Could not find sdklib.jar  when I create new project .... flutter 1.7

* What went wrong:
A problem occurred configuring root project 'android'.
> Could not resolve all artifacts for configuration ':classpath'.
   > Could not find lint-gradle-api.jar (com.android.tools.lint:lint-gradle-api:26.5.0).
     Searched in the following locations:
         https://dl.google.com/dl/android/maven2/com/android/tools/lint/lint-gradle-api/26.5.0/lint-gradle-api-26.5.0.jar
   > Could not find tracker.jar (com.android.tools.analytics-library:tracker:26.5.0).
     Searched in the following locations:
         https://dl.google.com/dl/android/maven2/com/android/tools/analytics-library/tracker/26.5.0/tracker-26.5.0.jar
   > Could not find sdklib.jar (com.android.tools:sdklib:26.5.0).
     Searched in the following locations:
         https://dl.google.com/dl/android/maven2/com/android/tools/sdklib/26.5.0/sdklib-26.5.0.jar

`Build file '/home/joe/Desktop/flutter-projects/new_missing/android/app/build.gradle' line: 26
A problem occurred evaluating project ':app'.

Could not resolve all artifacts for configuration 'classpath'.
Could not find lint-gradle-api.jar (com.android.tools.lint:lint-gradle-api:26.5.0).
Searched in the following locations:
https://dl.google.com/dl/android/maven2/com/android/tools/lint/lint-gradle-api/26.5.0/lint-gradle-api-26.5.0.jar
Could not find tracker.jar (com.android.tools.analytics-library:tracker:26.5.0).
Searched in the following locations:
https://dl.google.com/dl/android/maven2/com/android/tools/analytics-library/tracker/26.5.0/tracker-26.5.0.jar
Could not find sdklib.jar (com.android.tools:sdklib:26.5.0).
Searched in the following locations:
https://dl.google.com/dl/android/maven2/com/android/tools/sdklib/26.5.0/sdklib-26.5.0.jar

`

Hi @JoDeveloper
it is possible that the issue depends from your internet connection
are you behind a proxy a vpn
or connecting from China or Bangladesh?
If not could you please provide
your flutter doctor -v ,
your flutter run --verbose
and your pubspec.yaml
Thank you

@iapicca
`flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, v1.17.0, on Linux, locale en_US.UTF-8)
[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.3)
[✓] Android Studio (version 3.6)
[✓] VS Code (version 1.44.2)
[✓] Connected device (1 available)
• No issues found!`

flutter doctor -v
FAILURE: Build failed with an exception. [   +5 ms] * Where: [        ] Build file '/home/joe/Desktop/flutter-projects/missing_person/android/app/build.gradle' line: 26 [        ] * What went wrong: [        ] A problem occurred evaluating project ':app'. [        ] > Could not resolve all artifacts for configuration 'classpath'. [        ]    > Could not find lint-gradle-api.jar (com.android.tools.lint:lint-gradle-api:26.5.0). [        ]      Searched in the following locations: [        ]          https://dl.google.com/dl/android/maven2/com/android/tools/lint/lint-gradle-api/26.5.0/lint-gradle-api-26.5.0.jar [        ]    > Could not find tracker.jar (com.android.tools.analytics-library:tracker:26.5.0). [        ]      Searched in the following locations: [        ]          https://dl.google.com/dl/android/maven2/com/android/tools/analytics-library/tracker/26.5.0/tracker-26.5.0.jar [        ]    > Could not find sdklib.jar (com.android.tools:sdklib:26.5.0). [        ]      Searched in the following locations: [        ]          https://dl.google.com/dl/android/maven2/com/android/tools/sdklib/26.5.0/sdklib-26.5.0.jar

I'm connecting from Sudan && using a vpn


⚠ Bofrost.at has degraded performance

In b6dc820, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1813 ms

Resolved: Bofrost.at performance has improved in 6fab103.


Show result of test action for all pull requests.

Right now we can see the result of changes only after merging PR to the master branch. It's good to see the result of the test right on PR's page.

@michael0liver Since initially Github Actions was added by you, maybe this one will be interesting for you too? Thank you!

Hey @lk-geimfari I got a notification that you tagged me but I can't see the message?


Cutting off the end of calc

This is a new regression from 2.2.0 to 2.3.0.
Given this input css:
.file-path-input.invalid {
  margin: 1px 1px calc(0.5em + 1px);
}

2.2.0 outputs this:
.file-path-input.invalid{margin:1px 1px calc(.5em + 1px)}

2.3.0 outputs this:
.file-path-input.invalid{margin:1px 1px calc(.5em +}

You can see that the 2.3.0 output is stripping the second half of the calc statement.

Thanks, will look into it. :+1:

Fixed in https://github.com/ben-eb/postcss-merge-longhand/commit/6001d920678bbe66afbfa1a5d2d4034a52dad8a5 (v1.0.1). Try a fresh install. :smile:

That seems to have done the trick!  Thank you for your oh-so-quick response and fix!

You're welcome! :smiley:


Hide Y labels

Hello, great kit!
Is there any way to hide the y labels?
I would like to show only the line chart..
Thanks!

Not right now, but it should be a pretty simple thing to do, PR would be welcome.

I also need that so I opened a PR for it.


Print keyframe sequence

Prints the keyframe sequence at the outset and the frame being generated to give feedback to the user on which keyframes are being generated and then some feedback on progress generating frames.
Tested with PingPong. Skipframes tested with reasonable settings. If Skipframes > total frames will only list first frame which is in line with what is generated from the ComfyUI render pass.

Apologies for the commit mess. Still trying to work out the whole fork/branch/PR workflow.

Apologies for the commit mess. Still trying to work out the whole fork/branch/PR workflow.

That's fine. I'll rebase it into a single commit when merging anyways.


Checking Dart SDK version and BITS service failed, retrying with WebRequest

Flutter Doctor fails Checking and Downloading dart sdk using BITS Service and WebRequest

Hi @smamran
can you please provide your flutter doctor -v?
Thank you

Hi @smamran
Please take a look at this comment
Thank you

I also tried solution given here. but nothing happened.

Hi @smamran
could you please double check that the system requirements are met?
Thank you

System Requirements met.
PS C:\Users\amran> (Get-Host).Version
Major  Minor  Build  Revision

5      1      18362  752
PS C:\Users\amran> git --version
git version 2.26.0.windows.1

Windows 10, 64 bit.
D:\flutter\bin
But unable to run flutter doctor...

https://storage.googleapis.com can't be reached from bangladesh. I solved this issue using a vpn.
https://protonvpn.com/

https://storage.googleapis.com can't be reached from bangladesh. I solved this issue using a vpn.
https://protonvpn.com/

thanks! though the BITS service failed, it worked with webRequest. anyway, do you have any idea why googleapis cannot be reached from bangladesh?

same in Iran!
I had to use a vpn to fix this issue,too.

Using VPN solved my problem as well.


Parity: XMLDocument: NSCoding, XSLT

We’re out of time to add libxslt as a dependency. Note that XSLT is not available at compile time, for now, and remove the undue reference to coding.
Fixes https://bugs.swift.org/browse/SR-10420, https://bugs.swift.org/browse/SR-10420

@swift-ci please test


Lot ox fix.
Python 3.7 runtime support are removed.
[docker] Build with 3.12 image

Fyi: you could bump all hooks to the latest version by running pre-commit autoupdate.
I also wrote a reusable workflow for automating that, e.g., running it once a month.


PRO PATCHER BROKEMY HTTP TOOLKIT

Showed lots of errors now just gives a blank screen now please help I can't use the app everything is broken

me too

HELP URGENT

same... it just gives a blank screen

same here

i'm gonna look at it rn guys pls chill 😭

is it just broken on mac?

no

uh which httptoolkit version?

uh which httptoolkit version do you use?

1.18 and 1.19 same error.

@XielQs
node:internal/modules/cjs/loader:1252
throw err;
^
Error: Cannot find module 'C:\Users\admin\Desktop\Testing\httptoolkit-pro-patcher-master.start'
at Function._resolveFilename (node:internal/modules/cjs/loader:1249:15)
at Function._load (node:internal/modules/cjs/loader:1075:27)
at TracingChannel.traceSync (node:diagnostics_channel:315:14)
at wrapModuleLoad (node:internal/modules/cjs/loader:218:24)
at Function.executeUserEntryPoint [as runMain] (node:internal/modules/run_main:170:5)
at node:internal/main/run_main_module:36:49 {
code: 'MODULE_NOT_FOUND',
requireStack: []
}
Node.js v22.11.0


MudNavGroup: Add TitleContent parameter

Description

A TitleContent render fragment was added in the component MudNavGroup. There was a way to add custom content to all the other Nav Menu's components except this one. The implementation is very similar to MudExpansionPanel's TitleContent where TitleContent takes precedence over Title.
How Has This Been Tested?

No test were added. An example has been added in the docs. It has only been tested visually since the change doesn't include any logic.
Type of Changes

[ ] Bug fix (non-breaking change which fixes an issue)
[X] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] Documentation (fix or improvement to the website or code docs)

Here the example added in the docs for this new feature:
LTR

RTL:

Checklist

[X] The PR is submitted to the correct branch (dev).
[X] My code follows the code style of this project.
[ ] I've added relevant tests.

Thanks @Ben0421


Flush metrics when stopping MetricsPusher

This is especially important for short jobs which finish before having a chance to push any metrics.

Many thanks. Merged & pushed to nuget.


Add more Inline Query Results

InlineQueryResultLocation
InlineQueryResultVenue

Current coverage is 74.92% (diff: 100%)

Merging #4 into master will increase coverage by 0.35%

@@             master         #4   diff @@
==========================================
  Files            19         19
  Lines           354        355     +1
  Methods         353        353
  Messages          0          0
  Branches          1          2     +1
==========================================
+ Hits            264        266     +2
+ Misses           90         89     -1
  Partials          0          0

Powered by Codecov. Last update 9e4f009...2b422af


Keep up the great work!

👍 I've been using this library extensively without any issues! Great job!
@nashwaan close this issue when you've read this 🤓

Your comment just made my day!
😄

Went through 5-6 other libraries that were needlessly complicated, poorly documented, and broken. Thanks for a great package!

👍

I wonder if any of you can help to improve the documentation of this library (README.md file).
I appreciate if you can revise the English as English is not my first language.
Also, suggestions or improvements on the examples are also welcomed.

❤ Still loving this library, I'm doing the reverse now xml2json and everything seems to be working just fine! 👍

I agree, thank you @nashwaan for this great library. It saved me a lot of time and headache. :smiley:


Translated esco test cases into English

This change is

Основне рев'ю в #621.

Reviewed 3 of 14 files at r1, 2 of 5 files at r2, 1 of 2 files at r4, 1 of 1 files at r5, 1 of 1 files at r6, 2 of 2 files at r7, 1 of 1 files at r8, 1 of 1 files at r9, 3 of 3 files at r10.
Review status: 10 of 15 files reviewed at latest revision, all discussions resolved.

