Trying to add drag drop of items from inventory

Fixing #2218
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I added an interaction region on all sides of the InventoryGrid, so the cells are put in the center of the screen (the offset is calculated by giving half of width left after drawing the cells).
There are 4 rectangular regions which need to be targetted. I have added all 4 with appropriate names.
I just tried to immitate the existing functionality of right click.. So the code is adapted version of onUseItemButton from LocalPlayerSystem
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I Expected that if I drag an item out of the inventory cells (on the inventory screen) and drop it on empty area around the grid then it would get dropped on the terrain. I saw that on right click I could put items on the terrain. So, I used its code.
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But instead what happens is actually (i think) similar to if I press left click while inventory screen is not opened. i.e, the player tries to destroy the block which is just ahead (pointed to).
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I tried to debug it checking for the function calls and yes all the lines are being executed as required. The problem that I think (as @flo mentioned) is that I couldn't understand the parameters which are passed to onUseItemButton and hence duplicated it in a wrong way.
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I will now try to add the overlay as suggested.

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Heya @genuinelucifer and thanks for giving this a try. Renamed the title real quick to make it clear this isn't for merging yet :-)
Pinging @flo or @Josharias for review sometime

Just a "Currently doesn't work" isn't very helpful. You don't even write what is not working .Typically information for a problem description is that you write

what you tried (steps to reproduce)
what you expected
what happened.
what you have tried already to solve it

When you create a pull request it is also good to write a short summary of what you changed and why.
I tried your branch out. When I open the inventory (via I hotkey) and click next to it, then a NullPointerException gets logged. The exception gets thrown in the interaction listener of InventoryGrid because the entity movingItem has no ItemComponent and saveComponent does not allow null values.
When you look at the usages (IDE feature!) of the movingItem field you will notice that it is actually a entity with a inventory and not a item (@Josharias: I think that name is quite missleading. Could you please rename the movingItem field to say "cursorInventory"? Also a javadoc would be nice (that explains what to expect and why it is an inventory and not directly the item end of note to Josharias)
e.g. when you use the "find usages" features you will find the following line in TransferItemCursor:
                        return InventoryUtils.getItemAt(charComp.movingItem, 0);

When you then look at getItemAt you will notice that it expects an entity with an inventory.
Also you will notice that the current location for the interaction catching is not optimal since it will also absorb all clicks that were intended for the toolbar at the bottom. So we probably need the "click => item drop" feature in an overlay that is below the overlay with the toolbar.
To find the location where the toolbar UI gets added to the screen I added a breakpoint to the initialize method of HudToolbar.  The toolbar gets added in MenuControlSystem to a instance of HUDScreenLayer. Sadly there is currently no way to define the order of initialization for systems. So it is not possible to have the toolbar added after a "item drop default handling" overlay.
So to me it looks like the simplest approach for now would be to add the new overlay in MenuControlSystem.
Another possibility would to add a new addInteractionRegion to Canvas that adds the region to the bottom of the interaction regions. Changes to the NUI interfaces is however something we should clearify with @immortius  first.
@immortius  any thoughts on that topic?

@Cervator @flo Thanks.
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I've updated the PR with details. I'll try to implement the overlay and push the changes.

Thanks a lot @flo.
It now works as desired. I only couldn't try it with the toolbar as you said.
I'll try that and push the changes as soon as it gets done.

@flo I tried but could not find the toolbar you are talking about. All I could find was open the chat and cheat consoles. Interaction with them is not blocked by current inventory grid.
How to display the HUDToolbar?

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@flo Please Review. I have added the overlay as you said.
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The only problem which I feel now is that if user hides the hud with h key then the drag drop also stops working. I don't know if should be considered as a bug or an intended feature.

Hey @genuinelucifer I tried to test this but either nothing is happening or I'm not sure what to test. I tried to pick up an item from an inventory (left click item) then move the cursor outside the inventory grid area to open space then left or right clicked and nothing happened. Tried dragging an item and releasing too. Tried player inventory and a chest.
As for the hud hiding with 'h' I'm remembering that doesn't hide the inventory screen which I would think it should. And if it did it would probably be intended for drag/drop to not work with everything hidden :-)

@Cervator When you left click outside the inventory grid please make sure that hud is visible (that is, you can see hearts and 8-9  square blocks around the bottom of screen).
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If the inventory would be hidden with 'h' that would be surely ok.

