PDOException::("SQLSTATE[HY000] [1045] Access denied for user ''@'localhost' (using password: NO)")

Describe the bug
//database.php inside connections

        'mysql' => [
            'driver' => 'mysql',
            'url' => env('DATABASE_URL'),
            'host' => env('DB_HOST', '<IP_ADDRESS>'),
            'port' => env('DB_PORT', '3306'),
            'database' => env('DB_DATABASE', 'forge'),
            'username' => env('DB_USERNAME', 'forge'),
            'password' => env('DB_PASSWORD', ''),
            'unix_socket' => env('DB_SOCKET', ''),
            'charset' => 'utf8mb4',
            'collation' => 'utf8mb4_unicode_ci',
            'prefix' => '',
            'prefix_indexes' => true,
            'strict' => true,
            'engine' => null,
            'options' => extension_loaded('pdo_mysql') ? array_filter([
                PDO::MYSQL_ATTR_SSL_CA => env('MYSQL_ATTR_SSL_CA'),
            ]) : [],
        ],
....
        'tracker' => [
            'driver'   => 'mysql',
            'host'     => 'localhost',
            'database' => 'trackers', //created different db since its mentioned
            'strict' => false,    // to avoid problems on some MySQL installs
        ],

and my env file
DB_CONNECTION=mysql
DB_HOST=<IP_ADDRESS>
DB_PORT=3306
DB_DATABASE=laravelwebsite
DB_USERNAME=root
DB_PASSWORD=

To Reproduce
Steps to reproduce the behavior:

Enter command php artisan tracker:tables ---------> //success
then php artisan migrate
See error

Screenshots

System

OS: Windows 10
Browser chrome

Hi, I know this is an old Issue and I don't know rather your problem had been solved or not.
These errors because of the setup tracker. In the documentation installation, it seems that there is lack of parameters needed for the database connection.
In the database connection on your  config/database.php
try to add the username and password in the tracker database connection cause it seems there is a need in the connection.
Also it is preferable to use  env  as the tracker connection will update accord to the change of your enviroment
'connections' => [
      'mysql' => [
          'driver' => 'mysql',
          'url' => env('DATABASE_URL'),
          'host' => env('DB_HOST', '<IP_ADDRESS>'),
          'port' => env('DB_PORT', '3306'),
          'database' => env('DB_DATABASE', 'forge'),
          'username' => env('DB_USERNAME', 'forge'),
          'password' => env('DB_PASSWORD', ''),
          'unix_socket' => env('DB_SOCKET', ''),
          'charset' => 'utf8mb4',
          'collation' => 'utf8mb4_unicode_ci',
          'prefix' => '',
          'prefix_indexes' => true,
          'strict' => true,
          'engine' => null,
          'options' => extension_loaded('pdo_mysql') ? array_filter([
              PDO::MYSQL_ATTR_SSL_CA => env('MYSQL_ATTR_SSL_CA'),
          ]) : [],
      ],
      ....
      'tracker' => [
          'driver'   => 'mysql',
          'host'     => env('DB_HOST', '<IP_ADDRESS>'),
          'database' => env('DB_DATABASE', 'forge'), //created different db since its mentioned
          'username' => env('DB_USERNAME', 'forge'),
          'password' => env('DB_PASSWORD', ''),
          'strict' => false,    // to avoid problems on some MySQL installs
      ],
],

After adding the tracker connection on config/database.php do remember to
php artisan config:cache
After that you could safely migrate the tracker table
php artisan migrate

thanks much. I had the same problem ..added the tracker connection and it worked


Searching all SBOMs is slow

At the moment, the Spog API performs 1 additional query against vexination for every result returned by the bombastic API. This means that we end up with up to #number_of_dependencies queries against vexination for every result returned by bombastic.

Short term fix: provide a simpler query that only reports the number of hits rather than the results themselves.
Longer term fix: query GUAC for the dependency information, which as pre-indexed the relationships and should be a lot faster

CC @ctron

@ctron Once https://github.com/trustification/trustification/actions/runs/6013069902 is pushed to staging, please have a try and check if you think it's adequate. If not, then I think caching is the next step :)


Bump LTS for v37.x (virtiofsd compatibility)

This pulls in the the changes from https://github.com/cloud-hypervisor/cloud-hypervisor/pull/6675 for virtiofsd 1.10+ compatibility.
Testing done:

Successful run of the test suite on Artemis (minus VDPA tests that already fail before).

failures:
    common_parallel::test_vdpa_block

test result: 98 passed; 1 failed; 1 ignored; 0 measured; 43 filtered out; finished in 379.24s

LGTM. The clippy errors do not look like they were introduced by these changes. Thanks for fixing the virtiofsd / vhost-user dependencies.

LGTM. The clippy errors do not look like they were introduced by these changes. Thanks for fixing the virtiofsd / vhost-user dependencies.

We currently inherit the upstream CI here and this is not fully functional. It also has issues, because it's tools (clippy, etc) are not pinned.


feat: add circle detection and OCR functions

Worked on creating functions to detect circles in a given image and then OCR the resulting cropped images in the detect directory. The way we do it will need to be reorganized, but I wanted to get something running that could process through from reading in the original image to exporting a dataframe with OCR'd results.
The circle_detect function reads in a single image (as bytes) and exports results (cropped .jpgs) into the detect directory, using the export_circles_from_image function. The ocr_images function OCRs all images in the detect directory and returns a dataframe with the results. Then row_cli saves those results as a CSV in the detect directory.
This isn't quite the bite-sized functions that we started out with, so I expect it to get chopped up. I thought this was an easier way to start out than passing around a bunch of variables/objects and adding a ton of complexity to run_cli.py right from the start.
I'm still trying to wrap my head around the test functions, so I didn't get into that.
p.s. a bunch of lines were accidentally included in the chore: import config file commit, but by the time I realized it, it was a little too late to unwind everything.

closing this since the history was kind busted


ipfs: workaround for upstream bug; other small fixes

Motivation for this change
Temporary workaround for https://github.com/ipfs/go-ipfs/issues/4214
Things done
Running ipfs repo fsck prestart should be safe, and fixes the service not starting after an unclean exit.
Also, the ipfs autoMount now works, although I had to take the suboptimal approach of adding a line to environment.etc."fuse.conf".text.

[ ] Tested using sandboxing (nix.useSandbox on NixOS, or option build-use-sandbox in nix.conf on non-NixOS)
Built on platform(s)

[x] NixOS
[ ] macOS
[ ] Linux

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nox --run "nox-review wip"
[x] Tested execution of all binary files (usually in ./result/bin/)
[x] Fits CONTRIBUTING.md.

Looks good to me now (it appears that you force pushed). Software is just great that depends on terminating newlines ;)
Could you please fetch and merge https://github.com/mguentner/nixpkgs/tree/ipfs_test_new into this PR?

Oh, took me a while to get what you mean. Yeah, and I had mkIf not high up enough as well.
I've added your tests change (+ removal of "not yet" comments)  and rebased.

Thank you both! :beers:

@elitak According to ipfs/go-ipfs#4214 (specifically this comment) the issue has been resolved. Can't we remove the ipfs repo fsck?

@vojta001 Turns out we still need ipfs repo fsck because the daemon is still dying to systemd and leaving behind the /var/lib/ipfs/api lockfile. I can't be bothered to chase down why; trying to report bugs upstream has proven highly unproductive.

@elitak I have no experience with ipfs developers, however, if the release notes for go-ipfs 0.5 are correct, it should truly be no longer necessary (nor available, in fact).
Proposed in #86242.


docker image for jitas

Hi,
can you build a docker image for this project? Asking people to use only Debian 11 Bullseye on their server is a bit too much. but a docker image could make it very much usable.

Maybe on day, but in the short term, I don't have much time to do that.


[X] I have searched the FAQ and the documentation for solutions.
[X] I have searched the issue tracker for similar issues (the closed issues too).
[X] I have searched the Discourse for any errors and solutions.
[X] I can reproduce my issue on the latest commit of Doom Emacs.
[X] I have read How to Debug Issues and found no solution.

What did you expect to happen?
I hit SPC q K to quit emacs completely. I expected emacs to close, and the server to be killed.
What actually happened?
I get the error Wrong type argument: stringp, nilInvalid face attribute :background nil in the minibuffer. See ST below:
Debugger entered--Lisp error: (wrong-type-argument stringp nil)
  file-exists-p(nil)
  savehist-save(t)
  savehist-autosave()
  kill-emacs()
  save-buffers-kill-emacs(nil)
  #<subr funcall-interactively>(save-buffers-kill-emacs nil)
  apply(#<subr funcall-interactively> (save-buffers-kill-emacs nil))
  funcall-interactively(save-buffers-kill-emacs nil)
  #<subr call-interactively>(save-buffers-kill-emacs nil nil)
  apply(#<subr call-interactively> (save-buffers-kill-emacs nil nil))
  explain-pause--wrap-call-interactively(#<subr call-interactively> save-buffers-kill-emacs nil nil)
  apply(explain-pause--wrap-call-interactively #<subr call-interactively> (save-buffers-kill-emacs nil nil))
  call-interactively(save-buffers-kill-emacs nil nil)
  command-execute(save-buffers-kill-emacs)

Describe your attempts to resolve the issue
I've tried installing different versions of emacs, thinking it might be me (flatpack, snaps, from ubuntu repos, nix). The only version I haven't tried yet is building from source.
I suspected that maybe doom was trying to save my current state into some file, and failing. I guessed that toggling =auto-save-visited-mode= after starting doom might help, it didn't seem to do anything.
Steps to reproduce

(possibly) reinstall doom
Start emacs in daemon mode: emacs --daemon
Start the client: emacsclient -nc
Quit: SPC q K

System Information
https://pastebin.com/k8ybGrTn

This was due to a breaking commit upstream in doom-themes, which was fixed in https://github.com/hlissner/emacs-doom-themes/issues/604 a short while ago.
This won't be an issue for Doom users who have doom-themes pinned, but for those that have unpinned it, run doom sync -u to update the package.

Ah, my bad, had my wires crossed. I meant to link https://github.com/hlissner/doom-emacs/issues/5104, which is likely the cause for your issue, and was fixed a short while ago in 005a71e. Update Doom and your issue should go away.

You are incredibly quick, that was it. Thanks for taking the time!


Rabbitmq timing out after repeated use #109

Copy from vidtonerf https://github.com/NeRF-or-Nothing/vidtonerf/issues/109
During end-to-end testing, nerf_worker is unable to connect to rabbitmq, timing out & causing the process to halt. Another notable issue in the screenshot is multiple progress bars being printed, when only one should appear.
The following log was from a run the only change to the TensoRF config file being "n_iters = 1000". Note that the test completes as expected when "n_iters = 1"
image
Member
SimonDaKappa commented on Apr 2
Possible cause is in TensoRF/main.py:nerf_worker(). The pika connection and training occur on the same thread, and the pika conneciton sends a hearbeat every 300s. If training takes >300(s) the pika connection cannot send a im good and rabbitmq terminates the connection.

