can youtube-dl be interrupted and resumed from the same point

Please follow the guide below

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Put an x into all the boxes [ ] relevant to your issue (like that [x])
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Make sure you are using the latest version: run youtube-dl --version and ensure your version is 2016.11.22. If it's not read this FAQ entry and update. Issues with outdated version will be rejected.

[ x] I've verified and I assure that I'm running youtube-dl 2016.11.22

Before submitting an issue make sure you have:

[x ] At least skimmed through README and most notably FAQ and BUGS sections
[ x] Searched the bugtracker for similar issues including closed ones

What is the purpose of your issue?

[ ] Bug report (encountered problems with youtube-dl)
[ ] Site support request (request for adding support for a new site)
[ x] Feature request (request for a new functionality)
[x ] Question
[ ] Other

Is it possible in youtube-dl to interrupt an instance of it and later resume from the exact point.
eg:
I used youtube-dl to download single file from youtube
wrote the command youtube-dl [link]
due to low battery , i interrupted it manually by closing it , then after 30 mins , re typed
the command youtube-dl [link]
now think this with multiple links
is it possible to do something like this
youtube-dl [link]
then i interrupted it with ctrl +i ( it can be anything else too interrupt it )
then youtube-dl shows
forcing youtube-dl to pause , saved as session-1
after 5 hours i resumed it by entering
youtube-dl -resume -session-1
youtube-dl output : resuming session-1 ,

other reason to do this

network failure
youtube-dl update
power failure
server blocking download

--write-info-json and --load-info-json is what you need. However, it's unlikely that the same download link is still valid after hours.

@yan12125
--write-info-json and --load-info-json is what you need
how to do this ?
However, it's unlikely that the same download link is still valid after hours.
not so with youtube , youtube-dl will also verify it when resuming the session , else should give some error .

Here's an example: record all the information first, interrupt it whenever you want and load the .info.json file back to resume.
$ youtube-dl -v --write-info-json test:youtube
[debug] System config: []
[debug] User config: []
[debug] Command-line args: ['-v', '--write-info-json', 'test:youtube']
[debug] Encodings: locale UTF-8, fs utf-8, out UTF-8, pref UTF-8
[debug] youtube-dl version 2016.11.22
[debug] Git HEAD: 560c8c6
[debug] Python version 3.5.2 - Linux-4.8.10-1-ARCH-x86_64-with-arch
[debug] exe versions: ffmpeg 3.2.1, ffprobe 3.2.1
[debug] Proxy map: {}
[TestURL] Test URL: https://www.youtube.com/watch?v=BaW_jenozKc&t=1s&end=9
[youtube] BaW_jenozKc: Downloading webpage
[youtube] BaW_jenozKc: Downloading video info webpage
[youtube] BaW_jenozKc: Extracting video information
[youtube] BaW_jenozKc: Downloading MPD manifest
[info] Writing video description metadata as JSON to: youtube-dl test video ''_ä↭-BaW_jenozKc.info.json
WARNING: Requested formats are incompatible for merge and will be merged into mkv.
[debug] Invoking downloader on 'https://r2---sn-u5oxu-un5e.googlevideo.com/videoplayback?id=05a5bf8de9e8cca7&itag=137&source=youtube&requiressl=yes&initcwndbps=8402500&mn=sn-u5oxu-un5e&mm=31&pl=16&mv=m&ms=au&ratebypass=yes&mime=video/mp4&gir=yes&clen=2208750&lmt=1387961822987808&dur=9.800&key=dg_yt0&mt=1480241574&upn=VwhTxGn02AU&signature=1FD0CF8564DF4F9AD8DB797E3DF8331387458A1B.0657E2010FB2A4092CE513D9D202CF03911FFF7A&ip=<IP_ADDRESS>&ipbits=0&expire=1480263336&sparams=ip,ipbits,expire,id,itag,source,requiressl,initcwndbps,mn,mm,pl,mv,ms,ratebypass,mime,gir,clen,lmt,dur'
[download] Destination: youtube-dl test video ''_ä↭-BaW_jenozKc.f137.mp4
[download]  47.4% of 2.11MiB at 429.18KiB/s ETA 00:02^CException ignored in: <_io.FileIO name="youtube-dl test video ''_ä↭-BaW_jenozKc.f137.mp4.part" mode='wb' closefd=True>
ResourceWarning: unclosed file <_io.BufferedWriter name="youtube-dl test video ''_ä↭-BaW_jenozKc.f137.mp4.part">

ERROR: Interrupted by user

[1]$ ls
AUTHORS          LICENSE      setup.py    youtube-dl.plugin.zsh
bin              Makefile     test        'youtube-dl test video '\'''\''_ä↭-BaW_jenozKc.f137.mp4.part'
ChangeLog        MANIFEST.in  test.html   'youtube-dl test video '\'''\''_ä↭-BaW_jenozKc.info.json'
CONTRIBUTING.md  pythons.sh   test_js.py
devscripts       README.md    tox.ini
docs             setup.cfg    youtube_dl

$ youtube-dl -v --load-info-json youtube-dl\ test\ video\ \'\'_ä↭-BaW_jenozKc.info.json
[debug] System config: []
[debug] User config: []
[debug] Command-line args: ['-v', '--load-info-json', "youtube-dl test video ''_ä↭-BaW_jenozKc.info.json"]
[debug] Encodings: locale UTF-8, fs utf-8, out UTF-8, pref UTF-8
[debug] youtube-dl version 2016.11.22
[debug] Git HEAD: 560c8c6
[debug] Python version 3.5.2 - Linux-4.8.10-1-ARCH-x86_64-with-arch
[debug] exe versions: ffmpeg 3.2.1, ffprobe 3.2.1
[debug] Proxy map: {}
WARNING: Requested formats are incompatible for merge and will be merged into mkv.
[debug] Invoking downloader on 'https://r2---sn-u5oxu-un5e.googlevideo.com/videoplayback?id=05a5bf8de9e8cca7&itag=137&source=youtube&requiressl=yes&initcwndbps=8402500&mn=sn-u5oxu-un5e&mm=31&pl=16&mv=m&ms=au&ratebypass=yes&mime=video/mp4&gir=yes&clen=2208750&lmt=1387961822987808&dur=9.800&key=dg_yt0&mt=1480241574&upn=VwhTxGn02AU&signature=1FD0CF8564DF4F9AD8DB797E3DF8331387458A1B.0657E2010FB2A4092CE513D9D202CF03911FFF7A&ip=<IP_ADDRESS>&ipbits=0&expire=1480263336&sparams=ip,ipbits,expire,id,itag,source,requiressl,initcwndbps,mn,mm,pl,mv,ms,ratebypass,mime,gir,clen,lmt,dur'
[download] Resuming download at byte 1047552
[download] Destination: youtube-dl test video ''_ä↭-BaW_jenozKc.f137.mp4
[download] 100% of 2.11MiB in 00:02
[debug] Invoking downloader on 'https://r2---sn-u5oxu-un5e.googlevideo.com/videoplayback?id=05a5bf8de9e8cca7&itag=251&source=youtube&requiressl=yes&initcwndbps=8402500&mn=sn-u5oxu-un5e&mm=31&pl=16&mv=m&ms=au&ratebypass=yes&mime=audio/webm&gir=yes&clen=190742&lmt=1422348740429751&dur=9.841&key=dg_yt0&mt=1480241574&upn=VwhTxGn02AU&signature=24DDEED27E01AC72A7702B46D276552BF4EFAC00.95D54F0C06374A27FAA9901E171B512EBFC5D0E9&ip=<IP_ADDRESS>&ipbits=0&expire=1480263336&sparams=ip,ipbits,expire,id,itag,source,requiressl,initcwndbps,mn,mm,pl,mv,ms,ratebypass,mime,gir,clen,lmt,dur'
[download] Destination: youtube-dl test video ''_ä↭-BaW_jenozKc.f251.webm
[download] 100% of 186.27KiB in 00:00
[ffmpeg] Merging formats into "youtube-dl test video ''_ä↭-BaW_jenozKc.mkv"
[debug] ffmpeg command line: ffmpeg -y -i 'file:youtube-dl test video '"'"''"'"'_ä↭-BaW_jenozKc.f137.mp4' -i 'file:youtube-dl test video '"'"''"'"'_ä↭-BaW_jenozKc.f251.webm' -c copy -map 0:v:0 -map 1:a:0 'file:youtube-dl test video '"'"''"'"'_ä↭-BaW_jenozKc.temp.mkv'
Deleting original file youtube-dl test video ''_ä↭-BaW_jenozKc.f137.mp4 (pass -k to keep)
Deleting original file youtube-dl test video ''_ä↭-BaW_jenozKc.f251.webm (pass -k to keep)

@yan12125  you should add this example in readme.md file.
how did you interrupted it without closing the terminal

how did you interrupted it without closing the terminal

Just Ctrl+C

Just Ctrl+C
its copy command
can you provide just another example with mutiple file link  , so that i can get it properly

its copy command

By default Ctrl+C terminates the current process. You may want to check your terminal settings.

can you provide just another example with mutiple file link , so that i can get it properly

Not sure what you mean. youtube-dl -v --write-info-json <url1> <url2> ...?

Not sure what you mean. youtube-dl -v --write-info-json <url1> <url2> ...?
no not that  , in means
a.txt has 10 links
so
youtube-dl -a a.txt
in --write-info-json

Try this: youtube-dl -v -a a.txt --write-info-json

how to resume it

Just like the case of a single video - youtube-dl --load-info-json xxx.info.json


feat(Consents): Added documentation notes about the database tables.

