Crash on OUYA with Tegra 3 CPU

Update: it turns out that checking an option in android export settings "Use 32 Bits View" to ON is responsible for these crashes.
I have tried to run builds made with 1.1beta on OUYA, unfortunately it crash immediately (Platformer2D Sample). Also, I can tell it was working on 1.0.
Below is logcat output:
On the hastebin(more readable I hope): http://hastebin.com/lofivitine.mel
The same below:
I/ActivityManager(  326): Start proc com.android.noname for activity com.android.noname/com.android.godot.Godot: pid=4343 uid=10038 gids={1028}
I/InputReader(  326): Reconfiguring input devices.  changes=0x00000004
I/NvCpuClient(  107): Successfully bound to service
I/ActivityManager(  326): Config changed: {1.0 0mcc0mnc en_US sw540dp w540dp h935dp lrg long port television -touch -keyb/v/h -nav/h s.16}
D/GODOT   ( 4343): ** GODOT ACTIVITY CREATED HERE ***
D/dalvikvm( 4343): Trying to load lib /data/data/com.android.noname/lib/libgodot_android.so 0x42634c50
D/dalvikvm( 4343): Added shared lib /data/data/com.android.noname/lib/libgodot_android.so 0x42634c50
D/dalvikvm( 4343): No JNI_OnLoad found in /data/data/com.android.noname/lib/libgodot_android.so 0x42634c50, skipping init
D/GODOT   ( 4343): command_line is null? yes
I/godot   ( 4343): **INIT EVENT! - 0x41625718
I/godot   ( 4343): ***************** HELLO FROM JNI!!!!!!!!
I/godot   ( 4343): *******CLASS FOUND!!!
I/godot   ( 4343): STEP2, 0x1d2001f2
I/godot   ( 4343): STEP3<PHONE_NUMBER>
I/godot   ( 4343): STEP4, 0xa2200025
I/godot   ( 4343): STEP4.5, 0x1d2001f6
I/godot   ( 4343): STEP5
I/godot   ( 4343): STEP6
I/godot   ( 4343): *******GOT METHOD _file_open ok!!
I/godot   ( 4343): *******GOT METHOD _file_get_size ok!!
I/godot   ( 4343): *******GOT METHOD _file_tell ok!!
I/godot   ( 4343): *******GOT METHOD _file_eof ok!!
I/godot   ( 4343): *******GOT METHOD _file_seek ok!!
I/godot   ( 4343): *******GOT METHOD _file_read ok!!
I/godot   ( 4343): *******GOT METHOD _file_close ok!!
I/godot   ( 4343): STEP7
I/godot   ( 4343): STEP8
I/godot   ( 4343): *******GOT METHOD _dir_open ok!!
I/godot   ( 4343): *******GOT METHOD _dir_next ok!!
I/godot   ( 4343): *******GOT METHOD _dir_close ok!!
I/godot   ( 4343): starting to attempt get methods
I/godot   ( 4343): *******GOT METHOD _init_audio ok!!
I/godot   ( 4343): *******GOT METHOD _write_buffer ok!!
I/godot   ( 4343): *******GOT METHOD _quit ok!!
I/godot   ( 4343): *******GOT METHOD _pause ok!!
I/godot   ( 4343): CMDLINE LEN 0 - APK EXPANSION I

I/godot   ( 4343): ERROR: create: Condition ' !create_func ' is true. returned: 0
I/godot   ( 4343):    At: core/os/mutex.cpp:39.

I/godot   ( 4343): test construction 5
I/godot   ( 4343): running from dir /
I/godot   ( 4343): **SETUP
I/godot   ( 4343): has res dir:
I/godot   ( 4343): exists engine cfg? 0
I/godot   ( 4343): loaded engine.cfg
I/InputReader(  326): Reconfiguring input devices.  changes=0x00000004
I/NvCpuClient(  107): Successfully bound to service
I/ActivityManager(  326): Config changed: {1.0 0mcc0mnc en_US sw540dp w960dp h515dp lrg long land television -touch -keyb/v/h -nav/h s.17}
I/godot   ( 4343): *****SETUP OK
I/godot   ( 4343): **START
W/ActivityManager(  326): Unable to start service Intent { act=com.android.vending.billing.InAppBillingService.BIND }: not found
I/WindowManager(  326): Switching to real app window: Window{427e4080 com.android.noname/com.android.godot.Godot paused=false}
D/libEGL  ( 4343): loaded /system/lib/egl/libEGL_tegra.so
E/        ( 4343): file /data/data/com.nvidia.NvCPLSvc/files/driverlist.txt: not found!
I/        ( 4343): Attempting to load EGL implementation /system/lib//egl/libEGL_tegra_impl
I/        ( 4343): Loaded EGL implementation /system/lib//egl/libEGL_tegra_impl
D/libEGL  ( 4343): loaded /system/lib/egl/libGLESv1_CM_tegra.so
D/libEGL  ( 4343): loaded /system/lib/egl/libGLESv2_tegra.so
W/GodotView( 4343): creating OpenGL ES 2.0 context :
W/dalvikvm( 4343): threadid=10: thread exiting with uncaught exception (group=0x41634300)
E/AndroidRuntime( 4343): FATAL EXCEPTION: GLThread 152
E/AndroidRuntime( 4343): java.lang.IllegalArgumentException
E/AndroidRuntime( 4343): 	at com.google.android.gles_jni.EGLImpl._eglCreateContext(Native Method)
E/AndroidRuntime( 4343): 	at com.google.android.gles_jni.EGLImpl.eglCreateContext(EGLImpl.java:54)
E/AndroidRuntime( 4343): 	at com.android.godot.GodotView$ContextFactory.createContext(GodotView.java:397)
E/AndroidRuntime( 4343): 	at android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:1030)
E/AndroidRuntime( 4343): 	at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)
E/AndroidRuntime( 4343): 	at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
W/ActivityManager(  326):   Force finishing activity com.android.noname/com.android.godot.Godot
W/ActivityManager(  326):   Force finishing activity tv.ouya.console/.launcher.developer.MakeActivity
I/Process ( 4343): Sending signal. PID: 4343 SIG: 9
V/DropBoxReceiver(  565): Starting service for tag: data_app_crash, time:<PHONE_NUMBER>452
I/WindowState(  326): WIN DEATH: Window{427e4080 com.android.noname/com.android.godot.Godot paused=true}
I/ActivityManager(  326): Process com.android.noname (pid 4343) has died.
D/CrashReportService(  565): Writing crash report to: /data/user/0/tv.ouya/cache/.reports/1428061998452
I/WindowState(  326): WIN DEATH: Window{42976890 SurfaceView paused=false}

+1

Uhm no idea.. I have an ouya but since i am forced to put my cc on it,
never bothered with it
On Apr 29, 2015 7:06 PM, "Siewio"<EMAIL_ADDRESS>wrote:

+1
—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/1608#issuecomment-97601742.

Just put<PHONE_NUMBER>1111111 - one of those universal credit card numbers. It works like a charm ;)

I've checked the new 1.1rc1 version just now. Some of the demos are lunching, some of them just show the blinking GodotEngine screen blinking like about 60fps. Some of them seem to work ( forgeting the fact, that 3D lags as hell ). My project ( 2D game with some shaders ) also blinks on start and does not work.
The funny thing is, that Joystick demo is blinking and SUTjoystick is running ( but it's not functional ) - it's alsmost thesame app.

maybe your android export templates are outdated?
On Mon, May 4, 2015 at 9:47 AM, Siewio<EMAIL_ADDRESS>wrote:

I've checked the new 1.1rc1 version just now. Some of the demos are
lunching, some of them just show the blinking GodotEngine screen blinking
like about 60fps. Some of them seem to work ( forgeting the fact, that 3D
lags as hell ). My project ( 2D game with some shaders ) also blinks on
start and does not work.
The funny thing is, that Joystick demo is blinking and SUTjoystick is
running ( but it's not functional ) - it's alsmost thesame app.
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--
OkamStudio

Oh. You are right. I've forgot to change templates this time. I've did it every single time before. Now it's not working at all, as it was with previous official build 1.1beta :/ So basicaly templates from v1.0stable works quite good while newer official releases doesn't at all.
Maybe just investigate when did Godot stopped working on OUYA?

Any changes in the topic? I've tried the latest builds - with no change. Is anyone investigating on this? It seems to be something very small....

Same thing on Android 5.01 (godot blink at start then crash)
If i use, simple button, it's ok, with texture button with png texture, blinking
Any news on this issue?

Funny then. Cose I've been testing some apps on both 5.0 and 5.1, on two different devices and everything was fine ( exept one time - which is strange why it was crashin only once. I couldn't reproduce it anyway)

I found a solution in another reported issue. Just restart engine. It appear to be a bug in ressources cache according to reduz.

@TotCac Can you link to the issue? What do you mean by restarting the engine?

Check this https://github.com/okamstudio/godot/issues/1926
I do not use shader, but i have blinking behaviour when exporting.
If i restart godot engine then i export to android, no more android blinking.

Unfortunately restarting Godot engine just before exporting don't change a thing. Games still crash immediately on Ouya.

I'm rather noob when it comes to opengl and graphic, but from my first post log it seems the engine crashes at this line:
EGLContext context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, use_gl2?attrib_list2:null);
in the
EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) function
with the exception java.lang.IllegalArgumentException
The file with the above function: https://github.com/okamstudio/godot/blob/master/platform/android/java/src/com/android/godot/GodotView.java#L387
Maybe this will help somehow?

I have no idea, but Ouya should support this fine..
On Wed, Jun 10, 2015 at 6:55 AM, kubecz3k<EMAIL_ADDRESS>wrote:

I'm rather noob when it comes to opengl and graphic, but from my first
post log it seems the engine crashes at this line:
EGLContext context = egl.eglCreateContext(display, eglConfig,
EGL10.EGL_NO_CONTEXT, use_gl2?attrib_list2:null);
in the
EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig
eglConfig) function
with the exception java.lang.IllegalArgumentException
The file with the above function:
https://github.com/okamstudio/godot/blob/master/platform/android/java/src/com/android/godot/GodotView.java#L387
Maybe this will help somehow?
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@kubecz3k Can you still reproduce this with 1.1-stable and/or the current master branch?

@akien-mga yes  I have reproduced this today with current 2.0 Alpha build b2f9acb8c96aed0505cbac21661e21e4acef710f. (As well as 1.1 stable). Will change title to reflect this.

According to Miroslav on the Facebook group (and @kubecz3k on #2443), it could be specific to the Tegra 3 CPU that these devices have. Adding this to the title as it's our best clue so far.

Kelinci Senja on facebook noticed that between Godot 1.0 and 1.1 an option in android export settings "Use 32 bits View" is now checked by default. It turns out that unchecking this option fix the problem. Not sure what we should do with this bug next, if it's possible to change this setting during runtime maybe it should be done in case of error? Should I close this issue? Maybe create fresh one?

