hs-webdriver/pull/183

haskell.compiler.ghcjs should compile again. The bootstrap ghcjs is additionally built by Hydra, so only the GHC bundled libraries will need to be compiled (which is an improvement to before at least).


Front-end project with space theme

Describe the project you want to add with tech stack
I have made a front-end project related to space stuff using HTML and CSS. I want to add that project to this repository.

@MohitGupta121 please assign me this under gssoc'23.


file recovery

Hi,
I wants to recovers files of my web about Rove Ape .How can I do this?guide me plz........

Hello @januman123 Please read our instructions on helpcenter.

@kratom wiki's solution is best for it...


Updates documentation to use ServerWebExchangeUtils. getUriTemplateVariables()

Fixes gh-2744

@ice2shell Please sign the Contributor License Agreement!
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It would be nice to have this merged, I just ran into this exact same issue and thought I had an old version maybe.

Superseded by 7a419c8e5e83fedbb2bce756be074cfe9eaef8f9