Fixes https://github.com/carpentries/amy/issues/1844

cc @maneesha


Migrate to Vite

Changes

install vite, @vitejs/plugin-react, vitest
move public/index.html -> <root>/index.html
add script src=/src/index.tsx to index.html
use patch-package to fix react-virtualize

issue: https://github.com/bvaughn/react-virtualized/issues/1632

change all process.env to import.meta.env
remove dependency on querystringify, replace with usage of URLSearchParams (as per TODO)
create GIT_COMMIT_HASH and GIT_COMMIT_TIMESTAMP globals instead of using react-git-info package

react-git-info was implemented as a babel macro, so I migrated it to globals created using vite-plugin-replace, which are generated before build start by executing the required git commands

Migrate service worker to vite-plugin-pwa (thanks to p-man)

Did this improve anything?
Memory:
yarn build

avg
min
max

react-scripts
2048 MB
166 MB
4059 MB

vite
1113 MB
124 MB
1951 MB

yarn dev

avg
min
max

react-scripts
1499 MB
130 MB
2121 MB

vite
250 MB
152 MB
267 MB

Memory usage was measured using the mem.js script. Note that it will only run on Windows, because it uses the tasklist utility.
YMMV, V8 tends to use as much memory as it can based on a percentage heuristic of total system available memory, which means if you have less available memory, it will also use less, up to a point. I have 16 GB, and usage at the time was less than 25%.  Note that I tried to click around on the website as much as I could, to force Vite to load lazy chunks, and I barely saw any change to memory usage.
Speed
yarn build

time

react-scripts
40.24s

vite
23.89s

yarn dev

dev server start
first page load

react-scripts
15 s
1398 ms

vite
574 ms
893 ms

Dev server start is measured by the time it took before the dev server was responsive (time to first byte). Vite reports is own times, but for react-scripts I had to modify it to get to report its startup time.
First page load is measured as how long it took for the React app to start on a fresh page reload right after starting the dev server (to prevent caching). This was done by inserting the following snippet into the App component in src/App.tsx:
useEffect(() => console.log(window.performance.now()));

PWA migration changes

Install vite-plugin-pwa
Initialize service worker with VitePWA(), moved previous service worker code into its options / other files

Caching i.ytimg.com and *.mzstatic.com assets
Cache deny list
Manifest options
Unregister service worker when app fail

vite-plugin-pwa doesn't have unregister code, so I moved previous unregister code into /src/utils/serviceWorker.ts and reusing it
Update prompt

Other changes

Remove duplicate type definitions (vite/client in /src/vite-env.d.ts and tsconfig.json, removed vite-env.d.ts one)
Dev server starts on port 3000 (for OAuth)

hey!
found this PR in the https://github.com/bvaughn/react-virtualized/issues/1632
had the same issue(used a patch too), but since I upgraded to Vite 4, the problem is gone
just wanted to let you know 😄


enhance(ux): Save document with any unpublished comments

Ref: TASK-2019-00157

Made upstream to hotfix.

Pull Request Test Coverage Report for Build 451

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage increased (+0.05%) to 45.794%

Totals

Change from base Build 449:
0.05%

Covered Lines:
17865

Relevant Lines:
39012

💛  - Coveralls


Scroll to the bottom of the terminal window which causes it to auto-s…

…croll

(hello, fellow Debian person!)
I realise this is a 4 year old stale PR but I just today installed vim-dispatch-neovim and immediately thought "It'd be great if the make buffer would autoscroll", found this PR, tested it, and it still works.

Same here! I installed this plugin last week and have already switched to using this PR (and #13 too)


[OTHER] No module named 'taipy.gui' while running taipy application in Google Colab

What would you like to share or ask?
I am trying to run a basic taipy application in Google Colab using ngrok by following the docs https://docs.taipy.io/en/latest/tutorials/integration/2_colab_with_ngrok/. However I get the  No module named 'taipy.gui' error during run.

Code of Conduct

[X] I have checked the existing issues.
[ ] I am willing to work on this issue (optional)

Try this documentation. The problem could be that the environment have not been restarted when you downloaded Taipy. You can also use pip list to see the downloaded packages inside your Colab environment.

Did it solve your issue? Can this issue be closed?

No answer from user


onMessageReceived not working

onMessageRecieved not working when app is in background. i can see the notification in notification_tray.

@chitra8 please take a look ar #4 or #89, there's not enough information here to justify a separate issue.


Resource Booking - UI

User story

As a user
I want / need to be able to see a page to book one of the available desks returned from the search function
So that it is reserved for me and I can use it

Acceptance criteria

UI page should be show the text: "Search Results:"
UI should use drop down menus to display results sorted hierarchically by location->building->room (e.g by unfolding content)
UI page should display results in a table
UI page should display properties and names of all available resources
UI page should offer a book button next to each result
UI page should show an example with mock data

Definition of done (DoD)

The code has been peer-reviewed by at least one team member
The documentation was updated if necessary
The bill of materials was updated if necessary
Working dev setup was created

DoD general criteria

Feature has been fully implemented
Feature has been merged into the mainline
All acceptance criteria were met
Product owner approved features
All tests are passing
Developers agreed to release

@Ardianpalloshi , what do you mean with location?
The actual address or just the city/country of the building?
The database currently contains only the building addresses for building locations, which result in an 1:1 relationship between them.
More specifically, each location collapse would contain only one building collapse.
Should I implement building->floor->room instead?


importing a title-cased bib .

Report ID:
NNLUKD4H-apse
Full Bib(La)TeX item you are trying to import:
@article{AdcroftETAL:1997,
author	= "Adcroft, Alistair  and  Chris Hill
and  John Marshall",
year		= "1997",
title		= "Representation of Topography by Shaved Cells in a
Height Coordinate Ocean Model",
journal	= "Monthly Weather Review",
volume	= "125",
pages		= "2293-2315"}
Expected behavior:
I need normal words in title not brace-protected.
Actual behavior:
Because the original title uses title case, the importer protects capitalized words and when the entry is exported, those words are protected like so
title = {Representation of {Topography} by {Shaved} {Cells} in a {Height} {Coordinate} {Ocean} {Model}},

Rationale/scenario
Some publishers still use title case for their articles. See American Meteorological Society, for example (https://journals.ametsoc.org/doi/full/10.1175/JPO-D-18-0266.1 ).  If you create bib entries by copy-and-pasting or by downloading citation data from such a journal homepage, you end up with titles in title case.  I already have a giant bib file which grew like this over the years.
I was encouraged to post here by emilianoeheyns (https://forums.zotero.org/discussion/61715/prevent-extra-braces-in-bibtex-export/p2 ) .  I thank him/her for the help.

You can ignore the bot message

(emilianoeheyns is me BTW)

I'm still working on this -- as I was going through the test cases I found a bug in the bibtex parser I used which is going to be hard to fix -- I'm almost done with a new parser, and then I can pick up the sentence casing again. I'm sorry about the delay, this is not my usual response time.

:robot: this is your friendly neighborhood build bot announcing test build <IP_ADDRESS>33 ("jurism")
Install in Zotero by downloading test build <IP_ADDRESS>33, opening the Zotero "Tools" menu, selecting "Add-ons", open the gear menu in the top right, and select "Install Add-on From File...".

:robot: this is your friendly neighborhood build bot announcing test build <IP_ADDRESS>34 ("ncu")
Install in Zotero by downloading test build <IP_ADDRESS>34, opening the Zotero "Tools" menu, selecting "Add-ons", open the gear menu in the top right, and select "Install Add-on From File...".

Man that was something. Can you try 4534?

Note that the sentence-casing aims to be decent but not perfect -- I'm not doing any natural language processing, just heuristics, so you will always have to check the post-import results. Stuff from my test set comes through surprisingly well though, and if you have a counter-example I can have a look to see if I can address that.

Import-export of the sample you posted now yields
@article{AdcroftETAL:1997,
  author = {Adcroft, Alistair and Hill, Chris and Marshall, John},
  journal = {Monthly Weather Review},
  pages = {2293-2315},
  title = {Representation of Topography by Shaved Cells in a Height Coordinate Ocean Model},
  volume = {125},
  year = {1997}
}

which seems reasonable to me.

:robot: this is your friendly neighborhood build bot announcing test build <IP_ADDRESS>42 ("adjust test cases")
Install in Zotero by downloading test build <IP_ADDRESS>42, opening the Zotero "Tools" menu, selecting "Add-ons", open the gear menu in the top right, and select "Install Add-on From File...".

Thank you for your hard work, @retorquere .  The example looks perfect indeed.

I downloaded the latest version of BBT, installed it onto Zotero, and imported my main collection, a large bib file.  I didn't check all the entries, but as far as I could see, the title-case problem seemed to have been all solved.  Thank you again, @retorquere  !

Awesome, thanks for the follow up


Error with Pytorch Encoding

I am running windows and I have issues with installing this project, specifically for the torch encoding package.
Some primary error include:
error: ninja: error: loading 'build.ninja': The system cannot find the file specified.
and
Error building extension 'enclib_cpu'
These errors are usually in tandem with a giant list of other errors presumable in dependencies. When I tried to build the package via Docker, similar issues arose as well.
Things I have tried:

I have ensured that visual studios and the C++ compilers are properly installed, and environmental variables are set
I have installed cudatoolkit along with various pytorch libraries with cuda support (torch.cuda.is_available() returns True)
Tried to build a docker image by following the Pytorch Encoding installation guide, but error still occurs

I am running on a Windows 10 machine.
Are there any fixes or guides to get lang-seg to work under these circumstances?