Also if that doesn't work could you please place a break point on line number 45 if (mouseButton == MouseInput.MOUSE_LEFT) { in interactionListener in the file InventoryGridHud.java and run in debug mode to check if it is called when you left click outside the inventory grid.

Yep the break point triggers fine, even just left clicking without any inventory interaction at all. With the specific use case here it seems to validate that the item exists then does the `localPlayer.activateOwnedEntityAsClient(item) and keeps going for a while, I didn't trace too much further since I'm not sure what to look for :-) Item I picked up just stays on the cursor.
Also fun fact: same happens if you drop an item into the corners between inventory slots. That may not be desired, as a player could accidentally trigger this just moving items between slots inside the inventory grid area. I figure there must be some UI element that all the slots are nested inside that might be a better thing to look outside of.

I actually tried it again. I took a torch from the inventory grid and when I click outside the grid then exit inventory I find it lying on the ground. (Maybe you forgot to point at a nearby ground block? (just a wild guess)).
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same happens if you drop an item into the corners between inventory slots.

This surely needs to be fixed. I just added the overlay and probably it gets all the clicks that are not handled by the cells and the toolbar.
I'll fix this in the next commit.

Oh, you have to be pointing at the ground? Had no clue - is that on purpose or just some consequence of needing a block's location to be dropping stuff?

It is because of needing the location to drop the object to.

hmm, for dropping items with the Q hotkey you don't need a location I would assume.

I think it's because when I press Q. The item does not appear on the
screen. It just vanishes!
With right click, it gets put on the terrain.

@Cervator I couldn't yet figure out how to clear the issue for drop between 2 cells. I cannot access the cells in an interactionListener and hence am unable to find which is the region between cells.
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not sure what this line is for. Probably explaining it in comment would be good.

@flo That code was by mistake left there. I was trying something else and then forgot to remove those 2 lines. Thanks for pointing out

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@flo Is there a way to get InventoryGrid`` in my InventoryGridHud? I came to know that @Inwon't work. I also triedCoreRegistryand thenfind("inventory", InventoryGrid.class)But none worked... . Instead of accessingInventoryGridin another class, I also tried to define andInteractionListenerin the Grid itself but then I could not access thecellsfrom theinteractionListener```.
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Any suggestions?

@genuinelucifer There isn't just necessarly 1 inventory grid visible at a time. e.g. when you activate a placed chest by pressing E, then you get 3 inventory grids: 1. the toolbar inventory grid, 2. the players inventory grid, 3. the chests inventory grid.
So you can't get "THE" inventory grid and also I am not sure how that would help.
CoreScreenLayer already registeres a interaction listener. I wonder why it isn't catching the drop event yet. Maybe you oculd investigate into that direction. e.g. if it handles the mouse event that causes the drop then the other interaction listener in your new class won't trigger a drop.

CoreScreenLayer already registeres a interaction listener

great

Maybe you oculd investigate into that direction.

Sure. Thanks for the help.

@flo I tried many things but could not activate the interactionListener of CoreScreenLayer...
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Always, the interactionListener from cells is called and when I click between cells then the interactionListener from InventoryGridHud is called.
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Isn't there a way to call the interaction listener of all the cells from the interactionListener of InventoryGrid such that any interaction between the cells could be handled in the InventoryGrid itself? Can't we somehow make the cells static (to be accessed from the interactionListener), although I didn't see static variables being used in this project anywhere.... So probably some other similar solution?

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If it is acceptable, I would like to propose the following solution to the problem:
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Lets assign a depth value to every interactionregion as it is added. Keep on increasing the depth value by 1 on each addition. Also, provide additional function to give a required depth.
Ex: If I give the interactionRegion in InventoryGrid depth value which is sum of current priority plus the total number of cells then I can make sure that the call to handle the mouse click will go to my required interactionRegion. After this the interactionRegions from cells will be added and will be given priority as per the original numbering that was continuing (before adding InventoryGrid)...
This seems to be a solution which solves the current problem.
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This might require changing the core way of how interactionRegions are being handled, so I would wait for a confirmation before trying to implement this.
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Pinging @Cervator @flo for providing confirmation/denial to implement this.