Comments from Reviewable


'Extends' Data Classes are not copied when creating a new branch

A Data Class that 'extends' another data class within the same model is not being copied correctly when branching / creating a new version - the 'extends' property is not being copied.

Probably means #242 is not complete / correct


Update Ubuntu 2204 feed info

Ubuntu 22.04's built in feed now includes .NET 6

Removed the I'm using Ubuntu 22.04, and I only need .NET 6.0 section
Removed the I'm using Ubuntu 22.04, and I only need .NET 7.0 section
Added a note to Ubuntu pages that support the built in feed. Note states the limitation of the minor SDK version
Merged the two .NET 6 and .NET 7 sections of 22.04

Internal previews

📄 File
🔗 Preview link

docs/core/install/linux-ubuntu-2204.md
Install .NET SDK or .NET Runtime on Ubuntu 22.04

docs/core/install/linux-ubuntu-2210.md
Install .NET on Ubuntu 22.10

docs/core/install/linux-ubuntu-2304.md
Install .NET SDK or .NET Runtime on Ubuntu 23.04

docs/core/install/linux-ubuntu.md
Get Ubuntu version

@richlander I tried to use the GitHub dev space to incorporate your feedback, but it just injected them into the commit instead of creating a co-authored commit. Sorry about losing that.

No worries!  In fact, I wouldn't even have noticed if you hadn't said it, however, I appreciate you being so conscientious since it matters more to others.

Fixes #35482


[Broker] Don't add broker-address header if response has already been committed

Motivation

adding headers will fail if the response has been committed
this causes flakiness since the response won't be committed in many cases when the response size is less than the response buffer size

Modifications

add the header before executing the filter chain
check if the response has been committed before attempting to add the header

/pulsarbot run-failure-checks

/pulsarbot run-failure-checks

/pulsarbot run-failure-checks


add logic to not lint tmp ruleset file

Fixes

Stops linter from linting codeNarcTmpRs_ file.

I'm not sure this is implemented correctly. Right now I'm only putting this file in the excludes if it exists AND the user did not pass in a excludes pattern, but we should probably exclude it every time it exists.
The test does not work, but you can see I tried haha.
Also while trying to test this I found something strange. When I run this command locally (without the fix), the tmp file is not linted.
shadycuz-> npm-groovy-lint -l warning
/home/shadycuz/repos/dsty/jenkins-std-lib/build.gradle

/home/shadycuz/repos/dsty/jenkins-std-lib/src/org/dsty/exceptions/ScriptError.groovy

/home/shadycuz/repos/dsty/jenkins-std-lib/test/var/Testlog.groovy

/home/shadycuz/repos/dsty/jenkins-std-lib/test/var/Testbash.groovy

/home/shadycuz/repos/dsty/jenkins-std-lib/vars/bash.groovy

/home/shadycuz/repos/dsty/jenkins-std-lib/vars/log.groovy

npm-groovy-lint results in 7 linted files:
┌─────────┬───────────┬─────────────┐
│ (index) │ Severity  │ Total found │
├─────────┼───────────┼─────────────┤
│    0    │  'Error'  │      0      │
│    1    │ 'Warning' │      0      │
│    2    │  'Info'   │      0      │
└─────────┴───────────┴─────────────┘

but when ran with docker
shadycuz-> docker run -u "$(id -u):$(id -g)" -w=/tmp -v "$PWD":/tmp --entrypoint "npm-groovy-lint" nvuillam/npm-groovy-lint -l warningGroovyLint: Started CodeNarc Server
/tmp/build.gradle

/tmp/src/org/dsty/exceptions/ScriptError.groovy

/tmp/npm-groovy-lint/codeNarcTmpRs_0.887528606251214.groovy

/tmp/test/var/Testlog.groovy

/tmp/test/var/Testbash.groovy

/tmp/vars/bash.groovy

/tmp/vars/log.groovy

npm-groovy-lint results in 8 linted files:
┌─────────┬───────────┬─────────────┐
│ (index) │ Severity  │ Total found │
├─────────┼───────────┼─────────────┤
│    0    │  'Error'  │      0      │
│    1    │ 'Warning' │      0      │
│    2    │  'Info'   │      0      │
└─────────┴───────────┴─────────────┘
package.json not found, use default value {"name":"npm-groovy-lint","version":"0.0.0"} instead

So this PR is probably pointless and it is probably some other issue that's causing my problems.

I can't validate a PR if the checks are failing ^^
I'll propose CodeNarc to receive rulesets as arguments and not files, so if you don't complete your dec,  it will solve the problem :)

@shadycuz FYI my PR about calling CodeNarc with JSON ruleset as command line parameter has been merged , so when CodeNarc 2.0 will be released, I'll remove temp ruleset files management, and the issue will be solved :)


Question: optimization of a problem with continuous variable

Hello,
I would like to conduct some optimization of a model containing matrices with continuous variables.
Is rounding to some precision and converting integers to binaries a correct way to do this?
Can I expect an outcome (in terms of precision) as compared to a "classical" computation?
Thank you in advance for the help or any resource you might point me to.

ADMM might be applicable to deal with your model with continuous variables. See https://qiskit.org/documentation/optimization/tutorials/05_admm_optimizer.html

Thank you very much for this useful resource. What I understand after reading the doc is that continuous variables will be optimized with a classical solver, and only unconstraint binary variables will be optimized on quantum.
Is there a way to convert continuous variables in such a way they can be quantumly optimized (with some advantage)?
Or is there a plan to implement a similar feature in a near future?

If you want to deal with continuous variables quantumly, you need to encode it with qubits. Because the number of qubits is very limited, you need to encode it by yourself, for example, in a form coeff * integer_var.

Ok, thank you for the answer. Do you know if there is a plan to implement something like QAOA for continuous problems in the future?

I don't think we have any plan for that direction. We welcome your idea to realize it.

Ok, thank you for your time.


base-git: update libssh and libgit2 for flux source-controller

Issue #, if available:
Description of changes:
Updating to the latest source-controller, upstream bumped to v1.1.1 of libgit and the libssh version from debian which upstream uses was updated to 1.10.0
By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

[APPROVALNOTIFIER] This PR is APPROVED
This pull-request has been approved by: jaxesn
The full list of commands accepted by this bot can be found here.
The pull request process is described here

Needs approval from an approver in each of these files:

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PL: Create Global parameters field and parse it

overview
Currently on the protocol library we do this ugly injection thing to get parameters working. Now we want to reduce the overhead of this by simply using a global dictionary at the top of the file.
expected behavior
Proposed shape of the global dictionary:
parameters = {
    nameOfParameter: {
            default: defaultParam,
            options: can be a list, int or other object type
}

Once this is in place, we will also need to modify the parser to search the file for this dictionary in order to populate the parameters for the UI.
This is considered done when we can have the global parameters appear on the website, download it with any changes and run the protocol successfully on the robot.

Done as separate protocols/{protocol_slug}/fields.json files in apiv2 branch.
TODO: document the fields.json format


Datasets performance slow? - 6.4x slower than in memory dataset

I've been very excited about this amazing datasets project. However, I've noticed that the performance can be substantially slower than using an in-memory dataset.
Now, this is expected I guess, due to memory mapping data using arrow files, and you don't get anything for free. But I was surprised at how much slower.
For example, in the yelp_polarity dataset (560000 datapoints, or 17500 batches of 32), it was taking me 3:31 to just get process the data and get it on the GPU (no model involved). Whereas, the equivalent in-memory dataset would finish in just 0:33.
Is this expected? Given that one of the goals of this project is also accelerate dataset processing, this seems a bit slower than I would expect. I understand the advantages of being able to work on datasets that exceed memory, and that's very exciting to me, but thought I'd open this issue to discuss.
For reference I'm running a AMD Ryzen Threadripper 1900X 8-Core Processor CPU, with 128 GB of RAM and an NVME SSD Samsung 960 EVO. I'm running with an RTX Titan 24GB GPU.
I can see with iotop that the dataset gets quickly loaded into the system read buffers, and thus doesn't incur any additional IO reads. Thus in theory, all the data should be in RAM, but in my benchmark code below it's still 6.4 times slower.
What am I doing wrong? And is there a way to force the datasets to completely load into memory instead of being memory mapped in cases where you want maximum performance?
At 3:31 for 17500 batches, that's 12ms per batch. Does this 12ms just become insignificant as a proportion of forward and backward passes in practice, and thus it's not worth worrying about this in practice?
In any case, here's my code benchmark.py. If you run it with an argument of memory it will copy the data into memory before executing the same test.
import sys
from datasets import load_dataset
from transformers import DataCollatorWithPadding, BertTokenizerFast
from torch.utils.data import DataLoader
from tqdm import tqdm

if __name__ == '__main__':
    tokenizer = BertTokenizerFast.from_pretrained('bert-base-cased')
    collate_fn = DataCollatorWithPadding(tokenizer, padding=True)

    ds = load_dataset('yelp_polarity')

    def do_tokenize(x):
        return tokenizer(x['text'], truncation=True)

    ds = ds.map(do_tokenize, batched=True)
    ds.set_format('torch', ['input_ids', 'token_type_ids', 'attention_mask'])

    if len(sys.argv) == 2 and sys.argv[1] == 'memory':
        # copy to memory - probably a faster way to do this - but demonstrates the point
        # approximately 530 batches per second - 17500 batches in 0:33
        print('using memory')
        _ds = [data for data in tqdm(ds['train'])]
    else:
        # approximately 83 batches per second - 17500 batches in 3:31
        print('using datasets')
        _ds = ds['train']

    dl = DataLoader(_ds, shuffle=True, collate_fn=collate_fn, batch_size=32, num_workers=4)

    for data in tqdm(dl):
        for k, v in data.items():
            data[k] = v.to('cuda')

For reference, my conda environment is here
Once again, I'm very excited about this library, and how easy it is to load datasets, and to do so without worrying about system memory constraints.
Thanks for all your great work.

Facing a similar issue here. My model using SQuAD dataset takes about 1h to process with in memory data and more than 2h with datasets directly.

Facing a similar issue here. My model using SQuAD dataset takes about 1h to process with in memory data and more than 2h with datasets directly.

And if you use in-memory-data with datasets with load_dataset(..., keep_in_memory=True)?

And if you use in-memory-data with datasets with load_dataset(..., keep_in_memory=True)?

Thanks for the tip @thomwolf ! I did not see that flag in the docs. I'll try with that.

Thanks for the tip @thomwolf ! I did not see that flag in the docs. I'll try with that.

We should add it indeed and also maybe a specific section with all the tips for maximal speed. What do you think @lhoestq @SBrandeis @yjernite ?

We should add it indeed and also maybe a specific section with all the tips for maximal speed. What do you think @lhoestq @SBrandeis @yjernite ?

By default the datasets loaded with load_dataset live on disk.
It's possible to load them in memory by using some transforms like .map(..., keep_in_memory=True).
Small correction to @thomwolf 's comment above: currently we don't have the keep_in_memory parameter for load_dataset AFAIK but it would be nice to add it indeed :)

By default the datasets loaded with load_dataset live on disk.
It's possible to load them in memory by using some transforms like .map(..., keep_in_memory=True).
Small correction to @thomwolf 's comment above: currently we don't have the keep_in_memory parameter for load_dataset AFAIK but it would be nice to add it indeed :)

Yes indeed we should add it!

