Git Plugin doesn't show up the conjur secret type credentials in dropdown

Git under Source code management not allowing to choose conjur secret type credentails

When using the GIT you must provider a Conjur Username Credential or Conjur Username SSH Key Credential. However remember that it is not possible to use this credential type within a folder when the credentials are also stored in the folder level. This is a jenkins limitations in which the git plugin cannot retrieve the context (Where it is being run).


Add format button the editor

Since you're using the monaco editor, you can already do json auto formatting using Shift + Alt + F, add a button for the people that don't know the shortcut, and show a tooltip with the shortcut when you hover over it.
editor.getAction("editor.action.formatDocument").run();

Thanks for the suggestion and implementation details. I will think about adding it if this issue gets some more upvotes. I am personally not sure whether to have a button just for formatting along with tooltip.

I noticed that it wasn't there within the first minute of usage. I wanted to write some json in the editor, but the formatting was weird. I looked for the button, and realized that it was the monaco editor so I could probably just use the default shortcut. I think any json editor should really have a format button, and many popular platforms seem to agree. Firebase for example has a format button.
An alternative would be a button to create a popover with some shortcuts that can be used in the editor such as F1 for opening the command pallette, or Shift + Alt + F for formatting. It could contain controls for the graph view also.

Yeah, the popover also looks interesting. I will think some more on having just a button for formatting or introducing a popover since I was planning to add shortcuts some time later for the whole application anyways. I will keep this issue open in the meantime. Thanks for the suggestion. It's quite helpful.


Fixes default character behavior

Fixes an error caused by passing an empty list to convert_str_to_emoji() when no emojis are specified by the user.

THANKS


Secrets two

I think you meant to open this on your fork

Ah sorry clicked a little too fast and forgot to change the target branche to the forked one..


Migrate optuna/notebooks/jupytercon_demo/RAPIDS_xfeat_Optuna-CPU.ipynb to deployment docs

Migrate optuna/notebooks/jupytercon_demo/RAPIDS_xfeat_Optuna-CPU.ipynb to deployment docs.
See https://github.com/rapidsai/cloud-ml-examples/issues/203#issuecomment-1410349915 for detailed migration instructions.
### Tasks
- [ ] Decide if notebook should be migrated and add "migrate: X" label (if no also close this issue)
- [ ] Test if notebook works
- [ ] Fix up anything that needs changing
- [ ] Ensure notebook has good title, description and metadata tags in the first cell
- [ ] Replace deployment instructions with links to docs pages
- [ ] Copy notebook into a new folder into deployment docs examples
- [ ] Copy any supporting files to the folder
- [ ] Add notebook to examples toctree
- [ ] Make PR to deployment docs repo

Based on https://github.com/rapidsai/deployment/pull/141#issuecomment-1423973228: maybe don't migrate this notebook. It doesn't demonstrate integration/use of a cloud service provider and is "yet another optuna" example.


Info section UI enhancement

Changes Made:

added hover states to buttons
added similar padding spaces between sub headers
added rounded borders to subheader sections and subsequent elements
Made some color changes to improver ui/ux(visibility)
Other minor fixes

@srbhr @Sayvai please review the PR.

Okay I'll take a look @sandipkarmokar

@srbhr Please remember to Squash and Merge this PR to keep the changes to one commit on the upstream main branch 🤓


#161255247 Show boolean values for liked/disliked articles and comments

What does this PR do?
It adds boolean values showing if a user has liked/disliked a specific article/comment
Description of Task to be completed?
Show boolean representations of users likes/dislike on a specific article or comment.
Any background context you want to provide?
This values will be used in the front-end
What are the relevant pivotal tracker stories?
#161255247
#161255264
Screenshots
Articles

Comments

Pull Request Test Coverage Report for Build 462

43 of 54 (79.63%)  changed or added relevant lines in 4 files are covered.
3 unchanged lines in 2 files lost coverage.
Overall coverage decreased (-0.1%) to 92.532%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

authors/apps/authentication/views.py
10
12
83.33%

authors/apps/article/api/serializers.py
19
23
82.61%

authors/apps/comment/api/serializers.py
12
17
70.59%

Files with Coverage Reduction
New Missed Lines
%

authors/apps/comment/api/serializers.py
1
81.93%

authors/apps/authentication/test/test_social_auth.py
2
100.0%

Totals

Change from base Build 459:
-0.1%

Covered Lines:
2602

Relevant Lines:
2812

💛  - Coveralls


The interface size needs to be increased.

Please increase the interface size and the font is very small.
Everything in the interface is very small.

Windows 10

Very small program interface.

@amir1376, This issue can be closed as completed.


emath error compiling with unknown tool name found in scoped lint

Describe the bug
egui failes to compile at emath with the errors:
error[E0710]: an unknown tool name found in scoped lint: `rustdoc::broken_intra_doc_links`
  --> C:\Users\Luke\.cargo\registry\src\github.com-1ecc6299db9ec823\emath-0.12.0\src\lib.rs:14:5
   |
14 |     rustdoc::broken_intra_doc_links,
   |     ^^^^^^^

error[E0710]: an unknown tool name found in scoped lint: `rustdoc::invalid_codeblock_attributes`
  --> C:\Users\Luke\.cargo\registry\src\github.com-1ecc6299db9ec823\emath-0.12.0\src\lib.rs:15:5
   |
15 |     rustdoc::invalid_codeblock_attributes,
   |     ^^^^^^^

error[E0710]: an unknown tool name found in scoped lint: `rustdoc::missing_crate_level_docs`
  --> C:\Users\Luke\.cargo\registry\src\github.com-1ecc6299db9ec823\emath-0.12.0\src\lib.rs:16:5
   |
16 |     rustdoc::missing_crate_level_docs,
   |     ^^^^^^^

error[E0710]: an unknown tool name found in scoped lint: `rustdoc::private_intra_doc_links`
  --> C:\Users\Luke\.cargo\registry\src\github.com-1ecc6299db9ec823\emath-0.12.0\src\lib.rs:17:5
   |
17 |     rustdoc::private_intra_doc_links
   |     ^^^^^^^

To Reproduce
Steps to reproduce the behavior:

cargo new emath_error
cd emath_error
add to Cargo.toml the line egui = "0.12" under [dependencies]
cargo build

Expected behavior
A successful build
Desktop:

OS: Windows 10

Additional context

rustc 1.51.0 (2fd73fabe 2021-03-23)

I had the same issue until I used rustup update.

I had the same issue until I used rustup update.

Thank, this fixed it. Using now rustc 1.52.1 (9bc8c42bb 2021-05-09).


Expand the upload package capabilities

This will help the library deal with lifecycle events better, since blocks don't serialize well with NSSecureCoding. Using delegate callbacks to ensure that an upload is always completed seems to be the only way to address this lifecycle issue.

I do not have reason to believe that that travis failure is real. I've been restarting that job for over 2 hours now, and the failure appears spurious, but consistent. Tests and validation pass on my machine.


afterOn executing before On

Expected: on runs before afterOn
Actual: afterOn runs before on
Sample:
given("") {
    beforeOn { print("1") }
        on("") {
            print("2")
            it("") {
                print("3")
            }
    }
    afterOn { print("4") }
}

output:
1423

Yep it's a known issue. With the restructuring hopefully this will be solved.

Anything new in this respect?
I understand that beforeOn and afterOn are called during adding test task to the queue, with queue itself being processed afterwards. Is there anything I can be helpful with? I really like Spek and want to add it to my project badly, but this issue prevents me from doing so

Is there any possibility of working around it by just calling the code you need yourself in a function call explicitly? Currently because of how Spek is designed, without major changes it's not possible :(

Hmm I forked repo and started some code rework in this regard, now I've managed to change structure a bit so that given, on and it calls can be deferred after listing them (in master this is done via iterateOn). One problem yet to overcome -> JUnits ParentRunner need to list all children tree before execution, which is unfortunately not possible before running given/on/it expressions (registers children), and this means all expressions are called prior to test execution... Will dig a bit more into how JUnit ParentRunner works and hopefully find a solution :)
Please tell me, are those major changes planned? I don't want to overlap the code - in hope that my changes can be later accepted as a PR :) (I'll ut them ofc!)

Hi Jakub,
I experimented a bit with ParentRunner a few months ago. Register new
children during test execution works fine.
My plan was to use graph transformations to rewrite Spek classes to graphs
that resemble the execution order and use these graphs for the ParentRunner
tree and test run output. This approach could help to understand and debug
the execution order better and allow custom DSLs, e.g. a Mocha.js-like
hierarchical spec definition.
One problem is, that you have to run parts of the tests in order to get
parts of the spec. The graph transformation approach would traverse the
spec, run a part of the specification, add new nodes to the graph,
transform it to be in execution order and resume the execution.
Maybe this approach (graph transformations) is a bit overkill. AFAIK other
test frameworks don't use this approach. But it is quite popular in the
compiler-world, I saw Oracle's GraalVM (which will be part of JDK 9) uses
it.
On Jan 24, 2016 11:13 PM, "Jakub Skierbiszewski"<EMAIL_ADDRESS>wrote:

Hmm I forked repo and started some code rework in this regard, now I've
managed to change structure a bit so that given, on and it calls can be
deferred after listing them (in master this is done via iterateOn). One
problem yet to overcome -> JUnits ParentRunner need to list all children
tree before execution, which is unfortunately not possible before running
given/on/it expressions (registers children), and this means all
expressions are called prior to test execution... Will dig a bit more into
how JUnit ParentRunner works and hopefully find a solution :)
Please tell me, are those major changes planned? I don't want to overlap
the code - in hope that my changes can be later accepted as a PR :) (I'll
ut them ofc!)
—
Reply to this email directly or view it on GitHub
https://github.com/JetBrains/spek/issues/39#issuecomment-174346386.

