Scene is invalid/corrupt according to the Godot editor, but works normally ingame

Godot version
4.1
System information
Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 4400 (HSW GT2) () - Intel(R) Core(TM) i7-4600U CPU @ 2.10GHz (4 Threads)
Issue description
This is the tscn file:
[gd_scene load_steps=2 format=3 uid="uid://bgrpmpmsi1ae2"]

[ext_resource type="Script" path="res://src/UI/LevelEditor/UserLevelsMenu.gd" id="1_0uvtn"]

[node name="UserLevels" type="Control" node_paths=PackedStringArray("initial_focus")]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_0uvtn")
initial_focus = NodePath("MainContainer/Create")

[node name="MainContainer" type="VBoxContainer" parent="."]
layout_mode = 0
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -40.0
offset_top = -20.0
offset_right = 40.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2

[node name="Create" type="Button" parent="MainContainer"]
unique_name_in_owner = true
layout_mode = 2
button_mask = 0
text = "#create_new"

[node name="LevelContainer" type="VBoxContainer" parent="MainContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 9

[connection signal="pressed" from="MainContainer/Create" to="." method="_on_Create_pressed"]

It results in this:

And the following error: "scene/resources/packed_scene.cpp:92 - Condition "nc == 0" is true. Returning: nullptr"
It also creates adds an empty scene in the scenes tabbar, and when I click on it, it automatically closes, throwing the following two errors:

editor/editor_data.cpp:683 - Index p_idx = 2 is out of bounds (edited_scene.size() = 2).
editor/editor_data.cpp:745 - Index p_idx = 2 is out of bounds (edited_scene.size() = 2).

Steps to reproduce
Unknown, only happened to one of my scenes :(
However, I can give some details surrounding the scene. I made it at some point during 4.0's alphas. I probably never touched it since. In my git, it says it's been unchanged for 5 months. However, I opened it yesterday. Not doing any changes to it, just opening it. It has a simple script, which opens normally.
Minimal reproduction project
Couldn't, this happened on my major project (far too big to post)

Same thing happened to me after adding a material with a shader to a sprite node of my scene. I checked the paths in the .tscn file and they're ok.
My scene file:
[gd_scene load_steps=7 format=3 uid="uid://cp0o31yhvxjnn"]

[ext_resource type="Script" path="res://src/World/building_site.gd" id="1_e7ijw"]
[ext_resource type="Shader" path="res://src/Shaders/building_site.gdshader" id="2_e7q7u"]
[ext_resource type="PackedScene" uid="uid://brdbo8vtrmx5b" path="res://src/GUI/animated_bar.tscn" id="2_h68n2"]
[ext_resource type="AudioStream" uid="uid://bu3gbv7ov2qxs" path="res://assets/Darkworld Audio - Survival Effects [Free]/Tools/HammerNail1.wav" id="3_rbxv0"]

[sub_resource type="RectangleShape2D" id="RectangleShape2D_emhlc"]

[sub_resource type="ShaderMaterial" id="ShaderMaterial_n6v6x"]
shader = ExtResource("2_e7q7u")
shader_parameter/threshold = 0.1

[node name="BuildingSite" type="StaticBody2D"]
script = ExtResource("1_e7ijw")

[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_emhlc")

[node name="Sprite2D" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_n6v6x")

[node name="DisplayContainer" type="Node2D" parent="."]

[node name="AnimatedBar" parent="DisplayContainer" instance=ExtResource("2_h68n2")]

[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("3_rbxv0")
bus = &"Sound"

Its associated script:
class_name BuildingSite
extends StaticBody2D

signal building_complete(site: BuildingSite)

@export var building_modulate: Color = Color(1.0, 1.0, 1.0, 0.5)

var recipe: Recipe:
	get:
		return recipe
	set(new_recipe):
		recipe = new_recipe
		if is_ready:
			building_site_update()

var cumulated_time: float = 0.
var is_ready: bool = false
var nb_workers: int = 0
var is_finished: bool = false
@onready var sprite: Sprite2D = $Sprite2D
@onready var collision: CollisionShape2D = $CollisionShape2D
@onready var animated_bar: AnimatedBar = $DisplayContainer/AnimatedBar
@onready var audio: AudioStreamPlayer2D = $AudioStreamPlayer2D
@onready var display_container: Node2D = $DisplayContainer

func _ready() -> void:
	is_ready = true
	building_site_update()

func _process(delta):
	if not is_finished and nb_workers > 0:
		update_work(cumulated_time + nb_workers * delta)
		if cumulated_time > recipe.construction_time:
			complete_build()

func add_worker(new_workers: int) -> void:
	nb_workers += new_workers
	if work_in_progress():
		audio.play()

func remove_workers(formers_workers: int) -> void:
	nb_workers -= formers_workers
	if nb_workers < 0:
		nb_workers = 0
	if not work_in_progress():
		audio.stop()

func reset_work() -> void:
	update_work(0)

func building_site_update() -> void:
	sprite.texture = recipe.texture
	collision.shape.size = recipe.texture.get_size()
	var offset: Vector2 = collision.position - collision.shape.size/2
	offset.y -= collision.shape.size.y/2
	display_container.position = offset
	var bar_scale: float = collision.shape.size.x/animated_bar.size.x
	display_container.scale = Vector2(bar_scale, bar_scale)
	animated_bar.max_value = recipe.construction_time
	reset_work()
	is_finished = false

func update_work(value: float) -> void:
	cumulated_time = value
	animated_bar.value = value

func work_in_progress() -> bool:
	return not is_finished and nb_workers > 0

func complete_build() -> void:
	audio.stop()
	is_finished = true
	building_complete.emit(self)

func interact_with(other: Node2D) -> void:
	var charac := other as TopDownCharacter
	if charac != null:
		charac.resume_build(self)

The shader:
shader_type canvas_item;

uniform float threshold;

vec2 compute_gradients(vec4 center, vec4 left, vec4 right, vec4 top, vec4 bottom, vec2 steps) {
	vec4 grad_x = ((center - left)/steps.x + (center - right)/steps.x)/2.;
	vec4 grad_y = ((center - top)/steps.y + (center - bottom)/steps.y)/2.;
	return vec2(length(grad_x), length(grad_y));
}

void fragment() {
	vec2 steps = vec2(float(textureSize(TEXTURE, 0).x), float(textureSize(TEXTURE, 0).y));
	steps = 1./steps;
	vec4 pix_color = texture(TEXTURE, UV);

	vec2 pos_l = UV;
	if (pos_l.x > 0.)
		pos_l.x -= steps.x;
	vec4 col_l = texture(TEXTURE, pos_l);

	vec2 pos_r = UV;
	if (pos_r.x < float(textureSize(TEXTURE, 0).x)-steps.x)
		pos_r.x += steps.x;
	vec4 col_r = texture(TEXTURE, pos_r);

	vec2 pos_t = UV;
	if (pos_t.y > 0.)
		pos_t.y -= steps.y;
	vec4 col_t = texture(TEXTURE, pos_t);

	vec2 pos_b = UV;
	if (pos_b.y < float(textureSize(TEXTURE, 0).y)-steps.y)
		pos_b.y += steps.y;
	vec4 col_b = texture(TEXTURE, pos_b);

	vec2 grad_length = compute_gradients(pix_color, col_l, col_r, col_t, col_b, steps);
	if (length(grad_length)> threshold)
		COLOR = vec4(1., 1., 1., 1.);
	else
		COLOR = vec4(0., 0., 0., 0.0);
}

Sounds like #78128

See also https://github.com/godotengine/godot/issues/74253#issuecomment-1564227775. I also think this is a preload issue.

I got this every time in 4.1, but updating to 4.1.1 fixed it immediately. Huh.

Here's what working for me to fix this error: close editor, search in the .editor folder for all files containing the corrupted scene's name (they are going to be name something like your_scene_name.tscn-editstate-2e5312b3e75d2338868814f479b1feeb.cfg), delete them, restart editor.

Oh, is it still a thing? I thought it was fixed, but maybe it just randomly disappeared when I updated once.

I'm on 4.2 beta5 atm. Scene is invalid/corrupt error seems to have multiple causes, so my source of this issue may be different, but in my case the steps above fix the problem.

But is it related to this particular issue, i.e. scene was corrupt, but had no problems at runtime?

Here's what working for me to fix this error: close editor, search in the .editor folder for all files containing the corrupted scene's name (they are going to be name something like your_scene_name.tscn-editstate-2e5312b3e75d2338868814f479b1feeb.cfg), delete them, restart editor.

Had the exact same issue on 4.1.3 stable, and this fixed it!

Got the error again, and the above steps did not help this time. What helped was: duplicate scene in a file explorer (not in Godot editor, since the error stays that way), open the duplicated scene (it opens without the error), 'Save As' the scene overwriting the original scene.

This issues keeps reoccurring for me (4.2 rc2)...
Updated instruction on how to fix, since the above instructions not always worked for me (do each step for each corrupted scene file, as I found there can be more than one):

Duplicate scene file in external editor
Open duplicated scene in godot, overwrite on the original corrupted scene
Close all scripts and open scenes in the editor, close editor
Delete .all files in the .editor folder containing the corrupted scene's name (they are going to be name something like your_scene_name.tscn-editstate-2e5312b3e75d2338868814f479b1feeb.cfg)
Reopen editor

Can you test the issue after #85083? (available in 4.2)
You should get more information why the scene can't be opened.

For me the issue hasn't reappeared in 4.2 stable yet. Will try this out if it does.

That PR is supposed to prevent the issue, not fix it when it already has happened.

This issue keeps occuring for me in 4.2 stable.
error
  scene/resources/resource_format_text.cpp:284 - res://src/room.tscn:8 - Parse Error:
  Failed loading resource: res://src/room.tscn. Make sure resources have been imported by opening the project in the editor at least once.
  Failed to instantiate scene state of "res://src/room.tscn", node count is 0. Make sure the PackedScene resource is valid.

room.tscn
[gd_scene load_steps=3 format=3 uid="uid://boqpfrvhnl4es"]

[ext_resource type="Script" path="res://src/room.gd" id="1_306kj"]

[sub_resource type="RectangleShape2D" id="RectangleShape2D_74ys4"]

[node name="Room" type="Node2D" groups=["room", "selectable"]]
script = ExtResource("1_306kj")

[node name="Area2D" type="Area2D" parent="."]

[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("RectangleShape2D_74ys4")

[node name="SystemSprite" type="Sprite2D" parent="."]
scale = Vector2(3, 3)

I had the same problem on 4.2.1 stable. The wordaround rm .godot/editor/* did help. Looking forward to seeing a real fix in future.

Reproduction project:
godot-bug-mwe-1-master.zip
Bee.tscn can't be opened in editor. Seems to be caused by preload.

@KoBeWi

Seems to be caused by preload.

I wasn't even thinking about this, but when that problem happened to me I was working on preloading some scenes. After saving and reopening the project, "Scene is invalid/corrupt".