For the reference, here is the analysis done by Kelinci Senja in https://www.facebook.com/groups/godotengine/permalink/692504434219487/?comment_id=693314364138494:

EGLImpl.Java (Android Source) --> Last Update : Jan, 31 - 2014
GLSurfaceView.java (Android Source) --> Last update : Jun, 08 - 2015
GodotView.java (Godot Source) --> Last Update : Apr, 18 - 2015
This file was used by the following Godot versions:
1.1-rc1 ( May, 01 - 2015 )
1.1-rc2 ( May, 05 - 2015 )
1.1-rc3 ( May, 17 - 2015 )
1.1-stable ( May, 21 - 2015 )
2.0-alpha
WHILE :
1.0-stable ( Dec, 15 - 2014 ) used GodotView.java --> Dec, 15 - 2014
Now, Jakub Grzesik said :
"Juan Alpaca, I can confirm it ran fine in 1.0 stable. In 1.1 the bug was already present."
 It's simply because EGLImpl.java used by All versions, while GLSurfaceView.java was NOT used by 1.0-stable nor 1.1-x.
GodotView.java might be the problem, as both 1.0-stable and 1.1-x used different version of GodotView.java.

From GodotView.java (Dec, 15 - 2014) to GodotView.java (Apr, 18 - 2015):

632 Lines ==>> 642 Lines
A New Feature added. It is Use 32 Bits View (Open Godot 1.1 or later - Export - Android - Screen). And this feature is ON by default.

As I do not have one of devices mentioned, my suggestion is :

untick or uncheck Use 32 Bits View option
export and test your game on Nvidia Tegra powered devices.

if someone with a Tegra3 device can modify GodotView.java to fallback on 16
bits when 32 bits is not available, that would be hugely appreciated
On Sat, Nov 21, 2015 at 7:56 AM, Rémi Verschelde<EMAIL_ADDRESS>wrote:

For the reference, here is the analysis done by Kelinci Senja in
https://www.facebook.com/groups/godotengine/permalink/692504434219487/?comment_id=693314364138494
:
EGLImpl.Java (Android Source) --> Last Update : Jan, 31 - 2014
GLSurfaceView.java (Android Source) --> Last update : Jun, 08 - 2015
GodotView.java (Godot Source) --> Last Update : Apr, 18 - 2015
This file was used by the following Godot versions:
1.1-rc1 ( May, 01 - 2015 )
1.1-rc2 ( May, 05 - 2015 )
1.1-rc3 ( May, 17 - 2015 )
1.1-stable ( May, 21 - 2015 )
2.0-alpha
WHILE :
1.0-stable ( Dec, 15 - 2014 ) used GodotView.java --> Dec, 15 - 2014
Now, Jakub Grzesik said :
"Juan Alpaca, I can confirm it ran fine in 1.0 stable. In 1.1 the bug was
already present."
 It's
simply because EGLImpl.java used by All versions, while GLSurfaceView.java
was NOT used by 1.0-stable nor 1.1-x.
GodotView.java might be the problem, as both 1.0-stable and 1.1-x
used different version of GodotView.java.

From GodotView.java (Dec, 15 - 2014) to GodotView.java (Apr, 18 - 2015):

632 Lines ==>> 642 Lines
A New Feature added. It is Use 32 Bits View (Open Godot 1.1 or later
Export - Android - Screen). And this feature is ON by default.

As I do not have one of devices mentioned, my suggestion is :

untick or uncheck Use 32 Bits View option
export and test your game on Nvidia Tegra powered devices.

[image: 12244604_489015224638982_8686569845144003888_o]
https://cloud.githubusercontent.com/assets/4701338/11318163/dbb5f74a-9046-11e5-950e-b52b208a1a33.jpg
—
Reply to this email directly or view it on GitHub
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This issue should be fixed by #2862. Feel free to reopen (or ask me to reopen) if it's not the case.


Count Complex Unicode Correctly

Some unicode characters, like emoji, are shown as a single character, but can be encoded as many, depending on the emoji, zero-width-joiners, tones, etc. This decodes the character into codepoints and determines how many encoded characters are required to send the emoji in a message.

This code LGTM. Any chance you could take a look @mitio ?

This code LGTM. Any chance you could take a look @mitio ?

Version 0.2.2 is now live and contains the fixes here. Apologies for my slow reaction and thanks a lot for this contribution!
P.S. I was a bit concerned that we hadn't addressed the client-side bit of the lib – the JavaScript code – but to my surprise, turns out String.length in JavaScript does exactly what we need.

Version 0.2.2 is now live and contains the fixes here. Apologies for my slow reaction and thanks a lot for this contribution!
P.S. I was a bit concerned that we hadn't addressed the client-side bit of the lib – the JavaScript code – but to my surprise, turns out String.length in JavaScript does exactly what we need.


Add support for SBRef images

All it takes is that the optimal reference estimation procedure to return the SBRef image.

This potentially fixes https://neurostars.org/t/fmriprep-coregistration-and-unwarping-error/2377 which comes with test data.


[EPIC] Zero-ETL - OpenSearch Table

This is meta issue to track the tasks of https://github.com/opensearch-project/OpenSearch/issues/14524
Milestone I - Direct access OpenSearch index in Spark SQL
In milestone I, we want to achieve (1) Support direct query opensearch index use case. (2) Improve performance. https://github.com/opensearch-project/opensearch-spark/issues/334. The task includes

[x] #395
[x] #396
[x] #494
[ ] #529
[ ] #430
[ ] #505
[x] #403
[ ] OpenSearch DataType extension in Spark - UDT
[ ] OpenSearch Function extension in Spark - UDF
[ ] Blog - OpenSearch Table in Spark

Another requirement is to support writing to an OpenSearch table, allowing users to use the INSERT statement. This would enable users to control when and what data is loaded into the OpenSearch index.
For example:
# First batch
INSERT INTO os_table SELECT ... FROM logs WHERE id BETWEEN 1 AND 100;

# Second batch
INSERT INTO os_table SELECT ... FROM logs WHERE id BETWEEN 101 AND 200;

This is not a use case for Flint's materialized view feature. Currently there is no way to achieve in Flint Spark.


DynamoDB only supports precision up to 38 digits

When trying to persist an BigDecimal with more then 38 digits after the "." dynamodb is throwing an error.
I also thought who is doing something like that but in our existing test code was a BigDecimal initialisation not with a string but with an double new BigDecimal(13.2) what causes the the more the 38 digits.
I would suggest to round in that case the decimal value like this:
  private static AttributeValue toAttributeValue(NumericNode numericNode) {
    if (numericNode.decimalValue() != null && numericNode.decimalValue().precision() > 38) {
      return AttributeValue.builder().n(numericNode.decimalValue().round(new MathContext(38, RoundingMode.CEILING)).toString()).build();
    }
    return AttributeValue.builder().n(numericNode.asText()).build();
  }

Hi @tekener, will it be possible to provide a failing test. I would appreciate a PR contribution also.

Please have a look into the aws documentation
Numbers can be positive, negative, or zero. Numbers can have up to 38 digits of precision. Exceeding this results in an exception. If you need greater precision than 38 digits, you can use strings.
https://docs.aws.amazon.com/amazondynamodb/latest/developerguide/HowItWorks.NamingRulesDataTypes.html
For us i solved it by truncating the number. An other solution would be to store that long numbers as 's' node.
I think jackson does not care if a node is a String or a Number when binding to an BigDecimal.
Both solution have their pros and cons:

Truncating is changing the value.
Storing it as 's' would break when used on a number key field.


Implement HierarchicalRegistry

Description

Related Issue

Motivation and Context

How Has This Been Tested?

Types of changes

[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to change)
[ ] Trivial change (affects only documentation or cleanup)

Checklist:

[ ] I have tested this change with a run of GEOSgcm (if non-trivial)
[ ] I have added one of the required labels (0 diff, 0 diff trivial, 0 diff structural, non 0-diff)
[ ] I have updated the CHANGELOG.md accordingly following the style of Keep a Changelog

CMake seems to be having issues:
CMake Error at ESMA_cmake/ecbuild/cmake/ecbuild_add_library.cmake:268 (add_library):
  Cannot find source file:

    /__w/MAPL/MAPL/generic3g/registry/ActualPtVector.F90

  Tried extensions .c .C .c++ .cc .cpp .cxx .cu .mpp .m .M .mm .ixx .cppm .h
  .hh .h++ .hm .hpp .hxx .in .txx .f .F .for .f77 .f90 .f95 .f03 .hip .ispc
Call Stack (most recent call first):
  ESMA_cmake/ecbuild/cmake/ecbuild_add_library.cmake:576 (ecbuild_add_library_impl)
  ESMA_cmake/esma_support/esma_add_library.cmake:93 (ecbuild_add_library)
  generic3g/CMakeLists.txt:50 (esma_add_library)


Recaptcha disappear if validation fails

I am using your plugin in a custom livewire form. In the image you can see how recaptcha desapear if validation fails.

can you please share the code of the custom form?
have you initialized the captcha field? also is there any console errors?
because I can't reproduce the issue.

Livewire Component
app/Http/Livewire/TestCaptcha.php
<?php

namespace App\Http\Livewire;

use AbanoubNassem\FilamentGRecaptchaField\Forms\Components\GRecaptcha;
use Exception;
use Filament\Forms\Concerns\InteractsWithForms;
use Filament\Forms\Contracts\HasForms;
use Livewire\Component;
use Filament\Forms;
use Illuminate\Support\Facades\Log;
use Illuminate\Validation\Rule;

class TestCaptcha extends Component implements HasForms
{
    use InteractsWithForms;

    public $email;
    public $captcha = '';

    public $submited = false;

    public function mount(): void
    {
        $this->form->fill([
            'email' => '',
            'captcha' => '',
        ]);
    }

    protected function getFormSchema(): array
    {
        return [
            Forms\Components\TextInput::make('email')->rules(['email:rfc,dns'])->email()
                ->disableAutocomplete()->required(),
            GRecaptcha::make('captcha'),
        ];
    }

    public function submit()
    {
        $data = $this->form->getState();
        $this->submited = true;
        $this->form->reset();
    }

    public function render()
    {
        return view('livewire.test-captcha');
    }
}

Component View:
resources/views/livewire/test-captcha.blade.php

<div class="p-10 my-8 rounded-lg bg-white">
    <form wire:submit.prevent="submit">
        {{ $this->form }}

        <button class="btn btn-primary w-full">
            {{ __('Submit') }}
        </button>
    </form>
</div>

Component usage:
<livewire:test-captcha />

@icaliman
can you please pull this : https://github.com/AbanoubNassem/filament-grecaptcha-field/pull/3 , and test if it fixes your issue.

Hi! It's not working. Here is a reproduction repo: https://github.com/icaliman/filament-bug-captcha
Try to submit the form with unchecked captcha field.

@AbanoubNassem
I found the fix and made a pull request #4

@icaliman
thank you, a new version was released.


ui: prettier header

@ChenlingLu

The header should be same as edit mode(xxx's Dashboard + mode status + sql editor + add a widget entrance + avatar ? > with arrow down)

The admin header should not contain any dashboard related items, because there is no current dashboard to operate in admin pages.


[Bloc] Window initial position is ignored

The following creates a window in the middle of the screen, instead of 1@1
BlSpace new
	extent: 200@200;
	position: 1@1;
	show

I think fullscreen does not work either
	fullscreen;
	position: 1@1;
	show```

BlSpace new
	extent: 200@200;
	position: 1@1;
	show

now crashes the image


This repository is over its data quota.

git lfs fetch --all
Scanning for all objects ever referenced...
✔ 1 objects found
Fetching objects...
Git LFS: (0 of 1 files) 0 B / 12.40 KB
batch response: This repository is over its data quota. Account responsible for LFS bandwidth should purchase more data packs to restore access.
error: failed to fetch some objects from 'https://github.com/carla-simulator/carla.git/info/lfs'

Any updates on this?