@jskierbi Currently nothing planned, so your PR is more than welcome :)

Hi. Was exploring ParentRunner today, indeed there's an option to modify description (children etc) during test execution. It's just that... what I've managed to achieve (integration with Idea):

Below's the code of my ParentRunner:
val child1 = Description.createSuiteDescription("Child1", JUnitUniqueId.next())
val child2 = Description.createSuiteDescription("Child2", JUnitUniqueId.next())
val child3 = Description.createSuiteDescription("Child3", JUnitUniqueId.next())
val child4 = Description.createSuiteDescription("Child4", JUnitUniqueId.next())
val gchild1 = Description.createSuiteDescription("gchild1", JUnitUniqueId.next())
val gchild2 = Description.createSuiteDescription("gchild2", JUnitUniqueId.next())

override fun getDescription() = desc

val desc by lazy {
    val desc = Description.createSuiteDescription(specificationClass)!!
    desc.addChild(child1)
    desc.addChild(child2)
    desc
}

override fun run(notifier: RunNotifier?) {
    desc.addChild(child3)
    desc.addChild(child4)
    child1.addChild(gchild1)
    child2.addChild(gchild2)
    junitAction(desc, notifier!!) {
        desc.children.forEach {
            junitAction(it, notifier) {
                println("Child run")
                it.children.forEach {
                    junitAction(it, notifier) { println ("gchild run") }
                }
            }
        }
    }
}

Some more digging: JUnit4IdeaTestRunner is the class responsible for sending test desc tree to Idea. Is it possible to make it update the tree during exeution?
Now flow is as follows:

Get suite description from ParentRunner
Send suite tree (dk what exactly does it do - I reckon that it sends tree to be displayed by Idea). note that there is packet.addString("\n"); call just before sending the packet - is it
Run actual test

Link to source I've based on: http://grepcode.com/file/repository.grepcode.com/java/ext/com.jetbrains/intellij-idea/10.0/com/intellij/junit4/JUnit4IdeaTestRunner.java#JUnit4IdeaTestRunner.sendTree(com.intellij.rt.execution.junit.segments.OutputObjectRegistry%2Corg.junit.runner.Description)
Now unfortunately I'm not able to integrate runner with Idea properly just because of this limitation. Every other aspect is working (execution order, unwinding given/on/it, calling beforeOn, afterOn + I've added beforeEach and afterEach e.g. to setup/reset mocks.
Looking forward for a helping hand in this matter :)

@hastebrot generic, unwinding tree would be a very cool addition to this project - this would give possibility to limitlessly extend specs :) As for now I focused on poor man's improvements to make it work using existing defined 3 lvl hierarchy. When it works, I'll try to find some time to dig this too.

@jskierbi Pinged my colleague that's responsible for the unit testing stuff in IDEA.

you may fake junit runner to skip sendTree - I am not very fascinating about this as you would through away a useful functionality. If your tree is dynamic from the start to the end, then it's probably the only solution available. What if you won't add any children to the suite first and add them in run only?

Oki doki. Works. Results are as follows:

beforeOn/afterOn called in proper order (both Spek runner and Idea/JUnit integration)
added beforeEach/afterEach idiom, it is also called in proper order
Idea integration works ok, test tree is built properly. Actual tests execution is done inside ParentRunner#getDescription() with results being stored in hash map,  ParentRunner#run(RunNotifier) reports stored results for each description in tree to notifier.

My branch is here: https://github.com/jskierbi/spek/tree/feature/junit_runner_call_order_fix
Please note that this is proof of concept so code is a bit messy and it needs UTs and conflict resolution vs. mater. Will do the cleanup in following days. Comments are more than welcome, esp. reg. running tests inside getDescription() method (will it lead to some troubles?)
Excited as hell to introduce this in my project!!! :+1:

Tests code:
beforeEach { println("    *before each") }
afterEach { println("    *after each") }

given("1") {
    println("  ->given1 expr start")
    beforeOn { println("    **beforeOn") }
    afterOn { println("    **afterOn") }
    on("1") {
        println("    ->on1 expr start")
        it ("1") {
            println("      ->on1.it1 expr")
            fail("failed it")
        }
        it ("2") { println("      ->on1.it2 expr") }
        println("    ->on1 expr end")
    }
    on("2") {
        println("    ->on2 expr start")
        it ("1") { println("      ->on2.it1 expr") }
        it ("2") { println("      ->on2.it2 expr") }
        println("    ->on2 expr end")
    }
    on("3") {
        println("    ->on3 expr start")
        it ("1") { println("      ->on3.it1 expr") }
        println("    ->on3 expr end")
    }
    println("  ->given1 expr end")
}

given("2") {
    println("  ->given 2 expr start")
    on("1") {
        println("    ->on1 expr start")
        it("1") { println("      ->on1.it1 expr") }
        it("2") { println("      ->on1.it2 expr") }
        println("    ->on1 expr end")
    }
    on("2") {
        println("    ->on2 expr start")
        it("1") { println("      ->on2.it1 expr") }
        it("2") { println("      ->on2.it2.expr") }
        println("    ->on2 expr end")
    }
    println("  ->given 2 expr end")
}

Logs:
  ->given1 expr start
  ->given1 expr end
    *before each
    **beforeOn
    ->on1 expr start
    ->on1 expr end
      ->on1.it1 expr
      ->on1.it2 expr
    **afterOn
    *after each
    *before each
    **beforeOn
    ->on2 expr start
    ->on2 expr end
      ->on2.it1 expr
      ->on2.it2 expr
    **afterOn
    *after each
    *before each
    **beforeOn
    ->on3 expr start
    ->on3 expr end
      ->on3.it1 expr
    **afterOn
    *after each
  ->given 2 expr start
  ->given 2 expr end
    *before each
    ->on1 expr start
    ->on1 expr end
      ->on1.it1 expr
      ->on1.it2 expr
    *after each
    *before each
    ->on2 expr start
    ->on2 expr end
      ->on2.it1 expr
      ->on2.it2.expr
    *after each

@jskierbi This is fantastic! Should we test the branch already or you want to do some clean-up first?

sorry, didn't check the code but running tests inside getDescription is really unexpected. Do you check that getDescription was already called and return the cach?

@hhariri let me do the cleanup first and then I'll submit a PR, hopefully this week :) I wanted to share the news as soon as I made it work
@akozlova, run(RunNotifier) bases on values produced by getDescription(), traversing recursively children of root description and reporting their execution status. Basically, there is a hashmap, thats maps Description hashCode to execution result. Descriptions are created and attached to their parents while traversing execution tree, and test result is stored in hashmap for future reporting. So traversal and execution of tests is done inside getDesciption() and then another traversal over description tree is done inside run(RunNotifier) notifying each description with proper execution status. I checked impl of JUnit4IdeaTestRunner and it should work ok - getDescription() is called first, then run(RunNotifier) is called somewhere inside JUnit Runner. Also checked JUnit impl (especially JUnitCore and Runner) to see whether running tests inside runner makes a change - and it seems it doesn't.
I can be wrong, though.

Hey, @jskierbi I like where you're going with the PR!  But it seems to me that the behavior you've got is still not quite what I would expect, based on other libraries such as Rspec, Jasmine, etc.
I've ported your test code into Rspec to illustrate what I mean:
require 'spec_helper'

describe 'Example' do
  before(:each) do
    puts '    *before each'
  end
  after(:each) do
    puts '    *after each'
  end

  before(:all) do
    puts '    *before all'
  end
  after(:all) do
    puts '    *after all'
  end

  describe '1' do
    puts '  ->given1 expr start'
    before do
      puts '    **beforeOn'
    end
    after do
      puts '    **afterOn'
    end

    context '1' do
      puts '    ->on1 expr start'
      it '1' do
        puts '      ->on1.it1 expr'
      end

      it '2' do
        puts '      ->on1.it2 expr'
      end
      puts '    ->on1 expr end'
    end

    context '2' do
      puts '    ->on2 expr start'
      it '1' do
        puts '      ->on2.it1 expr'
      end

      it '2' do
        puts '      ->on2.it2 expr'
      end
      puts '    ->on2 expr end'
    end

    context '3' do
      puts '    ->on3 expr start'
      it '1' do
        puts '      ->on3.it1 expr'
      end
      puts '    ->on3 expr end'
    end
    puts '  ->given1 expr end'
  end

  describe '2' do
      puts '  ->given 2 expr start'
      context '1' do
        puts '    ->on1 expr start'
        it '1' do
          puts '      ->on1.it1 expr'
        end

        it '2' do
          puts '      ->on1.it2 expr'
        end
        puts '    ->on1 expr end'
      end

      context '2' do
        puts '    ->on2 expr start'
        it '1' do
          puts '      ->on2.it1 expr'
        end

        it '2' do
          puts '      ->on2.it2.expr'
        end
        puts '    ->on2 expr end'
      end
      puts '  ->given 2 expr end'
  end
end

This code outputs the following:
  ->given1 expr start
    ->on1 expr start
    ->on1 expr end
    ->on2 expr start
    ->on2 expr end
    ->on3 expr start
    ->on3 expr end
  ->given1 expr end
  ->given 2 expr start
    ->on1 expr start
    ->on1 expr end
    ->on2 expr start
    ->on2 expr end
  ->given 2 expr end
Run options: include {:full_description=>/Example/}
    *before all
    *before each
    **beforeOn
      ->on1.it1 expr
    **afterOn
    *after each
    *before each
    **beforeOn
      ->on1.it2 expr
    **afterOn
    *after each
    *before each
    **beforeOn
      ->on2.it1 expr
    **afterOn
    *after each
    *before each
    **beforeOn
      ->on2.it2 expr
    **afterOn
    *after each
    *before each
    **beforeOn
      ->on3.it1 expr
    **afterOn
    *after each
    *before each
      ->on1.it1 expr
    *after each
    *before each
      ->on1.it2 expr
    *after each
    *before each
      ->on2.it1 expr
    *after each
    *before each
      ->on2.it2.expr
    *after each
    *after all

The thing to note here is that in Rspec, a regular before (or before(:each)) executes once for every individual test (it block).  Rspec also provides a before(:all), which executes only once for the set of all tests with the context it is defined for.

Nested contexts and describes have a tricky execution order. before(:each) needs to execute for every it in the hierarchy. I experimented a bit with Mocha.js, and didn't expect the execution order.

I took a stab at fixing this problem and ended up doing quite a bit of changes.  You can see my fork over at https://github.com/lkogler/spek.  Basically, I changed the DSL to behave like RSpec: you can have describe blocks nested to arbitrary depth, and there are beforeEach and afterEach blocks that execute before and after every it block.
I know that it's quite a major change, I'd love to hear what people think before spending the time to put the finishing touches on it for a pull request.  Please let me know if this is something that sounds interesting!

@lkogler as I can see from your logs, problem is not solved, i.e. execution order is invalid for source problem of this issue. Using your solution, the result of original problem would read:
2134
(please correct me if I'm wrong)
What I found out working on this, main issue is unwinding test execution hierarchy (tree structured) beforehand execution it blocks (leafs in the structure), which results in unexpected execution order. Please note that this is not really a problem for spek runner, but for JUnitRunner.

Branch 1.0 should now solve this issue.


Cv data

I know we can do a bit more here, but I want to finish the portfolio page now to put it on LinkedIn etc. We can polish this stuff more as soon as everything is ok (Do translation in German language before e.g.

)

I know we can do a bit more here, but I want to finish the portfolio page now to put it on LinkedIn etc. We can polish this stuff more as soon as everything is ok (Do translation in German language before e.g.

Good plan and looks good!
How's your Java by the way? :))

How's your Java by the way? :))

Not really available for usage ;) But I've learnt it once, so I guess I would get into it faster than as if it was a totally new language.