Got the same error message as @JRileyH on mine in 4.2.1 after the issue reappeared: "scene/resources/resource_format_text.cpp:284 - res://card_engine/board.tscn:10 - Parse Error:
Failed loading resource: res://card_engine/board.tscn. Make sure resources have been imported by opening the project in the editor at least once. Failed to instantiate scene state of "res://card_engine/board.tscn", node count is 0. Make sure the PackedScene resource is valid."
I noticed I am preloading a script with a class name in there while the script already registered that name using class_name.
So in corrupted scene:
var Entity = preload("res://card_engine/entity.tscn")
while entity.gd has:
class_name Entity
as well as
Zone = preload("res://card_engine/zone.gd
when zone.gd already has:
class_name Zone

Same issue/error on 4.2.2. On my 3rd scene/rebuild cycle. I ensured my variable names were not the same as the class names that were being preloaded and the corruption happened without any changes to the scene before corruption.

Got a scene in another project that's glitched like this. 2 in 3 times I open Godot, it refuses to open, but sometimes it does open correctly, if I close and re-open Godot enough times. It's on my open-source project, and other contributors seem to also be having the issue.

Is there a known way to structure things to avoid this problem? Project I am working on is pretty much at a standstill due to it as all attempts to work around it have resulted in it again.

Is there a known way to structure things to avoid this problem? Project I am working on is pretty much at a standstill due to it as all attempts to work around it have resulted in it again.

Use another editor to remove preloads in scripts. Type annotation can be seen as an indirect preload so remove them as well. Write export var PackedScene instead of preload tscn. These workarounds should be sufficient to make the project editable again before the fix is delivered in 4.3.

Is there a known way to structure things to avoid this problem? Project I am working on is pretty much at a standstill due to it as all attempts to work around it have resulted in it again.

Use another editor to remove preloads in scripts. Type annotation can be seen as an indirect preload so remove them as well. Write export var PackedScene instead of preload tscn. These workarounds should be sufficient to make the project editable again before the fix is delivered in 4.3.

Thank you for the guidance. The corrupted scene does not have any preloads in it's script. Should this be done for all scripts attached to scenes that load into the corrupted scene? The scenes included into the corrupted scene were added through the editor and not programmatically.

Is there a known way to structure things to avoid this problem? Project I am working on is pretty much at a standstill due to it as all attempts to work around it have resulted in it again.

Use another editor to remove preloads in scripts. Type annotation can be seen as an indirect preload so remove them as well. Write export var PackedScene instead of preload tscn. These workarounds should be sufficient to make the project editable again before the fix is delivered in 4.3.

Thank you for the guidance. The corrupted scene does not have any preloads in it's script. Should this be done for all scripts attached to scenes that load into the corrupted scene? The scenes included into the corrupted scene were added through the editor and not programmatically.

This particular situation is more complicated than I expected. I can only wish you good luck.

Is there a known way to structure things to avoid this problem? Project I am working on is pretty much at a standstill due to it as all attempts to work around it have resulted in it again.

Use another editor to remove preloads in scripts. Type annotation can be seen as an indirect preload so remove them as well. Write export var PackedScene instead of preload tscn. These workarounds should be sufficient to make the project editable again before the fix is delivered in 4.3.

Thank you for the guidance. The corrupted scene does not have any preloads in it's script. Should this be done for all scripts attached to scenes that load into the corrupted scene? The scenes included into the corrupted scene were added through the editor and not programmatically.

This particular situation is more complicated than I expected. I can only wish you good luck.

If I figure anything out in my troubleshooting I'll report it here. Thanks for the help!

I rebuilt the scene last night. Had it fully working. The scene has no direct preloads, or loads in its script. Through the editor I instantiated my character scene which does preload the pause menu. No issues while working on it for about 2 hours last night. When I woke up today the scene is corrupt. I verified with git diff that the scene file had not changed at all. The only things in the scene were the instantiated character and a tilemap.
The same bug seems to be also effecting a plugin I am using Dialogue Nodes. With this plugin a set of characters is defined in a tres file. I have found that anytime the main scene becomes corrupt, the character.tres file also stops working inside the editor and errors with 'Parse Error: Node export is only supported in Node-derived classes, but the current class inherits "Resource".' which is super weird because as with the scene, nothing has changed since last night.
The only way ive been able to get things working is by deleting and recreating all effected scenes/files from scratch. I had tried manually removing ext lines from the scene, deleting things in the .godot/editor folder, and a few other of the fixes I have found in other threads that are not on the top of my mind at the moment.
Don't know if any of this is helpful but trying to provide as much data as possible for people more knowledgeable than me.

Apologies for the data dumps but want to provide as much information as I can. This time I was able to get the main scene working by deleting the reference to the player:
[node name="player" parent="." instance=ExtResource("2_u5me5")]
The character.tres file is still an issue, but I was able to recover the main scene. The player node's script does do quite a bit of preloading and child creation.

I noticed I am preloading a script with a class name in there while the script already registered that name using class_name.
So in corrupted scene: var Entity = preload("res://card_engine/entity.tscn") while entity.gd has: class_name Entity as well as Zone = preload("res://card_engine/zone.gd") when zone.gd already has: class_name Zone

Nope, removing those did not stop the issue from reappearing

I've also been experiencing this with one the scenes in my latest project.
I think one thing that's sometimes gotten confused along the way is that (at least in some cases) it's the scene which is being preloaded that gets corrupted, not the the scene doing the preloading.
On testing out the repro bee project, I noticed that it only seems to happen the first time you open that project - ie. before the .godot directory is created. If you already have a .godot directory from having just opened the project, you don't get the corruption error and can open the bee scene just fine!
However, this has not been the case for my project. :confused:

Just to add to this thread. I have a fairly large project. I just now hit this randomly. in 4.2 stable.
Replacing preload with load did fix the problem. And I don't have any name clash issues like others have reported.

Getting this issue or something similar on v4.2.stable.official [46dc27791]. I have a script A with a preload of scene B, and the script B for that scene had a preload of a different scene C (that did not have any preloads).
Removing the preload reference in either script solves the issue. But I still need a way to load that scene C, and using preload or even load cause the error. I've duplicated the "corrupted" scene a few times and attempted to reset it based on the suggestions here, but to no avail.
Is the merged fix supposed to work for the latest 4.2 stable version? Or 4.3

This hasn't been cherry picked but is planned to be in a future 4.2.x version (note the PR has the cherry pick:4.2 tag)


Remove unnecessary include in datum.h

datum.h is included by almost all files. It include storage/hll.h and util/percentile_value.h, which is not necessary.
This CL remove these two include in datum.h.


git fetch fails for gists (even while git pull works)

git fetch

stash: <type 'exceptions.Exception'>: url must match a remote name, or must start with http:// or https://

Git pull works. If this is expected behavior for gists, my apologies.

Hmm I am not quite sure. @jsbain Could you please enlighten us?

How did you set up the repo?  git clone, or something else?  I am not able to clone a gist at all.

@jsbain you can clone a gist by doing git clone git@github.com:0d5a709bbb4186d1f45f2af14c65b110.git to access @omz's https://gist.github.com/omz/0d5a709bbb4186d1f45f2af14c65b110. I only figured out how to do that thanks to stack overflow.
Only tangentially related to this, I want to try to make a share sheet action that will create a directory in a pre-specified place, and clone a gist/repo by launching stash and passing arguments to do that - only I have no idea what the methodology is for passing arguments to the launch_stash.py script, so you can be on a gist/repo in safari, launch the share sheet/Pythonista and select the script and have it launch Pythonista, launch stash, and enter the appropriate commands into stash.

Oh I wonder if it's because I didn't use http:// or https:// ....

And I don't know how it would use those with this format...

ahh, i think this might be using ssh.  i have some checks that there is a valid scheme, which was from before ssh was supported (basically, to stop confusing problems when dulwich fried to default to a File based repository).   If you comment out line 481/482 in git.py
    if not urlparse.urlparse(result.url).scheme:
        raise Exception('url must match a remote name, or must start with http:// or https://')

let me know if that works.p, and we can think of a more robust solution

@jsbain: commenting out those lines worked.

Should I close this issue?


[FluidRelay] Address API self-review comments

Contributing to the Azure SDK
Please see our CONTRIBUTING.md if you are not familiar with contributing to this repository or have questions.
For specific information about pull request etiquette and best practices, see this section.

API change check
APIView has identified API level changes in this PR and created following API reviews.
Azure.ResourceManager.FluidRelay


ng2-bootstrap with angular-cli

Hi,
I'm trying to go with angular-cli and would like to avoid using gulp or any other build tool.
I've added bootstrap-sass and ng2-bootstrap in package.json. From within my app I'm then importing the main _bootstrap.scss (relative path to node_modules/bootstrap-sass/assets/stylesheets/bootstrap)  into my custom styles.
But when running ng build, the sass compiler copies files to a temporary work directory and then cannot find the includes.
Does anyone know how to handle this properly? Is there a configuration that I'm missing?
Your help would be highly appreciated.
TIA

Hey try to ask here: https://gitter.im/valor-software/ng2-bootstrap
but to be honest, if you are not planning to modify bootstrap,
use precompiled css from bootstrap dist folder


Use fast-zlib

someone implement fast-zlib
cc @matthewthechickenman @alebot-dev

cba

wait did I say cba?
Sorry, I meant ### The boys of the NYPD choir
Still singing, "Galway Bay"

Ask Matt (no laptop)

Done


error code 100

error install failure:  error code 100
from aeskeyfind to zenity.
Any idea why??
Thanks,
J

Most likely the desktop software update is running and is locking apt-get from running.
Sent from my iPhone

On Apr 22, 2017, at 13:01, DFTMAN<EMAIL_ADDRESS>wrote:
erroe instal failure: error code 100
from aeskeyfind to zenity.
Any idea why??
Thanks,
J
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub, or mute the thread.


Serve html page to download cacert file

#380

lgtm ! blocked until we implement proper DSL / vhost based hijacking to avoid any future issue in martian


Route support '(' and ')', such as: @name:(foo|bar)

Adding support for parentheses would break the regular expression matching because you are introducing an unknown number of match groups.


Fix unable to hit hold objects with Random mod

This PR aims to fix the issue with hold objects when Random mod is active: you can't hit the randomized hold note because the hold circle is placed at different button.
The video below demonstrate the issue:
https://user-images.githubusercontent.com/20136708/147527828-2d15924a-1c14-4ebb-bce0-15d08bfbfa7b.mp4
I have also enabled "Allow edits by maintainers" so you can commit directly to my branch if you need to do some small changes.

Nice catch.


X-Cache-Status is always MISS

I have a service in Kong and I have set proxy-cache plugin for that service.
curl -X POST http://localhost:8001/plugins --data "name=proxy-cache" --data 'service_id=2f0a285d-7b25-48d6-adc3-bbf28ffe5f47' --data "config.redis.host=<IP_ADDRESS>" --data "config.redis.port=6379" --data "config.redis.password=my_redis_password"
When I call an API from that service:
curl -i -X GET --url http://localhost:3002/v1/currency --header 'apikey: MY_API_KEY'
everything works correctly but X-Cache-Status is always MISS
HTTP/1.1 200 OK                                                                                Content-Type: application/json; charset=utf-8                                                                                Content-Length: 3654                                                                                Connection: keep-alive                                                                                X-Cache-Status: MISS                                                                                X-RateLimit-Limit-second: 100                                                                                X-RateLimit-Remaining-second: 99                                                                                X-Powered-By: Express                                                                                Access-Control-Allow-Origin: * ...
How can I debug Miss reason?