SAK-50691 Library tell input datetime-local to be in dark mode for icon

CSS got new feature called light-dark  we can now put 2 values for light and dark together: https://developer.mozilla.org/en-US/docs/Web/CSS/color_value/light-dark


Some workers are staying at 0% constantly

Hello,
I've re-run pokeminer after trying the AHAAAA original map, but it seems that with 400 accounts I get some "dead' accounts that stay constantly at 0%:
[W258: C1,P0,0%]        [W259: C1,P2,58%]
[W260: C1,P0,13%]       [W261: C1,P0,10%]       [W262: C1,P0,0%]        [W263: C1,P2,13%]
[W264: C1,P0,0%]        [W265: C1,P3,54%]       [W266: C1,P0,0%]
How can I debug/fix it?

i know that has nothing to do with your problem, but how do all of you get hundreds of workers? how did you automate the account creation?

There are several scripts out there, I personally took https://github.com/jepayne1138/PTCAccount and heavily edited it to do what I wanted

This is because they just changed the minimum scan refresh to 10s on the API side, I'm not sure wherein the code to change this

This is handled by line 189 in the worker.py file, I'm going to make this a config option real quick and then add it to my current pull request.
The line currently in case other pulls move it:
            time.sleep(random.uniform(5, 7))

This is now part of the config in pull request #111


Insert charts in paragraphs

is it possible to add chart in specific paragraphs?

Not at the moment, but it should be added. It shouldn't be super complicated. We already create Paragraph to add it there.


Skip tasks when input directory is empty

When the contractsDslDir doesn't exist the tasks would fail. By using @SkipWhenEmpty Gradle won't throw an error when the contractsDslDir doesn't exist.

I did add back the plugin for the /samples/standalone/webclient/http-server even though it doesn't really need the plugin to perform it's job. However, by having it there it ensures that the edge cases encountered here are also accounted for.

@marcingrzejszczak, fyi, this would presently be a bug with 3.0.0-M4.

@marcingrzejszczak, not quite sure what's going on with the build. It seems to be failing at some place totally unrelated to where the changes are...

Hey, finally the build succeeded. Flaky CI builds... any chance we can get this merged soon, @marcingrzejszczak?

Merged! Thanks a lot!


Use data provider for AD to BS conversion test data

dataProvider feature of PHPUnit is better when we have to perform the same test but with different data set.

@pokhreldipesh The CI is failing now because the dataprovider attribute needs to be imported.
use PHPUnit\Framework\Attributes\DataProvider;


Add the ability to remove stroke-width in iconToSVG()

Hey, thanks for such a cool project!
I'm currently using it via astro-icon. It has the ability to render the icons as sprites using the <symbol> element, to be reused in different places using the <use> element, e.g.
<!-- First usage of the icon -->
<svg width="1em" height="1em" viewBox="0 0 24 24" data-icon="tabler:music">
  <symbol id="tabler:music">
    <!-- Generated by `iconToSVG().body` -->
    <g
      fill="none"
      stroke="currentColor"
      stroke-linecap="round"
      stroke-linejoin="round"
      stroke-width="2"
    >
      <path
        d="M3 17a3 3 0 1 0 6 0a3 3 0 0 0-6 0m10 0a3 3 0 1 0 6 0a3 3 0 0 0-6 0"
      ></path>
      <path d="M9 17V4h10v13M9 8h10"></path>
    </g>
  </symbol>
  <use xlink:href="#tabler:music"></use>
</svg>
<!-- Somewhere else in the document -->
<svg viewBox="0 0 24 24" class="custom-styles">
  <use xlink:href="#tabler:music"></use>
</svg>

It utilizes the iconToSVG() function to get the SVG body (rendered as the <g> element inside the <symbol> as seen above.
This works really well. You can customize e.g. the width and height of each usage via the custom-styles class in CSS.
Unfortunately, changing stroke-width in CSS or via an attribute directly on the SVG does not seem to have any effect. However, if you remove the stroke-width attribute on the <g> element, you can see that the custom stroke widths get applied to each individual usage of the icon. This would be great! See this codepen for example: https://codepen.io/laymonage/pen/oNKqXLW
From what I've seen, the stroke-width="2" attribute comes from the icon's JSON data, which in turn comes from the source icon itself.
I understand that removing the stroke-width from the JSON data itself or asking the icon library's author to remove that attribute from the SVG would be too disruptive. Hence, I'm asking is it possible to allow the iconToSVG() util function to remove the attribute based on an optional parameter?
P.s. I'm not sure if iconToSVG() would be the right place for this logic, but that's what the astro-icon package uses. As long as other packages like astro-icon can use it, I'm happy.
Thanks!

No, sorry. This is a very specific use case and issue is caused by using SVG sprites.
Avoid using SVG sprites. Not only you cannot control props, like in your example, often icons that use CSS and animations are broken.


Make RadialGradientBrush raise a Changed event

What does the pull request do?
Adds the properties of RadialGradientBrush to the properties that affect rendering.
What is the current behavior?
Chaning the properties of RadialGradientBrush has no visual effect.
What is the updated/expected behavior with this PR?
The brush should be invalidated after chaning the properties.
How was the solution implemented (if it's not obvious)?
Obvious
Checklist

[ ] Added unit tests (if possible)?
[ ] Added XML documentation to any related classes?
[ ] Consider submitting a PR to https://github.com/AvaloniaUI/Avaloniaui.net with user documentation

Breaking changes
None
Fixed issues
None

 Thank you for your submission, we really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.:x: Someone357 sign nowYou have signed the CLA already but the status is still pending? Let us recheck it.


feat: mod leaderboards will now return correct & accurate data like bancho

Describe your changes
previously, the query was hardcoded to only find the personal best without accounting for the different leaderboards -- now, it works similarly to bancho.
video
Related Issues / Projects
closes #237
Checklist

[x] I've manually tested my code
[x] The changes pass pre-commit checks (make lint)
[x] The changes follow coding style

lgtm 👍

lgtm 👍

cus u made it

this doesn't account for the fact that the user may have multiple submitted scores for a mod combo, you need to add a 1 score per user constraint to the query

i've ran this in my production server for about 2 months now, every case where i've submitted a score with a different mod combination (which would be the best for that combo) seems to work just fine.. if you still think it is a problem i could add what you've requested but it seems kinda redundant

it's not redundant, you're just lucky.

how can one be lucky so many times? i'll look into it regardless

just think about the issue i handed you. it needs to be handled no matter how many cases you show me of it seeming to work correctly

how can one be lucky so many times? i'll look into it regardless

i am willing to guess (though i will also test to check once i get time) that the client is generous and automatically filters for the best personal score for each person who is in the leaderboard list given by the server. however, our server is limiting the search to 50 rows, several of which may be from the same person. once the client has filtered this out, there will not necessarily be 50 rows remaining, and your top 50 is no longer a top 50. if that is the case upon testing then i'll let you know so you can refine your patch! :D
i've implemented a slightly different solution on my own server using some SQL inner join mess, but i don't think it should be particularly taxing on performance? that being said, i haven't been able to thoroughly test it on a large user base. the relevant commit is https://github.com/kingdom5500/bancho.py/commit/a2b1cf257ef2a8621a75cd68b5fe3e398557f1fa

i'm also generally concerned by some of the choices you made with that query. selecting all non-bests in every case is an unnecessary performance harm, it is only in the mod leaderboard case that we should be considering multiple scores + filtering one per user. we should preferably use status = 2 for all other leaderboard types, with status != 0 being kept for mod leaderboards only

yeah, this is what is happening. didn't state it explicitly as i wanted them to think about the problem, but it's okay.

i know :D it's just that it had been a week without any updates to the PR or the discussion, so i figured i might give some pointers.

your solution works, but it's not very comfortably readable thinking (namely the query.insert choice)

i completely agree. in fact, the query.append is totally redundant alongside the query.insert, so the append shouldn't even be there. even still, it would be more readable if i had just used a COALESCE of some sorts instead. thanks for reminding me to think about this, i had meant to make it more readable before making the commit but was too tired to bother.

i'm also generally concerned by some of the choices you made with that query. selecting all submitted scores in every case is an unnecessary performance harm, it is only in the mod leaderboard case that we should be considering multiple scores + filtering one per user. we should preferably use status = 2 for all other leaderboard types, with status != 0 being kept for mod leaderboards only. the extra join is also an unnecessary performance harm outside of the mod leaderboard scenario

in my own server, this behaviour is intentional since it mostly matches what you get on the ppy bancho leaderboards, though that's just based on my own and my players' preferences. i didn't intend for my patch to be a drop-in solution by any means! instead, refer to the discussion in #237, where there hasn't really been a firm decision on what the general behaviour should be for bancho.py.
regardless of this, i understand that the query may not be very optimal! i'm just not very well-practised in the way of sql just yet. i'm working on it though hehe

heh that's no problem! just wanted to give some feedback :p
i'll let this pr sit for a bit given the discussion and see if @g1-1-1 decides to make any changes. if not, i'll close it and keep it as an open issue for now

jesus christ yall are shitting on jupiter rn

i'll work on this in a few, you can limit 1 per user using raw sql but it is tricky to pull off

I'll close this PR for now -- I've created an issue to track this feature request: #560


[fix][4.1.x] Only record failed login attempts for throttling login attempts + Fix misleading warning messages.

Version
This PR is for 4.1.x.
I will fix 4.2.x if this looks good to you.
Issue & Fix
First, only requests that successfully log users in are considered successful. All the rest will trigger recordSubmissionFailure() even there is no submission. In our CAS, each login fires two consecutive requests. The first (no form data) will add to the failure throttle, which directly causes the second (with form data) to be blocked (if the threshold is faster than 500 logins/second).
Request URL:https://accounts.osf.io/login?service=https://osf.io/&auto=true
Request URL:https://accounts.osf.io/login?service=https://osf.io/

To fix this, I simply copy the correct behavior from master to 4.1.x.
Second, the warning message and docs are misleading. It took us some time to figure out that this is a "rate" based throttling, which is considered as the expected behavior https://github.com/apereo/cas/issues/486. The fix provided by https://github.com/apereo/cas/issues/719 can be further improved. We explicitly mention "threshold rate" instead of "number of logins in a period of time".
Further Thoughts (not implemented)
Can we just have thresholdRate instead of failureThreshold and failureRangeInSeconds?
Much Further Thoughts (not for this PR)
If you are interested, I've implemented an alternative approach which keeps a short queue of recent failed logins for each ip or (ip, user). Maybe we can provide both to give users more choices. I will make another PR earlier next week. :)

 Thank you for your submission, we really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.

Closed for tests.

What happened here? Why close?

Many tests have failed. I will reopen this as soon as I have fix them. Don't want unfinished PR lingering around. :)

Oh quite the contrary. We love lingering PRs :) thanks for keeping up with this .


How to compile successfully on the windows platform?

Error lot ...