Websocket-Message Size seems to be magically capped around 6500 string length in Safari

For some queries, the base64-string sent by vitrivr-ng is cut at ca. 6k string length when it arrives at cineast. This then leads to two issues: 1) the query is not executed since the message cannot be parsed properly. 2) the ws-connection crashes, jetty closes it with a 1006 error (which is not helpful at all).
I have not managed to triangulate the issue, none of the available config-parameters from jetty fix the problem and it also does not seem to be a problem on the vitrivr-ng side.
This is not a clearly reproducible problem, it is most probably reproduced by drawing a small black circle.
This is certainly an issue for novices, as we have neither automatic reconnect nor is it intuitive if a query is not executed.
One trivial fix would be to resize the canvas before serialization in vitrivr-ng from currently 450x450 to e.g. 200x200. This would reduce the length of the base64-string without a massive reduction in the quality of sketch input and would be very low implementation effort.
Thoughts @lucaro?

This does not sound like correct behavior to me since 6k is a rather arbitrary limit. It is however most certainly not something to do with cineast itself but rather with the embedded web server it uses. This needs further investigation. I guess reducing the canvas resolution might be a necessary evil for now until we can see how to fix this properly...

@silvanheller I was not able to reproduce the problem in order to trace it. Could you provide an image which triggers this behavior?

Anything like this does the job on Safari, but not on Chrome / Firefox (where the same circle is serialized to approx. ~13k / 6k message size, both of which arrive without any issue at cineast). So it is most likely a Safari problem. However, i think i've encountered the problem already on chrome / firefox. It seems also to depend on the size of the sketched circle, small circles do not crash.

I suggest keeping this issue open in case someone can reproduce it on firefox / chrome

If I remember correctly, we had problems with Safari in the past. I for one never considered it to be an 'officially supported browser' so if the issue only manifests itself there, I don't see it as a high priority one as it can be easily avoided by using another browser. We should however keep an eye on this, especially in the context of the planned OpenAPI-related changes.

I could not reproduce this bug anymore after the migration to OpenAPI


Add last distribution date to superuser's organization view

Summary
Add the last distribution date to the superuser's organization view
Why
This is informational.  It is an indicator of whether the organization is active, and will help us with our messaging when vetting new accounts.
Details
There will be some orgs with no distribution.  Put "No distributions" instead of the date in that case.
Criteria for completion

[ ] last distribution date for the organization appears on superuser's organization view
[ ] tests to support

Hi! I would like to try and give this one a go if no one else is currently working on it.

It's yours!  Welcome!

I didn't see any design for this. Does this look ok?

Yes, that's good for the layout.  Please proceed with your pull request.

Thanks. I will open a PR soon. I'm still trying to figure out how to test this this... 😅


Add option for Yarn to copy on download page

[x] I’ve read and understood the Contributing guidelines and have done my best effort to follow them.
[x] I’ve read and agree to the Code of Conduct.
[x] I’ve searched for any related issues and avoided creating a duplicate issue.

What happened
Yarn is a superior package manager yet there is no easy build option to copy on the download page. 😞
Attachments

Most experienced users of superior package managers would know that they can replace npm install with yarn add 😂
I think this is valid request however all of our README.md files and component pages currently are documented using npm. I would like to see this be a broader change of replacing npm with yarn however I feel like this is a bit of a lower priority as users can replace npm install with yarn add.

A bit late to the party, but I agree with @alex-page: this change would definitely have value but it's not a high priority for us right now.
That said, this would be a great first issue for new contributors so if anyone is interested in starting this issue, let us know! :)

I am going to close this repository, a lot has happened in the past few months and npm is doing just fine.
When we move over to bolt we can use npm because bolt uses the npm ecosystem.


3.19.0 Build Error

This is the error throwing###

Closing as duplicate of https://github.com/flutter/super_dash/issues/197


wish support huawei vr glass 6dof , which is a pancake 6dof vr headset.

HUAWEI VR Glass solution introduction
How To use HUAWEI VR Engine In Unity - part 1 : Quick start for huawei XR plugin in Unity
HUAWEI VR 3rd-party Partner FAQs

Thanks for the suggestion! I have included this on our list of platforms to explore post-2.0, which will use the UnityXR management system required for this plugin.


client.openSession() returning "bad request"

Hi,
I'm trying to open a session, but the method is returning "bad request" even after client gets a connection
This is my code
const {
    DBSQLClient, thrift
} = require('@databricks/sql');

const RECONNECT_ATTEMPTS = 50;
const RECONNECT_TIMEOUT = 3000; // millisecond

const client = new DBSQLClient();

client.on('close', () => {
    console.error('[Connection Lost]');

    connect(RECONNECT_ATTEMPTS).catch(error => {
        console.error('[Connection Failed]', error);
    });
});

const connect = (attempts) => new Promise((resolve, reject) => {
    setTimeout(() => {
        client.connect({
            host: "adb-xxxxx.azuredatabricks.net",
            path: "sql/protocolv1/endpoint",
            token: "dapixxxx",
        }).then((client) => {
            console.log('Connected successfully!'); // until here it's okay
            resolve(client);
        }, (error) => {
            console.error('[Connection Failed] attempt:' + attempts, error.message);

            if (!attempts) {
                reject(error);
            } else {
                connect(attempts - 1).then(resolve, reject);
            }
        });
    }, RECONNECT_TIMEOUT);
})

connect(RECONNECT_ATTEMPTS).then(async client => {
    // work with client
    console.log(`conected...`)

    const session = await client.openSession(); // the client can't open a session - but the client is connected.
}, (error) => {
    console.error('[Connection Failed]', error);
});

e recently fixed it but it will be released o

@kravets-levko show man. It's works like a charm kkkkkkk
Thanks a lot
Now I have a doubt....Do you know how can I do a query to a delta table? I'm trying:
statement = 'SELECT * FROM delta./santander/stage/batch/prosa/chargeback/incoming/notification' -> this is how works on databricks/sql

Can you please try to catch that error and console.trace it? Meanwhile I'll try to reproduce it - maybe I'll manage to get same error

Can you please try to catch that error and console.trace it? Meanwhile I'll try to reproduce it - maybe I'll manage to get same error

@kravets-levko I will try later...now I have to break - sorry
thanks for your help

@adrianofewerling I this issue still relevant? Also, have you tried to upgrade the library to latest version to check if the issue still reproduces there? Please let me know in either case. Thank you!

I see no new comments in this thread, so I hope the issue is now resolved. I'm closing it for now, but feel free to reopen if needed. Thanks!


Impersonation Glitch

Having the nick "IRC" can impersonate others. For example , typing " glitched" from the nick "IRC" will show as "kaeza@IRC glitches" in-game. I believe this can be fixed if messages from this nick are ignored, similarly to how messages from the server are ignored (Ex. If someone from IRC types "MT-Server, players", the people in-game do not see the list.

I don't understand where impersonation is coming into this. Are you referring to the in-game chat or IRC chat? Where is the message typed in this scenario? What is the person's IRC nick or in-game name? What is the server's name for IRC purposes?

@thatgraemeguy
IRC:
* kaeza glitches
-- OR --
<IRC> * kaeza glitches

Results in:
* kaeza@IRC glitches

in-game.

Also
 glitches.
--- OR ---
  glitches.
Results in:
kaeza@IRC glitches.
in-game.
Note that, on InchraNet, 0gb.us owns the nick "IRC" and has it enforced, but this mod should still ignore messages from that nick.

So this scenario revolves around the server using "IRC" as its nick?
Sorry, it wasn't really clear at all.

No, a user on IRC using the nick IRC.

They would appear as "IRC@IRC" if you were in game. Who's is being impersonated in this case?

But if that nick types " Hi" that would show as "nanepiwo@IRC hi". This is because of a feature. If my nick on irc is nanepiwo and I type " hi" that would be Admin@nanepiwo hi"

30fa81a3abdabd3382b497b53d7f0c923a058c3f


fix: Missing spaces in example web.config XML

spaces where missing between the property names and values.
XML copy also appears to be an old XML language block rather than a functional addition

@nschonni : Thanks for your contribution! The author, @ghogen, has been notified to review your proposed change.


Issues with Apparmour on Ubuntu 16.04. Permission denied

Hello, thanks for your work.
I'm trying to create VM with volume and network, but following getting error:
libvirt_domain.domain: Error creating libvirt domain: [Code-1] [Domain-10] internal error: process exited while connecting to monitor: 2017-02-14T00:37:50.691878Z qemu-system-x86_64: -drive file=/var/lib/libvirt/images/rs-vol-0,format=qcow2,if=none,id=drive-virtio-disk0: Could not open '/var/lib/libvirt/images/rs-vol-0': Permission denied

Root cause was in Apparmor:
Feb 14 01:37:50 cz7825 audit[14624]: AVC apparmor="DENIED" operation="open" profile="libvirt-ac2850aa-7938-4e68-bb81-57cfeeba458b" name="/var/libvirt/images/rs-vol-0" pid=14624 comm="qemu-system-x86" requested_mask="r" denied_mask="r" fsuid=111 ouid=111
Feb 14 01:37:50 cz7825 audit[14624]: AVC apparmor="DENIED" operation="open" profile="libvirt-ac2850aa-7938-4e68-bb81-57cfeeba458b" name="/var/libvirt/images/rs-vol-0" pid=14624 comm="qemu-system-x86" requested_mask="wr" denied_mask="wr" fsuid=111 ouid=111

Libvirt for some reason didn't mention disk files in apparmor configuraion for this VM (Same happens with qemu-monitor device also). Other VMs (not managed by Terraform) work fine and have appropriate permissions in Apparmor. Checked on multiple hosts w/ 16.04.
# DO NOT EDIT THIS FILE DIRECTLY. IT IS MANAGED BY LIBVIRT.
  "/var/log/libvirt/**/rs-0.log" w,
  "/var/lib/libvirt/qemu/domain-rs-0/monitor.sock" rw,
  "/var/run/libvirt/**/rs-0.pid" rwk,
  "/run/libvirt/**/rs-0.pid" rwk,
  "/var/run/libvirt/**/*.tunnelmigrate.dest.rs-0" rw,
  "/run/libvirt/**/*.tunnelmigrate.dest.rs-0" rw,
  # for qemu guest agent channel
  owner "/var/lib/libvirt/qemu/channel/target/domain-rs-0/**" rw,

Template is following:
provider "libvirt" {
  uri = "qemu+ssh://root@pdt1/system"
}

variable "num_nodes" {
  default = 1
}

variable "prefix" {
  default = "rs"
}

resource "libvirt_network" "network" {
  name = "${var.prefix}-net"
  domain = "lab"
  mode = "none"
}

resource "libvirt_volume" "volume" {
  name = "${var.prefix}-vol-${count.index}"
  size = "${100 * 1024 * 1024 * 1024}"
  count = "${var.num_nodes}"
}

resource "libvirt_domain" "domain" {
  name = "${var.prefix}-${count.index}"
  vcpu = 1
  memory = 3072
  disk {
    volume_id = "${element(libvirt_volume.volume.*.id, count.index)}"
  }
  network_interface {
    network_id = "${libvirt_network.network.id}"
  }
  count = "${var.num_nodes}"
}