Should be fixed by V3 nerf-worker with blocking connections with dedicated training threads. Also, rabbitmq timeouts have been expandaed to 1 hour per job so long running jobs dont fail.


Dynamic containers

Hi,
I am trying to implement a form builder interface using the dragular.  It was fine when the containers are fixed but when I started to work on layouts which require containers to be dynamically created, I got into problems.  I am not sure where the problem lies.  For example, I have container A where I drop form fields into.  Then I want to drop a 2 columns container AA into A.  Now AA is a child of A which has 2 containers side by side.  I can still drop items into A but not into the two containers in AA.  Is it because AA is a child of A which is already a container?
Thanks,
Josh

You are dealing with nested containers, dragular can handle this with your support. Look at this example and the code at the bottom. It can help you.
Notice!: If you want to filter that models you can meet some troubles. Then you can find some info here but it is messy a bit.

Thanks for the info.
I got an idea on refreshing containers and containersModel using dragularService after adding a nested container dynamically.  The main problem seems to be the indexing that is out of place.
The idea is something like this:
A can contain B
(B has Bb within its template)
Bb can contain C
B can be added dyamically
So we have:
dragularService('#A,#B', {
containersModel: [A_container, B_container]
// some options
}
dragularService('#Bb1,#Bb2 ...,#C, {
containersModel: [A_container, B_container1, B_container2 ...]
// some options
}
The '#Bb1,#Bb2 ... and B_container1, B_container2 ... are generated through a service each time B is dynamically added and the above code is rerun (after a cleanEnviroment).
I have tried but it doesn't work.  I can add Bs but Bb unable to contain Cs.  If I attempt to drag a C into Bb, the hold interface no longer works.  I also get following error:
Uncaught TypeError: Cannot read property 'parentNode' of null
at E (dragular.js:1307)
at J (dragular.js:779)
at HTMLHtmlElement.B (dragular.js:450)
at HTMLHtmlElement.dispatch (jquery.js:4737)
at HTMLHtmlElement.elemData.handle (jquery.js:4549)

Could you copy your code somewhere public I can play with it? Like codepen, jsfiddle, etc... thanks ;)

closing due to inactivity


Need help to handle disconnection

Hi there
I've handled socket-error and socket-close events with your sample code but when I manually disconnect the client (like removing the ethernet cable) those handlers never goes in action.
If I shutted down the server, I see socket-close is works well.
Does it flashes any simple solution on your mind?
Any help will be appreciated :)
Thanks :)
ddpclient.on('socket-close', function(code, message) {
  console.log("Close: %s %s", code, message);
});

ddpclient.on('socket-error', function(error) {
  console.log("Error: %j", error);
});

fuatsengul,
Did you already find a solution to your problem?

Hello Bsocius,
Actually I did not.
I made a workaround by setting a timer to check the connection at every 5 seconds and when connection was lost, it sets another timer to retry connecting to the server.

Is an issue with the ddp-client, or with faye-websocket which the ddp-client is built on top of?

I think the only actual issue is we (I) only implemented responding to heartbeats in the ddp v2 spec.

Hi all!
I'm having the same issue as @fuatsengul:
If I disconnect the Ethernet cable while a DDP client connection is alive but not sending anything the disconnection goes unnoticed.
I've forked the project and will give it a try with the client heartbeat sending. ...

Hello @clvLabs,
If you haven't done it yet, I suggest to take a look forked repos. There's one that I liked it much more, (xolvio's) which it has promise support for method calls, so you can easily throw timeout exceptions and manage your connectivity state with this events.
Btw, hope those forks gets merged soon.


Update sp-update-category-transact-sql.md

The store procedure can be executed by users not belonging to the sysadmin fixed role by being explicitly granted exec permissions. Example:
USE MSDB;
GO
GRANT EXEC ON dbo.sp_update_category TO USER
GO
I am using the same wording used here: https://learn.microsoft.com/en-us/sql/relational-databases/system-stored-procedures/sp-delete-backuphistory-transact-sql#permissions
Please confirm this is the intended behavior with Product Group.

Closed with #8867.


Update sbt-typelevel-ci-release, ... to 0.6.7

About this PR
📦 Updates

org.typelevel:sbt-typelevel-ci-release
org.typelevel:sbt-typelevel-mergify

from 0.4.22 to 0.6.7
📜 GitHub Release Notes - Version Diff
Usage
✅ Please merge!
I'll automatically update this PR to resolve conflicts as long as you don't change it yourself.
If you'd like to skip this version, you can just close this PR. If you have any feedback, just mention me in the comments below.
Configure Scala Steward for your repository with a .scala-steward.conf file.
Have a fantastic day writing Scala!

⚙ Adjust future updates
Add this to your .scala-steward.conf file to ignore future updates of this dependency:
updates.ignore = [ { groupId = "org.typelevel" } ]

Or, add this to slow down future updates of this dependency:
dependencyOverrides = [{
  pullRequests = { frequency = "30 days" },
  dependency = { groupId = "org.typelevel" }
}]

labels: sbt-plugin-update, early-semver-major, semver-spec-minor, version-scheme:early-semver, commit-count:n:2

Superseded by #130.


git URL in environment.yml file

if the environment.yml file has a package in a github repo, like https://github.com/nipy/dmriprep/blob/master/docker/environment.yml#L14 then it can't install because git has already been removed at an earlier stage i'm assuming
  Error [Errno 2] No such file or directory: 'git': 'git' while executing command git clone -q https://github.com/akeshavan/nipype /src/nipype
Cannot find command 'git' - do you have 'git' installed and in your PATH?

@akeshavan - can you show me your dockerfile or neurodocker command? git shouldn't be removed anywhere.
by the way, for github urls, you can do pip install https://github.com/USER/REPOSITORY/tarball/BRANCH, which does not require git. i see you have an FSL URL too, which this won't work for.

@akeshavan - are you still facing this issue?

To be honest I haven't looked at this for a while! Lets close for now!


chore: enable caching for unit tests, fix README typo

Two small changes:

Enable caching for unit tests, this should make them run faster. This setting is already enabled for our integ and end-to-end tests, see https://github.com/awslabs/syne-tune/blob/main/.github/workflows/run-syne-tune.yml#L51
Fix broken link in README

Before this change, duration of most recent 3 test runs: 12m 10s, 14m 55s, 19m 7s.
After this change: 8m 37s, 7m 54s, 7m 12s
Roughly 30% improvement.
Confounding factors:

Sometimes there's a delay until a machine is available to pick up the new job
If there's a cache-miss with a new library version, it will download it from the internet

By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

In my testing it reduces the amount of time that the unit tests run for by ~30%. Refer to PR description above for more details.

Thanks @wesk It seems to me even faster than what you say here. This is great!


Cherry picks

Cherry Picks
81ee7c5: Fix error on race condition in mem3 startup
ca4761c: Increase timeout for compression tests
3691c2e: Test changes_listener dies on mem3_shards shutdown
9d99d6e: Expose mem3_shards:get_changes_pid/0
32b5402: chore: double test timeout see COUCHDB-3408
e8b2c74: chore: increase timeout for pausing writer COUCHDB-3384
fb6faec: Revert couch_lru to use gb_trees
55623f4: Pre-calculate application start order
4683f51: Whait db close a little bit before failing test
ed1609b: Make sure we cache admin pass prior to test run
Reverted commits
a5e3deb: Revert "Re-enable attachment replication tests"

dbnext build https://build2.cloudant.com/job/dbnext/6178/

+1


Created kubeconfig.v1.md in localized(zn-ch) language.

added kubeconfig.v1.md in localized language
which
resolves issue: #43360

@tengqm thanks for the review, and boy I have made more mistakes then I thought. So just to be sure in order to resolve these changes I just need to commit the suggestion one by one right? hope it doesn't make  conflicts or should I open a new PR with a new file with all these changes made?

@tengqm thanks for the review, and boy I have made more mistakes then I thought. So just to be sure in order to resolve these changes I just need to commit the suggestion one by one right? hope it doesn't make conflicts or should I open a new PR with a new file with all these changes made?

It is up to you. Since this is a new file, the possibility of conflicts is low.

@tengqm thanks for the review, and boy I have made more mistakes then I thought. So just to be sure in order to resolve these changes I just need to commit the suggestion one by one right? hope it doesn't make conflicts or should I open a new PR with a new file with all these changes made?

It is up to you. Since this is a new file, the possibility of conflicts is low.

Ok so I have commited all the suggestions one by one.

netlify failure detected again, trying manual build.

Manual build is a success. Netlify failure is unreal.
Kicking this in for further iteration.
/lgtm
/approve
Thanks.

@tengqm thank you for the help tengqm!


ARM template variable copy block highlighting error

Issue Type
Bug
Description
There is a syntax highlighting error in the azurerm-vscode-tools extension when editing ARM templates. In the following block in the variables section, the opening "copy": block is underlined green indicating that it is never used and all references to the name "generatedSecurityRules" are underlined red indicating that it is not defined. The template actually executes fine when run against the Azure API.
"copy": [
            {
                "name": "generatedSecurityRules",
                "count": "[length(parameters('appServiceRules'))]",
                "input": {
                    "name": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].name]",
                    "properties": {
                        "description": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].description]",
                        "protocol": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].protocol]",
                        "sourcePortRange": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].sourcePortRange]",
                        "destinationPortRange": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].destinationPortRange]",
                        "destinationPortRanges": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].destinationPortRanges]",
                        "sourceAddressPrefixes": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].sourceAddressPrefixes]",
                        "destinationAddressPrefixes": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].destinationAddressPrefixes]",
                        "access": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].access]",
                        "priority": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].priority]",
                        "direction": "[parameters('appServiceRules')[copyindex('generatedSecurityRules')].direction]"
                    }
                }
            }
        ],
        "securityRuleList": "[concat(variables('generatedSecurityRules'), parameters('denyInternetRule'))]"

VS Code Info
VS Code version: Code 1.20.1 (f88bbf9137d24d36d968ea6b2911786bfe103002, 2018-02-13T15:23:28.607Z)
OS version: Darwin x64 16.7.0

System Info

Item
Value

CPUs
Intel(R) Core(TM) i7-4870HQ CPU @ 2.50GHz (8 x 2500)

Load (avg)
2, 2, 2

Memory (System)
16.00GB (0.69GB free)

Process Argv
/Applications/Visual Studio Code.app/Contents/MacOS/Electron -psn_0_3273503

Screen Reader
no

VM
0%

Extensions (3)

Extension
Author (truncated)
Version

PowerShell
ms-
1.5.1

team
ms-
1.122.0

azurerm-vscode-tools
msa
0.4.0

Reproduces only with extensions

Since this is extensions specific, please open this issue on the extension itself: https://github.com/Microsoft/vscode-azurearmtools
Feel free to reopen this if you think the issue is with VS Code itself


Stabilize Requests page regression test

Motivation and context

The is a potential issue in regression test. As we test 2 exports one by one, there can be 2 pop-up notifications about successful operation. But our command cy.closeNotification expects only one. So changed logic a bit in test so it doesnt crush even if there is several notifications
How has this been tested?