3. Tried to build a docker image by following the Pytorch Encoding installation guide, but error still occur
same problems

Ditto. Error message:
error: class template "ScalarConvert" has already been defined

Ditto with Error building extension 'enclib_cpu'
Possibly something that was deprecated in an old version of Pytorch? Have seen this issue on another repo about three and a half years ago. No idea if it has any relevance, but just in case I've linked it.

Ditto. Error message: error: class template "ScalarConvert" has already been defined

Have you solved this problem? Thank you!

Ditto. Error message: error: class template "ScalarConvert" has already been defined

Have you solved this problem? Thank you!

Not yet. I have got no idea to solve it.

same issue.

After encountering the same ""ScalarConvert" has already been defined" issue I finally managed to install PyTorch-Encoding. Worked by building from source with a recent pytorch and CUDA version matching my installed system CUDA version.
python 3.9.17
cuda 11.8
pytorch 2.0.0+cu118

# Installing PyTorch-Encoding
git clone https://github.com/zhanghang1989/PyTorch-Encoding && cd PyTorch-Encoding
python setup.py install

Ref: https://github.com/zhanghang1989/PyTorch-Encoding/pull/418
Ref: https://hangzhang.org/PyTorch-Encoding/notes/compile.html
Have not yet tried running the LSeg code with this setup. Will do soon.

Could not run the code as I got an undefined symbol error when trying to import any modules from Pytorch-Encoding. Tried to install the library on an old node with cuda 10.2 but that didn't work either because of a gcc version incompatibility.
RuntimeError: The current installed version of g++ (9.4.0) is greater than the maximum required version by CUDA 10.2 (8.0.0). Please make sure to use an adequate version of g++ (>=5.0.0, <=8.0.0).

same issue.

Hi guys, I think I have successfully solved the issue! I installed the packages mentioned in the requirements.txt with Pytorch 1.9 and cuda11.1. The newly released PyTorch encoding is not compatible with PyTorch 1.9. So, I rolled back to an earlier commit and successfully installed the package.

Could not run the code as I got an undefined symbol error when trying to import any modules from Pytorch-Encoding. Tried to install the library on an old node with cuda 10.2 but that didn't work either because of a gcc version incompatibility.
RuntimeError: The current installed version of g++ (9.4.0) is greater than the maximum required version by CUDA 10.2 (8.0.0). Please make sure to use an adequate version of g++ (>=5.0.0, <=8.0.0).

i have the same issue is anyone solved it? I think it's a version incompatibility issue.
---------------------------------------------------------------------------
ImportError                               Traceback (most recent call last)
<ipython-input-10-bb83344f9863> in <module>
     11 from torch.nn.parallel.scatter_gather import gather
     12
---> 13 import encoding.utils as utils
     14 from encoding.nn import SegmentationLosses, SyncBatchNorm
     15 from encoding.parallel import DataParallelModel, DataParallelCriterion

[c:\Users\Frain\.conda\envs\Lseg\lib\site-packages\encoding\__init__.py](file:///C:/Users/Frain/.conda/envs/Lseg/lib/site-packages/encoding/__init__.py) in <module>
     11 """An optimized PyTorch package with CUDA backend."""
     12 from .version import __version__
---> 13 from . import nn, functions, parallel, utils, models, datasets, transforms

[c:\Users\Frain\.conda\envs\Lseg\lib\site-packages\encoding\nn\__init__.py](file:///C:/Users/Frain/.conda/envs/Lseg/lib/site-packages/encoding/nn/__init__.py) in <module>
     10
     11 """Encoding NN Modules"""
---> 12 from .encoding import *
     13 from .syncbn import *
     14 from .customize import *

[c:\Users\Frain\.conda\envs\Lseg\lib\site-packages\encoding\nn\encoding.py](file:///C:/Users/Frain/.conda/envs/Lseg/lib/site-packages/encoding/nn/encoding.py) in <module>
     16 from torch.nn.modules.utils import _pair
     17
---> 18 from ..functions import scaled_l2, aggregate, pairwise_cosine
...
--> 297
    298     encoding = None
    299     if 'b' not in mode:

ImportError: No module named 'enclib_cpu'

Hi guys, I think I have successfully solved the issue! I installed the packages mentioned in the requirements.txt with Pytorch 1.9 and cuda11.1. The newly released PyTorch encoding is not compatible with PyTorch 1.9. So, I rolled back to an earlier commit and successfully installed the package.

Could not run the code as I got an undefined symbol error when trying to import any modules from Pytorch-Encoding. Tried to install the library on an old node with cuda 10.2 but that didn't work either because of a gcc version incompatibility.
RuntimeError: The current installed version of g++ (9.4.0) is greater than the maximum required version by CUDA 10.2 (8.0.0). Please make sure to use an adequate version of g++ (>=5.0.0, <=8.0.0).

hello,can you tell me which version of pytorch you rolled back？

Hi guys, I think I have successfully solved the issue! I installed the packages mentioned in the requirements.txt with Pytorch 1.9 and cuda11.1. The newly released PyTorch encoding is not compatible with PyTorch 1.9. So, I rolled back to an earlier commit and successfully installed the package.

Could not run the code as I got an undefined symbol error when trying to import any modules from Pytorch-Encoding. Tried to install the library on an old node with cuda 10.2 but that didn't work either because of a gcc version incompatibility.
RuntimeError: The current installed version of g++ (9.4.0) is greater than the maximum required version by CUDA 10.2 (8.0.0). Please make sure to use an adequate version of g++ (>=5.0.0, <=8.0.0).

hello,can you tell me which version of pytorch you rolled back？
It has been a long time ago... I think I just installed the PyTorch Encoding in the https://github.com/zhanghang1989/PyTorch-Encoding/tree/331ecdd5306104614cb414b16fbcd9d1a8d40e1e which is not the latest version and the problem was solved. The PyTorch version is 1.9 still.


Add reverse proxy

Confirm this is a feature request for the Node library and not the underlying OpenAI API.

[X] This is a feature request for the Node library

Describe the feature or improvement you're requesting
I set up a reverse proxy for openai. But this lib can only access official api address. Could you plan to add custom url?
Additional context
No response

You can configure baseURL and httpAgent: https://github.com/openai/openai-node#configuring-an-https-agent-eg-for-proxies


Javascript User snippet outputting incorrectly

VSCode Version: 1.21.1
OS Version: macOS Sierra, 10.12.4

Steps to Reproduce:

Have a javascript user snippet
Try use this snippet, output is a bit strange. See attached image of original snippet and output

This is a recent thing, I've been using this snippet for a while now.

Didn't search good enough, this is a duplicate of #25938


Unable to run nbqa on notebooks present in directory without init.py

OS: Ubuntu 18.04
nbqa version: 0.1.21
I have a notebook present in a directory which is not a python package.  I looked into the code and I was able to figure out why it is raising this exception.
def _create_blank_init_files(notebook: Path, tmpdirname: str) -> None:
    parts = notebook.resolve().relative_to(Path.cwd()).parts

    for idx in range(1, len(parts)):
        # next on directory with no __init__.py raises StopIteration exception
        init_file = next(Path(os.path.join(*parts[:idx])).glob("__init__.py"))
        if init_file is not None:
            Path(tmpdirname).joinpath(init_file).parent.mkdir(
                parents=True, exist_ok=True
            )
            Path(tmpdirname).joinpath(init_file).touch()

I fixed the code locally and ran isort, black, flake8 and mypy. This is the fix I made locally
import contextlib

def _create_blank_init_files(notebook: Path, tmpdirname: str) -> None:
    parts = notebook.resolve().relative_to(Path.cwd()).parts

    for idx in range(1, len(parts)):
        with contextlib.suppress(StopIteration):
            init_file = next(Path(os.path.join(*parts[:idx])).glob("__init__.py"))
            if init_file is not None:
                Path(tmpdirname).joinpath(init_file).parent.mkdir(parents=True, exist_ok=True)
                Path(tmpdirname).joinpath(init_file).touch()

Are you mandating the presence of __init__.py file in the directory of notebooks to run nbqa?

Hi @girip11 ,
Massive thanks for reporting the issue and for using nbqa - it warms my heart to see someone trying it out! :pray:
This was not intentional - what I wanted to do was ensure that any init.py files would be copied across (so that mypy could continue working as normal), I did not intend for an error to be thrown. So, this is a bug.
If you have any other feedback / suggestions please do let me know!

First of all thanks a lot for your effort to create such a useful tool. Sure. I am actively using nbqa. I will report if I face any more issues.

That's very kind of you! If you see ways to improve this tool, then pull requests would absolutely be welcome of course.
I've pushed a patch release, if the issue reported isn't fixed please do let me know

Thanks @MarcoGorelli . I updated to latest release (0.1.22) and I didn't face this issue.

Hey @girip11 - I've noticed you've made some quality commits in your fork of this library. Nice! Do you want to open some pull requests? It's easier to review small and focused PRs than large ones, so if e.g. fixing a mypy type hint is ready, then it's easier if you make a PR just for that fix and keep the other fixes separate

Hey @MarcoGorelli, I am interested in contributing to this library. I use VSCode as IDE. I was going through nbqa library dev ecosystem, setting up its dependencies in VSCode. I have made some minor changes during this process.  I have my local setup ready now, I will soon be sending out smaller PRs as mentioned.


Update Italian langauge for NSIS

@ichizok
Fixed some issues (use english term like default, directory, poup menu) and change verbs in third person.
Checked and fxied issues about string truncate why too long.
Please check and merge.