(p.s. it wasn't very easy)

Hi Elliot, how did you achieve to compile it on Windows?


reduce bundle size

Thanks for the great lib. What would be the best way to trim the size? do I have to rebundle libphonenumber and include it?

If a developer wants to include only certain countries metadata the procedure is described in the readme
https://github.com/halt-hammerzeit/react-phone-number-input#reducing-bundle-size
Otherwise it's already minimal for a set of all countries on Earth.

the svgs added quite a bit to the size, anyway to use external images and therefore shrink countries with flags.js?

the svgs added quite a bit to the size

The svgs are 2 mb in size. This is not "a bit".

therefore shrink countries with flags.js

It is not included anywhere

I regenerated and metadata.min.json with only 30 countries and recompiled, but bundle seems to have gone up when imported into our existing code. Any idea why this is the case?

And make sure you have the latest Webpack 2.
Or it may be a webpack 2 bug not excluding the default export.
You may also use the ES5 export if ES6 export is not stripped.


Broken link in authentication.md

issue #16916
fix broken link to UAA setup instructions
propose change to dex setup instructions

/assign @jaredbhatti

Hi @rarean Thank you for oyour contribution. Please sign the CLA so we can accept your PR for review

/assign

Hi @rarean , thanks for the PR! Please follow instructions at https://git.k8s.io/community/CLA.md#the-contributor-license-agreement to sign the CLA so that we can review this PR, thanks!
It looks like the commit in this PR is not associated with your GitHub user. Please make sure the email address on your commits match an address associated with your GitHub account. Otherwise the CLA check will fail.

@rarean Please help resolved the conflicts?

Looks like someone beat me to the fix, which is already in master. :) resolving the conflict was to basically take master.


Add support for modifying Jsonifier dumps_args

Description
The default arguments of the standard Connexion Jsonifier class are (indent=2), these are then sent as kwargs to json.dumps().
class FlaskApi(AbstractAPI):

    ....

    @classmethod
    def _set_jsonifier(cls):
        """
        Use Flask specific JSON loader
        """
        cls.jsonifier = Jsonifier(flask.json, indent=2)

I'd like to configure these to be (indent=None, separators=(',', ':')), which is the most compact representation of JSON that the library can create.
The JSON outputted with the default configuration in an example API call is 56% longer compared to the most compact representation of the same JSON (using the second configuration).
Expected behaviour
Be able to configure the Jsonifier's default arguments, or supply a way to override _set_jsonifier().
Actual behaviour
Cannot configure the Jsonifier's default arguments. I was able to do the following monkeypatch to get the compact JSON representation:
connexionApp.api_cls.jsonifier.dumps_args = dict(indent=None, separators=(',', ':'))

Additional info:

Python 3.8.0
Connexion v2.6.0

You can use something like this as a workaround
class CompactJsonFlaskApi(FlaskApi):
    @classmethod
    def _set_jsonifier(cls):
        cls.jsonifier = Jsonifier(flask.json, separators=(',', ':'))

app = connexion.App(__name__)
app.api_cls = CompactJsonFlaskApi

Yeah, I already have a workaround @tomskikh :)
I was hoping for a more robust solution, as part of the project.

You can pass a jsonifier to your connexion App or API in Connexion 3, which will be released tomorrow.


user12986714: Watch moderators?\W*+(?:[\w]{0,10}+\W*+){0,10}(?:ab|mis)us(?:es?|ing)

user12986714 requests the watch of the watch_keyword moderators?\W*+(?:[\w]{0,10}+\W*+){0,10}(?:ab|mis)us(?:es?|ing). See the MS search here and the Stack Exchange search in text, in URLs, and in code.

moderators?\W*+(?:[\w]{0,10}+\W*+){0,10}(?:ab|mis)us(?:es?|ing) has been seen in 0 true positives, 1 false positive, and 0 NAAs.

One single detection in MS from over 3 years ago, no further matches since (including in manually reported posts).  I don't think this is going to be a good 'watch' item currently.


Issue170-AddingKappnav.subkindAnnotationToAppsodyNodejsStacks

Checklist:

[x] Read the Code of Conduct and Contributing Guidelines.

[x] Followed the commit message guidelines.

[x] Stack adheres to Appsody stack structure.

Modifying an existing stack:

[ ] Updated the stack version in stack.yaml

Contributing a new stack:

Describe how application dependencies are managed:

Explain how Appsody file watcher is utilized:

Describe other Appsody environment variables defined by the stack image:

Describe any limitations and known issues:

Related Issues:

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

I'm OK with this. Probably the stack versions should be bumped in the stack.yaml.
Also, be aware that I think the kAppNav demo assumes that the Nodejs subkind implies that dashboard is present.... but it is in fact only present on dev machines with appsody run, its not a production ("day 2") feature, and won't be present when apps are deployed to kube.

^--- following on the comment above, what is that you assume to be common to all apps with this label? Simply the language of the runtime? loopback never has the dashboard, ever, even in dev runs.
Also, there is an experimental/nodejs-functions stack you likely want to add the annotation to. It, like loopback, never has the dashboard.

.... and... last comment, sorry! I'm surprised its an annotation, not a label, because I understood that labels could be used to find all matching pods, but annotations can only be looked up once the pod is fetched from the kube API.

I think we need to understand what the implied with a deployment contains this annotation. We might also want to mention it in the README for each stack too, if it is relevant for user to be aware of.

@sam-github @neeraj-laad The sole purpose of the kappnav.subkind annotation is for app navigator to include in the resource's action menu those actions defined in config map:
kappnav.actions.${kind}-${subkind}
The default actions for kappnav.subkind=Nodejs are defined in this config map:
apiVersion: v1
kind: ConfigMap
metadata:
  name: kappnav.actions.deployment-nodejs
data:
  url-actions: |
    [
      {
        "name":"appmetrics-dash",
        "text":"View App Metrics",
        "text.nls":"action.url.node.js.metrics.text",
        "description":"View Node.js App Metrics dashboard",
        "description.nls":"action.url.node.js.metrics.desc",
        "url-pattern":"http://${snippet.get_nodejs_route_host(${func.kubectlGet(Route,${resource.$.metadata.name},-n,${resource.$.metadata.namespace},-o,json)})}/appmetrics-dash",
        "open-window": "tab",
        "menu-item": "true",
        "enablement-label": "kappnav.action.appmetrics"
      }
    ]

  snippets: |
    {
        "get_nodejs_route_host": "function getNodeJSRouteHost(nodeJSRoute) {
            var nodeJSRouteJSON = JSON.parse(nodeJSRoute);
            var host = nodeJSRouteJSON.spec.host;
            return host;
        }"
    }

@sam-github @neeraj-laad Note that the "appmetrics-dash" action (previous comment) is not displayed in the App Navigator action menu unless the resource also specifies label:  'kappnav.action.appmetrics' - note from the action definition:
"enablement-label": "kappnav.action.appmetrics"

This could alternatively have been specified as an annotation.  i.e.
"enablement-annotation": "kappnav.action.appmetrics"

There was no particular reason I can remember why we chose to use a label for enablement.  App Navigator supports both labels and annotations for action enablement.
It would be cool if Appsody knew when a Node.js project included appmetrics and set that label automatically.

@sam-github @neeraj-laad In App Nav v0.8 there is now a way for appsody to own and deploy its own action config maps if it wanted to.  I wonder if these runtime specific actions should be owned/delivered by appsody?  We'd be happy to work with you guys on that if you're interested.

@sam-github @neeraj-laad Sounds like Node.js and Express are the only stacks for which the user would ever use App Metrics dash.  Is that correct?

@cvignola  appmetrics-dash is enabled only when appsody run is done, its deliberately not used in production by those stacks, so should never be present if an app built with the nodejs or nodejs-express stack is deployed into Kube. Its a kindof light-weight webapp equivalent to the eclipse health centre UI for Java, appropriate for local use.
Thus my question about what it means.
Does calling it a "Nodejs" kind imply that the actions in the ConfigMap will actually be supported?
Or are ConfigMap defined actions intended to be a superset of actions that may be supported on containers of that kind, but aren't necessarily supported on any specific container?

@sam-github
Ok, so appmetrics is intended primarily for local dev purposes;  users are not encouraged to use it in a container on Kubernetes.   Therefore it would not make sense for us to expose a link to it in AppNavigator.  Ever.  Ok.
The subkind annotation is used to assign actions for a resource to AppNavigator based on criteria more specific than just its Kubernetes kind (e.g. Deployment or Pod).   (E.g. we use subkind to expose Liberty-specific actions, like 'View Liberty Kibana Dashboard').
So the question for Node.js is,  are there any actions that are unique to Node.js applications that we would want to expose to the Administrator?  E.g. heap dump ?
If the answer is 'no', there are administrator actions that are unique to Node.js,  then we do not need to annotate any Node.js resources with kappnav.subkind annotation.

clarification: "appmetrics" is an APM, it is present in production
"appmetrics-dashboard" is an optional dashboard, that hooks itself into the user's web app and is present (with the appsody stacks) only in local development.
But anyway, yes, the config map for -dashboard doesn't really apply.
Node.js has only 1 management function available by default: it will open a debug port (reachable by the chrome inspector, for example, or any debugger client that supports the protocol). The only way to turn it on is  to send SIGUSR1.
https://github.com/appsody/stacks/pull/722 exposes a second management function, a diagnostic report in JSON to stdout that will show up in the Kibana/LogDNA/whatever log ingestion. If the ConfigMap can exec a shell command on a target container, it could be implemented, even without a Node.js specific operator (like https://github.com/sam-github/operator-nodejs), by sending SIGUSR2 to node.js.
Note that if node is NOT passed CLI flags to enable the diagnostic dump SIGUSR2, then SIGUSR2 will do the default... terminate the process, so some kind of label/annotation has to be present to indicate the feature is supported.
I think this would be a useful feature for appsody stacks, or odov2 stacks, but the stacks would need an owner with bandwidth to complete the feature.
I might be able to finish that draft PR, its trivial, but not until the features it depends on arrive in 12.x from Node.js master.

@sam-github Thanks for the response.  It provides much clarity.  And yes, I meant appmetrics-dash, specifically.  For the time being, I see no reason for Node.js stacks using the kappnav.subkind annotation, so I think we should discard this PR and cancel the associated issue.
Going forward,  it is definitely possible to expose the diagnostic report as an action in the App Navigator menu for a Node.js Deployment.   The existing App Navigator action definition already allows for command actions:
    cmd-actions:
      [
        {
          "name": "<name>",
          "text": "<text for menu item>",
          "description": "<brief description>",
          "image": "<image-name:tag>",
          "cmd-pattern": "<substitution-pattern>",
           "menu-item": "true",
           "requires-input": "<input-name>"
        }
      ],

Moreover, new support in AppNavigator for mapping actions to resources ("Kind-Action-Mapping") makes it possible for operators to dynamically create and expose actions to App Navigator.  This can be done by kind,  by subkind, by instance,  by ownerRef and other ways - it's quite powerful.
And even now, we are working on an extension to the operator pattern that couples day 2 operators as part of the operator definition.  We are defining this day 2 operations in such as way as to enable them to be dynamically discovered and placed on App Navigator menus in the right places.
So if Appsody ever wants to expose day 2 operations (aka "actions") for the app components it creates,  the tools to do so will exist.  This way, Appsody can control its own destiny for such things, without dependency on App Navigator.   At such time it might be useful to annotate Node.js deployments with the subkind annotation:  since App Navigator displays the annotation, users might find it to be helpful information.
@juniartisu FYI

Thank you @cvignola , @sam-github and @neeraj-laad I will close this PR as the changes is not needed at this moment.


add icon to phoenix os

hi I wonder if there is any way to add icon to phoenix os
I installed it in the same partition where I use ubuntu

If there is a GRUB menu entry for it, it's definitely possible to have an icon for it. There are two things needed for that:

An icon itself in theme's icons directory
A reference to that icon in corresponding GRUB menu entry class in /boot/grub/grub.cfg. Icon is selected by GRUB based on the classes specified for the menu entry in /boot/grub/grub.cfg (see GRUB docs for boot menu). That file is autogenerated, but you can alter the generation process with files in /etc/grub.d. This guide for Antegros might give a clue (most of it is applicable to other distros as well).