Hi @zhn1010
This plugin is an open source alternative to proxy-cache of Kong Enterprise.
You are probably using the Kong Enterprise plugin

Hi @zhn1010
This plugin is an open source alternative to proxy-cache of Kong Enterprise.
 Now I use this open source plugin and I always gey Miss.

Can you verify the cache_control config? If the upstream has not Cache-Control header in response so cache_control should be false and the cache TTL is cache_ttl instead of max-age

@patrickporto can you check my problem . in my case X-Cache-Status always "Bypass".
this is my server =>
const express=require("express")
const cors=require("cors")

const app=express()

app.get("/echo",(req,res)=>{
    res.setHeader('Cache-Control', 'max-age=300');

    res.status(200).json({name:"rasel",age:25,sub:["bangla","english"]})
})

app.get("/remote",(req,res)=>{
    res.setHeader('Cache-Control', 'max-age=300');

    res.status(200).json({name:"this is remote server"})
})

app.listen(4000,()=>{
    console.log("http://localhost:4000")
})

And this is my kong.yml file =>
_format_version: "2.1"

services:
  - name: echo-server
    host: host.docker.internal
    port: 4000
    path: /echo
    routes:
      - name: localhost_echo_route
        paths:
        - /echo_server
        - /echo_server2
  - name: remote_server
    host: host.docker.internal
    port: 4000
    path: /remote
    routes:
     - name: localhost_remote_routee
       paths:
        - /remote_server
        - /remote_server2

# plugins
plugins:
- name: proxy-cache
  config:
    response_code:
    - 200
    request_method:
    - GET
    - HEAD
    content_type:
    - text/plain
    - application/json
    cache_ttl: 300
    strategy: memory
    cache_control: false


can pose-tracking detect two or more human bodies？

Such as title

Hi @LTYF, You can try this https://github.com/google/mediapipe/issues/1691#issuecomment-797159603


[BUG] REDQLoss parameter registration naming inconsistent

Describe the bug
https://github.com/pytorch/rl/blob/86a1a139682edc8bc747f088423937db1773aa24/torchrl/objectives/costs/redq.py#L109-L125
For line 110-115, the registered name and the variable are inconsistent compared to surrounding code.
Possible solutions

take the log of the variables min_alpha and max_alpha
or change the registered name to "min_alpha" and "max_alpha"

sorry, misread..


Add STM ws_deque tests from multicoretests repo

We now released qcheck-stm so here comes a PR with STM tests of Ws_deque from ocaml-multicore/multicoretests
STM tests are model-based and so describe the intended state of a Ws_deque by a list (type state).
A slight complication is the contract for pop and push which is only allowed by the deque owner.
We therefore use two generators - one for the generator and one for stealers.
From the model description we derive 3 tests:

a sequential test of push and pop
a parallel test with one owner and one stealer
a negative parallel test that breaks the contract and hence fails as expected

Thanks for the PR ! I have a lot of multicoretests for the lock-free data structures ready and waiting to be added !

Hi @lyrm :wave:
Sorry, I didn't notice this was complaining about missing dependencies!
8f0ceb6 adds a hand-written show-function, so ppx_deriving.show is no longer a requirement - but I forgot to remove the  (preprocess (pps ppx_deriving.show)) line from the dune rule :facepalm:
(I don't believe the test from this PR needs ppx_deriving_qcheck)

Oh, thanks and sorry, I should  definitely have seen that !


chore: Editing i18n name on docs

Overview
Updated all mentions to the project on the doc to the new name. This PR also updates the config file name from i18n-auto-translate.config.js to i18n-populator.config.js which is a name easier to remember and write

Not sure if package.json need to change too?

Already changed

Thanks for reviews!


fix(deps): update external go packages

This PR contains the following updates:

Package
Type
Update
Change

github.com/onsi/gomega
require
minor
v1.33.1 -> v1.34.1

go (source)
toolchain
patch
1.22.4 -> 1.22.5

k8s.io/api
require
patch
v0.30.2 -> v0.30.3

k8s.io/apimachinery
require
patch
v0.30.2 -> v0.30.3

k8s.io/client-go
require
patch
v0.30.2 -> v0.30.3

Release Notes

onsi/gomega (github.com/onsi/gomega)
v1.34.1
Compare Source
1.34.1
Maintenance

Use slices from exp/slices to keep golang 1.20 compat [5e71dcd]

v1.34.0
Compare Source
1.34.0
Features

Add RoundTripper method to ghttp.Server [c549e0d]

Fixes

fix incorrect handling of nil slices in HaveExactElements (fixes #771) [878940c]
issue_765 - fixed bug in Hopcroft-Karp algorithm [ebadb67]

Maintenance

bump ginkgo [8af2ece]
Fix typo in docs [123a071]
Bump github.com/onsi/ginkgo/v2 from 2.17.2 to 2.17.3 (#756) [0e69083]
Bump google.golang.org/protobuf from 1.33.0 to 1.34.1 (#755) [2675796]
Bump golang.org/x/net from 0.24.0 to 0.25.0 (#754) [4160c0f]
Bump github-pages from 230 to 231 in /docs (#748) [892c303]

kubernetes/api (k8s.io/api)
v0.30.3
Compare Source

kubernetes/apimachinery (k8s.io/apimachinery)
v0.30.3
Compare Source

kubernetes/client-go (k8s.io/client-go)
v0.30.3
Compare Source

Configuration
📅 Schedule: Branch creation - "before 4am on the first day of the month" (UTC), Automerge - At any time (no schedule defined).
🚦 Automerge: Disabled by config. Please merge this manually once you are satisfied.
♻ Rebasing: Whenever PR becomes conflicted, or you tick the rebase/retry checkbox.
👻 Immortal: This PR will be recreated if closed unmerged. Get config help if that's undesired.

[ ] If you want to rebase/retry this PR, check this box

This PR has been generated by Renovate Bot.

ℹ Artifact update notice
File name: go.mod
In order to perform the update(s) described in the table above, Renovate ran the go get command, which resulted in the following additional change(s):

6 additional dependencies were updated

Details:

Package
Change

golang.org/x/exp
v0.0.0-20220722155223-a9213eeb770e -> v0.0.0-20240719175910-8a7402abbf56

golang.org/x/net
v0.24.0 -> v0.27.0

golang.org/x/sys
v0.19.0 -> v0.22.0

golang.org/x/term
v0.19.0 -> v0.22.0

golang.org/x/text
v0.14.0 -> v0.16.0

google.golang.org/protobuf
v1.33.0 -> v1.34.1


Bug - enabling Typescript strictFunctionTypes in demo app causes TS errors

Describe the problem
The acm project has the strictFunctionTypes check on-- which causes TS errors to appear in PF components copied over. If the strictFunctionTypes is enabled in the PF demo app, the same TS errors and more occur. Since the demo app (and the /examples folders) are a source of truth for PF components, the strictFunctionTypes should be enabled and the TS errors fixed.
How do you reproduce the problem?
Turn on the flag.
Expected behavior
No TS errors
Is this issue blocking you?
No
Screenshots
If applicable, add screenshots to help explain the issue.
What is your environment?

OS: [e.g. iOS]
Browser [e.g. chrome, safari]
Version [e.g. 22]

What is your product and what release date are you targeting?
Any other information?

This was fixed by https://github.com/patternfly/react-topology/pull/53


Place dockvols to datastore root.

Fixes #449
Test: make all , CI, manual
update: oops, looks like volume mount/unmount still does not work. Investigating
Manual test:

powered off VM, moved VM folder to datatore/eek/nested/VM_NAME; powered on VM
checked 'docker volume create' and 'docker volume ls' - they were using datastore/eek/nested/dockvols, as #449 describes
after the fix, they use datastore/dockvols

Running from VM located as /vmfs/volumes/datastore226/eek/nested/Clone1-Ubuntu 14desktop :
ESX -   no dockvols in nested folders, as it is now created in the right place:
root@promc-2n-dhcp35> pwd
/vmfs/volumes/datastore226/eek/nested
root@promc-2n-dhcp35> ls
Clone1-Ubuntu 14desktop

VM - we now see volumes created in other (not nested) VMs and can created stuff in the right place:
root@msterin-ubuntu14:~# docker volume create --driver=vmdk --name=YYY
YYY
root@msterin-ubuntu14:~# docker volume ls | grep vmdk
vmdk                XXX
vmdk                YYY
vmdk                vo1
vmdk                vol
vmdk                volumemore

ESX: - they volumes are indeed in the right place:
root@promc-2n-dhcp35> ls -lt /vmfs/volumes/datastore226/dockvols/
total 71680
-rw-------    1 root     root           118 Jun  9 23:49 YYY-18e55694a9d09109.vmfd
-rw-------    1 root     root     104857600 Jun  9 23:49 YYY-flat.vmdk
-rw-------    1 root     root           552 Jun  9 23:49 YYY.vmdk
-rw-------    1 root     root           118 Jun  9 23:45 XXX-319e3cdaefe14e31.vmfd
-rw-------    1 root     root     104857600 Jun  9 23:45 XXX-flat.vmdk
-rw-------    1 root     root           552 Jun  9 23:45 XXX.vmdk
-rw-------    1 root     root           118 Jun  9 23:24 volumemore-d3d00a6f02881136.vmfd
-rw-------    1 root     root     104857600 Jun  9 23:24 volumemore-flat.vmdk
-rw-------    1 root     root           566 Jun  9 23:24 volumemore.vmdk
-rw-------    1 root     root           118 Jun  9 23:24 vo1-5dcdd2cc28e940f0.vmfd
-rw-------    1 root     root     104857600 Jun  9 23:24 vo1-flat.vmdk
-rw-------    1 root     root           552 Jun  9 23:24 vo1.vmdk
-rw-------    1 root     root           118 Jun  9 23:24 vol-6d812701b9f8e2bf.vmfd
-rw-------    1 root     root     104857600 Jun  9 23:24 vol-flat.vmdk
-rw-------    1 root     root           552 Jun  9 23:24 vol.vmdk

Looks good.

Nice! LGTM. Thanks for quick turnaround.
PR description says, "update: oops, looks like volume mount/unmount still does not work. Investigating"
Have you already fixed it? I can't see why it would fail.

... I can't see why it would fail.

Me neither - but it fails to mount the attached disk with "no such file" - looks like a glitch in
(bus, device) -> /dev/by-path location mapping; I do not see how my fix would impact it but it's 100% reproducible so I'll get it tomorrow.

There is no tool/api call to get paths for datastores? This is the kind of stuff we hate to see on the other side when we want to change paths.. else LGTM

The mapping doesn't exist in some old Ubuntu images.

Great catch on FindVmByName. LGTM. Some minor nits above.

fixed nits and merged


Make Carousel component headless.

Closes #1857
Description
Make Carousel component headless.
Is this a breaking change (Yes/No):
No.
Additional Information
I left the CSSUIObject on line 315 of packages/components/carousel/src/carousel.tsx as is because I could not find the migration destination in packages/theme/src/components/carousel.ts.

@108yen
Please re-reviews.

@108yen @fffk10
Please approval.

Thanks!


Forget gate code commented out in LSTM

Why LSTM implementation in nn.py have forget gate code commented out? It seems that even in tagging code there is no forget gate usage. Shouldn't it be used in LSTM?