@ichizok
I updated the NSIS instalelr language  file.
I shared the translations with Antion that was agree about them.
Please merge and close the PR.

There are no changes to the installer itself, best to review is Antonion Colombo @azc100

@azc100
please confirm to Bram that the file posted is as we shared.
Thanks.

Hi Bram,
Yes, I am aware that there are no modifications to the Installation
software itself.
This is just an update that introduces a better Italian translation for a
few of the statements.
And, as Roberto states, it has been reviewed by me before being sent to you.
As far as I can tell, it is OK to put it into the Vim distribution.
As a side matter, I realized (speaking with Roberto) that the src/po/it.po
file has not been updated since last August. I am preparing a new version,
which I will send you as soon as it is ready.
Thanks and all the best, Antonio
Il giorno sab 13 mag 2023 alle ore 16:19 Bram Moolenaar <
@.***> ha scritto:

There are no changes to the installer itself, best to review is Antonion
Colombo @azc100 https://github.com/azc100
—
Reply to this email directly, view it on GitHub
https://github.com/vim/vim/pull/12385#issuecomment-1546663647, or
unsubscribe
https://github.com/notifications/unsubscribe-auth/AEXPNG3GNCFDR357PAPLL6TXF6KA3ANCNFSM6AAAAAAX7HWMLY
.
You are receiving this because you were mentioned.Message ID:
@.***>

Yes, I am aware that there are no modifications to the Installation
software itself.

I made that remark for Ozaki Kiichi, who was referred to.

This is just an update that introduces a better Italian translation for a
few of the statements.
And, as Roberto states, it has been reviewed by me before being sent to you.
As far as I can tell, it is OK to put it into the Vim distribution.

Thanks for checking.

As a side matter, I realized (speaking with Roberto) that the src/po/it.po
file has not been updated since last August. I am preparing a new version,
which I will send you as soon as it is ready.

That will be very good.
--
Give a man a computer program and you give him a headache,
but teach him to program computers and you give him the power
to create headaches for others for the rest of his life...
R. B. Forest
/// Bram Moolenaar -- @.*** -- http://www.Moolenaar.net   \
///                                                                      \
\\        sponsor Vim, vote for features -- http://www.Vim.org/sponsor/ ///
\\            help me help AIDS victims -- http://ICCF-Holland.org    ///


Fix typos

I've found two minor typos on this great post. Keep up with the excellent work you're doing in JustForFunc!

This should've been open against campoy's repo 🤦♂


Pack improvement: choose the closest tangent point.

Currently we place the next circle based on the closest circle to the origin, but wouldn't it be smarter to consider a pair of circles based on how close their tangent point is to the origin?

Answer: yes.

Before:

After:

Before:

After:


VM Update Failed

Describe the bug
Tried to update VM to upgrade the storage but it did not work and the docs to guide me how to update an already created vm is missing

To Reproduce
Created a vm using pulumi
Change the memory to higher storage (acceptable sotrage)
Run "make run"
https://github.com/threefoldtech/pulumi-threefold/issues/468

It's because we don't support workload upgrades, yet. I'll add this to later milestone


[BUG] Failing build-mac job

What is the bug?
The build-mac job is failing on main.
How can one reproduce the bug?
Run the pipeline.
What is the expected behaviour?
All pipeline jobs should pass on main.
What is your host/environment?

OS: [e.g. iOS]
Version [e.g. 22]
Plugins

Do you have any screenshots?

Do you have any additional context?
None

It seems to be possible to build this project locally on a Mac b y removing the -Werror flag from CMakeLists.txt, so fixing this issue may just be a matter of identifying and resolving these errors.

Failure occurs during the "Run cppcheck" stage. This results in the following cppcheck-results.log file.
cppcheck-results.log

Most files that are resulting in errors are not part of the driver.

The ones at line 91 of the log and below are part of google test.
The ones at line 7 to 16 are generated by CMake itself.

The only one we probably want to fix directly is src/opensearchenlist/msdtc_enlist.cpp at line 19. That's driver code.
We can tell CppCheck to skip certain files with the --suppress flag. We can also skip directories with the -i flag.
To deal with the unknown macro we can add this comment to the file above the line with the unknown macro:
// cppcheck-suppress unknownMacro

Summary for Triage

Functionality works as expected - no change/regression in behaviour.
Failing pipeline is due to static code analysis (cppchecker).
Caused by external libraries (Google Test), build artifacts (CMake), and unknown macro (msdtc_enlist.cpp).
Solution is trivial (see pull request) and does not have any customer impact.


Implement the same restriction on bulk registration

https://github.com/hubmapconsortium/ingest-api/issues/402


Alertmanager integration with ServiceNow

ServiceNow is one of popular services management tool which does ticketing, problem management, change management etc.
Is it possible to integrate alertmanager with ServiceNow for tickets purpose, when there was any problems in alert rules, it wil trigger servicesnow and create ticket.

Thank you for the request!
Our webhook receiver is probably the fastest way to get something working that fits your needs: https://prometheus.io/docs/alerting/configuration/#<webhook_config>
We will have a look and evaluate the request, thanks!

I am looking for ServiceNow integration as well.
is there a working configurations someone has figured out? would be helpful.
I have heard sending emails to ServiceNow can convert into tickets.

Best solution using call webhook as @stuartnelson3 mentioned.

We are also looking at doing some kind of integration to ServiceNow, and it might possibly be useful for others as well. Currently, the requirements would be something like this:

For some alerts, e.g. of some specific severity, open a ServiceNow ticket (which might trigger an "Outage" in ServiceNow)
If the alerts go away, automatically update the ServiceNow ticket with the new state, so that the Outage is automatically taken out again

Difficult things are among the following:

How to persist which alerts went into which ticket, so that tickets aren't created multiple times
How to make the adapter (that's what it would be) resilient enough to survive a rescheduling (persistent storage?)

So, I'm here because I came looking for this same thing.  Unfortunately, the ServiceNow REST Incoming API expects the data in a specific format (bummer, not the format you are sending), unless you are willing to write your own REST Client API, which is "good enough" for those with general requirements.
I can help a project dev with getting a ServiceNow instance set up and guidance and best practices on getting the data to the right places if he or she wants to spend to time with me.
I am super n00b in Go.  I'm familiar with other languages, and it does not seem that complicated, just... different.
One of the requirements for function is that you will be returned a sys_id which your resolve message should use to properly close the ticket.   Here's where I'm completely confused looking at the code at how this could be done as currently all the alerts are "fire-and-forget" to notification services.
curl "https://instancename.service-now.com/api/now/table/incident" \
--request POST \
--header "Accept:application/json" \
--header "Content-Type:application/json" \
--data "{}" \
--user 'user':'password'

Where {} is:
{
  "short_description": "{{ .Annotations.summary }}",
  "description": "{{ .Annotations.description }}",
  "state": 1
}

The resolve would need to be a PUT with the sys_id number returned from your earlier firing to properly close the ticket.
{
  "sys_id": "abcdef1234567890",
  "state": 6
}

There's tons of fields which can translate 1-to-1 as optional labels by default:

category
subcategory
impact
urgency
assignment_group
assigned_to

The YAMLConfig can hold optional defaults for all alerts:

caller_id
contact_type

I'm willing to help assist a dev, we can discord/slack/hangouts/email!  Help me, help you!  I'll do the documentation!!
Pros:

You +1 AlertManager's integrations
I +1 my Go-fu
We both make a new friend!

Don't delay, sign up today!

Hello,
Was there any outcome of the above integration with service now?
I am interested.
Thanks

@TyAbbott I'm going to attempt to do the same thing here, as we have a need to push alerts into SNOW from AlertManager.

@TyAbbott There is still interest for this, as I need to do the same thing. Is the code you posted the best place to start? I looked through your projects and I didn't find any updates. If this has been integrated into a more official feature I would also be interested in that. For anyone still looking there is also the snogo project which attempts the same goals and that can be found here:
https://github.com/HealthPartners/snogo

@t451772 I've been looking into doing the same thing, going off of @TyAbbott I've made something similar that can also update existing incidents or close them when the alert switches to resolves:
`(function process(/RESTAPIRequest/ request, /RESTAPIResponse/ response) {
var requestBody = request.body;
var requestData = requestBody.data; // variable holds JSON data

var status = requestData.status;
var summary = requestData.alerts[0].labels.summary;
var description = requestData.alerts[0].labels.description; // creates a variable matching a label you give on your alert
var inc = new GlideRecord('incident'); // accesses the incident table
var incidentExists = false;

	inc.addQuery('short_description', summary); // searchs the incident table for any incident description that matches the alert summary
	inc.query();
	if (inc.hasNext()) {
		incidentExists = true; // if a match is found, the incident Exists var becomes true
        inc.next();
    } else {
	inc.initialize();
	}

if (incidentExists) {
response.setStatus(200);
	if (status == "firing") { // if the incident exists, the incident status is set to in in progress and comments are added
		inc.short_description = summary;
		inc.comments = description;
		inc.state = 2;
		inc.update(); // Updates an existing incident
	}
	else if (status == "resolved") { // If the incident exists, but the status of the alert is now resolved, the incident is closed.
		inc.short_description = summary;
		inc.comments = "The Prometheus Alert is no longer occuring, the issue has been resolved.";
		inc.state = 6;
		inc.update();
	}

} else { // if no existing incident is found, it created a brand new one
	inc.short_description = summary;
	inc.comments = description;
	inc.caller_id = "1111111"; //Can match a label if you prefer, or set one manually.
	inc.state = 1;
	//labels are accessed in the alerts. Will then look through the JSON payload and match any labels to incident fields.
	inc.urgency = requestData.alerts[0].labels.severity;
	inc.location = requestData.alerts[0].labels.location;
	inc.category = requestData.alerts[0].labels.category;
	inc.subcategory = requestData.alerts[0].labels.subcategory;

            inc.insert();  // Creates a new incident

}

})(request, response);`
As long as your labels match the fields Servicenow uses, it should work. I've found that using annotations on your alerts doesn't work so well, Snow seems to have some problems with it if more than one alert is firing and creating incidents..