E.g. here are Ubuntu and Windows menu entries from my /boot/grub/grub.cfg:
menuentry 'Ubuntu' --class ubuntu --class gnu-linux --class gnu --class os [...]

menuentry 'Windows Boot Manager (on /dev/sdb1)' --class windows --class os [...]

See that --class ubuntu? That means that GRUB would look for ubuntu.png in theme's icons directory, and use it if available. For --class windows it would look for windows.png, for --class phoenix it would look for phoenix.png, etc.

thanks I only had to edit /etc/grub.d. and do sudo update grub


Unable to use MCEdit Unified

In response to LaChal's comment here, I am creating a new forum post about my issue with MCEdit Unified.
Information:
Linux version: Linux Mint 18 'Sarah'
MCEdit Version: <IP_ADDRESS>
MCEdit Log:
[    INFO][                    root.py:72]:Starting MCEdit-Unified v<IP_ADDRESS>
[    INFO][                  config.py:36]:Loading config...
[   DEBUG][                 config.py:194]:Property Change:        Settings                  hiddable ores = [7, 16, 15, 21, 73, 14, 56, 153]
[   DEBUG][                 config.py:194]:Property Change:        Settings                  Recent Worlds = ['']
[   DEBUG][                 config.py:194]:Property Change: Selection Colors                          white = (1.0, 1.0, 1.0)
[   DEBUG][                 config.py:194]:Property Change: Selection Colors                           blue = (0.75, 0.75, 1.0)
[   DEBUG][                 config.py:194]:Property Change: Selection Colors                          green = (0.75, 1.0, 0.75)
[   DEBUG][                 config.py:194]:Property Change: Selection Colors                            red = (1.0, 0.75, 0.75)
[   DEBUG][                 config.py:194]:Property Change: Selection Colors                           teal = (0.75, 1.0, 1.0)
[   DEBUG][                 config.py:194]:Property Change: Selection Colors                           pink = (1.0, 0.75, 1.0)
[   DEBUG][                 config.py:194]:Property Change: Selection Colors                         yellow = (1.0, 1.0, 0.75)
[   DEBUG][                 config.py:194]:Property Change: Selection Colors                           grey = (0.6, 0.6, 0.6)
[   DEBUG][                 config.py:194]:Property Change: Selection Colors                          black = (0.0, 0.0, 0.0)
[    INFO][OpenGL.acceleratesupport.py:17]:No OpenGL_accelerate module loaded: No module named OpenGL_accelerate
[    INFO][    OpenGL.formathandler.py:46]:Unable to load registered array format handler numeric:
Traceback (most recent call last):
File "/usr/lib/python2.7/dist-packages/OpenGL/arrays/formathandler.py", line 35, in loadPlugin
plugin_class = entrypoint.load()
File "/usr/lib/python2.7/dist-packages/OpenGL/plugins.py", line 14, in load
return importByName( self.import_path )
File "/usr/lib/python2.7/dist-packages/OpenGL/plugins.py", line 28, in importByName
module = import( ".".join(moduleName), {}, {}, moduleName)
File "/usr/lib/python2.7/dist-packages/OpenGL/arrays/numeric.py", line 15, in
raise ImportError( """No Numeric module present: %s"""%(err))
ImportError: No Numeric module present: No module named Numeric
[    INFO][    OpenGL.formathandler.py:46]:Unable to load registered array format handler vbo:
Traceback (most recent call last):
File "/usr/lib/python2.7/dist-packages/OpenGL/arrays/formathandler.py", line 35, in loadPlugin
plugin_class = entrypoint.load()
File "/usr/lib/python2.7/dist-packages/OpenGL/plugins.py", line 14, in load
return importByName( self.import_path )
File "/usr/lib/python2.7/dist-packages/OpenGL/plugins.py", line 28, in importByName
module = import( ".".join(moduleName), {}, {}, moduleName)
File "/usr/lib/python2.7/dist-packages/OpenGL/arrays/vbo.py", line 33, in
from OpenGL import GL
ImportError: cannot import name GL
[    INFO][    OpenGL.formathandler.py:46]:Unable to load registered array format handler vbooffset:
Traceback (most recent call last):
File "/usr/lib/python2.7/dist-packages/OpenGL/arrays/formathandler.py", line 35, in loadPlugin
plugin_class = entrypoint.load()
File "/usr/lib/python2.7/dist-packages/OpenGL/plugins.py", line 14, in load
return importByName( self.import_path )
File "/usr/lib/python2.7/dist-packages/OpenGL/plugins.py", line 28, in importByName
module = import( ".".join(moduleName), {}, {}, moduleName)
File "/usr/lib/python2.7/dist-packages/OpenGL/arrays/vbo.py", line 33, in
from OpenGL import GL
ImportError: cannot import name GL
[   DEBUG][    pymclevel.materials.py:321]:Cannot get resource_stream for minecraft.json [Errno 11] Resource temporarily unavailable: 'pymclevel/minecraft.json'
[   DEBUG][    pymclevel.materials.py:325]:Failed to read minecraft.json using pkg_resources. Trying /home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>/pymclevel/minecraft.json instead.
[    INFO][    pymclevel.materials.py:329]:Loading block info from <open file '/home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>/pymclevel/minecraft.json', mode 'r' at 0x7f8aaebeb5d0>
[   DEBUG][    pymclevel.materials.py:321]:Cannot get resource_stream for classic.json [Errno 0] Error: 'pymclevel/classic.json'
[   DEBUG][    pymclevel.materials.py:325]:Failed to read classic.json using pkg_resources. Trying /home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>/pymclevel/classic.json instead.
[    INFO][    pymclevel.materials.py:329]:Loading block info from <open file '/home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>/pymclevel/classic.json', mode 'r' at 0x7f8aaebeb5d0>
[   DEBUG][    pymclevel.materials.py:321]:Cannot get resource_stream for indev.json [Errno 0] Error: 'pymclevel/indev.json'
[   DEBUG][    pymclevel.materials.py:325]:Failed to read indev.json using pkg_resources. Trying /home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>/pymclevel/indev.json instead.
[    INFO][    pymclevel.materials.py:329]:Loading block info from <open file '/home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>/pymclevel/indev.json', mode 'r' at 0x7f8aaebeb5d0>
[   DEBUG][    pymclevel.materials.py:321]:Cannot get resource_stream for pocket.json [Errno 0] Error: 'pymclevel/pocket.json'
[   DEBUG][    pymclevel.materials.py:325]:Failed to read pocket.json using pkg_resources. Trying /home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>/pymclevel/pocket.json instead.
[    INFO][    pymclevel.materials.py:329]:Loading block info from <open file '/home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>/pymclevel/pocket.json', mode 'r' at 0x7f8aaebeb5d0>
[    INFO][ pymclevel.leveldbpocket.py:28]:Error while trying to import leveldb_mcpe, starting without PE support (/home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>/pymclevel/leveldb_mcpe.so: undefined symbol: _ZTVN7leveldb14ZlibCompressorE)
[   DEBUG][      pymclevel.BOParser.py:19]:BO3 block definitions loaded. 199 entries found
MCEdit Terminal Error:
Starting MCEdit...
*** APP DIR: /home/mythicalz10n/Desktop/Folders/MCEDIT_NEW/mcedit-<IP_ADDRESS>
Running in fixed mode. Support files are in your Documents folder.
Splash load...
[ ****** ] ~~~~~~~~~~ Starting MCEdit-Unified v<IP_ADDRESS>
Traceback (most recent call last):
File "/usr/lib/python2.7/runpy.py", line 174, in _run_module_as_main
"main", fname, loader, pkg_name)
File "/usr/lib/python2.7/runpy.py", line 72, in _run_code
exec code in run_globals
File "/tmp/release-master/MCEdit-Unified/main.py", line 38, in
File "/tmp/release-master/MCEdit-Unified/mcedit.py", line 93, in
File "/tmp/release-master/MCEdit-Unified/leveleditor.py", line 27, in
File "/tmp/release-master/MCEdit-Unified/ftp_client.py", line 4, in
ImportError: No module named error
Press any key to close.
I also have issues with an installer that keeps telling me that I don't have Python 2.7 installed, but I have python 3.0.2 installed. shouldn't it work, or do I have to install 2.7 and set it as default for the install? Thanks for any help you can provide.

I don't really handle the linux end of things but you do in fact have to have python 2.7.x, 3.x is a different codebase and is incompatible with mcedit.

Do you happen to have a working ppa for Python 2.7? Thanks.

Never mind on the ppa thing. I found a guide to getting Python 2.7.11 (ended up installing 2.7.12 for some reason but I assume it will work) here

I found an install for Python 2.7.12 but the installer still claims that I don't have Python 2.7 setuptools installed. Any idea why that is? And without running the installer and instead running mcedit.sh in the mcedit folder, it still keeps saying "no module named error." (also, in case you couldn't tell, I'm a linux noob :P)

I'm not completely sure how installing it on linux works, but you may need to download and install setuptools separately assuming it's not something in your distro's package manager. Might need dens for help here.

It wasn't something that originally came with my distro (as far as I know) but I do know when I try to download the python-setuptools package from the internet, it keeps telling me it's already installed.

Make sure the setuptools you are installing are for 2.7 and not 3.x also you could use pip to install it from the terminal, assuming it works the same as windows.

As you know, nothing is magic :) The installer tries to find the right 'setuptools', but may fail.
Python setuptools is typically instaled for every Python version you have on your system, and provide 'easy_install' commands.
I assume you have a 2.7.X and a 3.X Python versions intalled.
By default, on recent Linuxes, the command 'easy_install' points to the Python 3.X one. The 2.7.X one shall still be on the system, but with a different name.
Search 'setuptools' (related to Python 2.7) in your package manager. If not installed, just install it (*) , and launch the MCEdit installer again.
MCEdit needs some packages to run properly. The current installer can deal with most of them, but some have to be installed with your package manager, like pygame (idealy 1.9.1, not lower) and pillow.
The first thing the installer do after displaying the disclaimer and the installation notes, is to check your system and report which dependencies are compliant or not. You can run the installer and keep it on the check result page to help you.
Look also to the release notes (LINUX_INSTALL.txt). The file is in the mcedit-<IP_ADDRESS> folder created when you run the installer. You will find this folder in the same place you put the installer.
(*) You can verify by entering 'easy_install-2.7 --help' in a command shell.