I can't help answer the architecture part, but I can ping @rzats who may be interested in chiming in at the NUI level :-)

@genuinelucifer: the current canvas implementation already does something somewhat similar to what you're suggesting. To process mouse interaction, canvasImpl#processMousePosition iterates through the interactionRegions deque, starting from the last element - that way, recently added regions are given priority. (Region addition logic is located in this addInteractionRegion overload.)
That said, custom region priorities can be quite helpful if you want to add a UI region that does not have priority over all the previously added ones - they may not be relevant to this particular issue, but would definitely work as a separate feature!

@rzats Thanks for the references.
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Actually, I thought about this issue because I wanted that the interactionListener of cells should fire and then of InventoryGrid and then that of InventoryGridHud... And it seemed the only way possible to me..
Although, there might be some other solution and I'll try to find them first.

CoreScreenLayer already registeres a interaction listener. I wonder why it isn't catching the drop event yet.

@flo finally I found that without any other top layer CoreScreenLayer is indeed catching the drop event. But since InventoryGridHud is covering the whole screen on top of CoreScreen Layer hence it is not catching the events...
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I am really stuck and since I cannot access InventoryGrid from InventoryGridHud.
So, I made cells as final in InventoryGrid and then accessed it from interactionListener. Also, I had to make many static variables in the InventoryGrid to keep track of number of cells in 1 row and size of one cell. I did this because the only other solution that came to my mind (custom priority for interactionListener) seemed to be huge task specially since there are sooo many layers on one screen and I would have to change priority of each one of them for the required listeners to work!
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Now, I am stuck with one small hurdle. I am unable to send a mouse click event to InventoryCell. I want that the cell's interactionListener be triggered. I tried onMouseEvent by changing a few parameters but it didn't work. Any help as to how to send this event to an InventoryCell? @rzats @Cervator @flo
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I know that currently cells handle their own separate callbacks via their interactionListeners. But, since I have to add a layer on top I need to call their interactionListeners manually and then decide which clicks to handle and which to leave.

@genuinelucifer: can you please push the relevant modifications to your fork? It would really help with debugging the code to see why exactly the interactionListener trigger doesn't work. If you don't want to modify the PR, use a separate branch and then link it a comment.
Also (emphasis mine):

I had to make many static variables in the InventoryGrid to keep track of number of cells in 1 row and size of one cell.

Are you sure this is the right solution? Since the variables (and, presumably, related value checks) are static, they may cause unexpected behavior when several InventoryGrid elements are displayed (e.g. toolbar, extended inventory, chest inventory), especially if they have different row/cell sizes.

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can you please push the relevant modifications to your fork?

@rzats Done.

when several InventoryGrid elements are displayed

Sorry. I forgot about this. I just targetted one InventoryGrid. I thought all the grids are derived from separate classes. I guess then I'll have to incorporate the priorityQueue for interactionListeners?
Or, do you have another Idea to store size of cells and number of cells in one row (as canvas can't be accessed from interactionListener and hence the preferredSize can not be queried...

The problem with the cell.onMouseButtonEvent() call is that it calls CoreWidget.onMouseButtonEvent() (the class hierarchy being InventoryCell → ItemCell → CoreWidget) - which is an empty method. It's actually called (easy to verify by setting a debugger breakpoint), but does nothing at all.
To send an event to InventoryCell, you need to create an InventoryCell method that either exposes the interaction listener or passes along the NUIMouseClickEvent to it - in my opinion, the latter solution is more optimal.

Or, do you have another Idea to store size of cells and number of cells in one row (as canvas can't be accessed from interactionListener and hence the preferredSize can not be queried...

You can calculate these in onDraw().

passes along the NUIMouseClickEvent to it - in my opinion, the latter
solution is more optimal.

Great. Will try ti implement it :) Thanks.

You can calculate these in onDraw().

But then i can't access them in interactionListener. For that I will have
to make them 'final' but then i won't be able to update them in 'onDraw'.
Feels like a deadlock.

You can calculate these in onDraw().