Checklist

[x] I submit my changes into the develop branch
[ ] I have created a changelog fragment
[ ] I have updated the documentation accordingly
[ ] I have added tests to cover my changes
[ ] I have linked related issues (see GitHub docs)
[ ] I have increased versions of npm packages if it is necessary
(cvat-canvas,
cvat-core,
cvat-data and
cvat-ui)

License

[x] I submit my code changes under the same MIT License that covers the project.
Feel free to contact the maintainers if that's a concern.

Summary by CodeRabbit

Bug Fixes

Improved the method for closing the export completion notification on the requests page for better reliability.

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 83.22%. Comparing base (d452fcd) to head (5abf1a4).

Additional details and impacted files
@@           Coverage Diff            @@
##           develop    #8465   +/-   ##
========================================
  Coverage    83.22%   83.22%
========================================
  Files          397      397
  Lines        41907    41907
  Branches      3882     3882
========================================
  Hits         34876    34876
  Misses        7031     7031

Components
Coverage Δ

cvat-ui
78.71% <ø> (ø)

cvat-server
87.22% <ø> (ø)

/check


Doesn't work in any game with d3d9.dll

Hello! I have tried to test RTX Remix in several old games and it doesn't work for me at all.
For example:

Need For Speed: Underground 2
I copied all filles from folder remix-0.1.1 to game's folder. Result: Game can't start (it worked before). If I delete d3d9.dll it works again but of course without rtx remix features.
d3d9.log:

[19:00:45.408] info:  No default config found for: G:\NFS Underground 2\speed2.exe
[19:00:45.409] info:  Trying to open config file: G:\NFS Underground 2\.trex\bridge.conf
[19:00:45.411] info:  Using shared heap for textures.
[19:00:45.412] info:  Using shared heap for static buffers.
[19:00:45.413] info:  Using shared heap for dynamic buffers.
[19:00:45.414] info:  ==================
[19:00:45.414] info:  NVIDIA RTX Remix Bridge Client
[19:00:45.415] info:  ==================
[19:00:45.417] info:  Version: remix-0.1.1-2-gdc825b6
[19:00:45.418] info:  Loaded d3d9.dll from G:\NFS Underground 2\speed2.exe

Blur
The same as for NFS: U2. Game can start only without d3d9.dll.
d3d9.log:

[18:55:51.808] info:  No default config found for: G:\Blur\Blur.exe
[18:55:51.808] info:  Trying to open config file: G:\Blur\.trex\bridge.conf
[18:55:51.808] info:  Using shared heap for textures.
[18:55:51.808] info:  Using shared heap for static buffers.
[18:55:51.808] info:  Using shared heap for dynamic buffers.
[18:55:51.808] info:  ==================
[18:55:51.809] info:  NVIDIA RTX Remix Bridge Client
[18:55:51.809] info:  ==================
[18:55:51.809] info:  Version: remix-0.1.1-2-gdc825b6
[18:55:51.809] info:  Loaded d3d9.dll from G:\Blur\Blur.exe
[18:55:51.816] info:  DirectInput8 hook attached.
[18:55:51.821] info:  DirectInput hook attached.
[18:55:51.822] info:  Initializing new shared memory object.
[18:55:51.846] info:  Shared memory: [ClientChannel_202ae9b4-cba9-4819-96a2-35744020943d] created and initialized successfully!
[18:55:51.846] info:  Initializing new shared memory object.
[18:55:51.855] info:  Shared memory: [ServerChannel_202ae9b4-cba9-4819-96a2-35744020943d] created and initialized successfully!
[18:55:51.855] info:  Initializing new shared memory object.
[18:55:51.855] info:  Shared memory: [SharedDataHeap_meta_202ae9b4-cba9-4819-96a2-35744020943d] created and initialized successfully!
[18:55:51.855] info:  Initializing new shared memory object.
[18:55:51.921] info:  Shared memory: [SharedDataHeap_data_0_202ae9b4-cba9-4819-96a2-35744020943d] created and initialized successfully!
[18:55:51.921] info:  Initializing new shared memory object.
[18:55:51.986] info:  Shared memory: [SharedDataHeap_data_1_202ae9b4-cba9-4819-96a2-35744020943d] created and initialized successfully!
[18:55:51.997] info:  Launching server with GUID 202ae9b4-cba9-4819-96a2-35744020943d
[18:55:51.998] info:  Sending SYN command, waiting for ACK from server...
[18:55:52.236] info:  Ack received! Handshake completed! Telling server to continue waiting for commands...
[18:55:52.236] info:  Server crash recovery enabled

Half-Life 1 (Steam). No any effects. Game starts but without RTX Remix. No any logs like NvRemixBridge.log or d3d9.log.

Max Payne 2. Game can start but crashed after several seconds in the game.

d3d9.log:
[16:34:41.684] info:  No default config found for: G:\Updated Classic Max Payne 1&2\Max Payne 2 The Fall of Max Payne\MaxPayne2.exe
[16:34:41.685] info:  Trying to open config file: G:\Updated Classic Max Payne 1&2\Max Payne 2 The Fall of Max Payne\.trex\bridge.conf
[16:34:41.685] info:  Using shared heap for textures.
[16:34:41.685] info:  Using shared heap for static buffers.
[16:34:41.685] info:  Using shared heap for dynamic buffers.
[16:34:41.685] info:  ==================
[16:34:41.685] info:  NVIDIA RTX Remix Bridge Client
[16:34:41.685] info:  ==================
[16:34:41.685] info:  Version: remix-0.1.1-2-gdc825b6
[16:34:41.685] info:  Loaded d3d9.dll from G:\Updated Classic Max Payne 1&2\Max Payne 2 The Fall of Max Payne\MaxPayne2.exe
[16:34:41.692] info:  DirectInput8 hook attached.
[16:34:41.697] info:  DirectInput hook attached.
[16:34:41.697] info:  Initializing new shared memory object.
[16:34:41.722] info:  Shared memory: [ClientChannel_b48a8a8f-e310-4199-997b-10b1cd4686c3] created and initialized successfully!
[16:34:41.723] info:  Initializing new shared memory object.
[16:34:41.731] info:  Shared memory: [ServerChannel_b48a8a8f-e310-4199-997b-10b1cd4686c3] created and initialized successfully!
[16:34:41.731] info:  Initializing new shared memory object.
[16:34:41.731] info:  Shared memory: [SharedDataHeap_meta_b48a8a8f-e310-4199-997b-10b1cd4686c3] created and initialized successfully!
[16:34:41.731] info:  Initializing new shared memory object.
[16:34:41.797] info:  Shared memory: [SharedDataHeap_data_0_b48a8a8f-e310-4199-997b-10b1cd4686c3] created and initialized successfully!
[16:34:41.797] info:  Initializing new shared memory object.
[16:34:41.861] info:  Shared memory: [SharedDataHeap_data_1_b48a8a8f-e310-4199-997b-10b1cd4686c3] created and initialized successfully!
[16:34:41.862] info:  About to unload bridge client.
[16:34:41.904] info:  Shutdown cleanup successful, exiting now!
[16:34:41.904] info:  DirectInput8 hook detached.
[16:34:41.904] info:  DirectInput hook detached.
[16:34:41.904] info:  [Uptime]: 0s

This is not full of games which I tried to test. I also tried Morrowind, Portal, Kane & Lynch etc, not works for at all.
My GPU: Nvidia RTX 4070 TI.
Drivers: Nvidia Studio 531.61

Have you tried any of the newest dxvk-remix builds? I've had issues with original 0.1.1 release in some games, then tried newer dxvk-remix releases and some of these games started to at least load without crashing
Might be worth trying.
Lastly, NFS Underground 2 runs on Dx9.0c, which has high chances of it relying on shaders, rendering it incompatible with current remix capabilities.
How's your bridge.conf file? Some games have a fallback mode to run in fixed function mode for older cards, if that is a thing and you manage to force it, then you might get better results
GL

Did not notice you were mentioning other games. Current Half-Life 1 build available on Steam runs on OpenGL. There's no DirectX support anymore, that's why it won't run as remix works only on DirectX 9 games right now
Blur and Max Payne 2 im not sure. Might be a good idea to check Discord channel, I think i've seen people having success with Max Payne games.

@Ferdam I tried the newest release. In my case it doesn't work for any games. I tried: NFS: U2, Half-Life 1, Half-Life 2 (Steam version), Half-Life 2 (2004 year's version), Blur, Max Payne 1, Max Payne 2, Morrowind, Portal and Kane & Lynch.
Maybe some issue with drivers or videocard? I don't have any thoughts

Could be drivers yea, not sure. I'm not using studio driver version, I'm using the gaming one, version 531.18
I was successful getting HL2 (Steam version) to work with Remix following this guide: https://discord.com/channels/1028444667789967381/1096558617878089819
Not sure if you are actively checking Discord Channels, but there are threads with people being successful in some of the games you mentioned:

Morrowind: https://discord.com/channels/1028444667789967381/1097049994156060682/1101844169766469693
Max Payne: https://discord.com/channels/1028444667789967381/1100576149895131246
Max Payne 2: https://discord.com/channels/1028444667789967381/1067571017217753188/1099008908124749885

Have you tried any of the newest dxvk-remix builds? I've had issues with original 0.1.1 release in some games, then tried newer dxvk-remix releases and some of these games started to at least load without crashing

What newer releases?

Have you tried any of the newest dxvk-remix builds? I've had issues with original 0.1.1 release in some games, then tried newer dxvk-remix releases and some of these games started to at least load without crashing

What newer releases?

https://github.com/NVIDIAGameWorks/dxvk-remix/actions
You can get more recent builds of dxvk-remix dlls and place them in the \.trex folder. Some of them are attempts to add new experimental/beta features and bug fixes. The one that adds experimental anti-culling has fixed some issues for me in games like Thief Deadly Shadows
Again, trial & error process of finding one that might work better if you really believe a game should work with remix.

Ah, I hadn't considered to check GitHub Actions.
It's worth noting that these aren't releases, they're just compiled outputs from automated build actions. So it's unlikely you'll receive support for using any binaries output from this.

Ah, I hadn't considered to check GitHub Actions.
It's worth noting that these aren't releases, they're just compiled outputs from automated build actions. So it's unlikely you'll receive support for using any binaries output from this.