Can you tell us if you found a fix or is this still happening to you? If you won't respond in the next few days, we'll close the issue.

No response for over a month, Closing.


File type

It would be great to have the built-in File type in dry-data and dry-validation.
Since dry-validation is a solution for request parameters / form validation, File a kind of must have type for forms.
@solnic what's your opinion?

@kirs yes, it'm open to add more types like File. I'm gonna hold off a little bit though, as I'm planning to refine behavior of Type objects for the next version. It should not take too long, shooting for early March, maybe earlier.

Does it mean that the public API will change?
On Sun, Feb 7, 2016 at 9:20 PM, Piotr Solnica<EMAIL_ADDRESS>wrote:

@kirs https://github.com/kirs yes, it'm open to add more types like File.
I'm gonna hold off a little bit though, as I'm planning to refine behavior
of Type objects for the next version. It should not take too long,
shooting for early March, maybe earlier.
—
Reply to this email directly or view it on GitHub
https://github.com/dryrb/dry-types/issues/28#issuecomment-181072436.

@kirs no, it's gonna be an internal clean up with refined internals and an improved API for defining custom types. I need to make sure that more complex types like sums, optionals, default-values can work correctly without too much internal complexity. Although it's hard to say which API is public, the lib is not stable in general (< 1.0). Can you tell which APIs you depend on already?

I don't depend on any particular API, just wondering about your plans about it.

:+1: for this feature; I'd be up for working on the File type.

@jeremyf still up for the task? :)


Remove service manual guide summary

We can use the same text for the meta description and the point text.
Because we need to optionally display the description, either for the normal guide page or the point page, the boolean show_description will be used to turn it off and on.

LGTM :+1:


Integrate Special Error Functions

What do these changes do?
Integrate special error functions (erfc, erfcx, erfi, erfinv, erfcinv) following the erf function example
Related issue number
#757 (error functions part)
Check code requirements

[ ] tests added / passed (if needed)
[ ] Ensure all linting tests pass, see here for how to run them

Thank you for your contribution!
implement_scipy decorator actually copies documents from scipy, thus it is not needed to add docs manually in sources.
Also remember to add doc entries in docs/source/reference/tensor/special.rst.


handwriting detection, application crashing when i call _processPickedImage

application is crashing when i am trying to do handwriting detection
I am not a developer so do not understand much about reading logs, so this may not be a bug
Future _processPickedImage() async {
if (imageFile == null) return;
final navigator = Navigator.of(context);
debugPrint('_processPickedImage called');

try {
  final image =
      await decodeImageFromList(File(imageFile!.path).readAsBytesSync());

  // final jsonImage = JsonImage(imageUri: imageFile!.path); // this does not work

  final byteData = await image.toByteData(format: ui.ImageByteFormat.png);
  if (byteData == null) {
    throw Exception('Failed to convert image to ByteData');
  }
  final uint8List = byteData.buffer.asUint8List();
  final base64Image = base64Encode(uint8List);

  final jsonImage = JsonImage(imageUri: base64Image);

  final requests = AnnotationRequests(
    requests: [
      AnnotationRequest(
        jsonImage: jsonImage,
        features: [Feature(type: AnnotationType.textDetection)],
      ),
    ],
  );

  final annotatedResponses =
      await googleVision.annotate(requests: requests);
  print('$annotatedResponses');
  String text =
      annotatedResponses.responses.first.fullTextAnnotation?.text ?? '';
  setState(() {
    recognizedText = text;
  });
  await navigator.push(
    MaterialPageRoute(
      builder: (BuildContext context) => ResultScreen(text: recognizedText),
    ),
  );
} catch (error) {
  print('Error during text recognition: $error');
}

}

Hi @bisketashwin ,
I think your mistake is with the following line:
final jsonImage = JsonImage(imageUri: base64Image);

The imageUri attribute is meant to be set to a String value that points to the location of an image stores in a Google Storage bucket.
Try the following changes:
  final imageFile = File(imageFile!.path).readAsBytesSync();

// ...

  final annotatedResponses = await googleVision.annotate(
    requests: AnnotationRequests(
      requests: [
        AnnotationRequest(
            jsonImage: JsonImage(byteBuffer: imageFile.buffer),
            features: [
              Feature(maxResults: 10, type: AnnotationType.textDetection)
            ])
      ],
    ),
  );

Here are the results I get when I run the text_detection.dart example with your supplied image:
chris@wxyz-3 example % dart run text_detection.dart
checking...
ಟಿ ಕುಣಿದಾಡ
ವ
ಕನ್ನಡ ಎನೆ ಕುಣಿದಾಡುವುದಕ್ಕೆ
ಕನ್ನಡ ಎನೆ ಕುಣಿ ಕಿವಿ ನಿಮಿರುವುದು
LIFE IS HARD.

I am not able to add  'imageContext': {
'languageHints': [
'kn',
'en-IN'
] // 'kn' for Kannada, 'en-IN' for English (India)
},

  final annotatedResponses = await googleVision.annotate(     requests: AnnotationRequests(       requests: [         AnnotationRequest(           jsonImage: JsonImage(byteBuffer: imageFile.buffer),           features: [             Feature(maxResults: 10, type: AnnotationType.textDetection)           ],           imageContext: ImageContext(             languageHints: ['kn', 'en-IN'],           ),         ),       ],     ),   );


Index all assets

It'd be really nice to have all library assets in the aloglia index, though I'm not sure how practical this would be.
For the website, I would love to be able to get a total version for cdnjs from algolia. In my mind the three ways to achieve this would be:

Having an integer prop in each package entry which is a version count. I can then fetch all packages in the index and sum them. (This would be done when the site boots, not on a request).

Having an object prop in each package entry which contains the full assets object currently returned by the cdnjs API. I can do a similar thing to above but this also means we could quite easily move the entire website to using the index instead of in-memory package data.

Having a new index created, where each package version is an entry. This achieves something very similar to option 2, but might be considered more "correct" for algolia?

https://github.com/cdnjs/new-website/issues/324 might solve this without the need to increase the data held in the Algolia index.

No longer needed.


how to get a parent class

class A{}
class B extends A{}
class C extends A{}
please tell me how can I find out from class A that classes B and C inherit it?

You can't - there is no such feature in the language that would permit you to know subclasses of the given class.  Why would you like to know that?


Rename responses to data in remote db

Towards #1814.
Adds missing references to remote representation only. Other references still need to be updated.

Codecov Report

Merging #2059 (e734338) into master (4d25c55) will increase coverage by 0.00%.
Report is 2 commits behind head on master.
The diff coverage is 66.66%.

:exclamation: Current head e734338 differs from pull request most recent head 1427033. Consider uploading reports for the commit 1427033 to get more accurate results

@@            Coverage Diff            @@
##             master    #2059   +/-   ##
=========================================
  Coverage     51.43%   51.44%
- Complexity     1194     1196    +2
=========================================
  Files           309      309
  Lines          6099     6100    +1
  Branches        609      610    +1
=========================================
+ Hits           3137     3138    +1
+ Misses         2629     2628    -1
- Partials        333      334    +1

Files
Coverage Δ

...tence/remote/firebase/schema/SubmissionDocument.kt
100.00% <100.00%> (+12.50%)
:arrow_up:

...ote/firebase/schema/SubmissionMutationConverter.kt
66.66% <100.00%> (ø)

...ence/remote/firebase/schema/SubmissionConverter.kt
61.42% <0.00%> (-1.43%)
:arrow_down:


Create an event sequence documentation of the remediation based e2e tests [CAPM3]

This is a tracker issue for documenting all the tests that are classified as "remediation based" tests.
Reference : https://github.com/metal3-io/cluster-api-provider-metal3/blob/main/docs/e2e-test.md
remediation based tests:

[ ]  Remediation
[ ]  Inspection¹
[ ]  Metal3Remediation

/triage accepted

/remove-lifecycle stale

/remove-lifecycle stale

/remove-lifecycle stale
/lifecycle frozen


Is it possible to use this to change the boot spinner?

No
On 2018-08-29 15:45:42, AMurloc<EMAIL_ADDRESS>wrote:
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub [https://github.com/Metabolix/HackBGRT/issues/27], or mute the thread [https://github.com/notifications/unsubscribe-auth/AGJFtkMr0y9KR9v_-yRa6lBHqmbZ6y3cks5uVu9lgaJpZM4WSNJX].

No, and will not be.


Timed out waiting for Installer Service to complete

When creating a new standalone Service Fabric with X509 certificates (self signed),
we get an error. With 3 servers only one complete setup, other cannot complete (you can see below it is due to Installer Service cannot complete on other two machines).
Full log from console attached
ServiceFabric_create_error.txt
What we see:
Timed out waiting for Installer Service to complete for machine win-cl2. Investigation order: FabricInstallerService -> FabricSetup -> FabricDeployer -> Fabric
We can see that both services are installed and in running state by services console.
Other clue might be:
TimeoutException: Timed out waiting for Installer Service to complete for machine win2
Other clue:
Error - Configuration can not be updated dynamically for Hosting/FirewallPolicyEnabled
Other clue:
4/18/2018 5:57:30 PM - WIN-CL3 - Error - Exception occured while creating an object of type FabricDCA.FileShareEtwCsvUpl oader (assembly FileShareUploader, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=31bf3856ad364e35) for creating consumer FileShareWinFabEtw. Exception information: System.Reflection.TargetInvocationException: Exception has been thrown by  the target of an invocation. ---> System.IO.IOException: Unable to create destination directory \\win-cl1\DiagnosticsStore\fabriclogs-42456018-d3a9-4017-ae70-b594abd26e9f\node3. ---> System.UnauthorizedAccessException: Access is denied. (Exception from HRESULT: 0x80070005 (E_ACCESSDENIED))
Here is the JSON config:
X509-3node-test3.json.txt
Configuration passed a test script procedure.
Certificate are generated and exported to all three servers (Windows Server 2016 ver1607, windows itself not yet activated)
Network share ("\\win-cl1\DiagnosticsStore") accessible from all three servers (shared to Everyone with Full access).
Does any one know how to fix it? What may cause a problem?

Please create another issue if you hit this again. There have been reworking changes related to diagnostic storage since 2018.


Differential pricing according to proximity order hops

Implement differential pricing according to peer proximity order to requested chunk.
related to #134

this is already done


Add tests for all non-instrument features

Migrated from TODO

This is currently a top priority for the next major release, PyMeasure 0.5. I plan to do some reorganization of the test, but would welcome any contributed PRs to improve the test coverage.

There is a connection to #102 here, as the doctest facilities of pytest could be used to test some of the examples in the docs. Also, doctests in the pymeasure code docstrings could be a good way to get some coverage increases going, while at the same time improving documentation.
Pytest can consume doctests, both in .py and .rst files. Unfortunately, some of the features of Sphinx doctests are not supported yet by pytest, so more complex examples will probably not be reasonably testable.
Sphinx doctest functionality is quite featureful, but to keep compatibility with pytest as much as possible, the simple doctest format, i.e.  separate rst pararagraphs starting with >>>, are preferable.
These are more or less research notes, I'll try to poke at seeing if we can integrate what's in the docs already if I find the sparetime during the summer.

doctests for the documentation have been added in #111.