But then i can't access them in interactionListener. For that I will have
to make them 'final' but then i won't be able to update them in 'onDraw'.
Feels like a deadlock.
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My bad. I have been using C++ for so long that I never knew it was possible
in java. Finally got it working. Will try to polish everything and push the
final changes (working!  Hurray!) tomorrow.
Thanks a lot @rzats

@flo finally I found that without any other top layer CoreScreenLayer is indeed catching the drop event. But since InventoryGridHud is covering the whole screen on top of CoreScreen Layer hence it is not catching the events...
Actually what you write is not the case: The interaction listener in CoreScreenLayer does not even get added when the inventory is open as the InventoryScreen#isModal method returns false. The CoreSCreenLayer method only adds the interaction listener in onDraw if it is a modal dialog

    public void onDraw(Canvas canvas) {
        if (isModal()) {
            canvas.addInteractionRegion(getScreenListener());
        }

I tried making the InventoryScreen not modal and then it does indeed catch the events, but sadly it does catch mouse events that cover the complete visible screen and not just the dialog. That probably means that we can't add (without big restructuring) a general solution. that makes all clicks in dialogs not result in an item drop. It needs to be solved for each screen separately.
I think the main issue are the gaps between the inventory cells, which you can click accidentally when moving items. So lets simply set the InventoryCell margin in InventoryDefault.skin to 0 to close that gaps and we should have a solution that at least works for the screens in the engine/core. Modules need then to add additional interaction regions to their screens if they want to prevent unwanted item dropping.
Static variables and getting updating various inventory grids/cells should not be necessary. As @rzats pointed correctly out static variables cause more issues than they solve in that case.

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@flo I dropped the interactionListener from InventoryGrid and changed the margin to zero instead, as you suggested.
I tested it and it seems to work fine for me. Maybe @Cervator could confirm...
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I'll fix the checkstyle warning after a few hours. Till then, if you could please review this.

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@genuinelucifer 	I added a few comments.
Also I think it would be probably a good idea to smash the commits together into a single one as there are a lot of commits that don't really provide value with their commit message to the version history. e.g. one commit is called "More Useless Code". If you don't know how to do that I can help you with that.

btw. before squashing or rebasing the commits I would always suggest to create a "backup" branch at the current HEAD location of your branch. That way you can easily go back to it should something go wrong.

Tried testing it. Maybe did something this time that I didn't last, as I can see the functionality - but only after one play session, creating a world, exiting the game, then reloading the world. First play session on creating the world the drop behavior from inventory did nothing.
Went back to double check and saw it function the second time - nice!
The items look oddly large as icons though, as if there is no margin inside the cells anymore. I was also still able to drop an item through the very center of corners between cells, although it was a lot harder than last time (were margins just tweaked so there'd be less interaction space between cells?)
Not enough time tonight to test deeper, but it is encouraging to see it work. Keep it up @genuinelucifer and we'll finally be done and merging this soon! :-)
As for dropping one item vs a stack, what about using left click for one, right click for the other? Could even activate the mousewheel like possible in an inventory cell (although only on down-wheel since picking stuff back up makes no sense in this context)

were margins just tweaked so there'd be less interaction space between
cells?

Yes. Other solutions seemed too complex. And @flo suggested this.

Keep it up @genuinelucifer and we'll finally be done and merging this
soon! :-)

Sure :)

As for dropping one item vs a stack, what about using left click for one,
right click for the other? Could even activate the mousewheel like possible
in an inventory cell (although only on down-wheel since picking stuff back
up makes no sense in this context)

Although this could be done but IMHO this would be more confusing. Instead,
since use can select the required amount of items from the cells, he should
only select the amount that he wishes to drop.

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were margins just tweaked so there'd be less interaction space between
cells?

Yes. Other solutions seemed too complex. And @flo suggested this.

Keep it up @genuinelucifer and we'll finally be done and merging this
soon! :-)

Sure. Thanks for testing... :)

As for dropping one item vs a stack, what about using left click for one,
right click for the other? Could even activate the mousewheel like possible
in an inventory cell (although only on down-wheel since picking stuff back
up makes no sense in this context)

Although this could be done but IMHO this would be more confusing. Instead,
since user can select the required amount of items from the cells, he should
only select the amount that he wishes to drop.

@flo I squashed the commits. Also, did the changes that you commented on. Please review again.
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Also, what's your view on left click for dropping one item and right click for dropping the stack. (suggested by @Cervator)

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A left click drops the complete item stack into a item slot, So I think it should be analog for dropping items to the ground. Since you can pick up just a single item (with mouse wheel) to drop it outside, I don't think we need the functionality to drop a single item. Instead I think we could use right click for the feature @genuinelucifer implemented originally. Right click could activate the item (right click activates items when you have no UI open, so I think it would be consistent).
@genuinelucifer About the larger icons: As a quick solution you could remove the marign size change again and add instead an interaction region in the draw method of InventoryGrid that is below the inventory cells (order of adding regions determines which comes first). That interaction region could then catch all mouse events.