Version:

Ubuntu 16.04.1
libvirt-bin 1.3.1-1ubuntu10.6
apparmor 2.10.95-0ubuntu2.5
Terraform v0.8.6

This was already mentioned in docs. Issue can be closed.
https://github.com/dmacvicar/terraform-provider-libvirt/commit/22f096d9

@MalloZup , I noticed that creating a VM with virt-manager works and creating the same VM  with terraform fails with the error described here.
virt-manager generates xml like this:
<disk type="file">
  <source file="/var/lib/libvirt/images/img.qcow2"/>
  <target dev="vda" bus="virtio"/>
</disk>

and terraform like this:
<disk type="volume">
  <source pool="poolname" volume="volumename.qcow2"/>
  <target dev="vda" bus="virtio"/>
</disk>

There seems to be a bug in libvirt where it does not generate the correct apparmor profile when using volume, but it's ok when using file.


fix: prevent need for double click on button to open popover when mode=hover on mobile

🔗 Linked issue
Must be an issue, though havent found one to link. Here is a link to an issue i opened on undocs website
https://github.com/unjs/undocs/issues/69
❓ Type of change

[ ] 📖 Documentation (updates to the documentation or readme)
[x] 🐞 Bug fix (a non-breaking change that fixes an issue)
[ ] 👌 Enhancement (improving an existing functionality)
[ ] ✨ New feature (a non-breaking change that adds functionality)
[ ] 🧹 Chore (updates to the build process or auxiliary tools and libraries)
[ ] ⚠ Breaking change (fix or feature that would cause existing functionality to change)

📚 Description
When a popover is set to mode=hover, on mobile one is required to press the button twice to open the popover. Have committed most simple fix, could be a better way to do this...
Here is a video of issue:
https://github.com/nuxt/ui/assets/82201261/fac9874a-e6da-4561-8453-58d867c7ae72
Reproduction of issue is on the ui.nuxt.com docs for popover - just go into mobile simulator or go on actual mobile device:
https://ui.nuxt.com/components/popover
📝 Checklist

[x] I have linked an issue or discussion.
[ ] I have updated the documentation accordingly.

This PR doesn't seem to have solved the issue on IOS, on chrome mobile simulator was solved though🤔. Any ideas.

Only two suggestions I can think of is preventDefault or mouseenter instead of mouseover...

Though android is solved...🙈

Hi @benjamincanac any idea of best way to implement to work both on iOS and android. This literally affects all Nuxt UI websites.

I don't have a clue yet but I agree this is urgent! I'll try to dig as soon as possible

Closing in favor of https://github.com/nuxt/ui/commit/70bf4a73921f47fcd41599874b595a6eed947f5a and https://github.com/nuxt/ui/commit/b50fbcf760e908579e81f6e57234f2080e2bf035


Create new modules to send rc_channels and vehicle_attitude messages

Add this new modules and send messages using UDP sockets.

To check this use UDP receiver module for Rasberry Pi in Simulink

Done


[AutoRelease] t2-servicefabricmanagedclusters-2024-10-08-57405(can only be merged by SDK owner)

https://github.com/Azure/sdk-release-request/issues/5555
Recording test fail, detailed info is in pipeline log(search keyword FAILED)!!!
https://dev.azure.com/azure-sdk/internal/_build?definitionId=2422

issue link:https://github.com/Azure/sdk-release-request/issues/5555


Gradle sync fails after adding plugin on a brand new android library

Unable to load class 'org.gradle.api.capabilities.Capability'.
Possible causes for this unexpected error include:Gradle's dependency cache may be corrupt (this sometimes occurs after a network connection timeout.)
Re-download dependencies and sync project (requires network)The state of a Gradle build process (daemon) may be corrupt. Stopping all Gradle daemons may solve this problem.
Stop Gradle build processes (requires restart)Your project may be using a third-party plugin which is not compatible with the other plugins in the project or the version of Gradle requested by the project.In the case of corrupt Gradle processes, you can also try closing the IDE and then killing all Java processes.

Please add the Grade and the plugin version. Maybe your Gradle version is incompatible with the plugin.

You are right.  I realize the importance of the compatibility table now.  I was trying to use  Gradle 4.6 with 3.6.2 and they are incompatible. Thank you.

No problem. Unfortunately it's important, because maven-publish is an incubation feature in Gradle. It will be stable in Gradle 5.0


No display using conda Python 3.6.0 and Numpy 1.12.0

I am running the conda version of Python 3.6.0 and its attendant scientific packages, including the latest version of Numpy that comes with Python 3.6.0. I installed viscm via pip.  On trying to view a matplotlib colormap a matplotlib window pops up but then I get an error. Any recommendation on how to get around this? Thanks!  I really want to adapt this tool to load in some IDL colortables that my particular field of study uses.
$ python -m viscm view jet
Traceback (most recent call last):
File "/Users/ireland/anaconda/lib/python3.6/site-packages/matplotlib/backends/backend_macosx.py", line 136, in _draw
self.figure.draw(renderer)
File "/Users/ireland/anaconda/lib/python3.6/site-packages/matplotlib/artist.py", line 63, in draw_wrapper
draw(artist, renderer, *args, **kwargs)
File "/Users/ireland/anaconda/lib/python3.6/site-packages/matplotlib/figure.py", line 1143, in draw
renderer, self, dsu, self.suppressComposite)
File "/Users/ireland/anaconda/lib/python3.6/site-packages/matplotlib/image.py", line 139, in _draw_list_compositing_images
a.draw(renderer)
File "/Users/ireland/anaconda/lib/python3.6/site-packages/matplotlib/artist.py", line 63, in draw_wrapper
draw(artist, renderer, *args, **kwargs)
File "/Users/ireland/anaconda/lib/python3.6/site-packages/matplotlib/axes/_base.py", line 2409, in draw
mimage._draw_list_compositing_images(renderer, self, dsu)
File "/Users/ireland/anaconda/lib/python3.6/site-packages/matplotlib/image.py", line 139, in _draw_list_compositing_images
a.draw(renderer)
File "/Users/ireland/anaconda/lib/python3.6/site-packages/matplotlib/artist.py", line 63, in draw_wrapper
draw(artist, renderer, *args, **kwargs)
File "/Users/ireland/anaconda/lib/python3.6/site-packages/matplotlib/image.py", line 497, in draw
renderer.draw_image(gc, l, b, im)
TypeError: Cannot cast array data from dtype('float64') to dtype('uint8') according to the rule 'safe'

Try use a more recent version of viscm (https://github.com/matplotlib/viscm). This bug is fix by https://github.com/matplotlib/viscm/commit/6d87f132dd9cbcac1dc7c1c0e4e765c62165f548

Thanks, that worked.


Feature: Use attr.s

Use attr.s to simplify classes by providing much of the boilerplate

This may be worth a look https://github.com/python-attrs/attrs/issues/827

Probably an unnecessary refactor


Python: ARM segfault on map_segments()

If I don't read the data before passing to mem_write() (binascii.hexlify(data) works) I get a segfault.

Python frontend has been removed.


[Bug Report] headblocks.db not being created

When starting a server with headblocks 2.1.4 installed the database file for local SQLite is not being created and giving:
Error while trying to connect to the SQL database: java.sql.SQLException: No suitable driver found for jdbc:sqlite:plugins\HeadBlocks/headblocks.db  in the console when starting up headblocks.

Hi, thanks for reporting this issue.
Can you try with this version?
Thanks!

still getting the issue
[19:58:59] [Server thread/INFO]: [HeadBlocks] Enabling HeadBlocks v2.1.5
[19:58:59] [Server thread/INFO]: HeadBlocks initializing...
[19:58:59] [Server thread/INFO]: [PlaceholderAPI] Successfully registered expansion: headblocks [1.0.0]
[19:58:59] [Server thread/INFO]: Error while trying to connect to the SQL database: java.sql.SQLException: No suitable driver found for jdbc:sqlite:plugins\HeadBlocks\headblocks.db
[19:58:59] [Server thread/INFO]: [NBTAPI] [NBTAPI] Found Spigot: v1_19_R1! Trying to find NMS support
[19:58:59] [Server thread/INFO]: [NBTAPI] [NBTAPI] NMS support 'MC1_19_R1' loaded!
[19:58:59] [Server thread/INFO]: [NBTAPI] [NBTAPI] Found Gson: class com.google.gson.Gson
[19:58:59] [Server thread/INFO]: HeadBlocks successfully loaded!

When in trying to place down a blockhead on the server receive this in chat
[19:59:50] [Render thread/INFO]: [CHAT] HeadBlocks » An error occurred with the storage system. Please check your console logs

But nothing is displayed in the console.

Would it be possible to have the server log file please? It's a strange behavior that I can't reproduce

2.1.6 fixed the issue,
Thank you


v0.9.113: Which is the correct binary for Raspberry Pi 3?

Before v0.9.113, I've always used the Linux ARM binary for my RPi 3. Now it has been replaced by the ARMv5 and ARMv6 ones. They might work, but I'd like to know which ones is the best for a RPi 3, which runs on ARMv8. Or could it be the RPi 2 binary that I've always ignored?
It would be great if there could be a line in the documentation and/or the README specifying which binary to use for different versions of the Raspberry Pi.
Thank you for this wonderful project. I enjoy it a lot!

I think RPi2 binary is the best.


❔Decide how to handle versionning in template package.json file

I think we could use the npm-check-updates package for this.
Step 1: manually remove all the ^ in the version numbers;
Step 2: Download the code
Step 3: run pnpm dlx  npm-check-updates --target minor -u
Breakdown of the command
pnpm dlx  npm-check-updates : run the remote package
npm-check-updates --target minor -u: Update the package.json with updated version, but only minors and patchs.  npm-check-updates --target minor lists the changes, and -u updates the package.json

The cli could probably have a dependency on npm-check-updates and use it with the Module/Programmatic Usage way instead of calling another CLi.
https://www.npmjs.com/package/npm-check-updates -> Check the "Module/Programmatic Usage" section


Fix tramvai create

From the old repository I found that PRs are not accepted, but the create command is not working correctly:
yarn create @tramvai@latest app

...

/Users/eolme/.yarn/berry/cache/@tramvai-create-npm-2.160.1-3a7600b682-8.zip/node_modules/@tramvai/create/bin/create.sh:1
tramvai new "$@"
        ^^^

SyntaxError: Unexpected token 'new'
    at internalCompileFunction (node:internal/vm:73:18)
    at wrapSafe (node:internal/modules/cjs/loader:1153:20)
    at Module._compile (node:internal/modules/cjs/loader:1205:27)
    at Module._extensions..js (node:internal/modules/cjs/loader:1295:10)
    at require$$0.Module._extensions..js (/private/var/folders/05/84wr2ckj1jvb3v32xsc6lnh80000gn/T/xfs-ffc84398/dlx-10710/.pnp.cjs:25811:33)
    at Module.load (node:internal/modules/cjs/loader:1091:32)
    at Module._load (node:internal/modules/cjs/loader:938:12)
    at require$$0.Module._load (/private/var/folders/05/84wr2ckj1jvb3v32xsc6lnh80000gn/T/xfs-ffc84398/dlx-10710/.pnp.cjs:25656:31)
    at cjsLoader (node:internal/modules/esm/translators:284:17)
    at ModuleWrap.<anonymous> (node:internal/modules/esm/translators:234:7)

Because of the missing shebang, the script is interpreted as js by default, so I propose a more cross-platform non-shell solution.