Pipewire Microphone detected but no Sound recieved

Describe the bug
I use Pipewire for my system sound. When I try to use my microphone (e.g. with Discord), the microphone registers normally, but the application does not get any sound data, as if it is muted. I checked, but could not find a setting to mute the microphone. The audio output works fine.
Steps To Reproduce

I am using the following config:

security.rtkit.enable = true;
services.pipewire = {
  enable = true;
  alsa.enable = true;
  alsa.support32Bit = true;
  pulse.enable = true;
  jack.enable = true;
};
hardware.pulseaudio.enable = false;
sound.enable = false;

Open an Application that uses Sound Input (e.g. Discord)
All microphones are recognized, but no audio is provided

Expected behavior
Getting audio from my microphone.
Additional context
I already posted a comment in the subreddit, a few people had similar issues there, but no one was able to solve the problem.
Notify maintainers

@Kranzes @K900
Metadata
Please run nix-shell -p nix-info --run "nix-info -m" and paste the result.
[user@system:~]$ nix-shell -p nix-info --run "nix-info -m"
 - system: `"x86_64-linux"`
 - host os: `Linux 6.1.63, NixOS, 24.05 (Uakari), 24.05pre552293.5a09cb4b393d`
 - multi-user?: `yes`
 - sandbox: `yes`
 - version: `nix-env (Nix) 2.18.1`
 - channels(root): `"home-manager, nixos, nixos-unstable"`
 - channels(isiko404): `"nixos-stable-23.05, nixos-unstable"`
 - nixpkgs: `/nix/var/nix/profiles/per-user/root/channels/nixos`

Priorities
Add a :+1: reaction to issues you find important.

Hold on. So this is a USB microphone, not your laptop's built-in one?

I have an Internal Mic and a Scarlet Solo Audio interface. Both are recognized in Applications, both don't give me sound data

EDIT: I just retested with audacity, and I'm getting a different result now. When using the External Audio interface I'm getting an "Invalid sample rate" Error (Error code -9997). Internal Mic seems to be working now, at leas in Audacity.
Issue is still the same with Discord though.

Update: Added some Logs from journalctl to this Issue, maby that helps

(maybe off-topic)
I have similar log output in journalctl when I try pw-play. I get no sound played from it (direct Pipewire client).
On the other hand when I try to play with paplay (via PulseAudio) it works normally despite going through Pipewire also.

I have the same issue with the same errors in journalctl https://github.com/NixOS/nixpkgs/issues/275431#issuecomment-1882431145
My internal laptop mic isnt recognized by pipewire or pulse, but I tried to record from a sink (using an application called broo, it just redirects mumble output to a sink) and when I connect the output of mumble to me speakers I can definitely hear my voice, but when I connect it to the sink, the application (firefox, discord, etc) doesnt receive any audio.
What's interesting is audacity's behaviour:
On the ALSA backend my laptop's internal mic IS recognized and works just fine! (I thought it was a driver bug). However, when switching to the "pulse" ALSA device it doesn't work.
On the JACK backend my laptop's internal mic is also recognized (unlike in pulse/pavucontrol) but it doesn't get any data.
I've tried this on both 23.11 and unstable. Here's my audio config:
  # Enable sound.
  sound.enable = true;
  security.rtkit.enable = true;
  services.pipewire = {
    enable = true;
    alsa.enable = true;
    alsa.support32Bit = true;
    pulse.enable = true;
    jack.enable = true;
  };

As kquote mentioned, this issue is possibly related. It sounds an awful lot like the issue I am experiencing

Seems to be similar, but #275431 mentions that the problem occurs when migrating to 23.11. I've had the problem since I switched to NixOS, so since 23.05.

Ah! You're totally right... I completely glossed over that. I'm intrigued to find out if they actually relate or not if/when we find a solution to this

deleting ~/.local/state/wireplumber and rebooting fixed it for me

deleting ~/.local/state/wireplumber and rebooting fixed it for me

Tried that, sadly didn't work for me :/

BTW: I just tested running arecord with my current config and although it was extremely distorted, I got sound data back

I also had to delete ~/.config/systemd/ as my pipewire and wireplumber service files were for some odd reason 0 bytes

I also had to delete ~/.config/systemd/ as my pipewire and wireplumber service files were for some odd reason 0 bytes

That might have fixed it for me, at least my internal mic now gives me sounds. I'm currently not home, but will update when I get home and can test with my USB Mic.

Update: It worked! My mic now works without any problems. If anyone has an idea or explanation as to how this problem arose, please tell me :)

Update: It worked! My mic now works without any problems. If anyone has an idea or explanation as to how this problem arose, please tell me :)

i have nooooooooooo idea???! i actually installed fedora on a separate subvolume but with the same home subvolume/partition to dualboot because i did need my mic but nixos was too good to uninstall, and the pipewire service file just "did not exist" in fedora each time i tried to start it, I thought it was a broken symlink, so I deleted the entire systemd folder from my user because I dont user other systemd user services, and I saw that fedora had the same mic issue, so I also removed the wireplumber dirs from my user and saw that it fixed it. I rebooted to nixos and saw that the mic works there too. it's just all happy accidents LOL

LOL

deleting ~/.local/state/wireplumber and rebooting fixed it for me

This has fixed my problem!!, no need to reboot just restart the services:
systemctl --user start pipewire-pulse pipewire wireplumber
how did you come to this solution?

I also had to delete ~/.config/systemd/ as my pipewire and wireplumber service files were for some odd reason 0 bytes

Could you specify which file under this directory is causing the issue?

deleting ~/.local/state/wireplumber and rebooting fixed it for me

@kquote03 Thanks, this works for me, but this state is quickly disrupted to the point where I have to delete the directory again, it seems it's not a final solution. Is there a better way to handle this?

deleting ~/.local/state/wireplumber and rebooting fixed it for me

This has fixed my problem!!, no need to reboot just restart the services: systemctl --user start pipewire-pulse pipewire wireplumber
how did you come to this solution?

Thanks, this works for me


About the improvement compared to the paper

Hi,
Thank you for your great work!
It puzzles me that the performance in your original paper with VGG16 is 43.5%, but there is another 5.5% increase in this repository.
Is there any tricks besides that you have mentioned? Which parts of this implementation are critical to improve the overall results?
By the way, do you ever try to use this results as pseudo label and train a fully-supervised network? And could you tell me the performance?
Best Regards.

Hi, thanks for your interest in our work.
There are two tricks to obtain the mAP 49.2%:

As mentioned in the README, we embed the trick proposed in our ECCV paper for better performance.
Keeping more boxes during the mAP evaluation, just as done in some other recent WSOD papers.

Note that the second trick only improves the mAP score and has no influence on the CorLoc score.
I haven't tried to use our new results as pseudo labels to train fully-supervised detectors.
Hope these help you.

Thank you so much!


Getting a blank screen trying to add book to reader

I just installed the app, went to Reader and clicked the '+'.  If I tap on Reader at the bottom again it goes back to that screen with the EPUB reader and Browser Plus sections.
Under the Discover tab, I can click on content and it opens a webpage from Immersion Kit in an embedded browser. There doesn't seem to be any special functionality though - that is, no pop-up dictionary, just the normal iOS selection behavior (can Look Up in the system dictionary etc).
I'm using an iPad mini 5th gen running iPadOS 16.5.1 (20F75).

I just tested the latest version on a physical iPad Pro running 16.4.1 and I'm not able to reproduce your issues.
Do you mind testing it on XCode and seeing if the same issues persist with an emulator?

Sorry I don't have a Mac (or any experience with XCode). Maybe it's something introduced in iPad 16.5.x? Not sure if you're willing to update your iPad Pro but I wonder if it would repro on 16.5.1. I also have the Rapid Response security update installed that was released last week.

I just updated to the latest release of 16.5.1, and everything is working so far. I will have to close this issue if there is not a way to reproduce the issue.

I'm happy to provide any diagnostics that would help if/when that's available. It looks like your app doesn't currently have a diagnostic logging option but if you add something like this later I can certainly use that. My only other idea is that maybe it has something to do with being an iPad mini (opposite end of the screen size vs iPad Pro) but that doesn't seem very likely. Not sure how else to help reproduce the issue for you, assuming you don't want to come to Seattle and see it ;)
FWIW I also noticed that you can swipe from the left to get from the blank screen back to the Reader tab. Here's a screenshot mid-swipe:

I reinstalled the app on my iPad and there doesn't seem to be any issues.
I'll think about diagnostics. It might be something that has to pass through Apple's verification process.

I was able to reproduce a similar symptom after messing around with the builds on an emulator, but the issue was resolved after reinstalling the app. I'm sure you've tried re-installing the app already, so there could be another cause for your issue.

Yeah reinstalling didn't help. I finally gave in and bought a Mac mini last week so I'll find some time to figure out how to run it in XCode.

I have this same issue on the ipad mini 5, even though it works on my iphone X. Reinstalling did not solve the issue.


Move builds away from Travis

Builds for OSS project aren't working.  Move to GitHub Actions

That was working again and now it's not... I have my own private builds on GitLab infrastructure, mostly due to the TCPDirect licensing restrictions.
But I would welcome any community contribution here, or otherwise I might get to it someday...

Builds are now performed by GitHub Actions


Could Prig auto-generate delegate types?

Currently you have to manually add delegate types if you have method signatures that doesn't match any of the predefined delegates. Since Prig autogenerates code anyways couldn't it just automatically generate whatever delegate types that are necessary?

I can't understand what you want, sorry...

If the timing of auto-generation that you say is runtime or compile time, how are you going to write the test without delegate?
If the timing is before the above, what kind of image do you have of user operation?

By the way, about the former, I have already known that JustMock has such API. However, I think that the way is not good because it is not type-safe against the non-public method.


Log when no relevant samples are found for resampling

These additional logs will help in understanding why certain microgrid components, such as meters, fail to provide relevant samples for resampling.

This is a very useful debugging metric and would have pointed us to the underlying issue in the location with None values much earlier.

I added this to rc6, as I guess we want to ship it ASAP.

BTW, since it is a notable change in terms of debugability, I would add a release note in the Enhancements section (to be available when https://github.com/frequenz-floss/frequenz-sdk-python/pull/924 is merge) mentioning this.

I'll add it once #924 gets merged

Yes, please.

Haha, do it then! You can either  change the target branch of this PR to v0.25.x and we then merge v0.25.3 to into v1.x.x, or you create a separate PR for the v0.25.x branch.

Only updated the release-notes.


useFocusEffect / useIsFocused

@satya164 does it feel ok?
Didn't use the use-subscription package for now, didn't know about it but will take a look.
Also didn't invest in tests because there's not yet any test infra, not much time, and this project is probably only temporary until people use the v5. But those hooks will be used in my app right now so I'm pretty confident to see if something breaks.
Will add some doc too.

Hi @satya164 I've made some changes and added some doc

Thanks :) seems ready to merge now


Samza-1187 : TestZkProcessorLatch tests share state causing transient failures in CI builds

Removed testSingleCountdown - didn't understand what was being tested
The timeout behavior for ZkProcessorLatch has not been documented. Hence, I have fixed testLatchExpires as best I could understand.
Removed redundant/unused member variables from ZkProcessorLatch

@xinyuiscool & @nickpan47 : Can you guys please take a look at this PR? Thanks!