For the record, here is a generic webhook that integrates ServiceNow to AlertManager:
https://github.com/FXinnovation/alertmanager-webhook-servicenow
It supports alerts grouping, updating an existing incident based on the group key, dynamic fields configurations and GO templating on fields values (from alert's annotations and labels).

@louisfelix you can add it to this list if you wish. Just open a PR for this file.

@louisfelix you can add it to this list if you wish. Just open a PR for this file.

Thanks @simonpasquier ! PR created.

Can this be mapped to event table(em_event) of servicenow instead of incident table? i want the alerts to go to event table of servicenow and then the event rules trigger and process the alerts.

Can this be mapped to event table(em_event) of servicenow instead of incident table? i want the alerts to go to event table of servicenow and then the event rules trigger and process the alerts.

Hi, no, the mentioned webhook only supports the incident table.

@prab2014 DId you get any solution?


Document (sometimes) required metadata for implementation report and CR deadline

This PR would fix #2644 and #2645. Links to pubrules in cases where this is required.
Contributing requires the html to be generated. This has a bunch of fatal errors, which I didn't introduce, so I used -f.
chris@SuperNomad:/mnt/c/Users/chris/Documents/GitHub/mybikeshed/docs$ bikeshed -f spec
FATAL ERROR: Found unmatched text macro [LOGO]. Correct the macro, or escape it with a leading backslash.
FATAL ERROR: Found unmatched text macro [WORKSTATUS]. Correct the macro, or escape it with a leading backslash.
FATAL ERROR: Found unmatched text macro [FOO]. Correct the macro, or escape it with a leading backslash.
FATAL ERROR: Found unmatched text macro [BAZ]. Correct the macro, or escape it with a leading backslash.
FATAL ERROR: Found unmatched text macro [H1]. Correct the macro, or escape it with a leading backslash.
FATAL ERROR: Found unmatched text macro [LATEST]. Correct the macro, or escape it with a leading backslash.
FATAL ERROR: Found unmatched text macro [ABSTRACTATTR]. Correct the macro, or escape it with a leading backslash.
FATAL ERROR: Found unmatched text macro [DEADLINE]. Correct the macro, or escape it with a leading backslash.
LINE 4114: Dfn has no linking text:
<dfn bs-line-number="4114"></dfn>
LINE 4117: Dfn has no linking text:
<dfn bs-line-number="4117"></dfn>
LINE 4120: Multiple elements have the same ID 'macro-13-january-2024'.
Deduping, but this ID may not be stable across revisions.
LINE 4120: Multiple local 'dfn' <dfn>s for 'macro' have the same linking text '13 january 2024'.
LINE ~4124: No 'dfn' refs found for '[date]'.
[=[DATE]=]
 ✔  Successfully generated, but fatal errors were suppressed

@tabatkins could you review this PR please? Closes a couple of issues.

I wonder if #2721 is responsible for the change in behavior here?

I have a fix for the macro-reference issues in #2773 that will allow the docs to be regenerated correctly, and without -f. Once that's merged you should be able to resolve any conflicts that arise in docs/index.bs, then run bikeshed in that directory to cleanly update the HTML version.

Uh, none of these problems are reproduced in the current version of Bikeshed. I have to assume that Chris's version is substantially behind?

Okay, committed the index.bs changes (and regened index.html myself). Thanks, @svgeesus !


Broker can't be totally clean

Hi, when starting and closing a broker, node.js doesn't finish
You can reproduce with the following sample :
var zmq = require('zmq');

var bhost= "inproc://#titit";

var PIGATO = require('./');
var broker = new PIGATO.Broker(bhost);
broker.start(
    function(){
    console.log("started");
    broker.stop( function(err){
      console.log("stopped", err);
      } );}, 200);

$node testBroker.js
started
stopped undefined

This is because here in the start method, we create a setInterval, but don't save the intervalId, and don't delete it in the stop method.

Thanks @maxired


feat(Plot): add arguments for export graphs as file

To align message_flow method, callback_sched() and Plot.show() method shall support the argument to export graph as another html file.

@hsgwa
Sorry, but please wait for testing code...

@hsgwa
I confirmed that export function worked well.
Here is test data, and please locate them as the following file tree.
https://drive.google.com/drive/folders/1AYHQEi7aIWBK_Yad6dPia1xHMaLg7p0O?usp=sharing (Internal)
(root of your working directory)
├── architecture_x2_typical.yaml
├── callback_sched_ndt_scan_matcher_sample.html
├── data
│   └── autoware_launch_trace_20220427-105323
├── latency_ndt_scan_matcher_sample.html
└── test_export.ipynb

Please feel free to ask me if you have any question. Best,


uutils: Replace file_name with file_stem in symlink applet detection.

This can get confused on Windows with powershell, where it passes .exe
for symlinks.
closes #1241

Good catch, thanks :+1:


SUPER MEO MEO

http://scratch.mit.edu/projects/303916944
http://phosphorus.github.io/#303916944
Error: HTTP 404:
    at XMLHttpRequest.xhr.onload (https://phosphorus.github.io/phosphorus.js:224:23)

It seems like your project doesn't exist.


build error is Node 10.4.1

><EMAIL_ADDRESS>install /home/nodeuser/scratch/node_modules/inotify
> node-gyp rebuild

gyp WARN download NVM_NODEJS_ORG_MIRROR is deprecated and will be removed in node-gyp v4, please use NODEJS_ORG_MIRROR
gyp WARN download NVM_NODEJS_ORG_MIRROR is deprecated and will be removed in node-gyp v4, please use NODEJS_ORG_MIRROR
gyp WARN download NVM_NODEJS_ORG_MIRROR is deprecated and will be removed in node-gyp v4, please use NODEJS_ORG_MIRROR
make: Entering directory `/home/nodeuser/scratch/node_modules/inotify/build'
  CXX(target) Release/obj.target/inotify/src/bindings.o
../src/bindings.cc: In static member function ‘static Nan::NAN_METHOD_RETURN_TYPE NodeInotify::Inotify::AddWatch(Nan::NAN_METHOD_ARGS_TYPE)’:
../src/bindings.cc:172:46: warning: ‘v8::String::Utf8Value::Utf8Value(v8::Local<v8::Value>)’ is deprecated (declared at /home/nodeuser/.node-gyp/10.4.1/include/node/v8.h:2845): Use Isolate version [-Wdeprecated-declarations]
   String::Utf8Value path(args_->Get(path_sym));
                                              ^
../src/bindings.cc: In static member function ‘static void NodeInotify::Inotify::Callback(uv_poll_t*, int, int)’:
../src/bindings.cc:279:34: warning: ‘v8::Local<v8::Value> Nan::Callback::Call(v8::Local<v8::Object>, int, v8::Local<v8::Value>*) const’ is deprecated (declared at ../../nan/nan.h:1596) [-Wdeprecated-declarations]
     callback.Call(handle, 1, argv);
                                  ^
  CXX(target) Release/obj.target/inotify/src/node_inotify.o
../src/node_inotify.cc: In function ‘void NodeInotify::InitializeInotify(v8::Handle<v8::Object>)’:
../src/node_inotify.cc:13:60: error: no matching function for call to ‘v8::ObjectTemplate::New()’
         Local<ObjectTemplate> global = ObjectTemplate::New();
                                                            ^
../src/node_inotify.cc:13:60: note: candidates are:
In file included from /home/nodeuser/.node-gyp/10.4.1/include/node/node.h:63:0,
                 from ../src/node_inotify.h:5,
                 from ../src/bindings.h:4,
                 from ../src/node_inotify.cc:2:
/home/nodeuser/.node-gyp/10.4.1/include/node/v8.h:5819:32: note: static v8::Local<v8::ObjectTemplate> v8::ObjectTemplate::New(v8::Isolate*, v8::Local<v8::FunctionTemplate>)
   static Local<ObjectTemplate> New(
                                ^
/home/nodeuser/.node-gyp/10.4.1/include/node/v8.h:5819:32: note:   candidate expects 2 arguments, 0 provided
/home/nodeuser/.node-gyp/10.4.1/include/node/v8.h:6026:32: note: static v8::Local<v8::ObjectTemplate> v8::ObjectTemplate::New(v8::internal::Isolate*, v8::Local<v8::FunctionTemplate>)
   static Local<ObjectTemplate> New(internal::Isolate* isolate,
                                ^
/home/nodeuser/.node-gyp/10.4.1/include/node/v8.h:6026:32: note:   candidate expects 2 arguments, 0 provided
make: *** [Release/obj.target/inotify/src/node_inotify.o] Error 1
make: Leaving directory `/home/nodeuser/scratch/node_modules/inotify/build'
gyp ERR! build error
gyp ERR! stack Error: `make` failed with exit code: 2
gyp ERR! stack     at ChildProcess.onExit (/home/nodeuser/.nvm/versions/node/v10.4.1/lib/node_modules/npm/node_modules/node-gyp/lib/build.js:258:23)
gyp ERR! stack     at ChildProcess.emit (events.js:182:13)
gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:237:12)
gyp ERR! System Linux 3.10.0-693.11.6.el7.x86_64
gyp ERR! command "/home/nodeuser/.nvm/versions/node/v10.4.1/bin/node" "/home/nodeuser/.nvm/versions/node/v10.4.1/lib/node_modules/npm/node_modules/node-gyp/bin/node-gyp.js" "rebuild"
gyp ERR! cwd /home/nodeuser/scratch/node_modules/inotify
gyp ERR! node -v v10.4.1
gyp ERR! node-gyp -v v3.6.2
gyp ERR! not ok
npm WARN<EMAIL_ADDRESS>requires a peer of<EMAIL_ADDRESS>|| ^3.0.0 but none is installed. You must install peer dependencies yourself.
npm WARN optional SKIPPING OPTIONAL DEPENDENCY<EMAIL_ADDRESS>(node_modules/fsevents):
npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for<EMAIL_ADDRESS>wanted {"os":"darwin","arch":"any"} (current: {"os":"linux","arch":"x64"})

npm ERR! code ELIFECYCLE
npm ERR! errno 1
npm ERR<EMAIL_ADDRESS>install: `node-gyp rebuild`
npm ERR! Exit status 1
npm ERR!
npm ERR! Failed at the<EMAIL_ADDRESS>install script.
npm ERR! This is probably not a problem with npm. There is likely additional logging output above.

npm ERR! A complete log of this run can be found in:

@c4milo Any chance a new release with this fix could be published?