Yea, I worded it incorrectly, which is why I called them 'builds' in the other comment.
Still, if you check Discord channel you can see people asking nvidia devs about these newer builds, even showing them bugs and issues they found, rendering sometimes internal tickets being opened etc
Worth the shot... RTX Remix is in its early stages and you can see in the Discord channel that official devs are constantly improving their product based on feedback there

I faced the same issue in Warhammer 40k DoW game. The bridge had 0 seconds uptime due to not created d3d9 device. I tried OllyDbg to trace from which place d3d9.dll is loaded. And the game loads it directly from the system32 folder.
I searched all d3d9.dll entries in .*.dll files in the game folder end replaced d3d9.dll to z3d9.dll by HEX editor. Also I renamed the bridge library to z3d9.dll and it fixed the issue for me.
In addition you may try to call the bridge executable directly to inject the dll. It wasn't possible in my case, cause the game is loaded by Steam client.
I hope it will help in many games you tested.

W40K should be https://github.com/NVIDIAGameWorks/dxvk-remix/issues/58

Hello! Will you please test this on the latest release and let us know if the issue persists? Thank you!


[Draft] [multistage] Add Multi Stage Routing Strategy

Codecov Report

Merging #9808 (78bddf7) into master (15bca84) will increase coverage by 9.49%.
The diff coverage is 13.51%.

@@             Coverage Diff              @@
##             master    #9808      +/-   ##
============================================
+ Coverage     15.68%   25.17%   +9.49%
+ Complexity      175       44     -131
============================================
  Files          1903     1952      +49
  Lines        102515   104726    +2211
  Branches      15600    15864     +264
============================================
+ Hits          16078    26366   +10288
+ Misses        85238    75655    -9583
- Partials       1199     2705    +1506

Flag
Coverage Δ

integration1
25.17% <13.51%> (?)

unittests2
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Impacted Files
Coverage Δ

...routing/instanceselector/BaseInstanceSelector.java
91.89% <ø> (-5.46%)
:arrow_down:

...ker/routing/instanceselector/InstanceSelector.java
100.00% <ø> (ø)

...stanceselector/MultiStageReplicaGroupSelector.java
0.00% <0.00%> (ø)

...instanceselector/ReplicaGroupInstanceSelector.java
0.00% <0.00%> (-42.86%)
:arrow_down:

.../java/org/apache/pinot/query/QueryEnvironment.java
0.00% <0.00%> (-84.13%)
:arrow_down:

...ache/pinot/query/planner/logical/StagePlanner.java
0.00% <0.00%> (-100.00%)
:arrow_down:

.../org/apache/pinot/query/routing/WorkerManager.java
0.00% <0.00%> (-83.88%)
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...g/apache/pinot/spi/config/table/RoutingConfig.java
0.00% <ø> (ø)

...ting/instanceselector/InstanceSelectorFactory.java
35.00% <25.00%> (-52.50%)
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...e/pinot/broker/api/resources/PinotBrokerDebug.java
82.75% <100.00%> (+82.75%)
:arrow_up:

... and 976 more

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Added support for upload of remote or local files to slack

Description:
The notify.slack platform currently supports sending text messages and structured message attachments (see chat.postMessage). This PR's intention is to add support for uploading files either from the local machine/server or from a remote url (See files.upload).
I am using this feature to post security camera still pictures to a slack channel when certain events occur. Might be useful to others...?
Example: Post file or image by url
Use the following service data for notify.slack in order to directly post a remote file:
{
  "message":"Message that will be added as a comment to the file, e.g. photo.",
  "title":"Title of the file, e.g. photo",
  "data":{
    "file":{
      "url":"http://<url to file, photo, security camera etc>",
      "username":"optional user, if necessary",
      "password":"optional password, if necessary",
      "auth":"digest"
    }
  }
}

"auth":"digest" is optional, too. If omitted basic authentication is used.
Example: Post file or image by local path
Use the following service data for notify.slack in order to post local file
{
  "message":"Message that will be added as a comment to the file, e.g. photo.",
  "title":"Title of the file, e.g. photo",
  "data":{
    "file":{
      "path":"/path/to/file.ext"
    }
  }
}

Sidenote
This is my first PR (at all) and I am no python developer. I tried to familiarize with applying rules and conventions, running tests etc. Still I might have missed something ... please excuse any mistakes.
Pull request in home-assistant.github.io with documentation (if applicable): none yet, but I'll see to that
Checklist:
If user exposed functionality or configuration variables are added/changed:

[ ] Documentation added/updated in home-assistant.github.io

If the code communicates with devices, web services, or third-party tools:

[x] Local tests with tox run successfully. Your PR cannot be merged unless tests pass

Hi @simaosimao,
It seems you haven't yet signed a CLA. Please do so here.
Once you do that we will be able to review and accept this pull request.
Thanks!

Hi @pvizeli, thanks for your feedback! Using suggested check now. Had to move the load_file method into the SlackNotificationService class in order to keep a reference to is_allowed_path.
Also had a look at the telegram bot which has a similar method to load a file. We might extract those to a helper function as you mentioned above in a follow up issue :wink:
Opened #8291, as is_allowed_path could be further secured.

Awesome 🎉  🌮  🐬

Thx :smile:


no-require: don't report if !ecmaFeatures.modules

Nice to have turned on, but would be nice to have auto-off if modules are turned off for current context.
Same for no-exports.

cc #71

nah, this is weird. nvm


How to reset date range programmaticaly, ie. by click button which is in a different place?

wouldn't changing the value prop programmatically reset the date?


Tppos requiring optional args

I see the issue, will be fixing this tomorrow, thanks for reporting it.


Site assets not updating after deploy

My first deploy was good and everything is working fine.. When I tried to deploy again, it sends my new files and run everything but when I access my site, it shows the old assets.. I have been using rocketeer update that work very well but deploy do not update my files...
I guess that rocketeer is not updating the symbolic link or something like this.
EDIT:
Symbolic link is right.
Any help? Thanks!

You need to clear PHP OPCache's cache. You can use cachetool's opcache:reset command to do that on the server. Basically PHP's cache doesn't read symlinks so for him it's still the same folder, even if the files inside have changed

Nice! It works. Thank you!


Fix test s3 ops for namespace buckets

Signed-off-by: Romy<EMAIL_ADDRESS>Explain the changes

fix tests for namespace buckets (nightly run)

Issues: Fixed #xxx / Gap #xxx

Testing Instructions:

LGTM, Just one comment, as we are disabling the eslint rule no-invalid-this in every timeout line by doing // eslint-disable-line no-invalid-this we can do it for the whole file by doing /* eslint-disable no-alert */ and then we can remove the disable of each line. I think it is better as we will not need to worry about it every time we are using this. on this file.

@liranmauda I added this line instead /* eslint-disable no-invalid-this */


Command 'AL: Go!' resulted in an error (command 'al.go' not found)

I am trying to prepare my sandbox for the purpose of following the steps below.

Sign up for a Dynamics 365 Business Central sandbox.
Download Visual Studio Code.
Download the AL Language extension for Microsoft Dynamics 365 Business Central.
Select Ctrl+Shift+P to open the User Settings window; here you can modify the telemetry settings.
5. Select Alt+A, and right after, Alt+L to trigger the AL Go! command, choose a path to a new empty folder and which version to run. Then choose Microsoft cloud sandbox as the server.

While performing step number 5, we encountered the error message ‘Command ‘AL: Go!’ resulted in an error (command ‘al.go’ not found).’
Here is the link of the documentation. Please suggest how to resolve the error.

Please open an issue using the correct template which specifies which versions of VSCode and the AL Extension you are using.
As a sanity check, have you tried after restarting VSCode after installing the extension? This looks like an issue where the AL Extension had issues starting up.
I'm closing this issue as it's not using the right template and is missing information.

Hi,
I restarted my computer, but still, it is not working.
Thanks
Regards,
Abdul Wahab, MCP, Consultant
Direct: +92<PHONE_NUMBER>
Email<EMAIL_ADDRESS>Skype: abdul.wahabubit
Website: http://www.abmlogics.com/
LinkedIn: https://www.linkedin.com/in/abdul-wahab-a5b8b011a/
Twitter: Abdul Wahab @.***) / Twitterhttps://twitter.com/Abdulwahabubit
GitHub: https://github.com/AbdulWahabWarind
Youtube: https://www.youtube.com/channel/UCBjgLqLK_2kU-3bwo4McrTw

From: Thaddeus Loke @.>
Sent: Monday, June 17, 2024 8:24 AM
To: microsoft/AL @.>
Cc: Abdul Wahab @.>; Author @.>
Subject: Re: [microsoft/AL] Command 'AL: Go!' resulted in an error (command 'al.go' not found) (Issue #7763)
Please open an issue using the correct template which specifies which versions of VSCode and the AL Extension you are using.
As a sanity check, have you tried after restarting VSCode after installing the extension? This looks like an issue where the AL Extension had issues starting up.
I'm closing this issue as it's not using the right template and is missing information.
—
Reply to this email directly, view it on GitHubhttps://github.com/microsoft/AL/issues/7763#issuecomment-2172104914, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AFCTPYGSAX3X5VVUS4SJDGLZHZJHFAVCNFSM6AAAAABI4W3SMSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDCNZSGEYDIOJRGQ.
You are receiving this because you authored the thread.Message ID: @.***>


Different labels for the same metric

Apologies if this is the wrong place for this.
I'm trying to create a metric that monitors NIC status of the various interfaces on a given host. I've read the naming and label rules, and as I understand it, I should have a single Emum metric, such as, "NIC_operstates" and then add a label for each of the different interfaces, "eth0", "eth1"... Does that sound right? I started with crating a metric for each interface, so "eth0_operstate", but I believe this is incorrect based on the nameing a label conventions.
So my question is. In a single script, how can I create a single metric, that provides multiple network interface status with different labels. Is this possible? If I create a single metric, how can I give each call of state() a different label? Or have I got this completely wong?
Many thanks

It makes more sense to ask questions like this on the prometheus-users mailing list rather than in a GitHub issue. On the mailing list, more people are available to potentially respond to your question, and the whole community can benefit from the answers provided.


Docs-11309-EditorialPackage1-ESB

This PR is really old and there have been a lot of changes since this review.


[Warning] section to be updated

We had encountered scenarios with the customer in which they were not able to restore their backups even within 5 days' time.
I believe the different APIM schema plays a vital role here and was the reason behind it.
Can you kindly update the statement accordingly so that it suits all the schema of the APIM?

@sathishkumar-tlb : Thanks for your contribution! The author(s) have been notified to review your proposed change.

The PR is just an empty line. Please open an Issue instead.
#please-close


[Suggestion] Option to offset camera

The entire player model sliding across the ground/vehicle as you rotate your camera is very weird to me. I tried disabling the offset and that would just obstruct the view below the camera. I am suggesting that an option to offset the camera instead of the entire model be added. A toggle may not even be needed, they might work somewhat okay together, who knows? Preferably an option to change the up/down offset as well as the forward/back offset, to make the camera better align with the head. Or an "Align camera to player head" option. It might cause issues with multiplayer servers, kind of like the player height option.