Hello! Thanks for your PR and sorry for long reply.
I'm wondering why you are using spawnSync and can it cause performance issues, but after I had made some measurements I noticed that it's haven't impact to execution time.
Also, looks like spawnSync is the easiest way from error handling point of view. We don't need to handle any errors inside spawnSync – node will make it for us.
@SuperOleg39 What do you think?

Released in v2.160.46/v3.25.2, so i'm closing this. Thanks for your work!

Released in v2.160.46/v3.25.2, so i'm closing this. Thanks for your work!


Failed to load resource: the server responded with a status of 400 ().code: "auth/admin-restricted-operation"message: "This operation is restricted to administrators only."proto: Error

Failed to load resource: the server responded with a status of 400 ()

@tuhinkole this is not enough information to help you.  Can you describe what you were trying to do and how you got to this error?  Code samples or links to the part of the codelab you were doing would be really helpful.

I got this on step "5 Run the local server"
After running firebase serve --only hosting there was a blank page at http://localhost:5000 with that error in the console.
I backtracked a little and found that Anonymous authentication was not enabled/saved (from step 2). Enabled and saved Anonymous sign-in, then refreshed http://localhost:5000 and had the correct page with no errors.


Cartist error with print event

Hello !, I have a problem when printing graphics. They appear misaligned and are not responsive. You know how to solve?

Printing is very browser dependent when it comes to execution of JavaScript before the printing all browsers handle this a bit differently. Unfortunately printing is still a topic we need to work on. See #118 for more details.


Windows XP not supported?

Possible to build for 4.0 .NET (for XP support)?

This should be possible without much changes, but I do not intend to do so because I do not have the needed tools installed anymore.


about {spatial / temporal} position embedding between code and paper

Hi~ Excellent work and thanks for releasing your code.
I am confused about "Temporal_pos_embed" which is in the "trans.py" file's Transformer part.
In your paper,  Fig3.(b) show that MHG module only has "Spatial Position Embedding," not "Temporal Position Embedding."
Following is the definition of {spatial/temporal} position embedding in PoseFormer; I am not sure which position embedding is precisely you want to use while there are differences between code and paper.
# In PoseFormer "model_poseformer.py" file
self.Spatial_pos_embed = nn.Parameter(torch.zeros(1, num_joints, embed_dim_ratio))
self.Temporal_pos_embed = nn.Parameter(torch.zeros(1, num_frame, embed_dim))

# My confusion is:
# In MHFormer paper, Fig3(b) MHG only has "Spatial pos embed"
# In MHFormer code, "trans.py" file got a "Temporal_pos_embed" in Transformer part.
self.Temporal_pos_embed = nn.Parameter(torch.zeros(1, length, embed_dim))

If there is any misunderstanding, please let me know!!
Thank you so much

Hi~
This is a mistake of variable name, you can ignore this.

Thanks for your prompt reply.
Does a "mistake of variable name" in the code (not paper)?
So I turn "self.Temporal_pos_embed" to "self.Spatial_pos_embed" is correct right?
But in PoseFormer, the input dimension of {Spatial/ Temporal} pos_embed are not the same.

【Spatial_pos_embed】     got the parameter "embed_dim_ratio"
【Temporal_pos_embed】 got the parameter "embed_dim" which is "num_joints * spatial embedding dim ratio".

So should I modify the parameter from "embed_dim" to "embed_dim_ratio" when turn "self.Temporal_pos_embed" to "self.Spatial_pos_embed".
Thanks!

This is a mistake of variable name in the code, so you can ignore it. You don't need to modify anything and can test with our pretrained model.
Our "Spatial Position Embedding" is different from PoseFormer,  you can refer our paper or code for more details.

I see.
Thanks for your reply~~

We have renamed modules in the code and made the code easier to understand.
You can redownload the repo and the pretrained model.

thank you so much!!


Kube version override

Description
Adding a flag to the zarf prepare find-images command such that helm charts that implement a minimum kubeVersion field in the Chart.yaml can specify an override target Kubernetes version. That will allow zarf prepare find-images to specify a --kube-version that emulates the same activity that helm uses for helm template.
Related Issue
Fixes #1607
Type of change

[x] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Other (security config, docs update, etc)

Checklist before merging

[x] Test, docs, adr added or updated as needed
[x] Contributor Guide Steps followed

example/cert-manager is a temporary addition to allow testing with (success) and without (failure) the use of the new --kube-version flag


github link broken

Describe the bug
"There are example projects for both in our repository on GitHub."  the url 'https://github.com/ChilliCream/hotchocolate/tree/master/examples' is not working.
To Reproduce
Steps to reproduce the behavior:

Go to documentation for asp.net
Click on  repository

Expected behavior
A Github section for asp.net examples

@AlegntayeYilma  Is that in V10 docs ?
(https://chillicream.com/docs/hotchocolate/v10/server) ??
V10 Docs are not maintained much since there is new version V11 and V12 is coming out... There is no fixes for V10 the build system is not more working for V10... You can use directly new Docs...
All examples are present in new repo:
https://github.com/ChilliCream/hotchocolate-examples
For community libs:
https://github.com/ChilliCream/hotchocolate/blob/develop/COMMUNITY.md

The ASP.NET example can be found here.
If you are starting a greenfield project, we highly recommend choosing version 11 with ASP.NET Core though!


What is bounds.x and bounds.y for?

I supposed that those are top and left of the bounding box, and I directly used them to display the overlay bounding box for the detected face.
And I realized that frame is mirrored so I tried right instead of left. Nevertheless, the bounding box was not correctly positioned over the face.
So I looked into the source and I saw these lines.
    Double offsetX =  (boundingBox.exactCenterX() - ceil(boundingBox.width())) / 2.0f;
    Double offsetY =  (boundingBox.exactCenterY() - ceil(boundingBox.height())) / 2.0f;

    Double x = boundingBox.right + offsetX;
    Double y = boundingBox.top + offsetY;

    bounds.putDouble("x", boundingBox.centerX() + (boundingBox.centerX() - x));
    bounds.putDouble("y", boundingBox.centerY() + (y - boundingBox.centerY()));

But I couldn't understand the definition of x and y. So I just replaced the definitions with boundingBox.top and boundingBox.left.
And It worked really well! What is the intended usage of x and y? What is the problem when I just use boundingBox.top and boundingBox.left?

Any update on this, I'm getting different results on Android and IOS

@nguyenhieuax https://github.com/bglgwyng/vision-camera-face-detector
I forked this repo and fix this issue.
Frame object works differently in ios and android. You'll receive cropped images in ios, so their aspect ratio is different to each other even in the same camera view size.
I'm going to share face detection + bounding box rendering example soon.

@bglgwyng the top value still not so correct when i test on the Ipad one. Also, when i use your lib there are no contours data anymore.

@jackviatick Sorry, I removeds countour for my own purpose. I think you can easily restore it.
And if you figure out the correct solution that works also on iPad, please share it here for me. I'd be very grateful.

Try this https://www.youtube.com/watch?v=mv4c2uTxR4U&list=PLQhQEGkwKZUrempLnmxjt7ZCZJu1W3p2i&index=74

https://github.com/mrousavy/react-native-vision-camera/discussions/1229 I made a simple example.

this link no longer works, i've run into basically the same problem and would like to know how you fixed it. Working with android

@srikanth-c-p https://github.com/bglgwyng/OrientationExample maybe this one.


updated function parse_anchor_val to clamp values to max anchor value

Hey guys. This is my first PR. I went through https://github.com/zulip/zulip/issues/16768 thread and implemented @andersk 's fix. Also, I don't think there were any tests for this function. Should I write tests for this function? Thanks.
Testing plan:
I will write tests for parse_anchor_val function after discussion.
GIFs or screenshots:

This seems reasonable but should definitely have tests.  I'd expect the test to not be for this function but instead an end-to-end API test of what happens if one passes a higher anchor value being correct (that's how we generally test this sort of thing; see https://zulip.readthedocs.io/en/latest/testing/philosophy.html).

@timabbott I have added the tests. Please let me know if they seem right or anything needs to be changed.

Thanks for the fix!  And the tests look great to me.
Can you squash the commits together, and put "Fixes #16768." into the description?  You'll also want to follow the general lint advice for commit message descriptions.

@alexmv Thank you for the feedback. I have done as requested. Please have a look.

I wrapped the commit message and merged as cbb7fb8ac0a460d7893e92fb3643419185ebf5dc.  Thank you!

Thank you!!


kernel 18-ev3dev breaks EV3 buttons

In the 18-ev3dev kernel release, we fixed a long standing bug with the EV3 buttons. 1 for pressed and 0 for released were reversed. This most likely breaks some of the button code. You probably need to remove the not here. Not sure if other changes need to be made, so please test.

ensonic suspect that this problem is related with this issue (at least, partially)

I changed /usr/lib/python3/dist-packages/ev3dev/core.py on the ev3 and can confirm that this fix works. I is super important to include this in a release before releasing a new image, since the openroberta lab has a restart key handler that can be used to reset a stuck program and due to the inverted logic, this triggers everytime now.


Chapter 5: undying error when I run multiprocess code in Jupyter

When I copy code in List 5.1 and run in jupyter, it always tells me this:

Can't get attribute 'square' on <module 'main' (built-in)>

According to what I have found in Google, it seems that the code needs to be titled:

if name =='main':

but this way only works in Spyder and Pycharm.
So I wanna know how you guys tackle it.
Grateful to hear any suggestions!

Had the same issue, this is because multiprocessing does not work natively inside a Jupyter notebook. For details see this StackOverflow discussion (specifically Eden Trainor's answer):
https://stackoverflow.com/questions/48846085/python-multiprocessing-within-jupyter-notebook
Apparently someone has created a similar library to multiprocessing called multiprocess which works inside jupyter notebooks. However, I suggest the authors (@azai91) either put a !pip install multiprocess in the notebook for this, or add a comment saying to run it from an IDE like Spyder. Since the multiprocess library has its own problems (had to re-import numpy inside the process) probably would go for the latter option.

thanks for the link you provide
solved my question


Issue with babel-jest version mismatch.

These is an issue whenever I do "yarn install" or "yarn" as it overrides the yarn.lock file and with this whenever I run "yarn start" into my libraries or apps it fails with the following errors:
The @react-workspaces/react-scripts package provided by Create React App requires a dependency:

  "babel-jest": "24.7.1"

Don't try to install it manually: your package manager does it automatically.
However, a different version of babel-jest was detected higher up in the tree:

  /ROOT/sample-app/node_modules/babel-jest (version: 24.8.0)

Manually installing incompatible versions is known to cause hard-to-debug issues.
.
....
......