Right click could activate the item

And what about for multiple items? Loop through and activate each one?

Same as like when you activate the item stack via toolbar. Usually just 1 item gets placed. No special handling needs to be implemented.

but lets do the right click behavior in a separate pull request, so that this one gets done.

@flo I did the changes and squashed the commits. But now this PR has conflicts. I'll rebase and push again in a few minutes.

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@flo Done. Please merge, if it's acceptable now.

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Tested it again and all seems right! Worked first try, icons looked nicer (or my imagination is playing tricks on me), a full stack dropped as a single item, and I couldn't drop anything through the corners anymore.
Merging at last, huzzah! Thank you @genuinelucifer and also many thanks to @flo (and @rzats!) for the review and pointers :-)
Submitted new issue for reference on the right click situation, please comment if interested! #2295


Followed the example and failed

Hi. I followed the example and got the following error:
UnknownZodTypeError {
  message: 'Unknown zod object type, please specify `type` and other OpenAPI props using `ZodSchema.openapi`.',
  data: {
    currentSchema: {
      shape: [Function: shape],
      unknownKeys: 'strip',
      catchall: [ZodNever],
      typeName: 'ZodObject',
      openapi: [Object]
    },
    schemaName: 'User'
  }
}

when trying to use
registry.registerParameter,
registry.register,
registry.registerPath in NextJS api route.
My package.json:
"dependencies": {
    "@asteasolutions/zod-to-openapi": "^1.2.1",
}

My code:
import { extendZodWithOpenApi, OpenAPIGenerator, OpenAPIRegistry } from '@asteasolutions/zod-to-openapi';
import { NextApiRequest, NextApiResponse } from 'next';
import { z } from 'zod';

function getOpenApiDocumentation() {
  extendZodWithOpenApi(z);
  const registry = new OpenAPIRegistry();

  const UserIdSchema = registry.registerParameter(
    "UserId",
    z.string().openapi({
      param: {
        name: "id",
        in: "path",
      },
      example: "1212121",
    })
  );
  const UserSchema = registry.register(
    "User",
    z.object({
      id: z.string().openapi({
        example: "1212121",
      }),
      name: z.string().openapi({
        example: "John Doe",
      }),
      age: z.number().openapi({
        example: 42,
      }),
    })
  );

  registry.registerPath({
    method: "get",
    path: "/users/{id}",
    description: "Get user data by its id",
    summary: "Get a single user",
    request: {
      params: z.object({ id: UserIdSchema }),
    },
    responses: {
      200: {
        mediaType: "application/json",
        schema: UserSchema.openapi({
          description: "Object with user data.",
        }),
      },
      204: z
        .void()
        .openapi({ description: "No content - successful operation" }),
    },
  });

  const generator = new OpenAPIGenerator(registry.definitions);

  return generator.generateDocument({
    openapi: "3.0.0",
    info: {
      version: "1.0.0",
      title: "My API",
      description: "This is the API",
    },
    servers: [{ url: "localhost:3000/api" }],
  });
}

export default (req: NextApiRequest, res: NextApiResponse) => {
  return new Promise<void>((resolve, reject) => {
    try {
      const openApiDocumentation = getOpenApiDocumentation();
      res.status(200).json(openApiDocumentation);
      resolve();
    } catch (e) {
      console.error(e);
      reject();
    }
    resolve();
  });
};

What am I doing wrong?

Hello @nazarEnzo ,
I tried your code without the next dependency locally. Basically the exact same code with console.log(generateOpenAPISchemas()); at the end. When running it with ts-node it worked just as expected  - logging the following response:
{
  openapi: '3.0.0',
  info: { version: '1.0.0', title: 'My API', description: 'This is the API' },
  servers: [ { url: 'localhost:3000/api' } ],
  components: { schemas: { User: [Object] }, parameters: { UserId: [Object] } },
  paths: { '/users/{id}': { get: [Object] } }
}

I see nothing in your code that would cause this error. Maybe some additional info like what command are you using to execute this code would help.