Yes indeed we should add it!

Great! Thanks a lot.
I did a test using map(..., keep_in_memory=True) and also a test using in-memory only data.
features = dataset.map(tokenize, batched=True, remove_columns=dataset['train'].column_names)
features.set_format(type='torch', columns=['input_ids', 'token_type_ids', 'attention_mask'])

features_in_memory = dataset.map(tokenize, batched=True, keep_in_memory=True, remove_columns=dataset['train'].column_names)
features_in_memory.set_format(type='torch', columns=['input_ids', 'token_type_ids', 'attention_mask'])

in_memory = [features['train'][i] for i in range(len(features['train']))]

For using the features without any tweak, I got 1min17s for copying the entire DataLoader to CUDA:
%%time

for i, batch in enumerate(DataLoader(features['train'], batch_size=16, num_workers=4)):
    batch['input_ids'].to(device)

For using the features mapped with keep_in_memory=True, I also got 1min17s for copying the entire DataLoader to CUDA:
%%time

for i, batch in enumerate(DataLoader(features_in_memory['train'], batch_size=16, num_workers=4)):
    batch['input_ids'].to(device)

And for the case using every element in memory, converted from the original dataset, I got 12.5s:
%%time

for i, batch in enumerate(DataLoader(in_memory, batch_size=16, num_workers=4)):
    batch['input_ids'].to(device)

Taking a closer look in my SQuAD code, using a profiler, I see a lot of calls to posix read api. It seems that it is really reliying on disk, which results in a very high train time.

Great! Thanks a lot.
I did a test using map(..., keep_in_memory=True) and also a test using in-memory only data.
features = dataset.map(tokenize, batched=True, remove_columns=dataset['train'].column_names)
features.set_format(type='torch', columns=['input_ids', 'token_type_ids', 'attention_mask'])

features_in_memory = dataset.map(tokenize, batched=True, keep_in_memory=True, remove_columns=dataset['train'].column_names)
features_in_memory.set_format(type='torch', columns=['input_ids', 'token_type_ids', 'attention_mask'])

in_memory = [features['train'][i] for i in range(len(features['train']))]

For using the features without any tweak, I got 1min17s for copying the entire DataLoader to CUDA:
%%time

for i, batch in enumerate(DataLoader(features['train'], batch_size=16, num_workers=4)):
    batch['input_ids'].to(device)

For using the features mapped with keep_in_memory=True, I also got 1min17s for copying the entire DataLoader to CUDA:
%%time

for i, batch in enumerate(DataLoader(features_in_memory['train'], batch_size=16, num_workers=4)):
    batch['input_ids'].to(device)

And for the case using every element in memory, converted from the original dataset, I got 12.5s:
%%time

for i, batch in enumerate(DataLoader(in_memory, batch_size=16, num_workers=4)):
    batch['input_ids'].to(device)

Taking a closer look in my SQuAD code, using a profiler, I see a lot of calls to posix read api. It seems that it is really reliying on disk, which results in a very high train time.

I am having the same issue here. When loading from memory I can get the GPU up to 70% util but when loading after mapping:
book_corpus = load_dataset('bookcorpus', 'plain_text', cache_dir='/home/ad/Desktop/bookcorpus', split='train[:20%]')
book_corpus = book_corpus.map(encode, batched=True, num_proc=20, load_from_cache_file=True, batch_size=2500)
book_corpus.set_format(type='torch', columns=['text', "input_ids", "attention_mask", "token_type_ids"])

training_args = TrainingArguments(
    output_dir="./mobile_bert_big",
    overwrite_output_dir=True,
    num_train_epochs=1,
    per_device_train_batch_size=32,
    per_device_eval_batch_size=16,
    save_steps=50,
    save_total_limit=2,
    logging_first_step=True,
    warmup_steps=100,
    logging_steps=50,
    eval_steps=100,
    no_cuda=False,
    gradient_accumulation_steps=16,
    fp16=True)

trainer = Trainer(
    model=model,
    args=training_args,
    data_collator=data_collator,
    train_dataset=book_corpus,
    tokenizer=tokenizer)

I can only get the GPU up to 40% and with big intervals between feedings.
I can only get 0,17 it/s:
[ 13/28907 01:03 < 46:03:27, 0.17 it/s, Epoch 0.00/1]
class BCorpusDataset(torch.utils.data.Dataset):
    def __init__(self, encodings):
        self.encodings = encodings

    def __getitem__(self, idx):
        item = [torch.tensor(val[idx]) for key, val in self.encodings.items()][0]
        return item

    def __len__(self):
        length = [len(val) for key, val in self.encodings.items()][0]
        return length

book_corpus = book_corpus.select([i for i in range(16*2000)]) # filtering to not have 20% of BC in memory...
book_corpus = book_corpus(book_corpus)

I get:
 [ 5/62 00:09 < 03:03, 0.31 it/s, Epoch 0.06/1]
But obviously I can not get BookCorpus in memory xD

I am having the same issue here. When loading from memory I can get the GPU up to 70% util but when loading after mapping:
book_corpus = load_dataset('bookcorpus', 'plain_text', cache_dir='/home/ad/Desktop/bookcorpus', split='train[:20%]')
book_corpus = book_corpus.map(encode, batched=True, num_proc=20, load_from_cache_file=True, batch_size=2500)
book_corpus.set_format(type='torch', columns=['text', "input_ids", "attention_mask", "token_type_ids"])

training_args = TrainingArguments(
    output_dir="./mobile_bert_big",
    overwrite_output_dir=True,
    num_train_epochs=1,
    per_device_train_batch_size=32,
    per_device_eval_batch_size=16,
    save_steps=50,
    save_total_limit=2,
    logging_first_step=True,
    warmup_steps=100,
    logging_steps=50,
    eval_steps=100,
    no_cuda=False,
    gradient_accumulation_steps=16,
    fp16=True)

trainer = Trainer(
    model=model,
    args=training_args,
    data_collator=data_collator,
    train_dataset=book_corpus,
    tokenizer=tokenizer)

I can only get the GPU up to 40% and with big intervals between feedings.
I can only get 0,17 it/s:
[ 13/28907 01:03 < 46:03:27, 0.17 it/s, Epoch 0.00/1]
class BCorpusDataset(torch.utils.data.Dataset):
    def __init__(self, encodings):
        self.encodings = encodings

    def __getitem__(self, idx):
        item = [torch.tensor(val[idx]) for key, val in self.encodings.items()][0]
        return item

    def __len__(self):
        length = [len(val) for key, val in self.encodings.items()][0]
        return length

book_corpus = book_corpus.select([i for i in range(16*2000)]) # filtering to not have 20% of BC in memory...
book_corpus = book_corpus(book_corpus)

I get:
 [ 5/62 00:09 < 03:03, 0.31 it/s, Epoch 0.06/1]
But obviously I can not get BookCorpus in memory xD

There is a way to increase the batches read from memory? or multiprocessed it? I think that one of two or it is reading with just 1 core o it is reading very small chunks from disk and left my GPU at 0 between batches

There is a way to increase the batches read from memory? or multiprocessed it? I think that one of two or it is reading with just 1 core o it is reading very small chunks from disk and left my GPU at 0 between batches

My fault! I had not seen the dataloader_num_workers in TrainingArguments ! Now I can parallelize and go fast! Sorry, and thanks.


Determine optimal data shape for Looker/BI. Scripts to transform 2022/2020 data as needed.

Tableau preferred, Looker OK


train_gpt2.cu have not backward ？

I didn't see the implementation of backpropagation code in the train_gpt2.cu file, How does it compute gradients?
        // do a training step
        clock_gettime(CLOCK_MONOTONIC, &start);
        dataloader_next_batch(&train_loader);
        gpt2_forward(&model, train_loader.inputs, train_loader.targets, B, T);
        // gpt2_zero_grad(&model);
        // gpt2_backward(&model);
        // gpt2_update(&model, 1e-4f, 0.9f, 0.999f, 1e-8f, 0.0f, step+1);
        cudaCheck(cudaDeviceSynchronize()); // finish all CUDA work to get correct precise timings
        clock_gettime(CLOCK_MONOTONIC, &end);
        double time_elapsed_s = (end.tv_sec - start.tv_sec) + (end.tv_nsec - start.tv_nsec) / 1e9;
        printf("step %d: train loss %f (took %f ms)\n", step, model.mean_loss, time_elapsed_s * 1000);

The CUDA backprop is not ready yet. Andrej is still working on it. We're all waiting :)

all


be able to use HTML instead of markdown

Request: to be able to use HTML as wel as markdown. HTML because you could add some id and classes to make styling the messages easier.

This plugin has been abandoned in favour of UI elements in Craft.


Add link to associated blog post to readme?

To help anyone else that, like me, found this git repo without context when initially searching on github, could you add a link to your blog post that goes with this code to readme.md? Preferably also a bit of a short description overall, but the link to your blog post should be mostly sufficient.

Yeah, very good point. I'll do that right away!


[WIP]Chore: upgrade dependencies

Please make sure these boxes are checked before submitting your PR, thank you!

[x] Make sure you follow Element's contributing guide (中文 | English | Español | Français).
[x] Make sure you are merging your commits to dev branch.
[x] Add some descriptions and refer relative issues for you PR.

升级 gulp
升级测试工具：karma karma-chrome-launcher karma-mocha karma-sourcemap-loader karma-spec-reporter karma-webpack mocha sinon sinon-chai karma-coverage<EMAIL_ADDRESS>

貌似测试工具有点问题啊, yarn test 都不通过

@vok123 升级 karma 导致的锅。有几个测试写的可能有问题，欢迎提 pr 来修改。


Add role to Person

Resolves #4
Resolves #47

Codecov Report

Merging #46 into master will increase coverage by 0.80%.
The diff coverage is 79.24%.

@@             Coverage Diff              @@
##             master      #46      +/-   ##
============================================
+ Coverage     56.05%   56.85%   +0.80%
- Complexity      410      418       +8
============================================
  Files            87       87
  Lines          1643     1648       +5
  Branches        183      184       +1
============================================
+ Hits            921      937      +16
+ Misses          684      671      -13
- Partials         38       40       +2

Impacted Files
Coverage Δ
Complexity Δ

.../java/seedu/address/logic/commands/AddCommand.java
100.00% <ø> (ø)
8.00 <0.00> (ø)

src/main/java/seedu/address/ui/PersonCard.java
0.00% <0.00%> (ø)
0.00 <0.00> (ø)

.../java/seedu/address/model/util/SampleDataUtil.java
13.63% <14.28%> (ø)
1.00 <0.00> (ø)

.../seedu/address/logic/parser/EditCommandParser.java
92.30% <83.33%> (ø)
11.00 <4.00> (ø)

...c/main/java/seedu/address/model/person/Person.java
97.56% <88.88%> (ø)
20.00 <2.00> (ø)

...java/seedu/address/logic/commands/EditCommand.java
97.01% <100.00%> (ø)
12.00 <0.00> (ø)

...a/seedu/address/logic/parser/AddCommandParser.java
100.00% <100.00%> (ø)
5.00 <0.00> (ø)

...ain/java/seedu/address/logic/parser/CliSyntax.java
88.88% <100.00%> (-1.12%)
1.00 <0.00> (ø)

...in/java/seedu/address/logic/parser/ParserUtil.java
69.86% <100.00%> (+10.16%)
20.00 <2.00> (+4.00)

.../java/seedu/address/storage/JsonAdaptedPerson.java
100.00% <100.00%> (ø)
11.00 <11.00> (ø)

... and 4 more

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 71a0809...3e298da. Read the comment docs.