Is this issue because of base CRA and "@react-workspaces/react-scripts" using different version.? Not sure.
Don't want to use SKIP_PREFLIGHT_CHECK=true for all the modules.
Again tried with --frozen-lockfile true in yarnrc but this also does not solve it.
Any Idea, what I am doing wrong there.?
Deleting 'yarn.lock' before yarn install, things work fine, but I need to do it all the time whenever yarn install needed.
Used versions:
Node: v12.6.0,
Yarn: 1.17.3,
babel-eslint: v10.0.1

Got it working by adding babel and jest dependent modules into workspaces > nohoist
 "workspaces": {
    "packages": [
      "packages/*
    ],
    "nohoist": [
      "**/babel**",
      "**/jest",
      ..........
      ............
      .............
    ]
  },

We have the nohoist but still get the problem at times. @shambhusingh has this solution still been working for you?


Use localhost as default server entry for new config files

As mentioned / suggested by @Cervator

Thanks ! :-)


This fakes a push, instead of pushing and suspending (reverting) it

I'm no expert, but you could check online resources, like this top google result: http://christoph.ruegg.name/blog/git-howto-revert-a-commit-already-pushed-to-a-remote-reposit.html
Anyways, cheers :p

I have implemented it, and am trying to push it using this new command, but for some reason it is not pushing

Fixed by #3


First pass at integrating GridPlus device for deployments

Describe Changes
WIP
Checklist before requesting a review

[ ] I have performed a self-review of my code
[ ] Code styles have been enforced
[ ] All Hardhat tests are passing

We ended up not sticking with GridPlus. Closing


HID monitor not working

I compiled the MouHIDinputhook in visual studio and tried running the application. There is a command prompt that shows up for an instant then closes out. Any idea what is happening? I am using windows 10 and visual studio 2019.

Follow these steps then paste the command prompt output / DbgView output.

Enable test mode on the target machine.
Start DbgView. Click Capture menu entry. Enable all options.
Load the driver using a driver loader program (e.g., https://github.com/tandasat/DrvLoader)
Open command prompt and run the application.


fix: force new api key if the key is changed

Fixes #111

@sjauld thank you again! This is in v0.1.62


Extra checks for circuit environment STG and stdout sync up.

Extra checks for circuit environment STG and an attempt to sync up stdout  with completion of external process.

@danilovesky just as I hoped, CI failed :)


Cosmetic for code format

Not having the opening brace on a line all by itself is a deliberate style choice which is found in all files in the repo. Changing it here, and not in the dozens of other places where it appears, does not make sense. With all due respect, I am denying the pull request and closing the issue.


Add a *.dockerfile extension

The community is still coming together on best practices for Dockerfile naming. This is a common naming practice at least within projects at Docker. For an example see docker/notary.

Thanks!


[WEB] Flutter web app startup problem when using ODR

I'm want to release my app as embedded web app on social network platform (namely VK.com). Theirs documentation says, that in order for my app to be visible in apps catalog for end users who uses iOS client of this platform, I have to prepare app as an ODR archive and I have problem running my app in this form. Unfortunately, I cannot access any debug information on their iOS client. Documentation says, that I should try to open app as local web page (without using any web server). In browser console I'm getting next error:
Access to XMLHttpRequest at 'file:///home/web/assets/FontManifest.json' from origin 'null' has been blocked by CORS policy:
Cross origin requests are only supported for protocol schemes: http, data, chrome, chrome-extension, chrome-untrusted, https.

And, I think that exact same error happens in platform client app.
Is there any way to change, how flutter loads its manifests on application start or maybe disable this function at all, so I can load any necessary assets some other way?
I saw this issue, but there is not much details about whats going on, and linked issue describes different use case.

Can you check if this helps ?

I think this is not exactly what is needed for me. It sure will help, but first, I need to overcome initialization step.
After I wrote this issue, I digged in a bit more and found out that flutter engine generates and tries to load FontManifest.json and AssetManifest.json even if I remove every asset and font from pubspec.yaml and code will contain single print() function (even without calling runApp()). The resulting json files are empty, but generated main.dart.js still tries to load them, and fails to do this due to CORS policy.
Also, I only now noticed that with flutter 3.0 there is now exist an option to customize web initialization with _flutter.loader JS API (for which I unfortunately cannot find any documentation). So now I'm preparing a test environment in virtual machine, to try out flutter 3.0 and maybe I can do something with initialization on this version.

So, I tried latest stable version of flutter, and, sadly, I don't see any way to affect engine initialization in web build and force it to skip loading of auto-generated manifest files (or at least I can't figure out how to do so). Can this be added as feature request? Not sure, what will be the best way to describe it, but maybe something like: "Ability to skip loading auto-generated manifest files, so developers will be able to manually register and load any necessary file after engine initialized"?

Thanks for the update. Updating the issue title and will label as proposal and for further insights from the team.

Currently the engine makes certain assumption, which is probably something we should relax. I'll take it as a feature request.


Update for 18.04

Hi,
Any plans to add this to the next update?
Cheers

Hey, thanks for your message. Bionic Beaver is already supported, it just wasn't in the docs yet. So I just updated the docs! :-)


Physics material

The physics material is a resource and is useful to share a particular physical characteristic to some objects.
For example if we have some ice floors with different shapes, instead of change one by one its friction we can create and set an ice_physics_material. This characteristic is shared by all ice floors and make the edit very easy since you need only change the physics material friction.
In the physics material is possible to set:

bouncing
friction
bouncing combining mode (Max, Min, Multiply, Average).
friction combining mode (Max, Min, Multiply, Average).

NOTE
In this moment I've implemented only Physics API and the Resource, I will implement the code that handle it with Bullet when this PR will be merged, the implementation of Godot Physics could be implemented by @reduz or some one else.

Very nice :)

It's cool, but it sounds like exactly the same can be achieved with simple scene instancing? Am I getting something wrong?

@kubecz3k this is a resource type, not a node type.  It's a common thing that a lot of other game engines have and is super useful.  Think of its purpose like any other resource, it allows you to have multiple different scenes that have shared properties.  Say I have 5 different kinds of collision surfaces but they all should be icy, I shouldn't have to define the physics properties on them all individually if they're gonna be the same. Instead I just attach the common resource.

@nhydock Or just like its done currently for everything else, you create IceFloor scene with one StaticBody root node, define your defaults there and you use it in every place where you want to have Ice floor instead of raw StaticBody node.

@nhydock oh I think I get it, with this material it would be possible to have the same properties across different kind of bodies (rigid/kinematic/static).

But I'm still confused. Does this mean that physic properties will be a resource from now on? If yes then lets say I have for example enemy, this enemy entered into some special room where gravity should be reversed, so I'm just changing his gravity_scale. But if this is a resource this means I have changed this property for every enemy in the game...  The same for other properties, I might want to conditionally change them during runtime for some objects but not another ones...

@kubecz3k From what I can tell only the friction / bouncing properties are in a resource. Also couldn't you construct a new physics material if you wanted to change it for just one body?

Yes, sure I can create unique physic materials for bodies.

To make some clarification.
The physical material is a resource and doesn't replace the standard way to set bouncing and friction.
The standard way to set bouncing/friction must be prefered than the new Physical Material when you want set bouncing and friction for just a physics body, while Physical Material should be prefered over standard way when you have more then one physics bodies with same characteristics.
See this examples:

For example if we have some ice floors with different shapes, instead of change one by one its friction we can create and set an ice_physics_material. This characteristic is shared by all ice floors and make the edit very easy since you need only change the physics material friction.

OR

Say I have 5 different kinds of collision surfaces but they all should be icy, I shouldn't have to define the physics properties on them all individually if they're gonna be the same. Instead I just attach the common resource.

So the standard way still valid and it will be overridden if you set a physical material.
This is a screenshot of a rigid body with physical material property:

This is the physics material resource:

Oh cool, thanks for clarification!

On the inspector may need to be clear as "physics material override" like the MeshInstances with materials.

I'm compelled to agree with @eon-s as this does give clarification that, unless I'm mistaken, this will override their Friction and Bounce values.
If that's true, it would be nice if those values could eventually disappear if there's a physics material in there, but I don't think that's possible yet, but I believe Juan/reduz is planning on making the inspector more robust in the future :)

Useful. Users could also inherit this physics material resource to provide a unified way of handling things footstep sounds and impact properties.

@eon-s @NathanWarden This is a good point but add another parameter into the Rigid Body is not so nice thing. Rigid body already has a lot of parameters and add another one just to tell how it works is not so cool.
I think that in this way is not so hidden how it works, and add a parameter just to make sure that the artist know at 100% how it works is not so good.
Instead I can add a comment directly in the parameter (shown by editor) that tells how it works, and add it to the docs. This leave the RigidBody node more clear with few parameters.
At the end who don't know what does the Physics Material will leave it as NULL as is done in UE4. When the artist will learn what it is and how it works, he doens't need the optional check.

@AndreaCatania I think @eon-s and @NathanWarden wanted to change name of this property from "Physics Material" to "Physics Material Override" so name will explicitly say that this is used to override setting from node properties. :)
Shading material system in Godot uses similar naming conventions for this kind behavior. :)

@n-pigeon But in this case it is not too long? It seems to me like when I proposed to change fixed_process to pre_physics_process. Redus said me that it's too long and "pre_" is an additional information that can be found in the docs.
I can change it but I would like to read what others thinks about it.

Yes, my suggestion is for name consistency with other nodes with similar properties.
There are many properties and methods with long names, the process case may be because is a function of common use.

Same here... just a name change. It would be a bit longer, but...
A) It wouldn't be much longer than "Friction Combine Mode"
B) Only inexperienced users would need to expand their inspector to see the remaining characters. Anyone who regularly uses it won't care.
My concern is that leaving it as is will cause some people to question the behavior long after they've been using it for a while, thinking that the values in the inspector are still used somehow. "Override" implies that the base settings are completely ignored, removing all doubt.

Not against it, but it needs to be properly implemented in 2D as well as
3D, and should work in godot built in physics engine for the time being.
On Thu, Oct 26, 2017 at 8:48 AM, Nathan<EMAIL_ADDRESS>wrote:

Same here... just a name change. It would be a bit longer, but...
A) It wouldn't be much longer than "Friction Combine Mode"
B) Only inexperienced users would need to expand their inspector to see
the remaining characters. Anyone who regularly uses it won't care.
My concern is that leaving it as is will cause some people to question the
behavior long after they've been using it for a while, thinking that the
values in the inspector are still used somehow. "Override" implies that the
base settings are completely ignored, removing all doubt.
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I've added "override" in the name, but the API must be created in the 2D part as well

I'm not sure that having the bounce and friction both in the RigidBody and in the PhysicResource is a good idea, I think duplicate properties are always confusing.
As Godot allow you to create a resource attached to an object, I think it would be better to remove the bounce and friction properties from the rigidbody properties. This should not impact the workflow that much as is most cases the default values won't need to be overriden.