Yes, in the original LSTM implementation there is a proper forget gate. Here, we simply define f_t = 1 - i_t. We observed that this does not significantly change the results, and makes the model slightly faster.


⚠ ClamAV has degraded performance

In 7bd569c, ClamAV (https://spamassassin.apache.org/) experienced degraded performance:

HTTP code: 200
Response time: 72 ms

Resolved: ClamAV performance has improved in 3efc529 after 5 minutes.


Can I specify CPU model for recommendation?

I got the result that recommends using t3a instance types. However we are not ready to use any non-Intel CPU. Is that possible to provide an option to exclude CPU model?
Thank you.

Hi @xmubeta,
Sorry for the delay in the response.
I've added your feature request to the backlog for this solution.


[Demo] Add powershell paste after unicode test to show it is not right in appveyor

This is not to be merged, I wanted to get appveyor to run to show a print out of the unicode test failing on windows.
The last line of the console for the appveyor build should be  ĀāĂăĄąĆćĈĉĊċČčĎ ፰፱፲፳፴፵፶፷፸፹፺፻፼ æøå ±

Can't get it to fail on appveyor right now. Repro steps in the issue should be good enough though

I couldn't get it to fail on Appveyor either. It requires a specific locale / version to fail


Failed to Ioad plugin locksidian

hi. i like the idea very much and i downloaded locksidian and installed it on obsidian but i get the error "Failed to Ioad plugin locksidian". i found out that the reason for getting this error on obsidian is that the plugin is incompatible with the current obsidian.  link.
will there be a solution for this?
How can I fix this. I'm not a programmer, can you give me a clear explanation for this?

Hiya!
I've fired up the latest version of the plugin with the latest version of obsidian, and don't seem to be getting the same error. Could you send a screen recording of the issue if possible, and explain how you installed the plugin in detail? Thanks for you patience.


Does the promise return from speak() actually work?

Unless I'm doing something wrong, I see the promise as false right away as soon as playback starts and never fulfilled.
[[Prototype]]: Promise
[[PromiseState]] : "fulfilled"
[[PromiseResult]] : false
Or maybe I'm just not doing it right. Not new to promises, which is why I'm a bit confused why I can't get this going.

Can you kindly send the code?
I'm still debugging, after refactoring (as per guanzz asked for changes)
there is some instability 😥
On Sat, Jan 27, 2024, 10:19 AM elkay @.***> wrote:

Unless I'm doing something wrong, I see the promise as false right away as
soon as playback starts and never fulfilled.
[[Prototype]]: Promise
[[PromiseState]] : "fulfilled"
[[PromiseResult]] : false
—
Reply to this email directly, view it on GitHub
https://github.com/RaSan147/pixi-live2d-display/issues/3, or unsubscribe
https://github.com/notifications/unsubscribe-auth/AIDNL23DUIFE2RBO5WBUO3DYQR543AVCNFSM6AAAAABCNB5WEWVHI2DSMVQWIX3LMV43ASLTON2WKOZSGEYDGMRQG4YDMMQ
.
You are receiving this because you are subscribed to this thread.Message
ID: @.***>

No worries! Appreciate the quick response. I was also reviewing your code to see if I saw something out of alignment there.
Also want to make sure my use case is what the intent of this was. I have multiple audio files I want to play (speak) sequentially without interrupting each other. I was planning to queue them up and use the promise, while it's true I thought it was playing and false means it was done playing. Is that not how this was designed? Regardless, I never saw "true" come out.
Thanks!

As far i remember, based on the module design, it probably returns as soon
as the task begins
I recommend creating an audio element to check the duration of the audio
Here is the psudo code(writing on email)
async function play_audios(){
Var Files = [list of audio links]
For link in Files{
Var audio_ele =new Audio()
Audio_ele.src = link
Var dur = audio_ele.duration
Await Model.speak(link)
Await sleep(dur) # make async sleep function (try google)
}

}
On Sat, Jan 27, 2024, 11:00 AM elkay @.***> wrote:

No worries! Appreciate the quick response. I was also reviewing your code
to see if I saw something out of alignment there.
Also want to make sure my use case is what the intent of this was. I have
multiple audio files I want to play (speak) sequentially without
interrupting each other. I was planning to queue them up and use the
promise, while it's true I thought it was playing and false means it was
done playing. Is that not how this was designed? Regardless, I never saw
"true" come out.
Thanks!
—
Reply to this email directly, view it on GitHub
https://github.com/RaSan147/pixi-live2d-display/issues/3#issuecomment-1912994380,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AIDNL2YF5YGOG4C6TRL3FF3YQSCXHAVCNFSM6AAAAABCNB5WEWVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTSMJSHE4TIMZYGA
.
You are receiving this because you commented.Message ID:
@.***>

Yeah I did more digging and looked like at least the intent is for the return once audio starts. Won't work for my needs, however I did notice I have access the the motionManager and it has a currently playing audio property that I have access to. I can poll that on a short interval to accomplish the same goal, so I'll likely just go with that for now.

Btw, that is what I did try..
Await Model.speak(link)
It didn't wait at all. Moved on as soon as audio started playing.

Sounds like a plan! I could return the current audio, but it was based on
the design of the original author, sorry can't help much on that.
On Sat, Jan 27, 2024, 11:22 AM elkay @.***> wrote:

Yeah I did more digging and looked like at least the intent is for the
return once audio starts. Won't work for my needs, however I did notice I
have access the the motionManager and it has a currently playing audio
property that I have access to. I can poll that on a short interval to
accomplish the same goal, so I'll likely just go with that for now.
—
Reply to this email directly, view it on GitHub
https://github.com/RaSan147/pixi-live2d-display/issues/3#issuecomment-1913005347,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AIDNL2YVTSKSNDSKEQOFBR3YQSFIPAVCNFSM6AAAAABCNB5WEWVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTSMJTGAYDKMZUG4
.
You are receiving this because you commented.Message ID:
@.***>

Where?! Can you share the part of the code please, I found some issues on
motion with audio on my end too.
On Sat, Jan 27, 2024, 11:23 AM elkay @.***> wrote:

Btw, that is what I did try..
Await Model.speak(link)
It didn't wait at all. Moved on as soon as audio started playing.
—
Reply to this email directly, view it on GitHub
https://github.com/RaSan147/pixi-live2d-display/issues/3#issuecomment-1913005957,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AIDNL23XDAZVE42YPRT3ZB3YQSFNPAVCNFSM6AAAAABCNB5WEWVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTSMJTGAYDKOJVG4
.
You are receiving this because you commented.Message ID:
@.***>

      await this.pixiModel.speak(audioUrl, { volume: 1, expression: null, resetExpression: true, crossOrigin: 'anonymous' });
      console.log('DONE!!!');

      "DONE!!!" appears in console right as audio starts playing. Also tried with:

      this.pixiModel.speak(audioUrl, { volume: 1, expression: null, resetExpression: true, crossOrigin: 'anonymous' }).then(() => {
        console.log('DONE!!!');
      });*/

Same thing, "DONE!!!" immediately to console.

Just as i said, it fires as soon as the audio starts (and its kinda
instantly) so await doesn't take time and behaves asap. You can check the
return value... Did both time the audio played?
On Sat, Jan 27, 2024, 11:29 AM elkay @.***> wrote:

  await this.pixiModel.speak(audioUrl, { volume: 1, expression: null, resetExpression: true, crossOrigin: 'anonymous' });
  console.log('DONE!!!');

  "DONE!!!" appears in console right as audio starts playing. Also tried with:

  this.pixiModel.speak(audioUrl, { volume: 1, expression: null, resetExpression: true, crossOrigin: 'anonymous' }).then(() => {
    console.log('DONE!!!');
  });*/

Same thing, "DONE!!!" immediately to console.
—
Reply to this email directly, view it on GitHub
https://github.com/RaSan147/pixi-live2d-display/issues/3#issuecomment-1913008562,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AIDNL24WFMGSXEB5HA4DZFTYQSGEBAVCNFSM6AAAAABCNB5WEWVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTSMJTGAYDQNJWGI
.
You are receiving this because you commented.Message ID:
@.***>

Yeah the audio plays fine. I'm just going to go the other way about it via motionManager exposed audio. Thanks!

Thanks for knocking. This is my 1st working on TS, so lemme know if there's any unstablity.


Update Databricks shim GpuBroadcastNestedLoopJoinExec for AST splitting change [databricks]

This fixes https://github.com/NVIDIA/spark-rapids/issues/9681. It's based on https://github.com/NVIDIA/spark-rapids/pull/9688

build

Need more time to fix databricks branch issue.


chore(deps): update terraform terraform-ibm-modules/powervs-workspace/ibm to v1.7.0

This PR contains the following updates:

Package
Type
Update
Change

terraform-ibm-modules/powervs-workspace/ibm (source)
module
minor
1.6.0 -> 1.7.0

Release Notes

terraform-ibm-modules/terraform-ibm-powervs-workspace (terraform-ibm-modules/powervs-workspace/ibm)
v1.7.0
Compare Source
Features

switch sao01 to PER DC (#75) (1587e6e)

Configuration
📅 Schedule: Branch creation - At any time (no schedule defined), Automerge - At any time (no schedule defined).
🚦 Automerge: Disabled by config. Please merge this manually once you are satisfied.
♻ Rebasing: Whenever PR becomes conflicted, or you tick the rebase/retry checkbox.
👻 Immortal: This PR will be recreated if closed unmerged. Get config help if that's undesired.

[ ] If you want to rebase/retry this PR, check this box

This PR has been generated by Renovate Bot.

/run pipeline

/run pipeline

Edited/Blocked Notification
Renovate will not automatically rebase this PR, because it does not recognize the last commit author and assumes somebody else may have edited the PR.
You can manually request rebase by checking the rebase/retry box above.
⚠ Warning: custom changes will be lost.

/run pipeline

/run pipeline

:tada: This PR is included in version 1.0.3 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:


Setup continuous integration

We currently have a test script daphne_workertests/backend/tests.sh that runs unit tests and integration tests (via docker-compose). Figure out how to have GitHub run these for each PR.

Closed by #21 and #19.


How to get the error value and compression speed

Hi：
I use zfp to compress floating point data.and I want to get Absolute error and Compression speed.But This information is not included in the output.Can I get this information from the program?if it is possible，what should I do.Looking forward to your reply，Thank you.
lljjgg

The maximum absolute error is reported as 'maxe' by the zfp command-line tool using the -s option.  Other error metrics are reported, as well.
Since execution time can be somewhat difficult to measure and port across operating systems, we don't include such statistics in the output of the zfp utility.  However, adding such instrumentation to zfp.c should be straightforward for time-critical applications.

Thanks ,I get.By the way ,I find that the CUDA implementation supports only fixed-rate mode.In the future,Will it support others mode?For example fixed accuracy.Thanks again for your reply,Thanks

We are working on adding CUDA support for all of zfp's compression modes.  There are a number of challenges associated with parallel variable-rate decompression, as that requires storing an index of compressed blocks that currently is not supported by the zfp codestream.  Thus, there are necessary changes to the zfp API and format that we need to work through.
If you're interested in the technical details, then I would suggest checking out our paper that will be presented at PDP 2020 next week.