Add Zero operator

Signed-off-by: Maxime Soulé<EMAIL_ADDRESS>

Pull Request Test Coverage Report for Build 19

20 of 23 (86.96%)  changed or added relevant lines in 3 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage decreased (-0.09%) to 98.779%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

td_zero.go
12
15
80.0%

Totals

Change from base Build 16:
-0.09%

Covered Lines:
3073

Relevant Lines:
3111

💛  - Coveralls


Access to spoken audio

@EddyVerbruggen Thanks for this excellent plugin. Installs and starts working like a charm!
I'm wondering if there's a way to get access to the spoken / recorded audio? Sort of like the recorder in nativescript-audio.
My nativescript+angular application requires persistent storage of both the audio and the speech2text function's recognized text - would be great if this is something that can be accomplished with this plugin itself.
Thanks!

See https://github.com/EddyVerbruggen/nativescript-speech-recognition/issues/20

Thanks @EddyVerbruggen. If you're curious about this issue I've documented what I've tried with the nativescript-audio plugin and the Google Speech API and why it doesn't seem to be working in this issue.


CDS-50645-commitID

Updated an image and added new variable for commitID
Harness Developer Pull Request
Thanks for helping us make the Developer Hub better. The PR will be looked at
by the maintainers.
What Type of PR is This?

[ ] Issue
[ ] Feature
[ ] Maintenance/Chore

If tied to an Issue, list the Issue(s) here:

Issue(s)

House Keeping
Some items to keep track of. Screen shots of changes are optional but would help the maintainers review quicker.

[ ] Tested Locally
[ ] Optional Screen Shoot.

Preview environment: https://hdh.pr.harness.io/pr-979


android-studio: 2<IP_ADDRESS> -> 2<IP_ADDRESS>

Description of changes
change log https://developer.android.com/studio/releases/fixed-bugs/studio/2022.2.1#android-studio-flamingo-patch-2-2<IP_ADDRESS>
Things done

Built on platform(s)

[x] x86_64-linux
[ ] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

[ ] For non-Linux: Is sandbox = true set in nix.conf? (See Nix manual)
[ ] Tested, as applicable:

NixOS test(s) (look inside nixos/tests)
and/or package tests
or, for functions and "core" functionality, tests in lib/tests or pkgs/test
made sure NixOS tests are linked to the relevant packages

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[x] Tested basic functionality of all binary files (usually in ./result/bin/)
23.05 Release Notes (or backporting 22.11 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module

[ ] Fits CONTRIBUTING.md.

as always thank you @happysalada

No, thank you for your contribution ! ;-)


kube-aws: Provide more contexts on stack creation failed?

Hi, Thanks for sharing this!
I have just encountered the following error on kube-aws up:
$ kube-aws up
Creating AWS resources. This should take around 5 minutes.
Error: Error creating cluster: Stack creation failed: CREATE_FAILED : The following resource(s) failed to create: [VPC, IAMRoleController, InternetGateway, IAMRoleWorker].

Looking into AWS console revealed that its cause was that CloudFormation failed to create a AWS::EC2::InternetGateway:

It was not very obvious just reading the message from kube-aws.
I guess if we could provide more context one can deal with errors more quickly.
Without thinking much, something like the following seems helpful for me:

Stack creation failed.
Printing recent events from Cfn which may or may not indicate what was problem:
snip
CREATE_FAILED	AWS::EC2::InternetGateway	InternetGateway	The maximum number of internet gateways has been reached.

Any thoughts?

@cgag brought this up previously

It would be great to add this


The ability to disable the recently added hidpi window resizing feature

What problem does this solve or what need does it fill?
When the user of a game sets the "Windowed Resolution" to 1920x1080, they always mean physical pixels. Not being able to do this often results in rendering artifacts and definitely results in recording issues when using software like OBS.
Adjusting a Game to work with 4k resolutions is no different than getting a game to work between 800x600 and 1920x1080 resolutions. I myself, already had a Bevy project that I was recording/streaming the development of, that successfully scaled from 640x360 up to 4k and beyond.
Because I can't tell Bevy to use physical pixels when creating the Window, the new hidpi support is a breaking change that prevents developers and users from being able to control the created Window size.
Describe the solution would you like?
Add some sort of option to WindowDescriptor allowing me to specify whether I want to use Physical, or DPI scaled pixels for determining the window's size.
Describe the alternative(s) you've considered?
Alternatives include, allowing me to override the "scaling factor" so I can set it to 1.0, effectively disabling window scaling that way.
Additional context
My previous work in Bevy 0.2 having implemented resolution-aware rendering:
https://youtu.be/0vOHM2RZ508?t=6598
I have more recent records I could probably upload. But from that timestamp there's a pretty clear example of what I got going.
Here's a relevant article concerning another Game Engine that demonstrate the many pitfalls of scaling games; especially pixel art games:  https://alvarber.gitlab.io/pixel-perfection-in-godot.html

Downstream issue: #1116

First: I watched your video awhile back and enjoyed it. Nice work :)
I agree that this should be configurable (and that the problem you're pointing out is real).
I don't think adjusting sprite scale based on resolution is a one-size-fits-all solution (and I'm guessing thats not what you're saying). In an increasingly hi-dpi world, resolution has way less bearing on DPI than it used to (ex: 4k phone vs 4k monitor). OS-reported scale factors are the best solution we have so far to fill in the gaps. Some games/apps will want to key off of that data. Some games/apps would prefer to ignore it (or use their own heuristic, like window height in physical pixels).

When the user of a game sets the "Windowed Resolution" to 1920x1080, they always mean physical pixels

I think I might agree with this. But I might argue that when a developer sets the windowed resolution to 1920x1080, in general they probably mean logical pixels. Otherwise apps would appear "tiny" and be potentially unusable on 4k displays.

As another data point, in windowed mode spelunky 2 (released september 2020) uses logical pixels when you set the resolution.

My response may have gone a little long. I just want to let you guys know that I very much like Bevy and I respect you all for your efforts on this project. Thank you.

First: I watched your video awhile back and enjoyed it. Nice work :)

Thanks. I took a mental health break a while back. The world was getting too nutty. Decided to just play video games with the fam for a while. Though I do want to get back into developing games with Bevy.

I don't think adjusting sprite scale based on resolution is a one-size-fits-all solution

I agree. So, please give developers the option to handle hidpi displays as is appropriate for their games.

In an increasingly hi-dpi world, resolution has way less bearing on DPI than it used to (ex: 4k phone vs 4k monitor)

It's been a while, but from what I recall of my last Android project; phone apps don't have adjustable window sizes. I need the option to set the window size to physical pixels for my PC game.

OS-reported scale factors are the best solution we have so far to fill in the gaps.

For PC games, I disagree. But it's okay for us to disagree. I'm not asking you to remove window scaling from the engine. I'm asking for easy access to turn it off so that I, the developer of my own games, can make my own choices and do what is right for my game.

Some games/apps will want to key off of that data. Some games/apps would prefer to ignore it (or use their own heuristic, like window height in physical pixels).

I think we agree here. :+1:

But I might argue that when a developer sets the windowed resolution to 1920x1080, in general they probably mean logical pixels.

It's not my fault if some developers don't understand how pixels, scaling, DPI, etc... work for their chosen platform; or if they can't/won't write code that checks for these things and adapts their game's setup accordingly. I just want the option to choose for myself how to handle them. I'm not trying to take away tools that someone else may find useful.
This is the exact sort of issue that makes me not want to use most game engines to begin with. I see that this sensible default is there. Thank you. Can I override it now please?  :)

As another data point, in windowed mode spelunky 2 (released september 2020) uses logical pixels when you set the resolution.

As a gamer and a streamer: I would consider changing the window size to anything other what I asked for to be a bug. And based on the discussions in here: https://steamcommunity.com/app/418530/discussions/5/2930112548444678728/ their user community is also confused about how windowed resolution works in Spelunky 2.

But it's certainly not an every game always uses physical pixels.

100% of rendered computer games (as opposed to terminal games and the like), are eventually rendered to Physical Pixels. I need the option to be able to accurately set the physical pixels rendered to the window so as to play nice with recorders like OBS, and not confuse users should I ever actually manage to ship anything. ;)  - And I'm all about MVP; so the goal is to ship something to someone sooner rather than later.
The project in the video I sent doesn't use a pixel coordinate system, it uses a game unit coordinate system. It also correctly scales the art according to integer values. So in effect, my game has already setup it's own system of "logical pixels". This should not interfere with my ability to set the window size according to physical pixels.
Thanks again.

Sounds like we are all in agreement that supporting both modes is a good idea. I think the big open question is "what should the default be". I'd rather table that discussion for now. Let's add support for both, then collect feedback.

Personally, I'm fine with the default being that the window scales. I think that it's useful for getting simple examples working and displaying well on hidpi machines without having to think too hard about it.
I just think it's bad for game projects that are far enough along that you'd want to "ship" them (even just sharing with friends), or want to accurately record them to 720p/1080p video.


Volunteer for lead maintainer

@geek From what I discussed with Mircea if it's not against policies we could both be maintainers on this module.


feat: Add option to hide enums

Sorry, I closed #200 by mistake.

Related issue: https://github.com/keonik/prisma-erd-generator/issues/192
Hi, there! I added option to hide enums.
But I'm not good at English, so I haven't been able to update the document. Sorry.
I would be happy to have someone help me with this task.
I've added documentation for this!

@ripry failing test is unrelated to this feature. I'll get this deployed. Thank you for contributing this!

@all-contributors please add @ripry code


Descrypt MQTT traffic in wireshark

Describe your question
When using TLS with MQTTnet server, is it possible to decrypt the traffic in wireshark?
The wireshark doc says I need RSA private key (which I have) or keylog.
Unfortunately the decryption with RSA private key does not work. Is it possible to get a keylog out of MQTTnet?
There's this for Mosquitto.
Which project is your question related to?

Server

I don't think this is possible at all. We make use of the TLS implementation in .NET. So if there is any chance of doing this I recommend that you search in the .NET community instead.


Build Fails on Simulator

We have been developing a URCap using the dev container simulator setup. We've been able to install other samples provided with that setup. I pulled this repo down, ran a successful npm install and get these messages with the npm run build command
✔ Browser application bundle generation complete.