Naming convention for macros in cfe_mission_cfg and cfe_platform_cfg

The cfe_mission_cfg.h and cfe_platform_cfg.h files contain numerous macros for tuning CFE to the jobs that need to be performed.
The two files have different scope:

cfe_mission_cfg.h is shared by all CPUs within the spacecraft/mission
cfe_platform_cfg.h is specific to a single CPU within the spacecraft/mission.

It is important that the scope of these definitions is well defined and used consistently throughout the code.  A naming convention should be introduced so that it is clear when reading the code whether the macro has mission-level or platform-level scope.

Imported from trac issue 111.  Created by jphickey on 2015-09-08T10:03:23, last modified: 2019-03-05T14:58:28

Trac comment by sstrege on 2016-09-17 15:21:25:
CCB needs to agree on a naming convention, then trivial search and replace.  Will update when naming convention is finalized.

Trac comment by jphickey on 2016-11-08 11:58:00:
The original proposal here (well over a year ago) was to use the following prefixes:

CFE_MISSION_xxx for anything that is supposed to have global scope and/or apply externally from the CFE domain.
These values would be defined at the topmost level and would apply to ALL CPUs within a CFE build, and also be available to external entities that need to interact with the CFE.  Currently this would be everything in the cfe_mission_cfg.h and also the CCSDS APID values.

CFE_PLATFORM_xxx for anything that is supposed to have platform scope.
These values would be defined locally in the CFE core build through the cfe_platform_cfg.h file.  These should not be available to entities outside of CFE since they are cpu-specific (i.e. they might not be the same on cpu1 and cpu2 of the same mission).

I still think this naming convention will work well.  IIRC the issue at the time is that it ends up modifying //a lot// of files (about 60) and it was intermixed with some actual code changes when it was first proposed.  On this ticket we could implement the name change as a change set by itself that does not modify any code besides the symbol name, but it is still likely to touch a lot of files.

Trac comment by jphickey on 2016-11-08 12:44:08:
I took the liberty of hacking out a quick bash script to perform the search/replace that I described above in my previous comment.  To get an idea of the changes involved in doing this I have pushed it to babelfish.
It is commit [changeset:35a2d07] on branch trac-111-proposed-naming-convention
This ONLY does a straight name replacement on the various macros.  It doesn't change usage in any way.  It builds just fine for me but be aware that the names are also referenced in some apps and in the PSP so it requires a corresponding search/replace changeset in those areas as well.

Trac comment by glimes on 2016-11-08 14:17:08:
Current crop of cfe-next are all going into CFE 6.6

Trac comment by cdknight on 2016-11-08 14:32:05:
I have one request regarding backward-compatibility, I suggest having a master switch to change the old macros to generate compiler errors. Initially it can be used with a compile-time define to test folks' code, but in a later release, the switch should be enabled by default to break. (Is there a more elegant way to do this?)
{{{
#ifndef CFE_DEPRICATE_6_5_MACROS
#define CFE_CPU_ID CFE_PLATFORM_CPU_ID
#define CFE_CPU_NAME CFE_PLATFORM_CPU_NAME
/* and all the rest of the #define's... */
#else /* ! CFE_DEPRICATE_6_5_MACROS */
#define CFE_CPU_ID ...depricated, use CFE_PLATFORM_CPU_ID... /* ... intentional to cause compile error */
#define CFE_CPU_NAME ...depricated, use CFE_PLATFORM_CPU_NAME...
/* and all the rest of the #define's... */
#endif /* CFE_DEPRICATE_6_5_MACROS */
}}}

Trac comment by jphickey on 2016-11-08 14:56:32:
I agree on the comment regarding deprecated names.  On the OSAL side there is a build macro called OSAL_OMIT_DEPRECATED that, when //set//, all backward-compatibility mappings are removed/skipped from the header file.
The idea is that by default, if nothing is done, the backward compatibility macros are enabled such that old code will continue to build.  But when it is desired to check that code is not using any deprecated name, the compatibility layer can be taken out and therefore any reference to the old name will trigger a compiler error.
I think this should have a similar macro, the only question is what that macro should be named ... on one hand I think it might be preferable to have only one such switch in the system, which would theoretically disable anything that the CCB considers deprecated.  The alternative is to have a dedicated switch per "feature" but I think that might make too many switches in the long run and might be harder to deal with.

Trac comment by sstrege on 2016-11-22 12:54:39:
I am also in agreement on the comment regarding depreciated names and in agreement on, if nothing is done, the backward compatibility macros are enabled.
Since the OSAL already has a built in macro, I recommend the macro on the cFE side be named similarly i.e. CFE_OMIT_DEPRECATED.  I also like having one switch vs. a dedicated switch per feature.  The deprecated code really needs to be cleaned up ASAP.  This switch should not be enabling too many depreciated features.

Trac comment by cdknight on 2016-11-22 13:52:21:
I recommend that the Bamboo build system have a build where the macros are deprecated.

Trac comment by jphickey on 2016-12-05 20:41:15:
Update: Commit [changeset:e8d2067] includes the compatibility layer.  I am able to compile existing application code when using this translation.  By adding a -DCFE_OMIT_DEPRECATED_6_6 the compiler errors out upon any usage of the old macro name (and apps which have not been updated will fail to compile).

Trac comment by glimes on 2017-01-31 13:25:59:
Merged 05-dec-2016, paperwork lagged.

Trac comment by jhageman on 2019-03-05 14:58:28:
Milestone renamed


fix unprediction of cog files

Hi, thank you for this library that is being  very useful to me but while using it, I found the following bug:
COG files that were compressed with prediction level 2 are being unpredicted incorrectly. The problem is that the decoder is being applied on the wrong axis.
Please find attached some images that show the problem:
This is the obtained image when applying the decoder on axis=1

Obtained image applying the decoder on axis=2

Also, take a look to the test called "test_cog_read_with_prediction_level_2" which validates the obtained image using rasterio.

@daguirreg This looks great, thanks for the PR!  Would you mind running black against the code so CI passes?


Prevent timing attacks on authentication

Resolves #238
This is ready to merge, but I may add more to it as I still have to review the whole repo to see if there are other places that has timing attack vulnerability.

I don’t think it makes a difference when it comes to the time it takes to hash the password. At least using an empty string was what I most often found in examples handling timing attacks.

On Jul 20, 2019, at 10:56 AM, Hisa<EMAIL_ADDRESS>wrote:
@hisapy commented on this pull request.
In lib/pow/ecto/schema/changeset.ex https://github.com/danschultzer/pow/pull/239#discussion_r305588165:

"""
@spec verify_password(Ecto.Schema.t(), binary(), Config.t()) :: boolean()

def verify_password(%{password_hash: nil}, _password, _config), do: false

def verify_password(%{password_hash: nil}, _password, config) do
config
|> password_hash_method()
|> apply([""])
Wouldn't it be better to verify a non-empty string? ... Just asking
:)

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Only found one more potential vulnerability in the the reset password plug extension.


Query regarding BIOM file bulk download and 16s sequence information download

Hi Team,

We are currently working on downloading BIOM files from QIITA? we want to download BIOM files of all studies at once? Is there a way to do it? This BIOM file will be very helpful for our taxonomic studies.
Also, I want to know if there are 16s sequence information available for all studies? If yes, pl let me know the steps to download it? Again all studies at once is it possible?
Please can you email me details to<EMAIL_ADDRESS>Thanks,
Prakruthi K R

Hi, can anyone please update me on my above query? Pl guide me the steps to download the BIOM file (with all at once - thro create analysis).
Also, pl let me know whether we can retrieve the 16s raw seq data from this site or from BIOM files? how to download them?
This has become very critical for our microbial research project. Any response or help will be greatly appreciated.
thanks,
prakuthi

You can only download one by one within each of the studies or create an analysis with the studies you want, do not rarefy and download the merged table/qiime-mapping-file. Note that this will take some time and will download a really large file with all the studies, then you will need to split.
Again, only one by one, no possibility of downloading via analysis.

Finally, I'm closing this issue as it's a specific point of https://github.com/biocore/qiita/issues/1251.


Controller movements for interaction (Controller Gestures)

VR is a very physical medium. I was thinking about the best way to go about integrating hand movements for actions. phroot's game 5089 as something like this, it's used to open the inventory I think, and the left hand path does this for magic casting. There are however a lot more use cases for this (minority report style interface, brawler style movement combos, etc). Is this is in the scope of the toolkit, and how could it be simplified in both code and approach to make a good example?

Are you talking about gestures? If so, @drifio has been working on something like this. Maybe he'll do a PR with some of his stuff? ;)

That's exactly it. One can hope, I wouldn't even begin to know how to go about doing this, but can imagine a billion scenarios where it would be useful.

Something like this: https://www.youtube.com/watch?v=_7Oof3IHGzc ?
I'm not sure how easy it would be to cleanly integrate my system with the toolkit, but I'll certainly look into it.

Very much so, but if abstracted enough, it could be used to call UI, start particles effects, summons game objects, etc. Doing this would allow for anything you could imagine, and would be a springboard (platform? framework?) very easy to extend to your own purposes.

I don't see this going anywhere in VRTK core right now, close?

I would also suggest closing this at this point since it's a very old issue and has not received a lot activity for a long time so does not seem too popular/demanded feature. It's possible that future Unity XRTK/labs team will provide some kind of gesture support out of the box.

Lets leave gestures open for now, because people still request this and it would be "nice" if someone picked it up

Does anybody have any gestures build (swiping up, down, ..)?


Updating docs to refer to the status-dashboard

Adding a reference to the status-dashboard.

[skip ci] :)

I cancelled the CI :|


Encode Verifiable Credential as JWT in IATP response

Description

EDC requests MIW for a VP via /presentations/query endpoint.
MIW returns VP as JWT but VC inside VP as JSON-LD.
EDC accepts VP and VC both as JWT and JSON-LD format.
This VP is sent to BDRS service to resolve BPN to did mapping.
BDRS Service returns a 401 error, as it only accepts VP and VC in JWT format only.

Acceptance Criteria

[ ] MIW may return VC as JWT by default.

Additional Information

Started a discussion for enhancement in either EDC / BDRS. In parallel raising issue here, in case it can be handled here.

I discussed it in EDC Weekly, and tractusx doesn't support VC and VP in JSON-LD format as both are not interoperable.
See the discussion thread I started, https://github.com/eclipse-tractusx/tractusx-edc/discussions/1494

Currently, the Presentation Creation Config only supports the JSON-LD format, so the SSI library needs to be updated to support VCs in JWT format for creating VPs.

CC @nitin-vavdiya @OSchlienz


mill investigation

There are lots of problems with using SBT for the cross-building.
Investigate switching over to mill for the build

Core JVM modules building under mill branch with cross scala versions.
The syntax seems a bit more obvious than with SBT.

Closing this down. Mill seems to work fairly well but we want to avoid doing anything too non-standard that could become a barrier to collaboration now this project is part of typelevel.


Enabling exponentiation operator

Update as per spec to  exponentiation operator with new grammar as in 12.6.  Enabling it by default as well.

Looks good to me

Otherwise LGTM