@zWaR yes! I will release a new version later today. Thanks for the reminder!

@c4milo Wow, that's great. And thanks for the immediate response!

1.4.6 should be up in NPM with this patch. I tested it against latest Node 10, 11, 8, 6 and 4.

@c4milo Tested and it looks good! Thanks!


Types for Response.json() Static Method

Suggestion

🔍 Search Terms

response, responses, static method, json, Response.json()
✅ Viability Checklist

My suggestion meets these guidelines:

[x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
[x] This wouldn't change the runtime behavior of existing JavaScript code
[x] This could be implemented without emitting different JS based on the types of the expressions
[x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
[x] This feature would agree with the rest of TypeScript's Design Goals.

⭐ Suggestion

Now that multiple JavaScript runtimes (Chromium, Node.js v18 LTS, Bun, etc) have implemented it, it would be great to get types for the Response.json() static method (Chrome Platform Status, Mozilla Bugzilla, Response.json() section in Fetch spec).
Since Response objects are more commonly used on the backend, maybe backend runtimes can be considered as valid signals that this is ready for inclusion in TypeScript.
📃 Motivating Example

Response.json({abc: 123}, {status: 400});

Playground

💻 Use Cases

A shortcut for the following code (more verbose / error prone):
new Response(JSON.stringify({ abc: 123 }), {
  status: 400,
  headers: {
    'Content-Type': 'application/json',
  },
});

👀 See also
This has a companion issue + PR in the microsoft/TypeScript-DOM-lib-generator repo over here:

https://github.com/microsoft/TypeScript-DOM-lib-generator/issues/1444
https://github.com/microsoft/TypeScript-DOM-lib-generator/pull/1462

cc @lucacasonato @balazsorban44 @leerob @cramforce @jasnell

Just pointing out that the shortcut is in fact so error prone, that you forgot to add the "Content-Type": "application/json" header.  😜
This would be a great addition! 👍

Just pointing out that the shortcut is in fact so error prone, that you forgot to add the "Content-Type": "application/json" header. 😜

Response.json automatically sets the content type header to json.

you forgot to add the "Content-Type": "application/json" header. 😜

haha indeed oops, added!

No, the header is added by Response.json already. The previous example was correct 😃

@lucacasonato the comment was about the long-form non-helper version which was originally missing it. Was important to add to show that the helper does more work!

Oh nice, it looks like https://github.com/microsoft/TypeScript-DOM-lib-generator/pull/1462 was merged! 🙌
@RyanCavanaugh does this mean that this issue can be closed now? (will this be a part of TypeScript in one of the next versions like 5.2?)

This would be in 5.2 as soon as we do the next regular lib update, yes. Marking closed. Thanks!

Great, thanks!

I don't know if i am doing something wrong, but, i am running ts version 5.2.2 and i still can't use Response.json

Please file a new issue. No screenshots please.


Mesh Instances randomly not rendering (regression since 3.3)

Godot version
3.3.4 official
System information
Win 10/64 NVIDIA GeForce GTX 1060/PCIe/SSE2
Issue description
Too frequently some meshes won't render in the editor, and sometimes in game. Switching to another scene and switching back, or closing and reopening will temporarily fix it.
We were developing on 3.2.1 and I never had the issue. As we explored the 3.3 branch I started noticing this error. It's frequent enough that it's a problem. It could have happened any time from 3.2.2.
@Arnklit Already reported this in #47051, and provided a test project, but it was closed prematurely. Though since it's intermittent I doubt the core devs will see it until they start making a large scene with tons of objects. @mbrlabs also confirmed the problem in that ticket.
It happens to all sorts of meshes. It has also affected @Zylann's heightmap terrain, one time, in the editor. One quad (say 5mx5m) was invisible and I couldn't get it to become visible until reloading the scene (prior to any of my gdnative work).
Here I'm building a house from a kit. I already had this scene open. I was in another scene, then switched back to it and saw this. I moved the camera closer for the shot:

I switched to the other scene, then came back, and the two meshes rendered again:

The floor is a fairly simple mesh with one wood material. The wall is more complex. Notice in the first picture you can see the shutter and glass. Here is the full object:

This wall object has separate glass and shutter meshes. The mesh that disappeared includes two materials, the same wood used on all objects in all of these pictures, and a rusty metal frame. Both materials on the mesh didn't render, and both materials are visible on all the other meshes.
The mesh instances have their mesh data stored in the tscn file. They were originally imported from fbx, but that file has already been deleted. The textures are separate dds files. The materials are separate binary files, though most of our other materials are tres. Here we are using MTLOD and an immediate geometry node, however I've experienced this on our meshes that are not using MTLOD. These shots are all close enough that we're only looking at LOD0.
I do not believe this is not an issue with LOD, file types or materials. It decides whether it is going to render these objects when the scene opens. Nothing I can do in the scene will get it to render. Not selecting it, moving it, changing visibility, or moving the camera. Only by switching or reopening scenes fixes (or breaks) these meshes.
My console is full of these errors, which repeat when I switch back and forth between my scenes sometimes.
ERROR: get: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
   At: ./core/rid.h:150
ERROR: instance_set_transform: Condition "!instance" is true.
   At: servers/visual/visual_server_scene.cpp:713
ERROR: get: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
   At: ./core/rid.h:150
ERROR: instance_set_scenario: Condition "!instance" is true.
   At: servers/visual/visual_server_scene.cpp:629
ERROR: get: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
   At: ./core/rid.h:150
ERROR: instance_set_visible: Condition "!instance" is true.
   At: servers/visual/visual_server_scene.cpp:780
ERROR: get: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
   At: ./core/rid.h:150
ERROR: instance_attach_skeleton: Condition "!instance" is true.
   At: servers/visual/visual_server_scene.cpp:913

Steps to reproduce
Build out a complex scene for a game with a lot of objects to greatly increase your likelihood of seeing the error.
Now at least 3 known gamedevs experience this problem.
Minimal reproduction project
Look in https://github.com/godotengine/godot/issues/47051

Try disabling the BVH in the project settings and see if the issue persists.

Last time I experienced meshes not rendering with RID errors was in https://github.com/godotengine/godot/issues/44642, although you might be hitting another variant of that if you also get it in game.

Try disabling the BVH in the project settings and see if the issue persists.

It's worth a try (just in case there is some indirect effect), but these errors are coming from setting object data, not reading, and the BVH doesn't set anything on objects (or read if I remember correctly, all the data is sent in exactly the same way as octree).
I'll see if I can reproduce it.

Yeah I've been seeing this exact same issue on the last two complicated 3D scenes I've made for my "How Good Can I Make Godot Look" series. Sometimes meshes are just gone until you reopen. But yeah it was so random that I thought it was difficult to log a bug on it.

Likely the same issue as #50630, and I remember another one with GridMap tiles randomly disappearing but GitHub search is failing me.

For people who are able to reproduce the issue, it would be useful to test and track down which build first introduced the bug.
According to #47051 it dates back at least to 3.2.4 RC 5, and I haven't seen it reported against 3.2.3. So it would be good to confirm that 3.2.3 is not affected, and which 3.2.4 beta or RC build introduced the regression.
https://downloads.tuxfamily.org/godotengine/3.2.4/

Yes i remember that issue. I did a lot of testing back then but could not reproduce it reliably (only happend in the editor for me so it was not that critical). I still occasionally have this problem when working on big scenes.
The earliest version i encountered this with was 3.2.4 beta3. See https://github.com/godotengine/godot/issues/47051#issuecomment-802819194

So far it sounds like you might all be on Windows with Nvidia drivers? Not that it's necessarily a factor as that's the most common gamer config ;)

Yes, i'm on Windows 10 with the latest Nvidia drivers.

I will experiment with the bvh settings and other versions and see if I can narrow it down. It might take some time. A change in the bvh was exactly the kind of thing I was looking for, so I hopeful this is it.
I was working on importing the village kit and switching between scenes hundreds of times over a few hours yesterday. I noticed this rendering bug occur twice in all that time. It likely has hidden meshes that weren't obvious. But it still happens consistently, maybe daily.
The console errors may or may not be related.
I'm using the nvdia studio driver. The issue has been going on so long that I've upgraded my drivers at least a few times.