The offset sliders move the model relative to the camera, not the other way around. In the default settings the camera is already basically aligned with the head, because as you noticed setting everything to 0 just places it right above the neck(where it technically is located in mc's logic).
It might cause issues with multiplayer servers, kind of like the player height option. and that's one of the reason why it won't happen(Also probably would feel horrible to play when rotation the camera physically moves it(kinda like f5 but in first person), and would cause clipping into stuff when you are next to a wall). I still have to look more into how the sitting animated position is determined because especially with modded Chairs it doesn't work well currently (#77). When rotating the camera while standing still the player in fact kinda slides over the floor behind the camera(well that's also what happens in third-person or other players in multi-player), so maybe adding that at least the legs move a bit in https://github.com/tr7zw/NotEnoughAnimations could help to fix this.

The offset sliders move the model relative to the camera, not the other way around.
That's exactly what I'm suggesting?
Also probably would feel horrible to play when rotation the camera physically moves it(kinda like f5 but in first person), and would cause clipping into stuff when you are next to a wall).
It doesn't have to be enabled by default.

That's exactly what I'm suggesting? you suggested moving the camera relative to the model, not the model to the camera.
The issue is I know exactly what a can of worms and issues this is to open.
Then I don't understand why there's an option to change the camera height along with player height I limited the height slider for that exact reason. If there where a slider to move the camera in the other directions you could just crank it up and have a build in range hack for pvp or can just look through walls by slamming your head into them. Ofc you could then try to limit the range back to the original camera position or move the camera visually but have the real camera back at it's original position but suddenly the block you are looking at is not correct anymore and then you start to be in the can of worms I mentioned. Also how do other mods react to that? This is also kinda the reason there are no other mods that physically move the camera away (except up/down, but that's kinda provided by mc itself) and at most tilt the camera.

If there are issues with any offset other than the forward/back offset, simply don't implement those. I honestly don't see how the forward/back offset would be a problem though.

Like I said, it creates tons of issues and will probably make you motion sick in no time, added to that, that it's extremely unpractical for gameplay since everything is distorted(hit ranges/block you are looking at/rotating = moving/camera position != actual position/when sneaking on the edge of a block you fly even further away/jump'n'runs become harder since you have to jump after visually already off the block/and probably more). You can probably try to achieve this effect with some mod that allows you to reposition the camera in 3rd person like a shoulder surfing mod or so, but you will quickly see why 3rd person controls are not a good idea for first person.

Like I said, it creates tons of issues and will probably make you motion
sick in no time

That's the reason Minecraft now has options to scale distortion and FOV
effects.

You can probably try to achieve this effect with some mod that allows you
to reposition the camera in 3rd person like a shoulder surfing mod or so,
but you will quickly see why 3rd person controls are not a good idea for
first person.

I could not find a Fabric mod that adds this behavior.
I wouldn't expect the feature to make most people motion sick, as it's how
turning your head works IRL. I can understand how it would, though.
I tested the Shoulder Surfing Reloaded mod with the camera placed right in
front of my head to mimic the requested feature, and while running around I
could not tell any difference most of the time.
On Mon, Mar 15, 2021 at 12:46 AM tr7zw @.***> wrote:

Like I said, it creates tons of issues and will probably make you motion
sick in no time, added to that, that it's extremely unpractical for
gameplay since everything is distorted(hit ranges/block you are looking
at/rotating = moving/camera position != actual position/when sneaking on
the edge of a block you fly even further away/jump'n'runs become harder
since you have to jump after visually already off the block/and probably
more). You can probably try to achieve this effect with some mod that
allows you to reposition the camera in 3rd person like a shoulder surfing
mod or so, but you will quickly see why 3rd person controls are not a good
idea for first person.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/tr7zw/FirstPersonModel/issues/109#issuecomment-799316614,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AOLVH3FFU6LRWBYWVPWR6ALTDXQO5ANCNFSM4ZGCHL7Q
.


Using six.raise_from wherever possible.

I'm not entirely sure how worthwhile this is, I just discovered the implementation doesn't do anything helpful in Python 2 (e.g. print the traceback from the original exc):
# Python < 3.2
def raise_from(value, from_value):
    raise value
# Python == 3.2
def raise_from(value, from_value):
    try:
        if from_value is None:
            raise value
        raise value from from_value
    finally:
        value = None
# Python > 3.2
def raise_from(value, from_value):
    try:
        raise value from from_value
    finally:
        value = None

I was "inspired" to do this by #211.

@jonparrott I updated so that the wrapped exceptions were still wrapped.


Images not appearing - Vorpal tutorial page

I noticed on the deployed version of the Wechaty docs some of the images are not appearing on the "Using Vorpal with Wechaty" tutorial page. But when I compile and run it locally, it looks perfectly fine. I was wondering what is causing the issue.
On deployed Wechaty docs:

Locally:

Is it this HTML format causing it?

Yes, please always using Markdown with our docs, and it should be enforced because the docusaurus can check it for us.
HTML should be avoided as possible as we can.


Fergil's Miniscope data notes

Calcium (5 objects, ~3 GB)

contains a documentation about the experiment and data format
behavior data folder is empty (the behavior camera video(s) are missing)
miniscope data folder has the following files:

C6-J588_Disc5_msCamAll_ffd.avi > This is a video of all the miniscope ‘Snippets’ (short videos capturing each trial), concatenated together into a single video. The first frame of every snippet is deleted (hence ‘ffd = first frame deleted)
When I open this file in OpenCV, the number of frames are 10262, and the shape of a frame is (240, 376, 3) uint8 dtype.

C6-J588_Disc5_msCamComb_MC.mat > motion corrected video, when opening in MATLAB it has "Mr_8bit" named struct in it with 240 x 376 x 10262 uint8 values.

C6-J588_Disc5_msCamComb_MC_curated_20220605_1722.mat > this file should contain the calcium data, after cells have been identified by CNMF_E, and traces extracted.
When I open this file in MATLAB I can see the "neuron" object however is has a different structure compared to what is expected from the readme:

Since I don't see struct named ‘C’ that would contain the traces of each cell throughout the task.
C6-J588_Disc5_timestampsAllCumulData.mat >
msCamTrialTimestamps defines the first and last frame for each trial. They provided which were reward and shock trials:
CS-Reward trails:
[1, 3, 6, 9, 10, 12, 13, 15, 16, 20, 23, 24, 27, 28, 30],
CS-Shock trails:
[2, 4, 5, 7, 8, 11, 14, 17, 18, 19, 21, 22, 25, 26, 29]
So we know for each frame whether it was a reward or shock trial. > trials table
There are other columns in the file which are not defined in the document:

@CodyCBakerPhD I'm not sure how standard this format is, I expected to be more similar to this, just thinking whether this interface will live in neuroconv or be a custom interface here.

@CodyCBakerPhD I'm not sure how standard this format is, I expected to be more similar to this, just thinking whether this interface will live in neuroconv or be a custom interface here.

I believe this is externally parsed Miniscope - the native format I thought was the collection of .avi files plus some kind of header, but not MATLAB files that extracted that into arrays

When I open this file in MATLAB I can see the "neuron" object however is has a different structure compared to what is expected from the readme:

(6,1) arrays that have that appearance are the hallmark of MATLAB special encoding schemes. Normally you only see that when reading the .mat file in Python, this is my first time seeing it in MATLAB itself.
But if I had to guess it means that file was written in a certain version of MATLAB and your version is not compatible with it for whatever reason.
What version of MATLAB did you use to try reading it? Can we ask if they knew what version of MATLAB was used to write it?

You're probably right, because it shows up like this in Python:

I'm using MATLAB_R2022b, but I opened MATLAB 5.0 MAT-files before that showed up "normally".
(Actually all the files they have are MATLAB 5.0)

TODO: for this issue try https://github.com/zhoupc/CNMF_E/tree/master/python_wrapper

Created a helper function in MATLAB to load such file that was produced CNMF_E (also adding that folder to the path so MATLAB too can see the 'neuron' struct) and save it in a new file that can be read by Python:
% This is a helper function for repacking a .mat file produced by CNMF_E
% The 'neuron' struct is a Matlab class called Sources2D, so they cannot be directly loaded into Python for further analysis.

function save_neuron(CNMF_E_folder_path, source_filepath, destination_filepath)

    % Add CNMF_E folder to MATLAB search path
    addpath(CNMF_E_folder_path);

    % Load the file
    load(source_filepath, 'neuron');

    neuron = struct(neuron);

    % Save the 'neuron' struct in v7 format
    save(destination_filepath, '-v7', '-struct', 'neuron');

end

TODO: check if segmentation output is compatible with our current CNMF_E extractor


Rhoadesj/dev

first we need to pull the main into this branch and fix conflicts

Still exist only the non merged parts


Create okx-kaia-explorer.md

Proposed changes

Describe your changes to communicate to the maintainers why we should accept this pull request.
If it fixes a bug or resolves a feature request, be sure to link to that issue.

Types of changes
Please put an x in the boxes related to your change.

[x] Minor Issues and Typos
[ ] Major Content Contribution
[ ] Others

Checklist
Put an x in the boxes that apply. You can also fill these out after creating the PR. If you're unsure about any of them, don't hesitate to reach out. We're here to help! This is simply a reminder of what we are going to look for before merging your code.

[x] I have read the CONTRIBUTING GUIDELINES
[x] I have read the CLA and signed by comment I have read the CLA Document and I hereby sign the CLA in first time contribute
[ ] I have added necessary documentation (if appropriate)
[ ] Any dependent changes have been merged and published in downstream modules

Related issues
This PR addresses the issues raised in the previously locked issue #139 .Since the original issue has become outdated, I have created a new issue.
Please review and let me know if any further adjustments are needed. Thank you!
Further comments
If this is a relatively large content contribution, kick off the discussion by explaining why you would suggest the content contribution, etc...

I have read the CLA Document and I hereby sign the CLA

I have read the CLA Document and I hereby sign the CLA

Hi @Iris3329 Kindly comment recheck in this PR


🐞[bug]: Navbar overlaps with the contents while scrolling down

Is there an existing issue for this?

[X] I have searched the existing issues

Describe the bug
The navbar text overlaps with the footer content when scrolled until last.
Expected behavior
I would like to add a transparent background matching to the current design to overcome the problem.
Please assign this issue to me under gssoc'24 EXTENDED with label gssoc'24 and hacktoberfest.
Add ScreenShots

What browsers are you seeing the problem on?
Chrome
Record

[X] I have read the Contributing Guidelines
[X] I'm a GSSOC'24EXTD contributor
[X] I have starred the repository

@Anjaliavv51 please do assign me this issue

@Anjaliavv51 I would like to solve the issue.
Please assign me this issue to solve it.

@Annapoornaaradhya it is already assigned.


FileValidator wrong mimetype for dotx

I could not upload/check any .dotx file, because the FileValidator does check the mimetype with finfo_file which gives me
application/vnd.openxmlformats-officedocument.wordprocessingml.document

which is wrong. The correct mime type would be
application/vnd.openxmlformats-officedocument.wordprocessingml.template

which is correctly defined in the mimeTypes.php file.
I currently don't know why finfo gives a wrong mimetype.