Need just month and year picker

I Need a just month and year picker...i was thinking to give some -ve top dates section get hidden :D but not working...so can i have it as feature like a fixed height from user and then he can control what to show or option to make picker just for month and year

@sameer4 the file is no longer available, is there any possibility for you to post the code here inside Github? I'm looking for something similar but in my case is Day and Month


Added MSSQL character_maximum_length support #9398

#9398

Looks good.
@samdark could you test it on MSSQL?

Yes and no. I have MSSQL 2015 but it fails to clean up initial DB in our master tests. Gonna fix it first.

Fixing done: https://github.com/yiisoft/yii2/commit/619c50d93340305f758430c2c07a2bfb9a7d7f4b

Umm... nope. Fixing more :)

https://github.com/yiisoft/yii2/commit/615a29f04e92cbcb7214ab36f58816676f98ba5d

Still not done...

I've got lots of mssql tests fixes in #9773

That one changes method signatures...

I'm just talking about tests, maybe I should extract those changes into a separate PR.

Would be great.

Can't verify it w/o tests. Moving to 2.0.8.

What has to be done here? I've lost track...

Tests.


Bazel recompiles some protoc related dependency

Every time i compile Go proto lib some internal protoc dependency is recompiled eating up about 30 seconds.
Have no idea what happens under the hood. Need to investigate it.
Thou, stubs are generated and build is successful.

David Marcin 18 hours ago
Typically because something is messing with an env var it uses, usually PATH for the proto compiler. Try using --incompatible_strict_action_env (docs)

Alex Eagle  13 hours ago
also, if you install a recent rules_proto before anything else in your WORKSPACE, you should get a protoc toolchain that uses a pre-built binary and not have to compile any C++

See this comment https://github.com/grpc-ecosystem/grpc-gateway/blob/dd65ce21df86a7fcfc9cc179922144662a5aad74/WORKSPACE#L5

https://github.com/bazelbuild/bazel/issues/13317

https://github.com/bazelbuild/intellij/issues/1169
https://github.com/vaticle/typedb-console/commit/f60b55762f0730a169b18ebd3c52ee8b3b07d66a


How to make all modules from one bundle available for another bundle to require

Jasmine poses a problem since it relies on injecting variables into the local scope of a module.
Here's what I want to accomplish.

Create my dev/production server bundle as usual in one file
Create a separate bundle for running via Jasmine whose modules can require any module out of the main server bundle.
None of those modules should be duplicated in the test bundle -- it should be able to access the same modules containing the realtime state of the server.
It must work with target: 'node'.  I tried using CommonsChunkPlugin to do this but it doesn't seem to work with target: 'node'?

Is there a way to do this?

Can you post your webpack config? This sounds like it would be possible.
Have you tried using two seperate entry points for your bundles? One as your normal entry point and one to run all of your Jasmine tests.

If still relevant, please re-open at Stack Overflow.

Our project setup has changed since then.  I haven't tried it, but DllPlugin sounds like what I was looking for.


PMID:11069763

lagging mitotic chromosomes, with complete sister chromatid separation and decreased spindle elongation rate
lagging mitotic chromosomes with decreased spindle elongation rate
they show that in mutants cells with normal segregation (50%), elongation is at a normal rate, and it is only the ones with lagging chromosomes where it is increased

sorry about long names ... short versions are included as exact synonyms
abnormal mitotic sister chromatid segregation with lagging chromosomes and decreased rate of mitotic spindle elongation FYPO:0005045
abnormal mitotic sister chromatid segregation with lagging chromosomes, complete sister chromatid separation, and decreased rate of mitotic spindle elongation FYPO:0005046

edit file: 888e99dfac6ba9ba8fe0ac57b350b82f88ba85dd
release: d1930c4357aa284188282fdcee8cef321d6e20cd


Use actual function name in get_schema_from_signature

As discussed with @eitanturok in https://github.com/outlines-dev/outlines/pull/863

Currently, get_schema_from_signature converts the following function:
def test_add(a: int, b: int | None = None):
    if b is None:
        return a
    return a + b

to the schema:
{
    "properties": {
        "a": {"title": "A", "type": "integer"},
        "b": {"title": "B", "type": "integer"},
    },
    "required": ["a"],
    "title": "Arguments",
    "type": "object",
}

The issue is that the title of the schema is always "Arguments", regardless of the name of the function. And in some cases, this breaks the performance of the model as discussed by @eitanturok

now a duplicate of https://github.com/outlines-dev/outlines/pull/875


Remove ndarray from the docs generator.

ndarray is not part of the repo anymore.
This is preventing me from updating the docs to v0.4.
We need to either remove it here or add code to this script to clone that repo and copy-in the code.

I think we should clone that repo and merge it in. We want the ndarray docs to be in the main docs as otherwise a bunch of the Javadoc will be dead links (and rather confusing to read at that).

@MarkDaoust , NdArray have been moved here: https://github.com/tensorflow/java-ndarray
They can both be released independently now (e.g. we've just released 0.4.0 of TF Java but NdArray is still at 0.3.3, which is fine). How can we can keep all this in sync on the website?

They can both be released independently now (e.g. we've just released 0.4.0 of TF Java but NdArray is still at 0.3.3, which is fine). How can we can keep all this in sync on the website?

I'm not exactly sure yet 😅.
IDK anything about java package management. Do you know a good command I can use to check maven  for the latest version of the two packages? If I can automate the version number check I could download the correct branch for both, splice the source together, and generate the docs.

IDK anything about java package management. Do you know a good command I can use to check maven for the latest version of the two packages? If I can automate the version number check I could download the correct branch for both, splice the source together, and generate the docs.

But wait... thinking of it, TensorFlow speaking, we want to show on tensorflow.org probably the documentation of the NdArray version that is actually used by the Java client and not necessarily the latest one.
mvn dependency:tree | grep ndarray can give you that version. You can then clone the whole NdArray repo and checkout that version using Git. For example, if the first command gives you the following output:
[INFO] +- org.tensorflow:ndarray:jar:0.3.3:compile
[INFO] |  \- org.tensorflow:ndarray:jar:0.3.3:compile
[INFO] |  \- org.tensorflow:ndarray:jar:0.3.3:compile

You can checkout that version of NdArray git checkout tags/v0.3.3 -b branch. Would that work for you?

We've updated the script to clone the java-ndarray repo as part of the 1.0 release.


Fix errors in Python quickstart instructions

As reported in https://github.com/microsoft/iqsharp/issues/234, there are a couple of small errors in the Python quickstart instructions. This fixes the errors so that the instructions match the actual behavior.

Docs Build status updates of commit 167da8d:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

articles/quickstarts/install-python.md
:white_check_mark:Succeeded
View

For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching in the Docs contributor and Admin GuideSee the frequently asked questionsPost your question in the Docs support channel

Acrolinx Scorecards
A minimum Acrolinx score of 80 is required.
Click the scorecard links for each article to review the Acrolinx feedback on grammar, spelling, punctuation, writing style, and terminology.

Article
Acrolinxscore
Lowestcategoryscore
Spellingissues
Scorecard
Processed

articles/quickstarts/install-python.md
88
71
1
link
:white_check_mark:

More information about Acrolinx

Install Acrolinx locally for VSCode
False positives or issues
Troubleshooting issues with Acrolinx


Icon Request

Bluecord

com.bluecord

Please add this icon
I was tortured by no material icons for bluecord and my setup is looking so bad because of it :(

You could alias com.bluecord to @drawable/discord :)

@Enderxity Actually... maybe you should stop using BlueCord. The developer admitted to it being a rat. https://drive.google.com/drive/folders/1Y2m2lMSpN3GlOcXyceaO88Ljnr8xuNcp
Just stick to Aliucord.

Hello! Weʼre switching to a new system for icon requests in order to be able to better manage them. From now on, icon requests can be submitted here: https://forms.gle/Fx8vZAiWdW1Tyjo57. If your icon request hasnʼt yet been fulfiled, it has been copied to our new icon request database, meaning no action is required. Consequently, this issue will be closed.


IgnoredByEquals doesn't work

I tried versions 2.4.1 and 2.6.1 but it didn't work in both of them. So I had to manually correct equals/hashcode in the generated code.
The use is straightforward, so I'm not sure if you want to see the original code, but here it is without any dependencies/imports:
@FreeBuilder
public interface StorageUnitMetric {

  String getLocalSpaceCode();

  String getEventTypesConfig();

  /**
   * Internal field for analytics and future reference. When stored in DB it is not necessarily the
   * same metric ID as the metric you query. It is not even read from DB btw.
   */
  @IgnoredByEquals
  Optional<Long> getOriginalMetricIdOpt();

  long getChronologicalSnobberyMillis();

  boolean isNormalized();

  long getContextTypeId();

  long getExpectationInstantMillis();

  String getBasisUpdateEpochMillisByContextIdSorted();

  long getUnitId();

  ImmutableList<PeriodSpanSpec> getSortedPeriodSpanSpecs();

  class Builder extends StorageUnitMetric_Builder {}
}

@thespags Could you take a look at this? (No good deed goes unpunished and all!)

@artieshevchenko Can you provide inputs that fails your expectation?
I tried these scenarios (exactly your class except the list with periodspanspec removed.
        final StorageUnitMetric.Builder builder = new StorageUnitMetric.Builder()
            .setLocalSpaceCode("someLocalSpaceCode")
            .setEventTypesConfig("someEventTypesConfig")
            .setChronologicalSnobberyMillis(1234)
            .setNormalized(true)
            .setContextTypeId(5678)
            .setExpectationInstantMillis(4567)
            .setBasisUpdateEpochMillisByContextIdSorted("someBasisUpdate")
            .setUnitId(0123);
        final StorageUnitMetric withNoMetricId = builder.build();
        final StorageUnitMetric otherWithNoMetric = builder.build();
        final StorageUnitMetric withMetricId123 = builder
            .setOriginalMetricIdOpt(123)
            .build();
        final StorageUnitMetric otherWithMetricId123 = builder
            .setOriginalMetricIdOpt(123)
            .build();
        final StorageUnitMetric withMetricId246 = builder
            .setOriginalMetricIdOpt(246)
            .build();
        System.err.println(Objects.equals(withNoMetricId, otherWithNoMetric));
        System.err.println(Objects.equals(withNoMetricId, withMetricId123));
        System.err.println(Objects.equals(withNoMetricId, withMetricId246));
        System.err.println(Objects.equals(withMetricId123, otherWithMetricId123));
        System.err.println(Objects.equals(withMetricId123, withMetricId246));

and the output is true, for each case since metric id is not to be considered into the evaluation. If I change another field, then cases will evaluate to false appropriately.