I'm using the nvdia studio driver. The issue has been going on so long that I've upgraded my drivers at least a few times.

I suspect the relationship with drivers may be a red herring - it is likely this is affecting the timing, and it is likely a semi-random timing issue which is triggering the bug. Driver issues can cause objects to disappear, but I struggle to think of how they could cause error message our side with RIDs etc.

Would the BVH apply to lights? Here is 3.3.4 w/ use_bvh disabled in the project settings. I noticed this issue yesterday and occasionally other times also.
Simple scene, no light is rendered.

Switching scenes reports errors (below) but does not fix the light. Closing and reopening it once did not fix it. A second time it finally loaded.

My other asset scenes I'm making with the same set up render the lighting just fine.
Or what about gizmos? Sometimes they disappear as well. Unselecting and re-selecting the collision shape, no gizmo.

Switch to another loaded scene and back, select the object:

Errors w/ a few additional line numbers:
ERROR: instance_set_visible: Condition "!instance" is true.
   At: servers/visual/visual_server_scene.cpp:780
ERROR: get: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
   At: ./core/rid.h:150
ERROR: instance_set_scenario: Condition "!instance" is true.
   At: servers/visual/visual_server_scene.cpp:629
ERROR: get: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
   At: ./core/rid.h:150
ERROR: instance_set_transform: Condition "!instance" is true.
   At: servers/visual/visual_server_scene.cpp:713
ERROR: get: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
   At: ./core/rid.h:150
ERROR: instance_attach_skeleton: Condition "!instance" is true.
   At: servers/visual/visual_server_scene.cpp:913
ERROR: get: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
   At: ./core/rid.h:150
ERROR: instance_set_base: Condition "!instance" is true.
   At: servers/visual/visual_server_scene.cpp:456
ERROR: get: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
   At: ./core/rid.h:150

Would the BVH apply to lights? Here is 3.3.4 w/ use_bvh disabled in the project settings. I noticed this issue yesterday and occasionally other times also.

Yes it also applies to lights, BVH is the spatial partitioning scheme used for culling. However, if these screenshots etc are still showing problems with the BVH disabled in rendering/quality/spatial_partitioning/use_bvh, then that would seem to rule it out as the direct cause of the problems (because the bug is still occurring when you are using octree instead).
I stress direct because it is also possible that the problem is occurring due to misuse of the spatial partitioning scheme by the client code. I.e. if the client code is creating the same objects multiple times in the tree or not deleting them correctly, the culling can still potentially return this deleted object as being seen by a camera.
One possibility is that these bugs are being caused by multithreaded access to the spatial partitioning scheme, by it octree or bvh. This is not meant to be supported, but to try and identify this as a cause, I have added the project setting rendering/threads/thread_safe_bvh. If you enable this and enable the BVH, and the problem disappears, then it would identify the problem as being caused by multithread access.
There are also lots of other possibilities, this may have nothing to do with spatial partitioning. The reason for the speculation is that the BVH was introduced around the time this bug was first reported, but it may be coincidence.

It just happened with hterrain. Twice in one day with threadsafe bvh turned on. :/

Mesh Instances randomly not rendering in the editor (regression since 3.3)

@akien-mga though almost all of the instances I have experienced have been in the editor, I have had meshes not appear while running in game since 3.2.1. And since the editor is a running game, there's really little difference between the renderer and visual server for either scenario.

I tried running my game in 3.2.1, but there are too many problems with it. Code that should work is invalid. It doesn't read all of the meshes that were imported in 3.3 or 3.4 and saved in a native mesh format. So I'm not going to work backward.
Instead, I built a new 3.x da5c843bd debug version w/ threadsafe BVH on, and worked today while running the editor through the MSVC debugger. I set some breakpoints in the code and recorded a video of my screen whenever I hit an error to debug the callstack and objects.
Here are some conclusions so far:

The errors are happening all the time. While opening, closing, and creating object scenes, and switching between scenes, I'm hitting a block of 3-4 errors at least hourly if not more like every 10-15 minutes. However the times I hit an error that provides an obvious visual artifact is much rarer, maybe 1/10th the time.
The problems occur when VisualServer wants to set_visible, set_transform, or set_scenario on a particular resource (RID), which happens on all objects every time it switches scenes, including editor viewport objects (e.g. SpatialEditorViewport whatever that is). Only once in a while does it trigger on set_visible, hence point 1. On each scene switch, the scene goes through _enter_tree() and _exit_tree().
The Set (red-black tree) that stores the RIDs of the objects in the scene is not properly populated. These errors are occurring because the RIDs of the objects in the scene are missing from the Set of RIDs the visual server queries.

Here is one of the three areas where the error messages come from, where VisualServer attempts to get the instance of the RID.
VisualServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) {
	Instance *instance = instance_owner.get(p_instance);
	ERR_FAIL_COND(!instance);

instance_owner is an RID_Owner, which is a class with a Set called id_map. A Set is a red-black tree and is used to contain all RIDs for the scene: Set<RID_Data *> id_map;
Here is instance_owner.get()
rid.h::get(p_rid)
		ERR_FAIL_COND_V(!p_rid.is_valid(), nullptr);
		ERR_FAIL_COND_V(!id_map.has(p_rid.get_data()), nullptr);

The first line doesn't produce an error, so the RID object is valid.
I expanded the second macro and added some debugging code to determine that in almost all cases the RID object and the resource ID integer within are valid. However when this fails, the ID is NOT in the Set (id_map). In only one instance today was the RID data invalid.

I dumped the entire red-black tree across several error instances to confirm that the element wasn't just misplaced. It's unlikely the problem is in the implementation of the tree. It's much more likely that the problem occurs when the Set is being populated. On another day I'll explore that.

Here's a video showing my debugging progress. It's long, and gets more efficient in later chapters. Look for the chapter markers on the timeline. I captured 5 error sessions, but only one was visual, at 1:06:45.
https://youtu.be/ozET9itjeD4

Are the octree or bvh related to populating id_map or is that entirely
unrelated and I can ignore them?

Are the octree or bvh related to populating id_map or is that entirely unrelated and I can ignore them?

I think based on the evidence so far I don't think the bug is anything to do with octree or bvh, that was most likely a red herring.

I encountered this again today in the editor with a custom 3.4rc1 build. The error message was slightly different however:
 C:\Users\mbr\Projects\godot3\core/rid.h:149 - Condition "!id_map.has(p_rid.get_data())" is true. Returned: nullptr
 drivers\gles2\rasterizer_storage_gles2.cpp:2724 - Condition "!mesh" is true. Returned: VisualServer::PRIMITIVE_MAX
 servers\visual\visual_server_scene.cpp:536 - Condition "instance->base_type == VisualServer::INSTANCE_NONE" is true.

@mbrlabs The core issue is this part of all of the various error messages: !id_map.has(p_rid.get_data()) is true. This is because the RID was previously removed from its container (id_map) for an unknown reason.
@lawnjelly
I can't use the callstack PR as it requires EngineDebugger which doesn't exist in 3.x. However, I learned how to dump the call stack with CaptureStackBackTrace() in the Windows SDK.
I ran through several errors and got 4 unique traces (callstacks.xlsx). All of them go back to VisualServerWrapMT::free (as a wrapper for VisualServerRaster::free), then diverge from there.
One thing I have found is that VisualServerRaster::free() is often called with invalid RIDs (ie ! p_rid.is_valid() and sometimes with RID==0, which should never happen (Since RID_OwnerBase::init_rid() guarantees it will always be >=1). These invalid conditions are then sent to 5 VisualServers to be searched for in 5-10 redblack trees each. I'll introduce some sanity checks to skip these conditions.
When running in a fully loaded scene, not switching, free() is called often, including both valid and invalid calls. On my village gallery scene shown above, it's called around 10 times per frame, whenever the camera or an object is moved.
I haven't yet figured out why these objects are being freed or if they are legitimate, why only 10 free calls are being made when there are 300 objects in this scene, or why invalid RIDs and RID==0s are attempting to be freed over and over again.
So far, searching backwards with the callstacks hasn't been effective due to the design. I've started tracing forward by logging markers at various points in the code, starting with what happens when editor tabs are switched. So far on one instance, I got errors when this line adds the new scene to the tree:
EditorNode::set_current_scene()
     scene_root->add_child(new_scene);

I haven't traced into add_child() yet.

Just as a reminder, #44642 identifies a place in the SpatialEditor that frees rids that dont belong to the editor. With the checks you are adding, you could verify this place too to make sure it is not the same cause.

Thanks. I didn't know about that one. It certainly looks suspicious, and that class shows up in some of my call stack traces. I was debugging it quite a bit today, but nothing conclusive yet.
Also I just realized where I pointed out that errors were occurring (add_child) is only when the problem discovered and messages are printed. The RIDs are probably being freed before then, and my logs should be able to identify that.