Seems not a Yii problem.
I can offer you two solutions:

create your own mimeTypes.php and merge ['dotx' => 'application/vnd.openxmlformats-officedocument.wordprocessingml.document'] with contents of default one. Then configure FileHelper and set the mimeMagicFile pointing to your customized file.
in model rule of file validation set 'checkExtensionByMimeType' => false. Be careful about this, it is not reliable but would work at least.


updating Resource Specification URLs to latest

$ curl -s https://s3.ap-east-1.amazonaws.com/cfn-resource-specifications-ap-east-1-prod/latest/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.1.0"
$ curl -s --compressed https://cfn-resource-specifications-ap-east-1-prod.s3.ap-east-1.amazonaws.com/latest/gzip/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.2.0"
$ curl -s https://s3.cn-north-1.amazonaws.com.cn/cfn-resource-specifications-cn-north-1-prod/latest/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.1.0"
$ curl -s --compressed https://cfn-resource-specifications-cn-north-1-prod.s3.cn-north-1.amazonaws.com.cn/latest/gzip/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.2.0"
$ curl -s https://s3.cn-northwest-1.amazonaws.com.cn/cfn-resource-specifications-cn-northwest-1-prod/latest/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.1.0"
$ curl -s --compressed https://cfn-resource-specifications-cn-northwest-1-prod.s3.cn-northwest-1.amazonaws.com.cn/latest/gzip/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.2.0"
$ curl -s --compressed https://s3.me-south-1.amazonaws.com/cfn-resource-specifications-me-south-1-prod/latest/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.1.0"
$ curl -s --compressed https://cfn-resource-specifications-me-south-1-prod.s3.me-south-1.amazonaws.com/latest/gzip/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.2.0"
$ curl -s --compressed https://s3.us-gov-east-1.amazonaws.com/cfn-resource-specifications-us-gov-east-1-prod/latest/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.1.0"
$ curl -s --compressed https://s3.us-gov-east-1.amazonaws.com/cfn-resource-specifications-us-gov-east-1-prod/latest/gzip/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.2.0"
$ curl -s --compressed https://s3.us-gov-west-1.amazonaws.com/cfn-resource-specifications-us-gov-west-1-prod/latest/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.1.0"
$ curl -s --compressed https://s3.us-gov-west-1.amazonaws.com/cfn-resource-specifications-us-gov-west-1-prod/latest/gzip/CloudFormationResourceSpecification.json | jq .ResourceSpecificationVersion
"6.2.0"

updated in Troposphere as well:
https://github.com/cloudtools/troposphere/commit/194ef38df265571c394ec47b312980345b35b5ca


Document Testing Plan

While we're doing this initial testing, we can capture what needs to be tested on our release candidates by the wider team.
Make a simple document with steps our testers should take.

Work-In-progress:
Testing Spec
Functionality
Regular wallet

[ ] create wallet
[ ] generate some valid addresses
[ ] receive coins
[ ] send coins
[ ] delete wallet and use back-up phrase to restore wallet

Multisig wallet

[ ] create wallet
[ ] generate some valid addresses
[ ] receive coins
[ ] send coins
[ ] delete wallet and use back-up phrase to restore wallet

Navigation
Visit all tabs + sub menus

[ ] Home

[ ] Receive

[ ] Send

[ ] Scan

[ ] Settings

Check external links work

[ ] Github issues
[ ] Github link

Multisig wallet

[x]    create wallet (this will require at least one other wallet to co-sign)
[x]    generate some valid addresses
[x]    receive coins
[x]    send coins
[x]    delete wallet and use back-up phrase to restore wallet


Issue with Edge

First Off I would like to thank you for the wonderful job you have done on the library.
Now to the question at hand....
Is anyone having issues with Edge?  I am able to display everything but the image itself.  I noticed that both  you Cesium and ArcGIS examples are also exhibiting the same issue while running in the edge browser(They work with IE)
https://spatialillusions.com/demos/arcgis3d/index.html
https://spatialillusions.com/Demos/cesium/
Any help is greatly appreciated.
Thank you!

I'm having the same issue in Edge. Only affects examples that use Canvas. Trows a lot of the following error message:
2DCONTEXT20301: Attempt to construct Path2D from unsupported type. Empty path created.

Maybe related to this Edge issue? https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/8438884/

Thanks for pointing this out, and we should be able to solve this quite easy. If would however be appreciated if someone could help me out since I don't have Edge on my main development computer.
The problem seems to be that Path2D is available in Edge, but it can't take an svg path as input.
https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/8438884/
In milsymbol I check if Path2D is present and if not I use my own replacement function that is a bit slower but works. This is done at this place in the code:
https://github.com/spatialillusions/milsymbol/blob/master/src/symbol/ascanvas.js#L45
So either the if statement should be something more clever, or we should use a try-catch to catch the error. (Might be good to do some code refactoring there as well...)
Pull requests are as usual always welcome, otherwise I will try to fix it as soon as possible.

I have made a solution that should fix this, but it would be great if someone else could build milsymbol and try it out by running the canvas speed test demo or something else that makes milsymbol render canvas images in Edge. Found out that my windows computer still uses an older version of Edge, and I can't update to a new version because of company rules.

I will test it out later today.

Now been able to verify that my fix does not work. Need to look more into this.

Ok, so this is quite tricky. In EdgeHTML14 Microsoft implemented support for Path2D, but they didn't implement support for initiating it with a SVG path, and if you initiate it with an SVG path, it will not throw an error, instead it will return an empty path and log a warning.
This makes it hard to catch when there is an error, and we don't want to force Edge to always use the workaround for older versions of IE and Edge that is built into milsymbol since Microsoft hopefully will fix this in the future.
So any workarounds that will solve this is welcome, because at the moment I'm sort of stuck...

I've experimented a bit with Path2D in Edge and came to the same conclusion as you @spatialillusions . I have not found any workarounds yet.

Wow !!!  Just getting back to work. Thanks to everyone for all your efforts.   I will think about some possibilities and also work with Microsoft to find out when, if at all, the fix is in their pipeline.
Thank you again!

I have submitted a patch that will check if Path2D is broken and if so use the work around. Would be much appreciated if someone could build the code and test it out in different web browsers to make sure that I didn't break anything. It might also be good to check what the result of toDataURL is in different browsers so that we don't use the workaround when it isn't needed, I have only tested in Edge and Chrome so far.

Just published milsymbol 1.3.1 that contains a fix for this. (Or at least I think that this should fix everything.) Please let me know if you run into any further problems.

@tacticalguy Could you close this case when you have verified if 1.3.1 solves your problems?

Amazing Job!  Just got a chance to test and it seems to work perfectly.
Thank you again for your support.

FYI, I have now updated the samples for ArcGIS 3d, Cesium and Mapbox on spatialillusions.com to use the new 1.3.1 release so that they work in Edge as well.
And @tacticalguy if you are able to tell me more about the project you are working on, please send me an email, you can find my contact details on spatialillusions.com.


Various minor diags fixups.

Largely issue #147 based, but also other minor tidies (including critically the dpkg change that triggered this - getting fed up not being able to work out what version we are running!).

LGTM


Remove jetson_hardware_ws

Remove and update documentation

https://answers.ros.org/question/284099/controller-spawner-stuck-while-loading/

https://answers.ros.org/question/119316/using-controller-manager-and-getting-it-to-work/


Common: add AWS credentials to .travis.yml

AWS_ACCESS_KEY
AWS_SECRET_KEY

AWS_S3_BUCKET and AWS_REGION can be hardcoded as they are publicly available.

Added the creds. Permissions still need to be setup.


An error occurred during the publish operation: User: arn:aws:sts::407223949779:assumed-role/us-east-2_iispTEBq7_Full-access/amplifyadmin is not authorized to perform: amplify:ListJobs on resource: arn:aws:amplify:us-east-2:407223949779:apps/d1vqj8u2diu92j/branches/prod/jobs/*

Before opening, please confirm:

[X] I have checked to see if my question is addressed in the FAQ.
[X] I have searched for duplicate or closed issues.
[X] I have read the guide for submitting bug reports.
[X] I have done my best to include a minimal, self-contained set of instructions for consistently reproducing the issue.

App Id
An error occurred during the publish operation: User: arn:aws:sts::407223949779:assumed-role/us-east-2_iispTEBq7_Full-access/amplifyadmin is not authorized to perform: amplify:ListJobs on resource: arn:aws:amplify:us-east-2:407223949779:apps/d1vqj8u2diu92j/branches/prod/jobs/*
Region
No response
Amplify Console feature
No response
Describe the bug
An error occurred during the publish operation: User: arn:aws:sts::407223949779:assumed-role/us-east-2_iispTEBq7_Full-access/amplifyadmin is not authorized to perform: amplify:ListJobs on resource: arn:aws:amplify:us-east-2:407223949779:apps/d1vqj8u2diu92j/branches/prod/jobs/*
Expected behavior
An error occurred during the publish operation: User: arn:aws:sts::407223949779:assumed-role/us-east-2_iispTEBq7_Full-access/amplifyadmin is not authorized to perform: amplify:ListJobs on resource: arn:aws:amplify:us-east-2:407223949779:apps/d1vqj8u2diu92j/branches/prod/jobs/*
Reproduction steps
An error occurred during the publish operation: User: arn:aws:sts::407223949779:assumed-role/us-east-2_iispTEBq7_Full-access/amplifyadmin is not authorized to perform: amplify:ListJobs on resource: arn:aws:amplify:us-east-2:407223949779:apps/d1vqj8u2diu92j/branches/prod/jobs/*
Build Settings
An error occurred during the publish operation: User: arn:aws:sts::407223949779:assumed-role/us-east-2_iispTEBq7_Full-access/amplifyadmin is not authorized to perform: amplify:ListJobs on resource: arn:aws:amplify:us-east-2:407223949779:apps/d1vqj8u2diu92j/branches/prod/jobs/*

Additional information
An error occurred during the publish operation: User: arn:aws:sts::407223949779:assumed-role/us-east-2_iispTEBq7_Full-access/amplifyadmin is not authorized to perform: amplify:ListJobs on resource: arn:aws:amplify:us-east-2:407223949779:apps/d1vqj8u2diu92j/branches/prod/jobs/*

Hi @Mystsra, is this related to using the Amplify CLI?

Closing for now. Please reopen if the issue occurs again.


Utilizing wealth of Deps.dev information

Deps.dev has a lot of existing data crawled from open source packages. We'd ideally be able to utilize the information available there to perform analysis and aggregation from.
There are two modes that a large data set like Deps.dev can be used.

One is through a standard collector, where it emits documents about what it knows and that gets ingested into GUAC, taken from the bigquery table
Another use case which may be useful is as a data augmenter (similar to certifiers). Based on information in GUAC, it emits documents which augment the particular data sets in GUAC

Additional evaluation needs to be done to determine the best way to go forward with using Deps.dev information.