Hm, let's leave just two fields there, for simplicity reasons:
import java.util.Optional;
import org.inferred.freebuilder.FreeBuilder;
import org.inferred.freebuilder.IgnoredByEquals;

@FreeBuilder
public interface StorageUnitMetric2 {

  String getLocalSpaceCode();

  @IgnoredByEquals
  Optional<Long> getOriginalMetricIdOpt();

  class Builder extends StorageUnitMetric2_Builder {}
}

Here is my pom.xml entry:
<dependency>
        <groupId>org.inferred</groupId>
        <artifactId>freebuilder</artifactId>
        <version>2.6.1</version>
      </dependency>

I generate the following code by compiling StorageUnitMetric in IntelliJ IDEA. Here is the equals/hashCode code it generated for me:
@Override
    public boolean equals(Object obj) {
      if (!(obj instanceof StorageUnitMetric2_Builder.Partial)) {
        return false;
      }
      StorageUnitMetric2_Builder.Partial other = (StorageUnitMetric2_Builder.Partial) obj;
      return Objects.equals(localSpaceCode, other.localSpaceCode)
          && Objects.equals(originalMetricIdOpt, other.originalMetricIdOpt)
          && Objects.equals(_unsetProperties, other._unsetProperties);
    }

    @Override
    public int hashCode() {
      return Objects.hash(localSpaceCode, originalMetricIdOpt, _unsetProperties);
    }

I guess the generated code should look different, right? Just to make sure we're on the same page, here is your test:
    StorageUnitMetric2.Builder builder = new StorageUnitMetric2.Builder().setLocalSpaceCode("1");

    final StorageUnitMetric2 withNoMetricId = builder.build();
    final StorageUnitMetric2 otherWithNoMetric = builder.build();
    final StorageUnitMetric2 withMetricId123 = builder.setOriginalMetricIdOpt(123).build();
    final StorageUnitMetric2 otherWithMetricId123 = builder.setOriginalMetricIdOpt(123).build();
    final StorageUnitMetric2 withMetricId246 = builder.setOriginalMetricIdOpt(246).build();

    System.err.println(Objects.equals(withNoMetricId, otherWithNoMetric));
    System.err.println(Objects.equals(withNoMetricId, withMetricId123));
    System.err.println(Objects.equals(withNoMetricId, withMetricId246));
    System.err.println(Objects.equals(withMetricId123, otherWithMetricId123));
    System.err.println(Objects.equals(withMetricId123, withMetricId246));

Test results:
true
false
false
true
false

Oops, never mind - that was an IntelliJ project configuration problem. IntelliJ was using an old version of FreeBuilder as a global library. It's weird that it compiled @IgnoredByEquals as I guess it should be new, but that's another story. Thanks for looking into this, @thespags!

Cool no worries. I just confirmed that the generated equals looks good  (see below) and I was going to ask if intellij was using an old version of freebuilder. (that happens to me with dependencies in intellij from time to time being stale from whats in the pom)
    @Override
    public boolean equals(Object obj) {
      if (!(obj instanceof Partial)) {
        return false;
      }
      Partial other = (Partial) obj;
      return Objects.equals(localSpaceCode, other.localSpaceCode)
          && Objects.equals(_unsetProperties, other._unsetProperties);
    }

Thanks @thespags ! Closing out.


Updated packs.json to included AMSP-Windows-DNS2016

Changes

Added AMSP-Windows-DNS2016 Pack to packs.json

@microsoft-github-policy-service agree company="Microsoft"


Feature-Request: scan processes via PID

Hi,
Maybe I post my request in wrong Place. Please excuse me .
I use Yara and it's a nice product.
I beguin to use Yara-X but an important feature for me is (seems to be)  not present. It's scan process (with PID number).
This feature will be integrated in the new release or not?
Best regards
Anthony

It's not likely to be implemented anytime soon. There are a lot of other things higher in the list. There's a brief comment about this in the documentation: https://virustotal.github.io/yara-x/docs/intro/yara-x-vs-yara/#no-process-scanning

Ok,
Thank for your comment.
If you implement this feature, I'm ready to test it

Also really interested


Sprint 2

This PR presents our solutions for the second sprint. The team members are:

Christopher Aust (@caustt)
Peter Tsayun (@PeterTsayun)
Moritz Manner (@manner)

One short addition - running the coverage script on a ThreadSanitizer build gave us some data races, which we actually didn't get when just running the Test Build (also with integrated ThreadSanitizer), mhm we are not exactly sure how to interpret this, but it might be interesting to investigate, should you be able to reproduce it.


Improve the header of the home page.

Assign this issue to me.

Go ahead @musavveer

Can you give some ideas for the changes required..


Check for nil provider to avoid segfault in flare

What does this PR do?
We had issues where the Agent panics because a Flare Provider is nil and we don't check for nil before using the provider. This PR filters all nil providers in the flare component before using them.
Motivation
Avoid panic
Possible Drawbacks / Trade-offs
Because we're filtering nil component, we might miss some unexpected bugs where a provider is nil while it should not be. In this case, we'll be missing flare information instead of panicking.
Describe how to test/QA your changes
Run datadog-agent flare and datadog-agent flare --local and verify that the Agent does not panic.

/merge


'path/to/chrome/executable' ?!?

actually … where one is supposed to find the correct 'path/to/chrome/executable' ? this is not an issue with the code but the readme.md could be more helpful on this!

I don’t understand what’s unclear about it? If you scroll a bit down you’ll find:

String path to the chrome executable that puppeteer uses to render the mermaid diagrams to SVGs.

How you find this path, depends on your system and how you installed Chrome. E.g. to find it on Linux, run:
which google-chrome

'which google-chrome' returns nothing (MAc OS) I then got it by right-clicking on the gChrome icon in the Applications folders to 'Show Packege contents' and then proceeded into 'contents/MacOS/Google\ Chrome'
Thanks anyhow ..
Cheers, Luca


Unused parameter in WithTryPrivate causing client to send incorrect version byte in header.

Closes #2122
As described in the issue, the MQTTNet.Client sends incorrect version in the connect header, causing the server to respond with an unsupported protocol exception.
Digging into the encoding code, it turns out the issue is rooted in the EncodeConnectPacket method in MqttV3PacketFormatter.
If TryPrivate is true (default), a bitwise OR operation is applied to the protocol version (I don't know why this is done).
var protocolVersion = 3;
if (packet.TryPrivate)
{
    protocolVersion |= 0x80;
}

bufferWriter.WriteByte((byte)protocolVersion);

This results in the connect header containing  an incorrect version:
(hex): 10 df 04 00 06 4d 51 49 73 64 70 (83) 82 00 0f 00
Instead of the expected
(hex): 10 df 04 00 06 4d 51 49 73 64 70 (03) 82 00 0f 00
After fixing the unused parameter in WithTryPrivate and using .WithTryPrivate(false), the connection is successful and no longer throws an UnsupportedProtocolVersion exception.

@dotnet-policy-service agree


introduce Distributive interface so that polymorphic operators can be used by matrices

Currently, one can't write a Matrix class that can use Ceylon's polymorphic operators. That's because matrices don't support a division operation, and because multiplication for matrices is not commutative.
I propose a simple Distributive interface that will hold the times method (and by consequence the * operator), and that does not require commutativeness for its operation. This interface will satisfy Invertible and will be satisfied by Numeric:
shared interface Distributive<Other>
	of Other
	satisfies Invertible<Other>
	given Other
		satisfies Distributive<Other>
{
	shared formal Other times(Other other);
}

shared interface Numeric<Other>
	of Other
	satisfies Distributive<Other>
	given Other
		satisfies Numeric<Other>
{
	shared formal Other divided(Other other);
}

I've implemented this on the 7267 branch, as a new Multiplicable interface, almost identical to Summable.

It would be beautiful if it was possible to have more matrix operators supported in the language (using their unicode characters). If only one could declare new operators and their supporting interfaces :grinning:


enhancement add cardinality to explain string and explain graph

Proposed changes

set cardinality when translate Nereids plan to legacy planner's plan
print cardinality when use EXPLAIN GRAPH

Problem summary
Describe your changes.
Checklist(Required)

Does it affect the original behavior:

[ ] Yes
[ ] No
[ ] I don't know

Has unit tests been added:

[ ] Yes
[ ] No
[ ] No Need

Has document been added or modified:

[ ] Yes
[ ] No
[ ] No Need

Does it need to update dependencies:

[ ] Yes
[ ] No

Are there any changes that cannot be rolled back:

[ ] Yes (If Yes, please explain WHY)
[ ] No

Further comments
If this is a relatively large or complex change, kick off the discussion at<EMAIL_ADDRESS>by explaining why you chose the solution you did and what alternatives you considered, etc...

@englefly PTAL

TeamCity pipeline, clickbench performance test result:
the sum of best hot time: 41.81 seconds
load time: 641 seconds
storage size:<PHONE_NUMBER>8 Bytes
https://doris-community-test-1308700295.cos.ap-hongkong.myqcloud.com/tmp/20221027053646_clickbench_pr_34599.html

TeamCity pipeline, clickbench performance test result:
the sum of best hot time: 38.61 seconds
load time: 585 seconds
storage size:<PHONE_NUMBER>5 Bytes
https://doris-community-test-1308700295.cos.ap-hongkong.myqcloud.com/tmp/20221028093542_clickbench_pr_35268.html


Duality package structure and nuspec is wrong

Summary
Duality now targets .NET 4.7.2 but in the lib folder there is still a net45 map:

I believe this should be changed to net472.
Also dependencies should be in a group (replace netstandard with netframework ofcourse):
    <dependencies>
      <group targetFramework=".NETStandard2.0">
        <dependency id="System.Reflection.Emit.Lightweight" version="4.3.0" exclude="Build,Analyzers" />
      </group>
    </dependencies>

And not like this:
    <dependencies>
      <dependency id="AdamsLair.Duality" version="3.1.3" />
      <dependency id="AdamsLair.DockPanelSuite" version="2.8.2" />
      <dependency id="AdamsLair.TreeViewAdv" version="1.7.7" />
      <dependency id="AdamsLair.WinForms" version="1.1.17" />
      <dependency id="AdamsLair.WinForms.PopupControl" version="1.0.1" />
      <dependency id="NuGet.Core" version="2.14.0" />
    </dependencies>

Pretty sure the current package structure will confuse nuget as it thinks its still a net45 package and not a net472 package. You also get tons of warnings in visual studio:

I think we should fix this before proceeding with the nuget upgrade #740

Yeah, the target framework in the package specs should be fixed. It's probably not critical, but important.
The ungrouped dependency specs are fine though according to the docs. Groups can be specified, but it's optional if they're the same across frameworks anyway. If we choose to do grouping anyway, we should probably go with a single group that doesn't specify a framework to indicate that it's the default.

Note: This only applies to .NET Framework packages, not PCL packages. The PCL package folder would only change in the course of #573.

The ungrouped dependency specs are fine though according to the docs.

When you generate a nuspec with dotnet pack it will always include the groups (even if there is just 1 group) with the corresponding targetframework. Nuget figures out the rest (such as compatibility).
The version without groups still works ofcourse but might get deprecated at some point.

ToDo

Update all .NET Framework packages (editor, editor plugins, launcher, backend) to use net472 target framework folders instead of net45 target framework folders.
Update the Duality Package Manager to favor net472 instead of net45, both in the manager target framework and for framework-dependent content resolve.
While at it, fix this comment.
Do a full local repository installation test.

I implemented a fix for this on my fork of this repository. Since this is my first contribution to this repo, do you prefer doing an external review of my branch or is it preferred that I submit a PR and review through there?

Sorry for the long delay, I'm pretty short on time lately - a Pull Request is probably the best way to go about this 🙂 Better visibility to project contributors for review, and also a good starting point for collaborating on your feature branch as the situation permits.