Turning off the grid in the viewport prevents the error messages and symptoms on my system. Specifically disabling all three Editor->Editor Settings->Editors->3d->grid_*_plane, though only xz is enabled by default.
Guys, please test this on your systems and let me know if you get any !id_map.has(p_rid.get_data()) error messages. You should be able to test this with any build of 3.3 and later.
If that fixes it for everyone, then it looks like I've solved the issue.
The Cause
SpatialEditor has two 3-item arrays: grid and grid_instance. These hold the meshes and instances of the 3D grid shown in the viewports for each of the 3 grid planes.
These arrays are continually freed and repopulated whenever the camera or an object is moved, or several other events. They are repopulated only if the grid is enabled. Which means that sometimes (all the time), the old RIDs are repeatedly freed.
This is the root problem: It is not safe to free RIDs multiple times. When they are freed, they leave a dangling pointer.
Every update cycle in SpatialEditor, RIDs are sent to the visual server to be freed. Sometimes with current pointers, sometimes with dangling pointers.
VisualServer has no way to tell if an RID is valid or not. rid.is_valid() is true even if its dangling, and rid.get_id()!=0) will cause an exception if the pointer is dangling.
VS gets the pointer from each RID and searches for it in each of ~20 red black trees to see if the pointer matches any instance in any tree. If there's no match, nothing happens. However if there is a match, the instance is removed from the tree.
When you have a scene with hundreds of objects, it only takes a few scene switches to generate thousands of compares. Eventually it finds a match and a random instance gets removed from whichever r/b tree owned it (cameras, lights, meshes, etc).
The instance is still referenced elsewhere in the engine, but since the VisualServer can't find the instance in any of its id_maps, it spams the console with error messages, usually for the same instance over and over. Switching scenes or closing/reopening scenes causes SpatialEditor to repopulate its grid arrays, but it could free another random instance.
The Fix
I could just edit SpatialEditor and manually assign RID() to the grid arrays after free(). However this issue has highlighted a bigger problem in the engine. Freeing RIDs leaves dangling pointers. It's not safe to free an RID multiple times. If you do, you could remove instances from random id_maps throughout the engine, not just in VisualServer but also in Physics and anywhere else they are used.
My PR will tweak RID and every instance of free(RID) to enforce cleaning up these dangling pointers (passing the RIDs by reference and setting _data=nullptr). This also means RID.is_valid() will actually mean something. I've already got it working in all the VisualServers. I just need to do it for Physics and any other place. I'll push up a PR probably tomorrow with the RID changes and VS::free() sanity checks.
Also, RID.h, handles release and debug mode differently. Debug mode searches a red/black tree to see if it contains an RID. In release mode it doesn't even use a red/black tree. Instead the RID just keeps a direct reference to its owner. I really don't like having two versions of code, with release mode having more functions available. I intend to bring the two versions closer together to reduce complexity of finding bugs in the future.

@tinmanjuggernaut well done for finding this! Yes that does sound plausible.
Before spending any time attempting changes to RID I'd recommend discussing with reduz (on godot rocket chat), as it is a very core area of the engine (he may want to make any changes there himself, or propose a different solution).

My PR will tweak RID and every instance of free(RID) to enforce cleaning up these dangling pointers (passing the RIDs by reference and setting _data=nullptr)

You cannot have this work for the script API, free is exposed and RIDs cannot be passed by reference there... so your best option still remains to reset every freed RID.

I had to tear RID apart to find the issue, so I'm familiar with it. I will ask reduz.
Either every caller of any free(RID) needs to also do rid=RID(), or RID needs to clean itself up, or a combination, like it's clean in the engine and dirty in script.
I currently have it working the original way for the script API, and a clean way for the engine. Several areas of the engine regularly send bad data to free.
As for script, it could possibly generate an error if desired, but there's no way for it to know that the pointer is dangling, unless 1) it try{}s to access the memory and 2) it's not pointing to a valid object, but this issue demonstrates that it does far too often. Many times I watched SpatialEditor, which should have only referenced VisualInstance, referencing AnimationNodeOneShot.

Find the PR at https://github.com/godotengine/godot/pull/54650.
Juan asked @RandomShaper to be the primary reviewer, but I invite all of you guys to look and comment.

It would be awesome to get an MRP based in the project in the original post. The one in #47051 has indeed a problem related to tab switching, but it's no longer the one reported there.
What happens there now is related to timing. If you switch to and away from the fur ball scene, a piece of script in the Fur addon causes errors about certain nodes not being in the tree:
func update_physics_object(delay : float) -> void:
	yield(_shell_fur_object.get_tree().create_timer(delay), "timeout")
	_physics_pos = _current_physics_object().global_transform.origin
	_physics_rot = _current_physics_object().global_transform.basis.get_rotation_quat()

While the fur scene is the active one, update_physics_object() is called. If you switch away from it in a shorter time than delay (which seems to be 0.5), by the time the yield() ends, the "current physics object" is no longer in the tree, causing the errors. I woulnd't call that a Godot bug. It may be possible to freeze the state of a scene in a tab that becomes inactive and unfreeze when it's active again, but it's not possible worh the hassle. Sounds like a not trivial at all thing to implement.

Fixed by #54650.


libcontainerd: use healthcheck to track containerd conn

This patch is preparation for an update of grpc to v1.0.1-GA. There is no WaitForStateChange method there, so we should prepare.
I'm trying to get everything in before update, so update PR won't have very many changes for logic, which is easy to lose in big PR.
ping @mlaventure @tonistiigi @crosbymichael

LGTM if :green_heart:

LGTM


Preliminary image to ground test

This will fail until we get image to ground working correctly. But it is a start for the test being set up.
Todo:

Don't hardcode the ISD into the test (requires modifying mdisset.cpp)
Parameterize tests

Tests failing on jenkins because server does not have gcc 4.9+ for c++11 feature.
Locally, all tests pass except imageToGround.


Fix type hints

Since we are going to deprecate this charm library very soon, may I ask if there's any special reasons for this change?

Since we are going to deprecate this charm library very soon, may I ask if there's any special reasons for this change?

I just noticed it wasn't being linted and decided con configure tox to do so


Not an issue: But a question regarding "Forward" in Joint Embedding

Hello,
I humbly request you, if you could kindly advice me: on lines 102 and 111, there is a "if condition" checking with "NONE"?
Can't directly it be passed without "if" checking?
And does this mean that both image and txt should be separately checked or there neednt be any checked.  Can I do something like:
       if imgs is not None or caps is not None:
           x_imgs = self.img_emb(imgs)
           x_imgs = self.dropout(x_imgs)
           x_imgs = self.fc(x_imgs)

          x_caps = self.cap_emb(caps, lengths=lengths)
          x_caps = x_caps / torch.norm(x_caps, 2, dim=1, keepdim=True).expand_as(x_caps)

          x_imgs = x_imgs / torch.norm(x_imgs, 2, dim=1, keepdim=True).expand_as(x_imgs)
          x_caps = x_caps / torch.norm(x_caps, 2, dim=1, keepdim=True).expand_as(x_caps)

      else:
         x_imgs = None
         x_caps = None

Please if you could advice me, it would help me to analyse things better.
Thank you
Bela

Hello,
Yes, you can do both check at once or no check at all.
It was coded with separated check in order to be able to use it to encode only texts (by passing a None image) or encode only images (by passing None text).
Best,
Martin

Hello,
Thank you for your response. I had reproduced your code, but when I am running it after few month's again, I find a weird behaviour that the performance reduces after two epochs. When I re-produced it, seems like- it fails to work now.
I am trying to create a new enviroment, but I can install packages using your environmnent.yml.
Next, I don't find that pip install sru==2.1.3 support CUDA_FUNCTIONAL as i keep getting error. And if I download SRU from https://github.com/asappresearch/sru as suggested by one more person on GITHUB and do: pip install -r requirements.txt
I keep getting segmentation fault and it uninstall pytorch 1.0 which i installed using conda install pytorch==1.0.0 torchvision==0.2.1 cuda90 -c pytorch.
Could you advice on this issue?
Regards
Bela

From: Martin Engilberge<EMAIL_ADDRESS>Sent: 23 May 2020 18:16
To: technicolor-research/dsve-loc<EMAIL_ADDRESS>Cc: Bela Chakraborty<EMAIL_ADDRESS>Author<EMAIL_ADDRESS>Subject: Re: [technicolor-research/dsve-loc] Not an issue: But a question regarding "Forward" in Joint Embedding (#12)
Hello,
Yes, you can do both check at once or no check at all.
It was coded with separated check in order to be able to use it to encode only texts (by passing a None image) or encode only images (by passing None text).
Best,
Martin
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHubhttps://github.com/technicolor-research/dsve-loc/issues/12#issuecomment-633005639, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AMKK2R7O46MCMOFNM6L24WTRS6A6DANCNFSM4NIIWKBQ.

Hi,
for the installation of the SRU you need to clone the right version 2.1.3
[(https://github.com/asappresearch/sru/tree/2.1.3)]
if you still have dependency problem try to install the requirement by hand one by one

Hello
Thank you
Would look into it
regards
Bela

From: Martin Engilberge<EMAIL_ADDRESS>Sent: 23 May 2020 18:32
To: technicolor-research/dsve-loc<EMAIL_ADDRESS>Cc: Bela Chakraborty<EMAIL_ADDRESS>Author<EMAIL_ADDRESS>Subject: Re: [technicolor-research/dsve-loc] Not an issue: But a question regarding "Forward" in Joint Embedding (#12)
Hi,
for the installation of the SRU you need to clone the right version 2.1.3
[(https://github.com/asappresearch/sru/tree/2.1.3)]
if you still have dependency problem try to install the requirement by hand one by one
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHubhttps://github.com/technicolor-research/dsve-loc/issues/12#issuecomment-633007236, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AMKK2RZABJSO3SZ5HW2PUN3RS6CYLANCNFSM4NIIWKBQ.

Hello,
After you advised on the SRU unit, I ran the training, if you could see from the log, the image pipeline doesn't train at all for some reason. I couldn't reason out why? As I followed all the instructions given by you.
I guess you are the only one who could advice, what's causing this issue. I have downloaded the pre-trained imagenet weights and given its path in the config file.
I humbly request you if you could kindly advice on this issue.
thank you
regards
bela
author_code.txt