./src/app/app.module.ts:3:0-123 - Error: Module not found: Error: Can't resolve './components/external-control-program/external-control-program.component' in '/workspaces/PolyScopeX_URCap_SDK/samples/Universal_Robots_ExternalControl_URCapX/external-control-frontend/src/app'

./src/app/app.module.ts:4:0-135 - Error: Module not found: Error: Can't resolve './components/external-control-application/external-control-application.component' in '/workspaces/PolyScopeX_URCap_SDK/samples/Universal_Robots_ExternalControl_URCapX/external-control-frontend/src/app'

./src/app/app.module.ts:37:4-41:6 - Error: Module not found: Error: Can't resolve './components/external-control-application/external-control-application.behavior.worker.ts' in '/workspaces/PolyScopeX_URCap_SDK/samples/Universal_Robots_ExternalControl_URCapX/external-control-frontend/src/app'

./src/app/app.module.ts:42:4-46:6 - Error: Module not found: Error: Can't resolve './components/external-control-program/external-control-program.behavior.worker.ts' in '/workspaces/PolyScopeX_URCap_SDK/samples/Universal_Robots_ExternalControl_URCapX/external-control-frontend/src/app'

Error: error TS18003: No inputs were found in config file '/workspaces/PolyScopeX_URCap_SDK/samples/Universal_Robots_ExternalControl_URCapX/external-control-frontend/tsconfig.worker.json'. Specified 'include' paths were '["src/**/*.worker.ts"]' and 'exclude' paths were '["node_modules","tmp"]'.

Error: src/app/app.module.ts:2:49 - error TS2307: Cannot find module './components/external-control-program/external-control-program.component' or its corresponding type declarations.

2 import { ExternalControlProgramComponent } from './components/external-control-program/external-control-program.component';
                                                  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Error: src/app/app.module.ts:3:53 - error TS2307: Cannot find module './components/external-control-application/external-control-application.component' or its corresponding type declarations.

3 import { ExternalControlApplicationComponent } from './components/external-control-application/external-control-application.component';
                                                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Error: src/app/app.module.ts:20:19 - error NG1010: Value

@TeeLusk Sorry for the late reply.
May I ask what version of the PolyScopeX SDKyou are building it with?

@TeeLusk thanks for the issue.
Can I ask you to try again and verify that you can compile it?


Azure Monitor: Missing ListBySubscription Cal by default.

Hi,
I would like to know, why the default APIVersion for Metrics API for Azure Monitor is 2018-01-01 instead 2021-05-01?
The APIVersion 2021-05-01 introduced a ListBySubscription Call. This API is missing at the documentation and client SDKs, but the Browser Portal is already using this API to gain metrics from multiple virtual machines through one call.
https://github.com/Azure/azure-rest-api-specs/blob/main/specification/monitor/resource-manager/Microsoft.Insights/stable/2021-05-01/metrics_API.json
Is it possible to bump the Metrics API version in the package-composite-v1 tag?

@jkroepke Apologies for the late reply. Thanks for reaching out to us and reporting this issue. We are looking into this issue and we will provide an update.


Players from previous games are being shown.

This issue is happening due to the store not being cleared at the start of a new game. So one solution is likely to be re initializing the data in the store when the user accesses create game page!


Button size too small for some languages

Describe the bug
The "Set" button in settings is too small for some languages, such as Dutch.
To Reproduce

Start Unshaky with Dutch as the primary macOS language.
Go into settings and look.

Expected behavior
Button text should be the same size as on English.
Potential solution
Making the button wider would solve this problem. The textfield doesn't have to be this big so making room wouldn't be a problem.
Screenshots

Environment

macOS version: 10.14.4 (18E226)
Unshaky version: 0.5.3

is this better?

Yes thanks!

:D


Feature fullscreen

let's merge fullscreen and cli,
into master

If it's ok I would delete the branch.
For new features, we should create new issues.
Also improvements on OpenGL part in Window mode should be in newer branches.

Yes, this is fine. I will use a new branch for the GUI-framework. And the  OpenGL Stuff


converting to typescript type website

Make each link a react component then pass in a prop to render a certain type of tsx
organize CSS files use individual CSS file for each components.
further create components

done


Update some of the tooling on the repo

Some tooling faff, nothing interesting.

merge on green

Hah, no CI


Skip parts of calibration

I am struggling with the task of getting my current reading kind of correct. Voltage is spot on even with load up to 2A in rages of 1-5v.
Can I get the calibration variables stored and skip the first part of calibration involving Vin and Vout?

Hi, somehow for me more convinent and accurate is manual calibration,
check commands like:
./dpsctl.py -d /dev/ttyUSB0 --screen settings
./dpsctl.py -d /dev/ttyUSB0 -c A_ADC_K=your calibration factor
./dpsctl.py -d /dev/ttyUSB0 -c A_ADC_C=your calibration factor
./dpsctl.py -d /dev/ttyUSB0 -p A_DAC=100
./dpsctl.py -d /dev/ttyUSB0 --screen main
or check manual for the script.

I think -cr might give you all the calibration values as well, not sure


Release v1.28.0.post1

Release summary
Version number: v1.28.0.post1
Release details
AEA:

Fixes the module import issue on the aea test command by removing the usage of spawned process to run the pytest command

Plugins:

Pins proper version for cosmos plugin on the ledger plugin
Updates the LedgerApi.update_with_gas_estimation method to raise instead of logging the error if specified by the user

Chores:

Pins pywin32 to >=304

Checklist
Put an x in the boxes that apply.

[ ] I have read the CONTRIBUTING doc
[ ] I am making a pull request against the main branch (left side), from develop
[ ] Lint and unit tests pass locally and in CI
[ ] I have checked the fingerprint hashes are correct by running (aea packages lock --check)
[ ] I have regenerated the latest API docs
[ ] I built the documentation and updated it with the latest changes
[ ] I have added an item in HISTORY.md for this release
[ ] I bumped the version number in the aea/__version__.py file.
[ ] I bumped the version number in every Docker image of the repo and published it. Also, I built and published them with tag latest
(check the READMEs of aea-develop
and aea-user)
[ ] I have pushed the latest packages to the registry.
[ ] I have uploaded the latest aea to PyPI.
[ ] I have uploaded the latest plugins to PyPI.

Further comments
Write here any other comment about the release, if any.

#548 offers the same


Speed of Maps screen

Issue: Pressing the Map tab lags the app for several seconds (at least on Android. iOS often doesn't have these problems). This means the user has to wait a few seconds for the Map screen to load before they can navigate away. Very uncomfortable UI/UX feeling.
Cause: There are a ton of Markers being added to the map. No matter where the user is looking, all Markers are being at least partially loaded.
Solution: At minimum, some sort of async thread should be loading the Markers into the Map 1 at a time (I think a generator function with yield could be cool for this). It could also load only the Markers that are seen in the screen as the user scrolls over them. In addition, some of the code could be memoized in that file in order to minimize re-renders.

Here's what I've come up @designsats can you confirm this looks alright?
https://github.com/GaloyMoney/galoy-mobile/assets/51105802/e6deb8db-c4f7-416a-bcdb-87fe1ab95e30

Map now loading all markers in 1.5 seconds.
Aside from those 1.5 seconds during initial loading, the UI is no longer blocked. Namely, there's no other times that the bottom navigation bar won't respond to taps
Added an animated bottom sheet that slides up when user taps on a marker
A user can go to 'Send bitcoin' screen by tapping the 'Pay business' button, or tapping the white box with their name above the marker will also do that
Ensured that the Google Maps toolbar is still in view with an additional change to animation timing

Here's what I've come up @designsats @sandipndev can you confirm this looks alright?
map-speed.mp4

Map now loading all markers in 1.5 seconds.
Aside from those 1.5 seconds during initial loading, the UI is no longer blocked. Namely, there's no other times that the bottom navigation bar won't respond to taps
Added an animated bottom sheet that slides up when user taps on a marker
A user can go to 'Send bitcoin' screen by tapping the 'Pay business' button, or tapping the white box with their name above the marker will also do that
Ensured that the Google Maps toolbar is still in view with an additional change to animation timing

I like the implementation given the constraints.
I think I generally prefer the floating window as opposed to the dock one, but getting a frozen screen while it's been loading up is not ideal either. specially if this time is linear to the number of point of the map, which is increasing by the week.

Here's what I've come up @designsats @sandipndev can you confirm this looks alright?
map-speed.mp4

Map now loading all markers in 1.5 seconds.
Aside from those 1.5 seconds during initial loading, the UI is no longer blocked. Namely, there's no other times that the bottom navigation bar won't respond to taps
Added an animated bottom sheet that slides up when user taps on a marker
A user can go to 'Send bitcoin' screen by tapping the 'Pay business' button, or tapping the white box with their name above the marker will also do that
Ensured that the Google Maps toolbar is still in view with an additional change to animation timing

I like the implementation given the constraints.
I think I generally prefer the floating window as opposed to the dock one, but getting a frozen screen while it's been loading up is not ideal either. specially if this time is linear to the number of point of the map, which is increasing by the week.

Ill see if I can create the button components onPress instead

@nicolasburtey Alright I figured it out. UI is maintained and speed is increased.
I had to add a ref to each Marker, so I don't know how it'll scale when there's thousands of them. Looks good for now though.
I'll make a PR for this in 3 days when I have access to my macbook again.


ML for electrolysis life cycle testing

Some initial discussions

https://www.youtube.com/watch?v=6VVL-J28gtU

@programlich

Maybe something interesting here onc it processes:
https://hasanyone.com/?id=53ee7bc7

Likewise:
https://hasanyone.com/?id=33ee89fc

Pretty cool! Haven't heared about this service before.
I think the first point is interesting, because it leaves a lot of room for filling this research gap.
Regarding the second question, there are probably quite a few AST protocols out there (however, most of them for experiments on cell level, rather then in basic 3 electrode setup, if I'm informed correctly). However in our case, we might be able to create an AST protocol, which not only accelerates the aging of the electrode but also gives insight into the kinds of stress parameters, which are particularly bad for our specific material. This will hopefully provide insight into the degradation mechanism(s) occuring in Raney-Ni coated Ni meshes.

Parameters

Current density $0<j<2 A/cm²$
Cycle time $1s < t_c < 12h$

Note: A current densitiy of 0 A/cm² is equivalent of OCP. The potentiostat will not actively set a current of 0A
Objectives
The arrow indicates if the parameter should be maximized or minimized within this experiment

Overpotential $\eta \uparrow$
Tafel slope $b \uparrow$
Exchange current density $j_{0} \downarrow$
Double layer capacity $C_{dl} \downarrow$

Part II (a) https://youtu.be/HyBDDhy_0nQ
Part II (b) https://youtu.be/vhXEI5bqvus


SL-216 Stripping query part from url

Issue: https://stoplightio.atlassian.net/browse/SL-216
Notes to reviewer:
For fastify and it's request object we need to strip the query part from url. It looks better for express - there we have all necessary parameters prepared and in-place.
From the other side, we can't easily migrate to string-url solution (because of oas3 servers shape / variables / base path).
Maybe a good solution would be to support both. Url as a string and as an object. If user gets into trouble because of witchcraft he did in server list + base url + variables he can switch to url: { path: string, basePath: string, query: {} }. For most of the cases url: string will do the job.
What do you think?
@marbemac @pytlesk4 @chris-miaskowski

Maybe a good solution would be to support both. Url as a string and as an object. If user gets into trouble because of witchcraft he did in server list + base url + variables he can switch to url: { path: string, basePath: string, query: {} }. For most of the cases url: string will do the job.