Proposed LAG model

The colors indicate relationships - yellow indicates that port.name is used in lag.port_names, the green lag.name is used in the PortTxRx.tx_port_name which is used in the Flow.tx_rx.
The x-constraint should be updated on the PorTxRx to include the Lag.properties.name

@ajbalogh I'm not that familiar with LAGs and how it is supposed to work.  Do we have a use-case and a script (as per this model) demonstrating the use-case?  Will make it easier for me to understand.

sample code for lag flows
# setup tx and rx ports
tx_port1 = Port(name='tx1')
tx_port2 = Port(name='tx2')
rx_port3 = Port(name='rx1')

# setup a lag of tx ports
lag = Lag(name='lag1', port_names=[tx_port1.name, tx_port2.name])
lacp = Lacp(actor_key=Pattern('1'))
lag.protocol = Protocol(choice='lacp', lacp=Lacp())
lag.ethernet = Ethernet(name='lag eth1',
                        src=Pattern(
                            Counter(start='000000000001',
                                    step='000000000001',
                                    up=True)))

# flow over the lag
port_endpoint = PortTxRx(tx_port_name=lag.name, rx_port_names=[rx_port3.name])
flow1 = Flow(name='lag flow 1', tx_rx=TxRx(port_endpoint))

# flow over the lag devices
tx_devices = Device(name='tx devices', container_name=lag.name, ipv4=Ipv4())
rx_devices = Device(name='rx devices',
                    container_name=rx_port3.name,
                    ipv4=Ipv4())
device_endpoint = DeviceTxRx(tx_device_names=[tx_devices.name],
                             rx_device_names=[rx_devices.name])
flow2 = Flow('lag flow 2', tx_rx=TxRx(device_endpoint))

# add everything to a config
config = Config(ports=[tx_port.name, tx_port2.name, rx_port.name],
                lags=[lag],
                devices=[tx_devices, rx_devices],
                flows=[flow1, flow2])


Webpack-Workbox-plugin 3.0.0-alpha.2 console error produced Failed to execute 'transaction' on 'IDBDatabase'

Library Affected:
workbox-webpack-plugin
Browser & Platform:
Chrome 63
Issue or Feature Request Description:
Bug
When trying out the v3 version of workbox-webpack-plugin 3, with the following set up.
new WorkboxPlugin({
    skipWaiting: true,
    clientsClaim: true
  })

I am seeing the following console errors when deployed.
Uncaught (in promise) DOMException: Failed to execute 'transaction' on 'IDBDatabase': One of the specified object stores was not found.
    at https://storage.googleapis.com/workbox-cdn/releases/3.0.0-alpha.2/workbox-core.prod.js:1:5765
    at new Promise (<anonymous>)
    at https://storage.googleapis.com/workbox-cdn/releases/3.0.0-alpha.2/workbox-core.prod.js:1:5727
    at Generator.next (<anonymous>)
    at n (https://storage.googleapis.com/workbox-cdn/releases/3.0.0-alpha.2/workbox-core.prod.js:1:160)
    at https://storage.googleapis.com/workbox-cdn/releases/3.0.0-alpha.2/workbox-core.prod.js:1:254
    at <anonymous>

I have the file deployed here if you want to see in action the error.
https://stevenfitzpatrick.io/
You might need to refresh the page to see the error.
Also seeing a warning regarding source maps produced by the plugin
DevTools failed to parse SourceMap: https://stevenfitzpatrick.io/workbox-sw.prod.v2.1.2.js.map

Apologies that you're running into this.
That sounds very much like https://github.com/GoogleChrome/workbox/issues/1109. It should be fixed in the next alpha release (likely later this week).


Change password network error

Please offer more information

Please offer more information

I added a load balancer and the issue is resolved.


Font rendering of umlauts

An umlaut (ÄÖÜäöü) aborts the rendering process. The umlaut itself and any chars after the umlaut are not appearing. Tested with the Fonts Roboto Regular and Arial. Compiled with VS 2015 (Release configuration, Platform x64) on Win10 x64.

Are you passing the string as UTF-8? We Finns use umlauts too, and I'm pretty sure I tested it.

No, string was passed in ANSI. Encoding them to UTF8 first fixed the issue. Thx for help!


I don't see any test ads when i export to my Android device

Godot version
3.5
Plugin version
v2.1.4
Phone information
Motorola with Android 10
Issue description
I'm using android-template ver 3.5 as my plugin and i updated the AndroidManifest.xml with the Sample AdMob app ID here: https://github.com/Poing-Studios/godot-admob-android/
I have Use custom build turned on and The apk exports fine with no errors. Yet when i open the app i see no ads.
When i export the same project to IOS i see the test ads
How do i fix this ?
Steps to reproduce
no steps
Additional context
No response

Hi, what error code do you get when you try to load an ad?

I didn't get an errror code it seems like i just had to turn on features in the Export menu
I turned on Custom Build, Admob, Internet and Access Network State and i can now see test ads
Oh and i also had to add Some Android Network Permissions code to my AndroidManifest.xml
It wrk now tho, it seems 👍🏽

Nice, i will close this issue


Upgrade to libc 0.2

Upgrade dependencies (mainly libc)
Clean compile on current rustc stable/beta/nightly
Rename CursorIteratorInner to IterateCursor (the name was influenced by std::hash::BuildHasher) and make it public (recent rustc complains about private types leaking into the public API)
Since this is a change affecting client programs, I've changed the minor version of both crates lmdb-rs and liblmdb-sys

Due to the upgrade of libc, i noticed in a client program that size_t changed from u64 to usize, which i think is correct. This implies a change for some of the fields in lmdb_rs::MDB_stat.

Thanks!

thank you for the very quick reaction!


Integrate Mithril with SPO tooling

Issue
We want to make usage of Mithril nodes as friction less as possible in order to have the highest adoption rate among the SPO community. In order to do so, we can integrate Mithril into the Guild Operators SPO community tools.
⚠ This is a nice to have feature for the mainnet release, but it is not strictly required and thus can be deployed continuously.
To do

[ ] Implement Mithril Signer (and Mithril Relay) deployment into the install tools of Guild Operators (see #862)
[ ] Implement Mithril Signer (and Mithril Relay) monitoring into the monitoring tools of Guild Operators (see #862)
[ ] Implement Mithril Aggregator deployment into the install tools of Guild Operators
[ ] Implement Mithril Aggregator) monitoring into the monitoring tools of Guild Operators
[ ] TBD

Already implemented by the Guild Operators 🚀


Download original photo

From the PhotoSwipe I can't download the original version of the photo. Only the displayed size, which is selected by vieport size. For example - on mobile phone it serves me for download the MEDIUM size file whilst on PC the XL size. But I wuld welcome downloading the ORIGINAL.
Thanks Fx.

Seems to exist no way to enable photo wonloading from mobile devises at all, this function would be important

Seems to exist no way to enable photo wonloading from mobile devises at all, this function would be important


Summaries in Catalog JSON Schema missing

In https://github.com/radiantearth/stac-spec/pull/942 we forgot to add the JSON Schema for summaries to Catalogs. Add it again.

This is waiting for #967 to be merged.


Add link to edit ForeignKey object

Add link to edit ForeignKey object.
It's important feature for shop, where 100+ objects.

Yes, this would be helpful, we are going to support this in the future.

When?


Dismissible has inconstant behavior when swiped depending on the number of widgets on the screen.

Steps to reproduce
To reproduce the issue you can copy the code sampe and run it. or you may try it from this dartpad:
https://dartpad.dev/?id=5983c0a339626820d56fa71e32ab3d96
change the number of the listview children from the slider widget.
(see the demo video)
Expected results
I was expecting same behavior when we swipe the card widget.  its should be below the Left Widget when we swipe the card. even when the Listview only contains 3 children
Actual results
There are different position of widget when we swipe the card.  if its contains some children that fill the entire screen, the card move in the back of the left widget.
but when its only contain 1 or 2 children. its slide above the others widget.
Code sample
Code sample
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return const MaterialApp(
      title: 'Demo',
      home: HomeLayout(),
    );
  }
}

class HomeLayout extends StatelessWidget {
  const HomeLayout({super.key});

  @override
  Widget build(BuildContext context) {
    return const Scaffold(
      body: SafeArea(
        child: Row(
          children: [
            Expanded(flex: 30, child: LeftWidget()),
            Expanded(flex: 60, child: RightWidget()),
          ],
        ),
      ),
    );
  }
}

class LeftWidget extends StatelessWidget {
  const LeftWidget({super.key});

  @override
  Widget build(BuildContext context) {
    return Material(
      elevation: 1,
      color: Colors.blueGrey.shade100,
      child: const Center(
        child: Text(
          "Left Widget",
          style: TextStyle(fontSize: 24),
        ),
      ),
    );
  }
}

class RightWidget extends StatefulWidget {
  const RightWidget({
    super.key,
  });

  @override
  State<RightWidget> createState() => _RightWidgetState();
}

class _RightWidgetState extends State<RightWidget> {
  double items = 0;
  @override
  Widget build(BuildContext context) {
    return Column(
      children: [
        Slider(
            value: items,
            onChanged: (item) => setState(() {
                  items = item;
                })),
        Expanded(
          child: ListView.builder(
            itemCount: (items * 20).toInt(),
            itemBuilder: (context, index) => Dismissible(
              key: UniqueKey(),
              direction: DismissDirection.endToStart,
              child: Card(
                color: Colors.amber.shade100,
                child: Padding(
                  padding: const EdgeInsets.all(18.0),
                  child: Text(index.toString()),
                ),
              ),
            ),
          ),
        ),
      ],
    );
  }
}

Screenshots or Video

Screenshots / Video demonstration

it has more child widget

less child, not fill the entire screen

demo video

https://github.com/flutter/flutter/assets/33835308/dbde0ba9-c872-475a-ba05-efcd93930c0a

Logs
Logs
[Paste your logs here]

Flutter Doctor output
Doctor output
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.13.8, on Microsoft Windows [Version 10.0.22621.2861], locale en-ID)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.6.4)
[√] Android Studio (version 2022.2)
[√] VS Code (version 1.85.1)
[√] Connected device (3 available)
[√] Network resources

• No issues found!

Reproducible on the latest master and stable channels.
stable, master flutter doctor -v

[!] Flutter (Channel stable, 3.16.5, on macOS 14.2.1 23C71 darwin-arm64, locale
    en-NG)
    • Flutter version 3.16.5 on channel stable at
      /Users/damilolaalimi/sdks/flutter
    ! Warning: `dart` on your path resolves to
      /opt/homebrew/Cellar/dart/3.1.5/libexec/bin/dart, which is not inside your
      current Flutter SDK checkout at /Users/damilolaalimi/sdks/flutter.
      Consider adding /Users/damilolaalimi/sdks/flutter/bin to the front of your
      path.
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 78666c8dc5 (3 weeks ago), 2023-12-19 16:14:14 -0800
    • Engine revision 3f3e560236
    • Dart version 3.2.3
    • DevTools version 2.28.4
    • If those were intentional, you can disregard the above warnings; however
      it is recommended to use "git" directly to perform update checks and
      upgrades.