We can do something like the OSV certifier where we get a bunch of PURLs and query the deps.dev data set and put information in! https://github.com/guacsec/guac/tree/main/pkg/certifier/osv, should be a pretty straightforward exercise in terms of parsing PURLs and querying them through the deps.dev dataset https://deps.dev/data

@pxp928  Are you working on this? If not, I'd like to take it on.

Hey @naveensrinivasan, yea I have already stared work on this. PR coming later next week. Would you be interested in working on the scorecard collector?


Release message improvement

Please describe your feature
It should be possible to add HTML to the release message (like links etc.)

Has been build out in v1.0.0


Search bar

While browsing and exploring the documentation I felt a little frustrated by the absence of a search bar.
Would it be possible to add the following config to mkdocs.yml?
theme:
  features:
    - search.highlight
    - search.share
    - search.suggest

plugins:
  - search

I think it would also be relevant in the documentation-template.

Search bar has been added...

Note also that Read the Docs also includes a Search function...

Also made the same update to the document-template repo - https://github.com/EOEPCA/document-template/commit/6bc682385d684e189e28fcbba1e4d297edfc0a0f


Jetson Nano - std::length_error when depth sensing

Preliminary Checks

[X] This issue is not a duplicate. Before opening a new issue, please search existing issues.
[X] This issue is not a question, feature request, or anything other than a bug report directly related to this project.

Description
I’m getting the following error whenever I run the depth sensing script from the tutorials on the Jetson Nano:
terminate called after throwing an instance of 'std::length_error'
what():  vector::_M_default_append
Aborted (core dumped)

More specifically, the error happens on the zed.grab(runtime_parameters) call. The camera opens successfully, and I can query the serial number and set the initial_parameters but after that, zed.grab() fails.
I am primarily using the Python API but this happens for the C++ code as well. Disabling enable_depth in the runtime_parameters allows me to take images but obviously, this defeats the purpose of getting a stereo camera.
It seems to be a C++ runtime error so I’m not entirely sure how to approach the fix. I’m hoping someone can help me out.
Thank you!
Steps to Reproduce

Install ZED SDK 3.7 for Jetson Nano JetPack 4.6
Run depth_sensing.py from here

Expected Result
Get depth map.
Actual Result
terminate called after throwing an instance of 'std::length_error'
what():  vector::_M_default_append
Aborted (core dumped)

ZED Camera model
ZED2
Environment
Relevant information:
Platform: Jetson Nano
Python: 3.6
ZED SDK: 3.7
CUDA: 10.2
JetPack: 4.6
Ubuntu: 18.04 L4T 32.6.1

Anything else?
No response

Just tested with a Jetson TX2 and the script runs fine. On my TX2, the set up is the same, with the ZED SDK installed via the run script found here.
So it's most likely a problem with the Jetson Nano.


Cloudflare is blocking third party documentation builds that use intersphinx

Hi,
I realize this isn't the best place to raise this, but I couldn't find another way of reaching out :')
I'm one of the maintainers of quantify, and our package depends on a few zhinst packages. We have a GitLab pipeline that creates a sphinx documentation, and one of the plugins, intersphinx, creates a mapping between zhinst related objects and a hyperlink to the corresponding API page of your package. As of yesterday, we noticed that when we build the documentation with a GitLab runner we run into a 403 error, meaning our connection is refused. The error message we get is:
intersphinx inventory 'https://docs.zhinst.com/zhinst-toolkit/en/latest/objects.inv' not fetchable due to <class 'requests.exceptions.HTTPError'>: 403 Client Error: Forbidden for url: https://docs.zhinst.com/zhinst-toolkit/en/latest/objects.inv
WARNING: failed to reach any of the inventories with the following issues:
intersphinx inventory 'https://docs.zhinst.com/zhinst-qcodes/en/v0.1/objects.inv' not fetchable due to <class 'requests.exceptions.HTTPError'>: 403 Client Error: Forbidden for url: https://docs.zhinst.com/zhinst-qcodes/en/v0.1/objects.inv

building documentation locally works fine, it's only the GitLab runners that are being blocked. Could it be that CloudFlare or a firewall is blocking us?

How to reproduce
Environment info

Python version:
zhinst-toolkit version:
LabOne version:
zhinst version:

Device/system information (if applicable)
Additional information

Hey
thanks for raising this issue.
We have had similar issues lately with other files 😇. Whitelisting the *.inv files on cloudflare should solve the problem. I have filed a request and keep you updated.

Hi Tobias, thanks! I just realized we have another pipeline failing during the link-check stage of sphinx. This checks all external URLs in our documentation to see if they are still alive/reachable. We are now also seeing 403 errors with that pipeline even when trying to reach the zhinst.com homepage. So if there is a solution beyond whitelisting *.inv files that would be nice 🥲

@rsokolewicz can you check if you still see a 403 error?

Hi Tobias, yes it all works now thank you very much :D


add validation step using isPCR

in silico PCR could be used to evaluate the primer pairs to further filter them.

added in v1.3.0


Refactor History::toggle

What kind of change does this PR introduce? (check at least one)

[x] Bugfix
[x] Refactor

Does this PR introduce a breaking change? (check one)

[x] No

Does this PR fulfill these requirements:

[x] All tests are passing

Additional Information
This replaces the naive reconcile strategy in place when actions are toggled. We only want to reconcile on an action which is active, and want to do so on the oldest action provided. This PR addresses those concerns.

Codecov Report

Merging #339 into master will not change coverage.
The diff coverage is 100%.

@@          Coverage Diff          @@
##           master   #339   +/-   ##
=====================================
  Coverage     100%   100%
=====================================
  Files          24     24
  Lines         837    844    +7
=====================================
+ Hits          837    844    +7

Impacted Files
Coverage Δ

src/history.js
100% <100%> (ø)
:arrow_up:

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
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--wait always fails if one of nodes is not ready: consider only check for Ready and Scheduled Nodes

Description
The case here is that if one of the Nodes is NOT in Ready status, that said, my-node   NotReady,SchedulingDisabled   worker   514d for example, passing --wait flag always fails.
Proposal
I'm proposing that we should pass []*v1.Node in order to narrow the validation "scope" amongst in running nodes.
We probably need something like --field-selector=status.phase=Running field selector for listing nodes.
nodes, err := clientset.CoreV1().Nodes().List(context.TODO(), metav1.ListOptions{})

and eventually we pass this as a new arg in the func:
func (c *ReadyChecker) IsReady(ctx context.Context, v *resource.Info, nodes []*v1.Node) (bool, error)

Output of helm version: v3.8.0
Output of kubectl version: v1.23.4
Cloud Provider/Platform (AKS, GKE, Minikube etc.): Self-hosted

kindly ping @technosophos @adamreese, does it make sense to implement?

Blocked by https://github.com/helm/helm/pull/10920


Fix example's if/then/else order

The "props.match[param]: string" section had an example (props.match ? false : true) that was backwards. Switched the arguments to match the intended usage.

Looks like someone else already submitted this change in https://github.com/reach/router/pull/278


Added handling for MySqlConnector.MySqlDateTime objects

Fixes #97

thanks

Is this the fix for the error "Unhandled data type. Current processing data type: "MySqlConnector.MySqlDateTime" Please report this bug with this message to the development team."?
How can I apply it?
thanks

Currently, the fix hasn't made it into a build on NuGet. So you'll have to compile it yourself and reference that assembly in your project.
@adriancs2 Would you be able to upload a new version with this fix to NuGet?

Hi, the nuget package for this fix is released. Thanks all :)
https://www.nuget.org/packages/MySqlBackup.NET.MySqlConnector/

During the early days of writing this library for MySqlConnector, MySqlDateTime was not existed/implemented in MySqlConnector. That's why I commented out the section that handles MySqlDateTime in MySqlBackup.NET in the first place.


bcbio install fail on MakeMaker

Kept getting stuck on this step.
[localhost] local: /home/dwaggott/ashley1/apps/bin/brew list samtools | grep -c bctools | cat
[localhost] local: /home/dwaggott/ashley1/apps/bin/brew list samtools | grep -c vcfutils.pl | cat
[localhost] local: /home/dwaggott/ashley1/apps/bin/brew info samtools
[localhost] local: /home/dwaggott/ashley1/apps/bin/brew info cpanminus
[localhost] local: /home/dwaggott/ashley1/apps/bin/cpanm -i --notest --local-lib=/home/dwaggott/ashley1/apps 'Encode::Locale'
==> Found dependencies: ExtUtils::MakeMaker
--> Working on ExtUtils::MakeMaker
Fetching http://www.cpan.org/authors/id/B/BI/BINGOS/ExtUtils-MakeMaker-7.04.tar.gz ... OK
Configuring ExtUtils-MakeMaker-7.04 ... FAIL
! Timed out (> 60s). Use --verbose to retry.
Terminated
dwaggott@scg1-3-12: ~/ashley1/apps
$ ! Configure failed for ExtUtils-MakeMaker-7.04. See /home/dwaggott/.cpanm/work/1427302537.11756/build.log for details.
Encode::Locale is up to date. (1.04)

cpanm (App::cpanminus) 1.7027 on perl 5.010001 built for x86_64-linux-thread-multi
Work directory is /home/dwaggott/.cpanm/work/1427302537.11756
You have make /usr/bin/make
You have /usr/bin/wget
You have /bin/tar: tar (GNU tar) 1.23
Copyright (C) 2010 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>.
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.

Written by John Gilmore and Jay Fenlason.
You have /usr/bin/unzip
Checking if you have ExtUtils::MakeMaker 6.58 ... No (6.55_02 < 6.58)
Checking if you have ExtUtils::Install 1.46 ... Yes (1.54)
==> Found dependencies: ExtUtils::MakeMaker
Searching ExtUtils::MakeMaker on cpanmetadb ...
--> Working on ExtUtils::MakeMaker
Fetching http://www.cpan.org/authors/id/B/BI/BINGOS/ExtUtils-MakeMaker-7.04.tar.gz
-> OK
Unpacking ExtUtils-MakeMaker-7.04.tar.gz
Entering ExtUtils-MakeMaker-7.04
Checking configure dependencies from META.json
Configuring ExtUtils-MakeMaker-7.04
Running Makefile.PL
-> FAIL Timed out (> 60s). Use --verbose to retry.
-> N/A
-> FAIL Configure failed for ExtUtils-MakeMaker-7.04. See /home/dwaggott/.cpanm/work/1427302537.11756/build.log for details.
Searching Encode::Locale on cpanmetadb ...
Encode::Locale is up to date. (1.04)

Daryl;
Sorry about the build problem. I'm not sure why it is failing from this traceback. Could you try running the install manually with verbose output:
/home/dwaggott/ashley1/apps/bin/cpanm -i --notest --verbose --local-lib=/home/dwaggott/ashley1/apps 'ExtUtils::MakeMaker'

to see if that provides a more useful indication of why it might be failing? Hope this helps.