I think prism.process should take a string or an object, so agree on that. But internally, if the url is a string, then we should parse it and convert it to a IHttpUrl.

In general, it seems like this edge case with the oas server variables + basePath is driving a less than ideal solution. What about just not supporting that edge case? It feels like bad practice in any case. Then process could just accept that simple url string. http-server would still need to strip out those reserved query parameters before passing string url to process (as described in inline commit), but it feels simpler to me?
If we want to continue with the object, then url.path should be renamed because it is misleading.
@chris-miaskowski @StefanDywersant @pytlesk4 what do you guys think?

Another thought: if we just go with url string, we can always add a discrete basePath now or later that is separate from the url property. As it stands, a bunch of things feel weird about this api. The most recent example is I as a user ask myself "should path include basePath, or should basePath be pulled out of path and then prism will combine them?".
export interface IHttpRequest {
  method: IHttpMethod;
  url: string;
  basePath?: string;
  headers?: {
    [name: string]: string;
  };
  body?: any;
}

I don't know how I feel about changing the IHttpRequest interface, now anytime I need query strings, or the protocol, ect... I have parse the url string.

By I do you mean you as a developer building the Prism internals? At the beginning of the process function we would just parse the incoming URL string into its parts and use that internally, which minimizes changes needed.
Perhaps two interfaces then, one for the options that process takes, and one for the parsed request object (similar to what we have now).

Correct I mean as me the developer making prism.

Perhaps two interfaces then, one for the options that process takes, and one for the parsed request object (similar to what we have now).

Bingo!

Need to strip fragments, protocol, host, ect.. from the url so that is only the path.

@pytlesk4 @marbemac
I don't think req.url will contain all that information. Fastify server doesn't know what host it is running on. E.g. when you run a web server on localhost:3000 and do curl localhost:3000 /somepath fastify will not receive the localhost:3000 part.
HTTP protocol provides only paths, the host header is for virtual servers. Therefore an HTTP server should only care about a path, not the whole URL.
Therefore the idea of passing whole URL to fastify or prism does not seem to fit into HTTP protocol.

I think there is some miscommunication. Will try to clarify through example.
Given this interface (which is what we have right now):
interface IHttpRequest {
  method: IHttpMethod;
  url: {
    baseUrl?: string;
    path: string;
    query?: {
      [name: string]: string;
    };
  };
  headers?: {
    [name: string]: string;
  };
  body?: any;
}

And the following request (/v1 is the the basePath):
GET https://api.example.com:3000/v1/users?skip=10&limit=5
What should the xxx values be in the mapped requestObj below?
const requestObj: IHttpRequest = {
  method: 'get',
  url: {
    baseUrl: 'xxx',
    path: 'xxx',
    query: {
      skip: 10,
      limit: 5
    }
  }
}

Quick note: in general, I'm not sure how the consumer is supposed to specify that the /v1 portion of the request path is actually the basePath - this edge case is freaking me out haha.

I think there is some miscommunication. Will try to clarify through example.
Given this interface (which is what we have right now):
interface IHttpRequest {
  method: IHttpMethod;
  url: {
    baseUrl?: string;
    path: string;
    query?: {
      [name: string]: string;
    };
  };
  headers?: {
    [name: string]: string;
  };
  body?: any;
}

And the following request (/v1 is the the basePath):
GET https://api.example.com:3000/v1/users?skip=10&limit=5
What should the xxx values be in the mapped requestObj below?
const requestObj: IHttpRequest = {
  method: 'get',
  url: {
    baseUrl: 'xxx',
    path: 'xxx',
    query: {
      skip: 10,
      limit: 5
    }
  }
}

Quick note: in general, I'm not sure how the consumer is supposed to specify that the /v1 portion of the request path is actually the basePath - this edge case is freaking me out haha.

It should be:
baseUrl: xxx = ""
path: xxx = "/v1/users"
https://api.example.com:3000 is stripped by the HTTP server anyway.
If we wanted to force a different baseUrl (aka "server") we would need to do something like:
GET https://api.example.com:3000/v1/users?skip=10&limit=5&__server=https://api.example.com:3000/v1
and then
baseUrl: xxx = "https://api.example.com:3000/v1"
path: xxx = "/users"

Ah ok that makes sense - for some reason I was thinking we expected the entire URL in path (which would have ben weird, your description makes more sense).
In that case, looks good!

@pytlesk4 just waiting on you now.


[Bug Fix] trainer.update(1) should be used after loss.mean() is called

Description
(Brief description on what this PR is about)
[BUGFIX] A bug fix of sentiment analysis training script. trainer.update(1) should be used after loss.mean() is called.
Checklist
Essentials

[ X] PR's title starts with a category (e.g. [BUGFIX], [MODEL], [TUTORIAL], [FEATURE], [DOC], etc)
[ X] Changes are complete (i.e. I finished coding on this PR)
[ X] All changes have test coverage
[ X] Code is well-documented

Changes

[ ] Feature1, tests, (and when applicable, API doc)
[ ] Feature2, tests, (and when applicable, API doc)

Comments

If this change is a backward incompatible change, why must this change be made.
Interesting edge cases to note here

cc @dmlc/gluon-nlp-team

Job PR-1000/2 is complete.
Docs are uploaded to http://gluon-nlp-staging.s3-accelerate.dualstack.amazonaws.com/PR-1000/2/index.html

@astonzhang FYI
The results at https://github.com/dmlc/gluon-nlp/blob/master/scripts/sentiment_analysis/index.rst#textcnn are generated without this change. Could you confirm (on a sample) that the results remain unchanged?

Job PR-1000/4 is complete.
Docs are uploaded to http://gluon-nlp-staging.s3-accelerate.dualstack.amazonaws.com/PR-1000/4/index.html

I will reconfirm the results on all sample.

@xiaotinghe any update?

@szha @eric-haibin-lin I have reconfirmed the results for all the data. I will update the results later.

Ping @xiaotinghe

@liuzh91 I tried changing the base to master and got this error message: There are no new commits between base branch 'master' and head branch 'master'


[Bug]: Prefill for sliding window models can allocate more blocks than sliding window size

Your current environment

The output of `python collect_env.py`
Your output of `python collect_env.py` here

🐛 Describe the bug
Hi there, I'm new to vllm and I may have missed something, but in BlockManagerV2, I only see consideration of the sliding window in the can_allocate function, like the following code snippet:
def can_allocate(self, seq_group: SequenceGroup) -> AllocStatus:
            # other code ...
              if self.max_block_sliding_window is not None:
                 num_required_blocks = min(num_required_blocks, self.max_block_sliding_window)
            # other code ...

But I don't see any consideration of the sliding window when actually performing the allocation. Is this by design or a potential bug? If it's by design, I'm wondering about a scenario where the entire prompt requires 4 blocks, but the number of free blocks is only 3. In this case, if max_block_sliding_window=3, the can_allocate function would return True, but when it comes to the actual allocation, there wouldn't be enough space for the tokens in the 4th block. Is this a known issue or something that is handled differently?
Any help would be greatly appreciated! 😊

cc @cadedaniel @alexm-neuralmagic

The logic you're looking for resides in the block table: https://github.com/vllm-project/vllm/blob/00c3d68e45bad901989c1afe3c223225dc9a5d6d/vllm/core/block/block_table.py#L132-L142
The TL;DR is it drops blocks at the beginning of the context window once the context length exceeds the context window.

The logic you're looking for resides in the block table:
https://github.com/vllm-project/vllm/blob/00c3d68e45bad901989c1afe3c223225dc9a5d6d/vllm/core/block/block_table.py#L132-L142
The TL;DR is it drops blocks at the beginning of the context window once the context length exceeds the context window.

Hi @cadedaniel, thanks for your reply!
Yeah I did notice this part before, but it's in the append_token_ids function right? I've gone through the related logic, and I found just one call path: Scheduler._schedule_running()/Scheduler._schedule_swapped() -> Scheduler._append_slots() -> BlockManagerV2.append_slots() -> BlockTable.append_token_ids(). However, I didn't see any direct or indirect call to append_token_ids() when _schedule_prefills is called, where it calls BlockManagerV2.allocate() instead of BlockManagerV2.append_slots(). That's why I'm a bit confused and provided a prompt example scenario in my first comment.
If I misunderstood anything, please feel free to point it out ~

I see. What you're looking for is how to prefill the prompt with sliding window, while limiting the number of required blocks to the sliding window size.
Currently this is not supported in vLLM, either v1 or v2 block manager. If this use-case is important to you, you should file a new issue.

I see. What you're looking for is how to prefill the prompt with sliding window, while limiting the number of required blocks to the sliding window size.
Currently this is not supported in vLLM, either v1 or v2 block manager. If this use-case is important to you, you should file a new issue.

Yes that is exactly what I'm looking for. Then I still wonder Why vLLM didn't support this?

If it's by design, I'd like to understand the intention behind that decision. And in this case, we don't need to limit num_required_blocks to max_block_sliding_window in can_allocate function either, right?That way, it wouldn't lead to the insufficient space issue described in my example scenario. If that's the case, I'd be happy to volunteer and modify this part~
If it's just a missing piece, I'd also volunteer to take this up!😄

Besides, I think this part in BlockManagerV1 implements prefilling prompts with sliding window?

Besides, I think this part in BlockManagerV1 implements prefilling prompts with sliding window?

Oh, you're totally right. Good catch.
Unfortunately I think a fix is nontrivial, because the block manager v1 relies on poorly defined behavior to accomplish this. The poorly defined behavior in question is "the block manager v1 breaks immutability of a previously complete block in sliding window during prefill". So the way to fix this is to find a way to encode this behavior without breaking the immutability of previously written blocks.
I feel the most straightforward way to solve this is to have a SlidingWindowBlockTable which handles the complexity.  That last part needs some more thought, perhaps the promotion behavior once a block is full is modified. I'd need to think more to have a better answer, but happy to review proposals for how to do this. One pointer for the design is here: https://github.com/vllm-project/vllm/pull/3492

Got it, will learn about your proposal about the 'SlidingWindowBlockTable' and share my design if I make any progress. Thank you for your helpful responses!

Sounds good. Also happy to schedule a call if it helps you with your design.


Overhaul Installation Instructions in README

This pull request refines the "Installation" section of the README to better explain the installation methods for NixOS and provide a more structured approach for cross-platform setups.