[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
    • Android SDK at /Users/damilolaalimi/Library/Android/sdk
    • Platform android-34, build-tools 34.0.0
    • ANDROID_HOME = /Users/damilolaalimi/Library/Android/sdk
    • Java binary at: /Applications/Android
      Studio.app/Contents/jbr/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build
      17.0.6+0-17.0.6b802.4-9586694)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 15.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 15C65
    • CocoaPods version 1.14.3

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2022.2)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build
      17.0.6+0-17.0.6b802.4-9586694)

[!] Android Studio (version unknown)
    • Android Studio at /Users/damilolaalimi/Downloads/Android Studio
      Preview.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    ✗ Unable to determine Android Studio version.
    • Java version OpenJDK Runtime Environment (build
      17.0.7+0-17.0.7b1000.6-10550314)

[✓] VS Code (version 1.85.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.78.0

[✓] VS Code (version 1.83.1)
    • VS Code at /Users/damilolaalimi/Downloads/Visual Studio Code.app/Contents
    • Flutter extension version 3.78.0

[✓] Connected device (4 available)
    • Damilola’s iPhone (mobile) • 00008110-001964480AE1801E            • ios
      • iOS 17.1.1 21B91
    • iPhone 15 (mobile)         • F17D2919-6D61-4295-8408-1719692FE958 • ios
      • com.apple.CoreSimulator.SimRuntime.iOS-17-0 (simulator)
    • macOS (desktop)            • macos                                •
      darwin-arm64   • macOS 14.2.1 23C71 darwin-arm64
    • Chrome (web)               • chrome                               •
      web-javascript • Google Chrome 120.0.6099.129

[✓] Network resources
    • All expected network resources are available.

! Doctor found issues in 2 categories.

[!] Flutter (Channel master, 3.18.0-19.0.pre.104, on macOS 14.2.1 23C71 darwin-arm64, locale en-NG)
    • Flutter version 3.18.0-19.0.pre.104 on channel master at /Users/damilolaalimi/fvm/versions/master
    ! Warning: `dart` on your path resolves to /opt/homebrew/Cellar/dart/3.1.5/libexec/bin/dart, which is not inside your current Flutter SDK checkout at /Users/damilolaalimi/fvm/versions/master. Consider adding /Users/damilolaalimi/fvm/versions/master/bin to the front of your path.
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 12720f0e51 (2 hours ago), 2024-01-08 01:53:21 -0500
    • Engine revision bbebee1465
    • Dart version 3.3.0 (build 3.3.0-279.0.dev)
    • DevTools version 2.31.0
    • If those were intentional, you can disregard the above warnings; however it is recommended to use "git" directly to perform update checks and upgrades.

[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
    • Android SDK at /Users/damilolaalimi/Library/Android/sdk
    • Platform android-34, build-tools 34.0.0
    • ANDROID_HOME = /Users/damilolaalimi/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jbr/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b802.4-9586694)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 15.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 15C65
    • CocoaPods version 1.14.3

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2022.2)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b802.4-9586694)

[!] Android Studio (version unknown)
    • Android Studio at /Users/damilolaalimi/Downloads/Android Studio Preview.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    ✗ Unable to determine Android Studio version.
    • Java version OpenJDK Runtime Environment (build 17.0.7+0-17.0.7b1000.6-10550314)

[✓] VS Code (version 1.85.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.78.0

[✓] VS Code (version 1.83.1)
    • VS Code at /Users/damilolaalimi/Downloads/Visual Studio Code.app/Contents
    • Flutter extension version 3.78.0

[✓] Connected device (4 available)
    • Damilola’s iPhone (mobile) • 00008110-001964480AE1801E            • ios            • iOS 17.1.1 21B91
    • iPhone 15 (mobile)         • F17D2919-6D61-4295-8408-1719692FE958 • ios            • com.apple.CoreSimulator.SimRuntime.iOS-17-0 (simulator)
    • macOS (desktop)            • macos                                • darwin-arm64   • macOS 14.2.1 23C71 darwin-arm64
    • Chrome (web)               • chrome                               • web-javascript • Google Chrome 120.0.6099.129

[✓] Network resources
    • All expected network resources are available.

! Doctor found issues in 2 categories.

You should be able to just wrap your scrollview in a Clip to get consistent behavior. For performance reasons the scrollable only clips by default if it has more content than fits on screen.


bug: opening nvim onn dir doesnt populate files

Did you check the docs and existing issues?

[X] I have read the docs
[X] I have searched the existing issues

Neovim version (nvim -v)
v0.9.1
Operating system/version
arch linux
Describe the bug
Opening nvim directly on a dir opens an oil buffer, but the buffer is empty and I cant get it to show the files in the directory. I can use '-' to go up a directory to it's parent, and that will load correctly, as will any other directory I navigate to, but I can never get the directory that I opened with nvim to load.
Steps To Reproduce

nvim 'some_dir'

Expected Behavior
An oil buffer opens with the contents of the directory
Directory structure
Doesnt matter, occurs on any directory
dir/a
dir/b
Repro
-- save as repro.lua
-- run with nvim -u repro.lua
-- DO NOT change the paths
local root = vim.fn.fnamemodify("./.repro", ":p")

-- set stdpaths to use .repro
for _, name in ipairs({ "config", "data", "state", "runtime", "cache" }) do
	vim.env[("XDG_%s_HOME"):format(name:upper())] = root .. "/" .. name
end

-- bootstrap lazy
local lazypath = root .. "/plugins/lazy.nvim"
if not vim.loop.fs_stat(lazypath) then
	vim.fn.system({
		"git",
		"clone",
		"--filter=blob:none",
		"--single-branch",
		"https://github.com/folke/lazy.nvim.git",
		lazypath,
	})
end
vim.opt.runtimepath:prepend(lazypath)

vim.g.loaded_netrw = 1
vim.g.loaded_netrwPlugin = 1

-- install plugins
local plugins = {
	"folke/tokyonight.nvim",
	{
		"stevearc/oil.nvim",
		dependencies = { "nvim-tree/nvim-web-devicons" },
		keys = {
			{ "-", '<cmd>lua require("oil").open()<cr>', "Open file browser" },
		},
		event = "VeryLazy",
		opts = {},
	},
	-- add any other plugins here
}
require("lazy").setup(plugins, {
	root = root .. "/plugins",
	defaults = {
		version = "*",
		lazy = true,
	},
	change_detection = {
		notify = false,
	},
})

vim.cmd.colorscheme("tokyonight")
-- add anything else here

Did you check the bug with a clean config?

[X] I have confirmed that the bug reproduces with nvim -u repro.lua using the repro.lua file above.

 I've added better support for lazy loading, so it should work now


i want to learn json

Hi, I want to learn about this json library.Json [key] = values.I think it's a cool thing to do, but I don't know how to read the source code.Is there any good documentation for me to join this project quickly?

Documentation can be found here:

https://nlohmann.github.io/json/
https://github.com/nlohmann/json/blob/develop/README.md

@wenhuancai Can we close this issue?

I don't think the project is suitable to actually learn programming C++. You should search for tutorials instead.


IE 11

Phaser version: v2.1.3 "Ravinda" - Built: Thu Oct 23 2014 12:33:04
Windows 8.1, Internet Explorer 11.0.9600.17416
Graphics: NVIDIA GeForce GT 640M
IE compatibility mode set to Edge.
If I set the game to Phaser.AUTO rendering mode, the screen flickers rapidly and no buttons work. There are no error messages.
I do get the following warning:
EBGL11135: getContext: Context attribute premultipliedAlpha:false is not currently supported
I know there were previous issues with IE11 and webgl but I thought they were resolved or  automatically fell back to canvas mode. Is this not the case?
Game works fine on IE11 with Phaser.CANVAS renderer.

I'm afraid I'm going to close this one off for now. I'm not sure it will be addressed in Pixi 2 (if it is, I'll merge the fix for sure). Alternatively if they fix in Pixi 3, and we upgrade to that, it will be covered there. But it won't be fixed directly in the Phaser source, sorry.

Just for reference however the Pixi issue is https://github.com/GoodBoyDigital/pixi.js/issues/1201 (as the link above points to the phaser repo)

FYI: They say it's fixed in v3, so as soon as we have a PIXIv3 build in Phaser it should be fixed here too.  https://github.com/GoodBoyDigital/pixi.js/issues/1201


Private docker hub image example

It would be great to see an example showing how to configure a container instance to pull from a private docker hub image.

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

ID: 196dd3fc-8ba7-5e5c-2bba-ca9f20b18e73
Version Independent ID: 87e1da3d-f013-a3d0-ffc7-fae698b68a90
Content: Quickstart - Create your first Azure Container Instances container with the Azure portal
Content Source: articles/container-instances/container-instances-quickstart-portal.md
Service: container-instances
GitHub Login: @mmacy
Microsoft Alias: marsma

Thanks for the feedback! I have assigned the issue to the content author to investigate further and update the document as appropriate.

Hi @dankellett, thanks for the feedback. Were you interested in seeing how to do so in the portal specifically, or pulling an image from a private repository in general?

I was interested in the portal, but I'd also be interested in cli. When I attempted this myself, I was having trouble getting authentication to work correctly against the hub.docker.com repo.

Thanks, @dankellett, my apologies for the slow reply, here. To deploy to ACI from a private Docker Hub repository, the Image registry login server must be index.docker.io. For example, here are the settings I used to successfully deploy from my own private repository on Docker Hub:

If you could, can you give that a try and let us know how it goes?
Thanks, -MM

Hi @dankellett, checking in to see if you've had a chance to give this a try.

Hi @mmacy, I attempted following your example and I am getting a deployment failure.
{"code":"DeploymentFailed","message":"At least one resource deployment operation failed. Please list deployment operations for details. Please see https://aka.ms/arm-debug for usage details.","details":[{"code":"BadRequest","message":"{\r\n "error": {\r\n "code": "InaccessibleImage",\r\n "message": "The image 'mrdankellett/gettingstarted' in container group 'kelletttest3' is not accessible. Please check the image and registry credential."\r\n }\r\n}"}]}

@dankellett Hmm...I'm unable to repro this issue. To mirror as closely as possible your environment, I deleted all other images out of my repository, save for my private "aci-helloworld" repo, deployed to West US 2 in a new RG named "containerrg," and was able to deploy successfully. Even bumped my password length such that it was longer than yours, just in case.
I assume you are able to docker pull the image successfully using the Docker CLI, otherwise the image wouldn't already be in the registry, but can you confirm?
@yangl900 Anders, might you have any ideas on this one? Dan is unable to deploy from a private Docker Hub repo, and as far as I can tell, everything looks OK.

I was missing the correct tag, I added the "latest" default tag to the image and this now works for me.

I think it might be a good idea to add this to the docs still, if it hasn't been already. I've been struggling with this for a good 30 minutes trying to figure out how to deploy from a private image on Docker Hub. As far as I can tell, there's tons of documentation for deploying from ACR, but nothing for deploying from Docker Hub. The thing that tripped me up was the "Image registry login server". I tried docker.com, hub.docker.com, with protocols, without protocols, with /v2, /login, etc., but never thought to try index.docker.io. I finally gave up and was about to just create an ACR so I could move on, and then I finally found the link to this issue at the bottom of the docs page.

This should deffo be in the docs if it isn't already