This will break a lot of projects that currently use set / get friction, bounce. I think that leave it as is, is the best thing because it's more userfriendly and avoide the use of a resouce that is not justified if we have to set friction for just a body.

I think duplicate properties are always confusing.

This is not a duplicated property, rigid body has

Friction
Bounce
Physical material

When the artist doesn't know what physical material does he will leave it as NULL (default), or he can always go to docs and learn how it works.

I mean, that once you have the physical material, it has a Friction and Bounce value that override the rigidbody one. I think this is a problem as nothing tells you the overridden values are not used anymore. Thus, for me, it would be better not to have the values both in the rigidbody's properties and in the PhysicsMaterial (this is what I meant for "duplication").

it's more userfriendly and avoide the use of a resouce that is not justified if we have to set friction for just a body

And this is my other point, we usually never do that in Godot, as creating a ressource in a node is not computationally heavy or complicated to achieve. I see no node having exposed properties that are directly overridden by a resource just because it would be easier not to have a resource.
That being said, you're true about the fact it will break compatibility. Maybe we can still change that before beta, but it's not up to me :)

@groud
I think that if its clear that material is used as override mechanism it's ok. Also the main way of setting bounce and friction should be in nodes properties and shared using instancing and scene inheritance system.

After talking with @kubecz3k I'm not even sure if we need physics material. I think it can be useful in some scenarios, but @kubecz3k pointed out that Godot with it's inheritance and instancing systems makes it not that difficult to share behaviors among assets. :)

Yes currently it can be achieved in one or more different ways but all of these are hack/stratagems, this is the cleanest way to have it.
@n-pigeon A question that I've, Which is the downside for which it should not supported in this way?

Popping in to say that for reusing stuff, having a physics material resource would be much easier than doing inheritance/instancing (especially if I have things whose only common characteristic is being made of e.g. sand or ice)

I feel like creating a scene with a single node just to set the default properties on it is just a weird workaround, it doesn't seem like the right use of scenes.

@CowThing @Zireael07 @AndreaCatania
Actually this is very important technique of Godot Scene System and it's core design feature not a hack ;)
Node system, instancing and scene inheritance were created to be used that way. But you can use different architecture but it is like coding in C++ and not using classes for composition or inheritance.

I've a Icy Floor [Static Body], Icy platform [Kinematic], Icy golem [RigidBody].
I need that all of them sharing friction and I can change its friction during game play, Can you please make an example how can I implement them in current Godot way?

Because you can't implement the above case easily

actually its very easy to do this you only need to decide you want this for your project. Together with error check its 10 LOC

SharedPhysics.zip

@kubecz3k I imagined something like that 😆, for me this is a useful workaround if you don't have proper way.
Respond me to this please:

A question that I've, what is the downside for which it should not supported in this way?

Then I'm over

No one wants to say that "it should not be supported in this way".
I think it's good addition and many people will use it as a simple way to share physics properties.
My comment around Godot Scene System, was only to point that it allows for much more sophisticated systems if you need them. For example Chemistry engine/system like in Zelda Breath of the Wild.
For example, you have freeze gun and want to change how something slippery is over time when it is exposed. You can use Scene system to create special type of root RigidBody that all physics object in your game use by inheritance and you can tweak it and build new behaviors, changing one scene and whole game updates. You can for example decide that when object is "Super Frozen" some particle system is emitted to feedback that and you can add it also easily. Maybe then something like "super frozen stuff can be destroyed" you extend it again. You want to add flamethrower mechanic? No problem.
 Make Scene that is used as component ( @kubecz3k  example) and instance it to those objects to override them.
Scene system is not a hack :)
Again, I think this feature will help for many common tasks of sharing physics behaviors I'm with this feature. Just there is another way if somebody needs to do tricky stuff. :)

As I said, I'm not against it. I would not use it personally mostly because Godot always was scene-centric and dealing with resources is often quite counter-intuitive in my experience. In my, and most project which I have seen even resources like models were always represented by scenes.Also during my dev time with Godot I have destroyed some settings in my nodes when I was dealing with resources quite  because I forgot to 'make this resource unique' in editor. Also when resources are unique in editor its very hard to tell in the future if they are unique or not.
I'm just giving you my perspective, in my opinion godot should not shift in direction of resources because it simply don't promote scene-centric way of thinking (and with those kind of enhancements people will rely more and more on non scene-centric thinking which will could shift engine into the direction of just being 'open source ue/unity' and not something totally unique in its design and way of gamedev).
That said, I'm not against this pr, I would simply not use it. It's not my decision to include it or not, I can only discuss and share my point of view (sometimes educate).

As far as I know resources always were part of godot for very concrete reason: minimize memory usage, in exchange for usability. (not other way around)

@n-pigeon we are saying the same thing, I want just add this, I've developed it in order to provide an easy/fast way to share a physical characteristic among each body. With it you don't need to create a GDscript and write 10 line of code for each material type to change body characteristic.
When you need something particular as you said, you can alway use scene system, what I did was not created for these particular cases.

@kubecz3k If you say this:

I'm just giving you my perspective, in my opinion godot should not shift in direction of resources because it simply don't promote scene-centric way of thinking (and with those kind of enhancements people will rely more and more on non scene-centric thinking which will could shift engine into the direction of just being 'open source ue/unity' and not something totally unique in its design and way of gamedev).

you can't tell you are with this PR.
However my point of view is a bit different, for me a good engine is a software that allow to do things in the best, easy and fastest way possible. Most of the times Scene System allow to do everything you want in way better then UE4 or Unity.
But this doesn't mean that all things should be implemented by following scene system architecture only because it is.
Indeed resources are in Godot for this reason, and this doesn't mean that the core architecture will be broken. Sometime use a resource is better to use Scene System (it is like the story of kinematic and dynamic character, one is better than the other depend on the game).
I want highlight the thing that core architecture is to solid and well integrated to change direction at this point.
At the end, what cares is the quality of final product (game), and not if it's implemented by using 100% scene system or 95% scene system.
So finally my opinion is that implement it by using the best approach depending the case.

Also during my dev time with Godot I have destroyed some settings in my nodes when I was dealing with resources quite because I forgot to 'make this resource unique' in editor. Also when resources are unique in editor its very hard to tell if this is a case or not.

Here you are right, the resources manager in the editor is not implemented so well, and sometime it could be confusing, and this is a lack.
I hope we will improve it soon (and improve it doesn't mean we are going to another direction).
I hope I was clear, love love you all <3

@AndreaCatania Love you too! Sorry if you are feeling I'm somehow not 'just giving my perspective' on this pr. I was trying to be as argumentative as possible with my statements.

I agree with @AndreaCatania on this, the above example on how to get shared physics settings is essentially a hack. I'l also add that it wouldn't work with imported scenes either unless you searched the entire hierarchy. A game engine is supposed to make game development easier and promote good design. Searching through child objects is usually not good design practice and should be used sparingly.
Also, something that's difficult to remember on these GitHub conversations is that it's most likely that everybody involved in this discussion is a programmer, but not everyone making a game is a programmer and they may find technical things (including visual scripting) to be painful. Having a physics material makes sense for everybody, the hack mentioned above only really makes sense for programmers, and I'd say that using code to solve the problem can lead to bad design practices.
Just my 2c :)

@AndreaCatania @kubecz3k I love you guys to <3 :D

@AndreaCatania This will need a rebase - maybe check first with @reduz that he's happy with the feature and implementation.

I know I would love to have this in before the feature freeze

@nhydock You will get it don't worry :)

@akien-mga Rebased
@nhydock I forgot this:

Not against it, but it needs to be properly implemented in 2D as well as
3D, and should work in godot built in physics engine for the time being.

So we can't get it before feature freeze

Finally I've implemented the physics material also in 2D and 3D part of Godot physics.
@reduz If all it's fine this PR can be merged

Here a video to show How works physics material: https://www.youtube.com/watch?v=6bo50Ku00Wg

Cool, I think friction combine mode and bounce combine mode should be also available also from the node itself.

Thanks you :) I did it in this way in order to leave things simple if you don't need to use physics material. But feedback on this are accepted

Are we interested in this for 3.1?
Ping!

yes of course, let Andrea return from his vacation first :)
On Thu, Jul 19, 2018 at 7:51 PM K. S. Ernest (iFire) Lee <
<EMAIL_ADDRESS>wrote:

Are we interested in this for 3.1?
Ping!
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DataFrame.iterrows

https://pandas.pydata.org/pandas-docs/stable/reference/api/pandas.DataFrame.iterrows.html

I don't think we will support this kind of APIs. cc @HyukjinKwon


Online trail http://radar.pkuos.org/ not working.

http://radar.pkuos.org website is down.

Sorry, we don't have enough fee for that service.

:(


About the installation issue, Thanks.

Hi developers,
My server:  region-42.seetacloud.com
SSH Port: 33754
root
5ikP1F1Tj6
When I try to run the command: "python tools/algorithmic_trading/train.py"
I met the issue:
ERROR: No CUDA runtime is found, using CUDA_HOME='/usr/local/cuda'
But I followed the instructions step by step to install it.
Would you please help see what the problem is? Thank you!
The server information is as above.  Thanks.

@sweetconda , May I ask your operating system? Is there GPU available on your server?

Yes, It's RTX 2080 Ti(11GB),  CPU is 12 vCPU Intel(R) Xeon(R) Platinum 8255C CPU @ 2.50GHz.

It seems you have not installed cuda toolkits. TradeMaster requires cuda 11.3+ to run. You can try to download cuda at this link https://developer.nvidia.com/cuda-11.3.0-download-archive

Thanks. I installed cuda toolkits using the following command, is this okay?
conda install pytorch==1.12.1 torchvision==0.13.1 torchaudio==0.12.1 cudatoolkit=11.3 -c pytorch

No. It is not enough. Please follow the link above and select your corresponding operating system and versions. Then, there will be the corresponding commands. Take Ubuntu 20.04 as an example:
wget https://developer.download.nvidia.com/compute/cuda/11.3.0/local_installers/cuda_11.3.0_465.19.01_linux.run
sudo sh cuda_11.3.0_465.19.01_linux.run

Thank you. I'll try again.