Thanks for your contribution


Read OPENAI_API_KEY env var instead of requiring user to enter it after startin VS Code

Describe the feature
Thanks for making this great extension, it's very useful :)
Currently this extension requires entering the API key every time VS Code starts, which is annoying.
Many desktop applications (such as Shell GPT or the official python/JS OpenAI packages) read the OpenAI API key from the env var OPENAI_API_KEY, it's like a common convention.
Could you also do this please? :)

Thanks for the feedbacks. This was added in the new version 4.3.0.


Add support for Elastic Stack 7.9.0

This commit adds support for Elastic Stack 7.9.0 to the
template and Marketplace offering.

Remove 6.6.2 version which is now EOL
Remove 6.7.2 which will be EOL in September
Update 6.8.x to latest patch release, 6.8.11

Closes #356

Needs deployment testing once 7.9.0 is released. If integration tests pass, run
npm run links -- --branch master

and commit, before merging in.

All integration tests pass, merging in


Prepare for Snapshots release 0.6.0

Current dependencies on/for this PR:

main

PR #36   👈

This comment was auto-generated by Graphite.


Support SPDX "user defined license reference" (aka LicenseRef)

What would you like to be added:
We are using a SPDX "user defined license references" (aka LicenseRef), which are not defined by a standard SPDX license identifier. When we let grant check these licenses, at the beginning we get the error message - "unable to get license by ID: LicenseRef-XXXX; no matching spdx id found sbom.json".
> grant check sbom.json
[0000] ERROR unable to get license by ID: LicenseRef-XXXX; no matching spdx id found
* sbom.json

> grant list sbom.json
[0000] ERROR unable to get license by ID: LicenseRef-XXXX; no matching spdx id found
* sbom.json

I would like to be able to add SPDX "user defined license reference" (aka LicenseRef) in Grant - for example via the .grants.yaml configuration file.
Why is this needed:
The support of SPDX "user defined license references" (aka LicenseRef) in Grant would be advantageous in conjunction with Syft (creating SBOMs), since Syft sets spdxExpressions in the SBOM. This would enable a seamless and automated check of the licenses.
Additional context:

It sounds like you have SPDX JSON SBOMs with some user-defined licenses in them, and you'd like grant list and grant check to work with these, so that grant list lists the user-defined license IDs with all the other license IDs, and grant check can be configured to allow or block user defined licenses. Is that correct @ma-ble ?
This would be a great feature, but we have one question about how grant check would work. Because user-defined license IDs are only unique within a particular SBOM, user-defined license License-Ref-0003, for example, might mean something completely different in one SBOM versus another, so just putting allow: License-Ref-0003 in Grant's config might allow two completely different licenses through. One possible solution is that the person putting user defined licenses in the Grant config makes sure that Licenese-Ref-0003 always means the same thing in all their licenses, but this seems like it might be brittle.
@ma-ble please let us know if we've understood correctly, and if you have an opinion on the problem where user defined license refs are only unique within an SBOM.

Your assumptions about my intentions are correct.
We have our own custom SPDX licenses (e.g. License-Ref-0003) that are only valid within your space and would like to be able to check for these licenses with "grant check".
An extension of the Grant`s config so that user-defined SPDX licenses can be entered would be very suitable for this use case.


Running into an issue with child routers using objects in the activeInstruction params, thereby causing "[object Object]" to be passed into activate method

It seems that when I am using a child router, the params array on the activeInstruction includes objects in addition to strings, so when it joins them in router.loadUrl (router.js:508), and passes it to my widget's activate method, the url contains [object Object]
As an example, say I navigate to this url in my app:
view/person/19158/?interaction=87852&listId=17
where view is a route on the shell router that looks like "viewsplat",
person is a route on a child router that looks like "person/:idsplat",
19158 is the id parameter,
and everything else is a query string
My widget's activate method is receiving the following arguments
["19158", "/[object Object]", {interaction: "87852",listId: "17"}]
I can just get the query params off of the third argument, but it seems like the second one is erroneous.
Would the following be an acceptable fix to guard against this? The only change is to line 508
// starting at router.js:506
if (router.relativeToParentRouter) {
    var instruction = this.parent.activeInstruction();
    coreFragment = instruction.params.filter(function(param){return typeof param === 'string'}).join('/');

    if (coreFragment && coreFragment.charAt(0) == '/') {
        coreFragment = coreFragment.substr(1);
    }

    if (!coreFragment) {
        coreFragment = '';
    }

    coreFragment = coreFragment.replace('//', '/').replace('//', '/');
}

The above change causes the activate method to instead receive:
["19158", null, {interaction: "87852",listId: "17"}]

@davismj i will review this PR

it seems that this issue has already been resolved in the latest code base. in fact, the above behavior currently would pass
["person/19158", { interaction: "87852", listId: "17" }]
to the parent, and
["19158", null, { interaction: "87852", listId: "17" }]
to the child. This is the expected behavior.
I have tested this behavior in the latest chrome, the latest ie, and emulated IE9. If you still see this issue after updating to the latest, please let us know and we'll grab some more details.

Thanks for reviewing @davismj Closing now.


Investigate improvements for SupportError message

What
Run a technical spike to see if we can improve the messaging of our SupportError message so it better helps users in browsers where it is supported, but the govuk-frontend-supported class has not been added to the body (for example, because the snippet adding it is still the one from v4).
Why
Reading that GOV.UK Frontend is not supported in browsers where it is actually supported is misleading and does not help users fix their issues.
Who needs to work on this
Developers
Who needs to review this
Developers
Done when

[ ] We've identified a way to improve the SupportError message

This could also be an opportunity to detect whether GOV.UK Frontend is run in a module script (and maybe just warn rather than error)? The availability of document.currentScript may be a pointer of whether our components are run from a module script.


Now ModPopupInputs properly react to buttons

Closes https://github.com/amazingalek/owml/issues/154
Closes https://github.com/amazingalek/owml/issues/103

closes https://github.com/amazingalek/owml/issues/154

what's up with diffs 🤔

Welp, now this PR has very broken diff >.<

Maybe I should just make new PR

Just merge from latest dev and push...?

The thing is diffs themselves are incorrect

They show changes that are already implemented in dev

If you're OK with reviewing this mess, then I won't bother :shrug:

Because you didn't merge latest dev into this branch

You're right, that fixed it


Chore: organize files, update devcontainer

Closes #123
This PR moves all the website source files under the /src directory for better organization.
Also cleans up and normalizes the devcontainer setup with our other repositories:

settings.json for VS Code settings
.prettierrc for Prettier config
fix customization syntax in devcontainer.json
run the devcontainer as a non-root user

Rebased to resolve conflicts


chore(master): release 2.0.0-rc.132

:robot: I have created a release beep boop
2.0.0-rc.132 (2024-12-05)
Features

make multipart heartbeat configurable (#1006) (7675b4b)

This PR was generated with Release Please. See documentation.

:robot: Created releases:

v2.0.0-rc.132
:sunflower:


Support for custom Cargo profiles

This allows creating custom profiles that inherit from other profiles.
For example, one can have a release-lto profile that looks like this:
[profile.custom.release-lto]
inherits = "release"
lto = true

The profile name will also carry itself into the output directory name so that the different build outputs can be cached independently from one another.
So in effect, at the target directory, a name will be created for the new profile, in addition to the 'debug' and 'release' builds:
    $ cargo build --profile release-lto
    $ ls -l target
    debug release release-lto

Thanks for the PR, @da-x! I am afraid we are not ready to implement custom profiles just yet. In the recent RFC, we've decided to slightly postpone the design of custom profiles, until the related workflows proposal is made:
proifles rfc: https://github.com/rust-lang/rfcs/pull/2282#issuecomment-366326148
workflows pre-proposal: http://aturon.github.io/2018/04/05/workflows/
I am almost sure we'll do it by the next epoch though, together with removal of all build-in profiles besides dev and test.
So I suggest closing this for know, and revisiting after workflows RFC and #5298  are done.

Thanks. There's no urgency - I'll use my fork for now. At least the CI checks revealed some bugs I'll fix in my implementation.


[TASK] Check if https://github.com/purista might be an option

Any chances to get the https://github.com/purista for this Open-source typescript backend framework as there seems to be no activity and unused?
Would be cool to get it - so if there is a option - pls contact me
@purista

GitHub's name squatting policies are pretty wierd, but basically GitHub won't really do anything unless you register a trademark for purista (which costs money, and probably isn't currently worth it), or the purista project grows enough. So at least now, it will sadly not be possible to get GitHub to release the https://github.com/purista user/organization.
Ideas for available organization names:

https://github.com/purista-framework
https://github.com/purista-ts
https://github.com/purista-org
https://github.com/purista-dev

Hi @vyPal ,
Yes, I know, this ticket was the only possible way to might get in contact with the holder of the name.
As it contains direct mention of @purista , there was the tiny hope, that it gets maybe read by the owner. 🥹

@purista github name owner - can we get the name?


develop does not compile with -DCMAKE_BUILD_TYPE=Debug

The develop branch does not compile using the debug build type. There seems to be a conflict with the DEBUG CPP key and the definition of DEBUG in Logged::level. A simple workaround is to rename one or the other, but there could be a more elegant solution.
Steps to reproduce. In the model root directory, do the following:
git checkout develop
mkdir build_error
cd build_error
cmake -DCMAKE_BUILD_TYPE=Debug ..
make

Using Apple Clang
Monaco:build einola$ c++ --version
Apple clang version 14.0.0 (clang-14<IP_ADDRESS>)
Target: x86_64-apple-darwin22.3.0
Thread model: posix
InstalledDir: /Library/Developer/CommandLineTools/usr/bin

the result of make is
Monaco:build einola$ make
[  0%] Building CXX object CMakeFiles/nextsim.dir/core/src/main.cpp.o
In file included from /Users/einola/src/nextsimdg/core/src/main.cpp:13:
In file included from /Users/einola/src/nextsimdg/core/src/include/Model.hpp:10:
/Users/einola/src/nextsimdg/core/src/include/Logged.hpp:23:9: error: expected identifier
        DEBUG,
        ^
<command line>:2:15: note: expanded from here
#define DEBUG 1
              ^
In file included from /Users/einola/src/nextsimdg/core/src/main.cpp:13:
In file included from /Users/einola/src/nextsimdg/core/src/include/Model.hpp:10:
/Users/einola/src/nextsimdg/core/src/include/Logged.hpp:60:73: error: expected unqualified-id
    static void debug(const std::string& message) { log(message, level::DEBUG); };
                                                                        ^
<command line>:2:15: note: expanded from here
#define DEBUG 1
              ^
2 errors generated.
make[2]: *** [CMakeFiles/nextsim.dir/core/src/main.cpp.o] Error 1
make[1]: *** [CMakeFiles/nextsim.dir/all] Error 2
make: *** [all] Error 2

The model compiles fine if I don't use -DCMAKE_BUILD_TYPE=Debug.

Assigned to @timspainNERSC - but feel free to send it to Cambridge if you like!