Yes, that seemed to work. Not sure why the timeout through the bcbio install.
Similar issues are showing up with other packages. Ill keep doing the manual workaround.
[localhost] local: /home/dwaggott/ashley1/apps/bin/brew info cpanminus
[localhost] local: /home/dwaggott/ashley1/apps/bin/cpanm -i --notest --local-lib=/home/dwaggott/ashley1/apps 'Encode::Locale'
Encode::Locale is up to date. (1.04)
[localhost] local: /home/dwaggott/ashley1/apps/bin/cpanm -i --notest --local-lib=/home/dwaggott/ashley1/apps 'Statistics::Descriptive'
--> Working on Statistics::Descriptive
Fetching http://www.cpan.org/authors/id/S/SH/SHLOMIF/Statistics-Descriptive-3.0608.tar.gz ... OK
==> Found dependencies: Module::Build
--> Working on Module::Build
Fetching http://www.cpan.org/authors/id/L/LE/LEONT/Module-Build-0.4211.tar.gz ... OK
==> Found dependencies: Module::Metadata, version, CPAN::Meta, Perl::OSType
--> Working on Module::Metadata
Fetching http://www.cpan.org/authors/id/E/ET/ETHER/Module-Metadata-1.000026.tar.gz ... OK
Configuring Module-Metadata-1.000026 ... FAIL
! Timed out (> 60s). Use --verbose to retry.
Terminated

Manually installing Metadata
/home/dwaggott/ashley1/apps/bin/cpanm -i --notest --verbose --local-lib=/home/dwaggott/ashley1/apps 'Module::Metadata'
...
Module-Metadata-1.000026/corpus/BOMTest/
Module-Metadata-1.000026/corpus/BOMTest/UTF16BE.pm
Module-Metadata-1.000026/corpus/BOMTest/UTF16LE.pm
Module-Metadata-1.000026/corpus/BOMTest/UTF8.pm
Entering Module-Metadata-1.000026
Checking configure dependencies from META.json
Checking if you have ExtUtils::MakeMaker 0 ... Yes (7.04)
Running Makefile.PL
Configuring Module-Metadata-1.000026 ... Checking if your kit is complete...
Looks good
Warning: prerequisite version 0.87 not found.

Daryl;
Sorry about the continued problems. It would be helpful to know what type of machine and version of Perl you're installing this on. It looks like there is something problematic/incomplete/out-of-date with your Perl installation. This tip suggests upgrading ExtUtils might help:
http://stackoverflow.com/questions/27747568/getting-cant-find-xsubpp-at-usr-lib-perl5-5-10-0-extutils-mm-unix-pm-error-w
so you could do:
/home/dwaggott/ashley1/apps/bin/cpanm -i --notest --verbose --local-lib=/home/dwaggott/ashley1/apps 'ExtUtils::MM_Unix'

Hope this helps some.

Ah right, default perl on that cluster old. Let's try with something else.

Yes, works fine now.

Thanks for following up, glad it's installing okay now.


Apotheosis crashes the game after updating from 7.3.5 to 7.4

Crash report isnt possible because Minecraft crashes to soon, so a log it is.
After Update
latest.log

Here the Log before the uodate
Uploading 2024-06-29-7.log…

Your dependencies are outdated
[06:33:53] [main/ERROR]: Missing or unsupported mandatory dependencies:
	Mod ID: 'placebo', Requested by: 'apotheosis', Expected range: '[8.6.2,)', Actual version: '8.6.1'
	Mod ID: 'attributeslib', Requested by: 'apotheosis', Expected range: '[1.3.5,)', Actual version: '1.3.4'

Ty for the fast reply! Much love!


Problems with passing arrays (2.6.3)

While integrating the changes from https://github.com/lambdaclass/cairo_native/pull/504 to the blockifier, I got the problem while executing the send_message_to_l1 syscall: the to_address field seems to be incorrect:
Diff < left / right > :
 CallExecution {
     retdata: Retdata(
         [],
     ),
     events: [],
     l2_to_l1_messages: [
         OrderedL2ToL1Message {
             order: 0,
             message: MessageToL1 {
                 to_address: EthAddress(
<                    0x0000000000000000000000000000000000000003,
>                    0x00000000000000000000000000000000000004d2,
                 ),

When the syscall is executed (at a blockifier level) it returns the proper address (it gets 0x3 as input and returns 0x3 as an output) but it seems Native is not recognizing it. With using the VM this problem doesn't happen.
We are passing arguments in the following format:
let to_address = stark_felt!(1234_u16);
    let payload = vec![stark_felt!(2019_u16), stark_felt!(2020_u16), stark_felt!(2021_u16)];
    let calldata = Calldata(
        concat(vec![
            vec![
                to_address,
                stark_felt!(u64::try_from(payload.len()).expect("Failed to convert usize to u64.")),
            ],
            payload.clone(),
        ])
        .into(),
    );

And it seems to me that CN consumes the length of array as to_address.

executed function in cairo
#[external(v0)]
fn test_send_message_to_l1(
    self: @ContractState, to_address: felt252, payload: Array::<felt252>
) {
    starknet::send_message_to_l1_syscall(to_address, payload.span()).unwrap_syscall();
}

Let me know if you need any more info regarding that issue!

Can you try with the latest commit from that pr? i think i fixed it.

Seems like the fix is working, closing.


Fix overlay position clamping and arrow position

Relates to https://github.com/adobe/react-spectrum/pull/1297 and https://github.com/adobe/react-spectrum/pull/3756
Most of the work here is courtesy of @filipw01, split out from https://github.com/adobe/react-spectrum/pull/4097 with updates in desired behavior discovered after our latest testing session (3/16/2023).
✅ Pull Request Checklist:

[ ] Included link to corresponding React Spectrum GitHub Issue.
[ ] Added/updated unit tests and storybook for this change (for new code or code which already has tests).
[ ] Filled out test instructions.
[ ] Updated documentation (if it already exists for this component).
[ ] Looked at the Accessibility Practices for this feature - Aria Practices

📝 Test Instructions:
Open newly created story in UseOverlayPosition story and play with different positions and offsets. More details about the issue that was fixed here https://github.com/adobe/react-spectrum/pull/1297
Open any TooltipTrigger story and play with offset controls to see how the and clamping arrow behaves. Additionally, use the DialogTrigger: popover story and try a combination of different button widths/height + cross offsets + positions. The arrow should prefer being positioned in the center of the button's edge. If placing the arrow in the center of the button would cause the arrow to no longer be contained in the overlay, the arrow should move the minimum amount necessary to still be within the overlay and the trigger
🧢 Your Project:
RSP + https://www.chilipiper.com/

For reviewers, feel free to leave any opinions on the difference in arrow positioning experience between this and this. The difference between the two is where the arrow is placed if the center of the button is not a viable position, with the first moving as close to the center of the overlay as possible and the second moving towards as close to the center of the button as possible.

second moving towards as close to the center of the button as possible.

I'm in favor of the second one that keeps the arrow as close to the center of the button as possible.

Testing the default popover story with the scrolling turning on and it should flip and doesn't.

TODO: rerun chromatic when the specificity pr goes in


Add Step: allow dev to assert which page ids were visited or not. Maybe in what order as well.

For example, something like:
Then the user saw these pages
  """
    user name
    user role
    other parties
  """

and:
Then the user did NOT see these pages
  """
    children name
    children lawyer name
  """

and possibly (though we have to figure out if it's actually useful):
Then the user saw these pages in this order
  """
    user name
    user address
  """

With this last one, should they be able to skip listing pages so they don't have to write out every single id? Maybe have a different Step that says "Then the user saw these pages in this order without skipping pages"? Maybe:
Then the user saw the page "user address" sometime/right after the page "user name"

Also have a Step for "before"?

I'm not sure I understand the benefit of listing pages in the same order. For ordering screens, I've found it much more useful to list each step separately (even if it's a lot of steps, and you have to explicitly say to continue), because it's really easy at a glance to know which step a test fails at, something that is difficult on steps that cover multiple screens like tables.
I see how "user did not see these pages" could be useful, but I thought through it a bit, and given that:

it would likely come after a story table
if it's something you don't want to enter info on, the info could just not be present in the story table. So this step would be useful if there are multiple screens that could show up instead of the desired one
New bugs in this case are likely to be newly added screens, with different ids than the ones you are already trying to avoid.

I feel like I'd end up recommending people use the "user did see these pages" step instead, which is a lot stricter than than the "Not see" step.


keymanager: fix deadlock in telemetry

Fix bug that can result in a deadlock when querying the metrics of the keymanager.

wrong repo


Fix crash when calling get_video_adapter_* in a thread

Fixes #79503 .

Oh sorry I messed up, will fix it soon🥲

Thanks!

Cherry-picked for 4.1.2.


Get previous minor release for core components e2e tests

Issue #, if available:
Description of changes:
Methods to get the proper version of the previous minor release for the upcoming e2e tests for core components upgrades
By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

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/lgtm


Linton naik chapter6

Updates to chapter 6, including ordinary formatting issues from OCR errors

I haven't merged this yet due to merge conflicts.


Feature godot eliminate static genome

Tested and worked in container/local
Improved the code
Ensure the data go through well
Able to update the data properly
Able to read cortical area through FEAGI
Some clean up on yml and dockerfile
Updated static_genome to ensure all of them are on and displayable in godot along with neurons

Another clean up on Dockerfile.private

Reverted the change on feagi.yml


Audio player

As a user, I want to be able to preview my audio files locally. Therefore, I need an audio player. At a minimum, I should be able to play and pause files. At best, I should also be able to move forwards and backwards through the file and jump to specific time stamps. The (remaining) duration of the file should be displayed.

Added in commit 7cfa186b.

Added in commit 7cfa186b.


[BUG] Blank messages are sent on mount/dismount

Module Version: v3.2.1
Describe the bug
On mounting and dismounting, blank messages with nothing written in them are sent to chat, even when the "Send messages to chat" is disabled.
To Reproduce
Steps to reproduce the behavior:

Empty world with the 5e Game System
Drag out two actors
Right click on one
Left click on the "Mount" button
See blank message in chat, followed by second message with " has mounted ".
Left click out of the token
Left click on the mount token
Left click on the "Unmount" button
See blank message in chat, followed by second message with " has dismounted ", then followed by a second blank message.

Alternatively, disable "Send messages to chat" to see that the blank message is still sent, even if the mounting message isn't.
Expected behavior
The empty message should not appear, no matter the case.
Screenshots

Browser:

Chrome Version 96.0.4664.45 (Official Build) (64-bit)

Foundry Version:
0.8.9
Game System:
DnD5e - Fifth Edition System, version 1.5.5
Additional context
I ran a test in a brand new world with only the module and it's dependencies installed, so it should eliminate any possibility of it being a conflict with another module.
Also, I added step 6 and 7 because the mount/dismount button doesn't seem to update on click, and clicking twice can make it try to mount twice. To isolate from it being some weirdness coming from that, unselecting the token and reselecting appears to ensure the button is in the right state.

Commenting or deleting lines (85, 111, 143 and 167) lines in the tokenAttacherHelper file should get rid of them.