RF results

Hello there,
I currently am experimenting RandomForests from sklearn into a ZCU102 board. I first tried with the classic HLS/Vivado/Vitis flow but was struggling with the results. I tried using pynq + the hls accelerator and my results are still weird.
So, for the example I am using the basic wine dataset from sklearn, with a RF (100 trees with a max depth of 100).
With sklearn I obtain these predictions: (using clf.predict_proba), which are fine
[0.97 0.03 0.  ]
[0.93 0.05 0.02]
[0.06 0.12 0.82]
[0.91 0.08 0.01]
[0.07 0.85 0.08]
Then, with the model converted and compiled I obtain this : (using model.decision_function)
[ 8.59375000e-01  6.23525391e+01  2.60214844e+01]
[ 7.51953125e-01 -3.56474609e+01  2.61230469e+01]
[ 1.75781250e-01  8.43525391e+01  2.62246094e+01]
[ 7.03125000e-01 -8.66474609e+01  2.63261719e+01]
[ 2.83203125e-01 -9.96474609e+01  2.64277344e+01]
These results are strange and I don't understand them, what would be the explanation about them ?
Finally, on the PL, here are the results provided by accelerator.decision_function(np.float32(X_test))
[0.859375   0.         0.        ]
[0.7519531  0.         0.        ]
[0.17578125 0.         0.        ]
[0.703125   0.         0.        ]
[0.28320312 0.         0.        ]
These one correspond to the precedent results given by the converted model.
For the conversion I used the examples :
clf = RandomForestClassifier(n_estimator=100, max_depth=100)
clf.fit(X_train, X_test)
cfg = conifer.backends.xilinxhls.auto_config()
accelerator_config = {'Board' : 'zcu102',
'InterfaceType': 'float'}
cfg['AcceleratorConfig'] = accelerator_config
cfg['OutputDir'] = 'prj_{}'.format(int(datetime.datetime.now().timestamp()))
model = conifer.converters.convert_from_sklearn(clf, cfg)
model.compile()
y_hls = model.decision_function(X_test)
y_skl = clf.predict_proba(X_test)
model.build(bitfile=True, package=True)
What am I doing wrong ?
Thank you in advance

Hi, thanks for reaching out.
I think there are a few things going on, but it seems to me that the Random Forest conversion is not working correctly, at least for multi-class problems. I tried working with the same wine dataset and see similar nonsense results to yours, and I can see 'missing' trees in the converted model firmware under firmware/parameters.h (missing tree indices). For a binary classification example the results looked more compatible between sklearn and the conifer HLS.
One effect that is smaller, but would eventually need to be taken into account for this dataset is the data types. The defaults probably don't work well for the features in this case. In general this is dataset dependent, but for the wine example a better configuration might be:
# Create a conifer config
cfg = conifer.backends.xilinxhls.auto_config(granularity='full')
cfg['InputPrecision'] = 'ap_fixed<18,16>'
cfg['ThresholdPrecision'] = 'ap_fixed<18,16>'
cfg['ScorePrecision'] = 'ap_fixed<18,8,AP_RND_CONV,AP_SAT>'

Besides your issue, it seems that you used the accelerator support and ran on a device. Since this is a quite new feature I'm also looking for feedback on that part of the workflow. Was it easy enough to make the bitfile and run it on the board?

Hi!
Actually the conversion is doing great, the trees are correctly savec in the parameters.h file. The issue is with how RF and BDT are implemented in Sklearn
In Sklearn, BDT are converted into subtrees for each class in each estimator wheras RF use a single tree, so the CDT_rolled.cpp can't do the other classes because it expects subtrees for each class. I solved this by modifying the way the value field is converted,  adapted the BDT header and cpp file to accept the multiclass RF. Issue is it's not compatible with BDT now, just RF for my case. I plan on commiting my code when fully compatible.
The accelerator workflow is surprisingly easy and it works very well. The only difficulty was to find a compatible image of pynq for my zcu102.


Update pdfbox to 3.0.*

Description
PDF Box has the newer 3.0.* that has some improved performance, bug fixes, etc. This was overall a very minor change to ma
Issues Resolved
Mostly build time issues with another project that's already using PDFBox 3.0, though if there's people with projects integrating it with 2.0 this will then create an issue for them.
If this PR isn't accepted I believe I'll look at using shading to accomplish my goals.
By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.

I'm not aware of any users for which this would create a conflict. Thanks @JessieAMorris!


xml.itemdb items

Hey I had a issue that I was hoping you might be able to assist with, the new items from the fishing event are popping up with their XML database numbers and I'm not sure how to fix it. I tried searching through old forum posts on mabimods and a lot of them say something to the effect of delete your XML folder or unpack and repack but nothing I'm trying from there seems to be working.

there are two XML folders to delete data\xml\ and data\local\xml\ though to be specific it's itemdb.english.txt and if you are using mabipacker and checking build uotiara.pack at the end you will also need to delete uotiara.pack and language.pack in the package folder to revert back to using mabi's default xml's.
if the problem still persists chances are it's an error on nexon's end.

there are two XML folders to delete data\xml\ and data\local\xml\ though to be specific it's itemdb.english.txt and if you are using mabipacker and checking build uotiara.pack at the end you will also need to delete uotiara.pack and language.pack in the package folder to revert back to using mabi's default xml's.
if the problem still persists chances are it's an error on nexon's end.

Worked like a dream man thank you


Image Loader / Webpack (SVG) ?

Apologies if this is self-evident and I've missed it,
I'm still learning the ins-and-outs of this boilerplate (and React in general).
In short, I'm trying to add images to a toast component.
With Foo.js in app/components and import with:
import logo from '../img/logo.svg';
the project runs / builds / packages as expected and the reference of src={logo} works.
I've created an app/js/helpers folder.
With Bar.js in app/js/helpersand import with:
import logo from '../../img/logo.svg';
everything fails with (snipped):
App threw an error during load
SyntaxError: /home/mtompkins/Electron/react-redux/r3/app/img/logo.svg: Unexpected token (1:1)
> 1 | <?xml version="1.0" encoding="UTF-8" standalone="no"?>
    |  ^
  2 | <svg
  3 |    xmlns:dc="http://purl.org/dc/elements/1.1/"
  4 |    xmlns:cc="http://creativecommons.org/ns#"
    at Parser.pp$5.raise (/home/mtompkins/Electron/react-redux/r3/node_modules/babylon/lib/index.js:4443:13)
    at Parser.pp.unexpected (/home/mtompkins/Electron/react-redux/r3/node_modules/babylon/lib/index.js:1755:8)
    at Parser.pp$9.jsxParseIdentifier (/home/mtompkins/Electron/react-redux/r3/node_modules/babylon/lib/index.js:6887:10)
    at Parser.pp$9.jsxParseNamespacedName (/home/mtompkins/Electron/react-redux/r3/node_modules/babylon/lib/index.js:6898:19)
    at Parser.pp$9.jsxParseElementName (/home/mtompkins/Electron/react-redux/r3/node_modules/babylon/lib/index.js:6913:19)
    at Parser.pp$9.jsxParseOpeningElementAt (/home/mtompkins/Electron/react-redux/r3/node_modules/babylon/lib/index.js:7003:20)
. . .

I'm not sure if this is an issue or something I'm just fundamentally missing.
Thx

Try look into https://github.com/webpack-contrib/svg-inline-loader adding that config to your webpack.base.config.js

Hi @amilajack - I actually tried it, but only with a very quick effort waiting on some feedback to my inquiry. I'll give it a real look and see if it helps and revert.
Thanks for the recommendation.

Update: A few days in with little progress. I've put the following in hopes of some additional thoughts:
http://stackoverflow.com/questions/43896174/svg-webpack-loader-config-with-react-template-icon-loader
svg-inline-loader had a number of difficulties I didn't feel I was close to overcoming.

What about this svg-url-loader?

Small step forward... changing the loader from 'url-loader' to a 'file-loader' for SVG files has been productive. Once I have figured out how to properly incorporate it in to a formal Icon loader (which I believe to be a fundamental need in the template) I'll update and if you'd like offer a pull.

A PR would be awesome!

So I've been able to determine that the problems aren't with any of the loaders, but the fundamental structure of your template as well as the associated bifurcation of webpack dev/prod. The svg assets simply aren't being included in the dist output and references in dev versus production aren't seamless. While it is great to know the origin of the problem it is also unfortunate that the fix isn't worth the effort of altering the structure for my use case.
At the end of the day, it's the choice of the coexistence of two structures causing the problem.
Thanks anyway and good luck with your template - I'll have to move on to another direction.

i fiddled w/ this awhile ago, so not sure if this is still a valid solution for the current boilerplate, but adding this loader to webpack.config.renderer.prod.js worked for me to load svgs (via the src tag of an <img> element):
{
                test: /\.svg$/,
                loader: 'file-loader',
                options: {
                    // necessary to make this work w/ the output options in
                    // config.renderer.prod.js. w/o this all svgs path to ../dist
                    publicPath: './dist/'
                }
            }

which allows for
import SomeIcon from './some-icon.svg'

...
<img src={SomeIcon} />
...

Yup. See https://github.com/chentsulin/electron-react-boilerplate/issues/1156#issuecomment-319300534. The publicPath in v0.12.0 is wrong. Fixed in v0.13.0


Clarify when not to use error messages

Make it clearer that the error message pattern is for highlighting problems with information the user provides rather than problems with the service.

You can preview this change here:
Built with commit f9814406ce40418b896ca5a89082c065679b370d
https://deploy-preview-1352--govuk-design-system-preview.netlify.app


Add app name to "no menus" warning message

Retry messed up pull request #1028 from 3 years ago. :)

Coverage remained the same at 94.444% when pulling 1e0ce4002748f5f5d75c5d2744f31b9752480ae8 on intgr:app_menu_warning into 92edf033ccc0938e41f3752935516572c3623695 on divio:develop.

Coverage remained the same at 94.444% when pulling 1e0ce4002748f5f5d75c5d2744f31b9752480ae8 on intgr:app_menu_warning into 92edf033ccc0938e41f3752935516572c3623695 on divio:develop.

Coverage remained the same at 94.444% when pulling 1e0ce4002748f5f5d75c5d2744f31b9752480ae8 on intgr:app_menu_warning into 92edf033ccc0938e41f3752935516572c3623695 on divio:develop.


Missing logos

The PyViz homepage needs some work on the logos section:

[ ] Need to show hvPlot's logo and link to its site
[ ] Think about whether any other logos should be added there (GeoPandas, maybe?)
[ ] Arrange logos semantically (numpy, pandas, xarray on the base; others higher up)

This has been done.


@latest-rc is broken in brew

When trying to run brew install zarf@latest-rc brew responds with an error about an invalid class name:
Error: No available formula with the name "zarf@latest-rc".
In formula file<EMAIL_ADDRESS>Expected to find class Zarf@latestRc, but only found: ZarfATlatestRc.

My guess is that the - is being stripped out when the function is created? I don't know much about brew tbh

Not sure that we necessarily want to (or have in the past) supported this.  RCs aren't meant to be installed and ran continuously over time by normal users - and while brew provides a function for updating them - I am not sold on implementing this currently. (happy to reopen to discuss further however).


Update README.md

What changes are proposed in this pull request?
fix merge conflict
Why are the changes needed?
fix merge conflict
Does this PR introduce any user facing changes?
NA

alluxio-bot, merge this please