One option is to use NDEBUG and #ifndef NDEBUG for debugging sections.
Pro: NDEBUG is standard nomenclature
Con: #ifndef NDEBUG is a double negative

The problem is that I defined a DEBUG level in the logging. The preprocessor replaces this all-caps debug with the defined constant value one, resulting in the invalid identifier Level::1. I need to change the name of that particular logging level (I think).


Add armv7/armv7s target aliases

Fixes #185.

Apologies for the delay. Thank you for the PR. I'll go ahead and merge this.

Apologies for the delay. Thank you for the PR. I'll go ahead and merge this.


Complete helm setup

Pull Request Test Coverage Report for Build 28

0 of 0 (NaN%) changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at ?%

Totals

Change from base Build 25:
0.0%

Covered Lines:

Relevant Lines:
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💛  - Coveralls


fix(messaging)!: removeDeliveredNotifications crash

Pull request checklist
Please check if your PR fulfills the following requirements:

[ ] The changes have been tested successfully.
[ ] A changeset has been created (npm run changeset).

Close #103

npm i<EMAIL_ADDRESS>

npm i<EMAIL_ADDRESS>


Opening and closing window with same title

Summary of your issue
It seems opening window with same title after closing previous, I do not get error but window is not visible.
Environment
Windows 10, .Net 5,
What did you do when you faced the problem?
I do not have simple code. But the concept is simple. I have multiple remote robots that connect server. Each time robot looses connection it reconnects. Each time new connection is made, that connection is handled on separate thread.
For that reason on server I have
private ConcurrentDictionary<int, Window>  _cvWin;

So lets say robot with id 1 connects. It creates new window in _cvWin and displays images.
                _cvWin.TryAdd(id, new Window(id.toString()));

That works on very first connection. Now robot 1 disconnects and that if 1 is removed from _cvWin
                if (_cvWin.TryRemove(id, out var window))
		{
                    Window.GetWindowByName(id);
                    window.Close();
                }

WITH OUT server restarting, robot one reconnects and follows same procedure as initially. It is not finding id in dictionary so it creates new Windows with same ID.
What did you intend to be?
I do not get error. It is that new created windows are not shown. I do not see them on teak bar or when I try to switch between windows (Shift-Tab)
Am I missing something? Or is this a bug?

There was a bug in Window.Dispose (#1174) . What if you use Cv2.NamedWindow and Cv2.DestroyWindow instead?
private ConcurrentDictionary<int, object>  _cvWin;

...

Cv2.NamedWindow(id.ToString());
_cvWin.TryAdd(id, null);

...

if (_cvWin.TryRemove(id, out var _))
{
    Cv2.DestroyWindow(id.ToString());
}

There was a bug in Window.Dispose (#1174) . What if you use Cv2.NamedWindow and Cv2.DestroyWindow instead?
private ConcurrentDictionary<int, object>  _cvWin;

...

Cv2.NamedWindow(id.ToString());
_cvWin.TryAdd(id, null);

...

if (_cvWin.TryRemove(id, out var _))
{
    Cv2.DestroyWindow(id.ToString());
}

Awesome. That worked :)

Awesome. That worked :)


World Map - Split quest name and status from custom icons

Transformed all the quest icons that weren't round, added a new config to turn off custom icons and made it work.
How it looks like:

Should solve #10144

In terms of function, this looks awesome. Thank you for working on this!
(no comment on the code/implementation)

I don't think it makes sense to have a toggle just to show the icons and tooltips separately. Plus these icons make it worse because you can't even see that it's a quest.

I don't think it makes sense to have a toggle just to show the icons and tooltips separately. Plus these icons make it worse because you can't even see that it's a quest.

Please see #10144

TBF I guess I forgot to change the size, will do this later today.
@raiyni The overall idea is to discuss, that's why I made this pull request. Keeping all icons round made sense to me. IIRC this is the only icon that is overridden with those flags, making it easier to remember and you can toggle it off anyway.
I could try to make it more readable but I guess it will never be perfect since the icon is really small

I don't have much of an opinion on splitting the tooltip toggle from the quest progress icons, but the proposed new icons are much worse, to the point of being unrecognizable as quest icons in some cases.


[CT-3477] [OSS] OSS Standardization

Housekeeping

[X] I am a maintainer of dbt-core

Short description
As part of #9221, there have been a few changes to how we want to format docs/templates in our OSS repos.

.github/TEMPLATES

remove mention of notion specifically in implementation-ticket.yml and just say "documentation"

CONTRIBUTING.md

Add troubleshooting section to the bottom similar to the template in dbt-docs here
Remove mention of Jira - we don't use it for dbt-core anymore
We don't have integration tests anymore, so remove their mention here

README.md

Update the following line

Want to report a bug or request a feature? Let us know on [Slack](http://community.getdbt.com/), or open [an issue](https://github.com/dbt-labs/dbt-core/issues/new)

to
Want to report a bug or request a feature? Let us know and open [an issue](https://github.com/dbt-labs/dbt-core/issues/new/choose)

Acceptance criteria
The docs in this repo meet the same formatting standards as dbt-oss-template
Impact to Other Teams
None, this is just a docs change
Will backports be required?
Nope
Context
Any other changes to make it easier for contributors would be welcome!

PR for issue 1.
Hey @emmyoop with issue 2, is there actually any troubleshooting steps I can add to this new section, or are we just creating the section and leaving blank? With removal of mention of JIRA, this was for the branch naming convention for internal contributors that said to use CT-XXXX, whats the replacement for this? Should I just say use your initials?


Adding new call types

closes https://github.com/MicrosoftDocs/OfficeDocs-SkypeForBusiness/issues/8031
by request of @jenstrier

@JohanFreelancer9 Copy editing is needed for this PR. Thanks.


[WIP] Add examples for Accordion

Issue: #36
Added an example for nested accordions so far.

There were a couple issues I came across:

It seems that fluid prop isn't added to the list of classes in the final html. I can add class="fluid" instead and the width is correct.
I couldn't find sui radio checkboxes to use in Accordion>Examples>Accordion Menu (from original docs). Shouldn't be an issue unless you want to be 100% the same as the original docs.

You can skip examples for things that aren't implemented for now :)

Just making sure I'm not missing anything :)
Alright, I think it's ready to merge.


Version number for CLI

As I updated graphqelm this morning, I wanted to check which version I had currently installed.
$ graphqelm --version or simply listing the version in the help section would be handy.

Great idea! I just released a new npm package version that includes this. Thanks for the suggestion.


create view to find workers that have not submit, and time has run out

Very nice!
On Fri, May 6, 2016 at 11:30 AM, Vanessa Sochat<EMAIL_ADDRESS>wrote:

[image: image]
https://cloud.githubusercontent.com/assets/814322/15082653/dd0ef2b2-137d-11e6-9e82-616782300d00.png
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https://github.com/expfactory/expfactory-docker/issues/142#issuecomment-217522850

--
Best,
Ian

added to battery details view, also simplified the viewing of HITS

It's a little confusing that "Manage HIT" takes you to a worker panel that
gives you access to all HITs. It'd be better if clicking "Manage HIT"
subset the workers by the HIT ID, and there was a separate battery level
"Manage battery" that displayed worker status across all HITs. The redesign
looks nice!

I intended for manage hit to only be specific to the HIT - looks like I just forgot to add the filter when I started working on the template! One sec.

ok check it out now, just fixed!

Cool, looks very nice. Considering that most people will be just making repeated HITs for one battery, it still probably would make sense to have a "manage workers across battery"
One oddity: Each of these HITs should have no more than 9 people. But I am seeing more than 9 workers in each HIT. Also, for at least one HIT I see duplicate assignment IDs. I believe this is because workers can start a HIT and then return it. We'll still keep their data, but they allowed another worker to accept the HIT (which perhaps overloads an assignment ID?). I don't think we have access to whether a worker returns a HIT, but they aren't really "in progress" anymore.
Otherwise, this is fantastic! When we start recording start time/HIT expiration time (and maybe last seen?), it'd be great to include those.
See below about the oddity I mentioned:

In progress just means we don't have any indication what stage they are in, and this is an artifact of the fact that the variable to record accept_time wasn't added until recently - likely some of those workers wouold have appeared in the "ATTENTION" tab if we had their accept_time (this tab is not shown because we don't have any that need attention).

I am not privy to how MTurk uses assignment IDs / worker ids. I can tell you with certainty those are the combinations that we have in the database, resulting from a worker accepting with a particular assignment id. If there is some strangeness (duplicate, etc) it's not something on expfactory end, and if you are concerned I would suggest looking into it.

So "attention" is flagged after their allotted time elapses? It's just a
shame that we can't differentiate those who haven't yet submitted from
those who have returned the HIT (and thus given up). That's on mturk, not
expfactory. "Last seen" will give some indication of which it might be.
The duplicate assignment IDs are only for the "in progress people" who I
believe are not actually "in progress" but actually returned the HIT and
started again. It's not something to do anything about, but it does let us
know that we can't be sure we are uniquely indexing a worker by assignment
ID (because they are not removed from our database if a worker returns a
HIT).
On Fri, May 6, 2016 at 12:24 PM, Vanessa Sochat<EMAIL_ADDRESS>wrote:

In progress just means we don't have any indication what stage they are
in, and this is an artifact of the fact that the variable to record
accept_time wasn't added until recently - likely some of those workers
wouold have appeared in the "ATTENTION" tab if we had their accept_time
(this tab is not shown because we don't have any that need attention).
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https://github.com/expfactory/expfactory-docker/issues/142#issuecomment-217536314

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Best,
Ian

As I said, this is only an issue with the workers that started before I added the accept_time variable to the assignment. Yes, the "in progress" people could have completed and we have no record. The assignment IDs are unique, as are the worker IDs - it's MTurk that determines these variables when they accept a HIT, and it's not logical to say "we can't be sure we are uniquely indexing a worker by assignment ID" because of course a worker can have multiple assignment IDs.
Attention is flagged when the accept_time + duration of battery has passed, but the assignment still does not have a status.

Of course a worker can have multiple assignment IDs - but there is one assignment ID with two workers:

I was just saying this likely happens when a worker starts the HIT, returns it (so gives up on it) and another worker accepts it. I'm not suggesting we do anything about it, just mentioning it.


No update notifications for @types/xxx packages

I've got a typescript repository with dependencies on several type declaration packages, ex: @types/jasmine.
greenkeeper does not seem to be aware of updates for this kind of package.
Is there anything that I could do on my side?
Otherwise, it could be great to add support for this kind of packages.

Hey @bcaudan you are using the old greenkeeper, which will be shut down in a month.
The new Greenkeeper is be able to handle scoped packages like that.
You can switch to it here: https://github.com/integration/greenkeeper

Great, Thx!


How to define query parameter limits?

How can I have a query parameter that has more than just type? Here is my query parameter:
- name: limit
  in: query
  description: number of pets to return
  type: integer

But I want to limit query param to be no less than 10 and no more than 1000. How can I do that?

Closing this for now. Please reopen if still an issue.


[MAID-2670] chore/ci: update ci scripts to latest rust and rustfmt

r? @dirvine
(maidsafe_highfive has picked a reviewer for you, use r? to override)