Hello @AGalabov,
Thank you for your reply!
I tried it with ts-node and it works. For some reason it is not functioning in the NextJs environment.
How to replicate:

Create Next App: npx create-next-app@latest --ts exampleApp
Install zod-to-openapi: npm install @asteasolutions/zod-to-openapi
Go to pages/api/hello.ts and paste the following:

import { extendZodWithOpenApi, OpenAPIGenerator, OpenAPIRegistry } from '@asteasolutions/zod-to-openapi';
import { z } from 'zod';

extendZodWithOpenApi(z);

import type { NextApiRequest, NextApiResponse } from "next";
function getOpenApiDocumentation() {
  const registry = new OpenAPIRegistry();

  const UserIdSchema = registry.registerParameter(
    "UserId",
    z.string().openapi({
      param: {
        name: "id",
        in: "path",
      },
      example: "1212121",
    })
  );
  const UserSchema = registry.register(
    "User",
    z.object({
      id: z.string().openapi({
        example: "1212121",
      }),
      name: z.string().openapi({
        example: "John Doe",
      }),
      age: z.number().openapi({
        example: 42,
      }),
    })
  );
  registry.registerPath({
    method: "get",
    path: "/users/{id}",
    description: "Get user data by its id",
    summary: "Get a single user",
    request: {
      params: z.object({ id: UserIdSchema }),
    },
    responses: {
      200: {
        mediaType: "application/json",
        schema: UserSchema.openapi({
          description: "Object with user data.",
        }),
      },
      204: z
        .void()
        .openapi({ description: "No content - successful operation" }),
    },
  });

  const generator = new OpenAPIGenerator(registry.definitions);

  return generator.generateDocument({
    openapi: "3.0.0",
    info: {
      version: "1.0.0",
      title: "My API",
      description: "This is the API",
    },
    servers: [{ url: "localhost:3000/api" }],
  });
}

export default function handler(
  req: NextApiRequest,
  res: NextApiResponse<any>
) {
  try {
    res.status(200).json(getOpenApiDocumentation());
  } catch (error) {
    console.log(error);
    res.status(400).json(error);
  }
}

Save and run with npm run dev
Trigger endpoint - http://localhost:3000/api/hello

Thank you!

It seems that the problem is coming from next. The library is based on instanceof checks. I'd suggest checking what your target JS is from your webpack config. It should be ES6 or higher

Just to expand on what @AGalabov mentioned, it's related to this issue: https://www.dannyguo.com/blog/how-to-fix-instanceof-not-working-for-custom-errors-in-typescript/

Okay, so I investigated a bit and the problem seems to be different. Somehow the zod instances that (1) the lib uses (require('zod')) and (2) that is imported in next are different. require('zod') from lib !== require('zod') from next. This is very weird and most probably due to the extremely complicated build process of next/webpack. I'll try to look into it more tomorrow.

@AGalabov If I don't find a config change that helps this case the default fix would be to use error.constructor.name === 'ZodSomething' instead of error instanceof ZodSomething, which is a shame, but ... well, JS...

I figured out the problem. Just need to figure out the solution now :)

Here's some technical stuff if someone is interested
Looking at the compiled code emitted by webpack, I see this:
exports.modules = {

/***/ 776:
/***/ ((module) => {

module.exports = require("@asteasolutions/zod-to-openapi");

/***/ }),

/***/ 926:
/***/ ((module) => {

module.exports = import("zod");;

/***/ }),

Notice how @asteasolutions/zod-to-openapi is required and zod is imported. Remember this is compiled code so it's directly executed by nodejs. This is important as require is the CJS way of importing JS and import imports modules. Those two are separate and given zod's package.json:
"main": "./lib/index.js",
  "types": "./index.d.ts",
  "module": "./lib/index.mjs",
  "dependencies": {},
  "exports": {
    ".": {
      "require": "./lib/index.js",
      "import": "./lib/index.mjs",
      "types": "./index.d.ts"
    },
    "./package.json": "./package.json"
  },

we see that require loads lib/index.js (commonjs module), while import loads lib/index.mjs (ECMAScript module). Those are different files => they are different instances (of the same code but that doesn't matter, it's compiled differently). So since zod-to-openapi currently does not offer modules imports it's required as CJS. And CJS modules can only load other CJS modules => this leads to zod-to-openapi using a different instance of Zod, which leads to instanceof checks not working correctly since they are different classes (with the same name, but that doesn't matter).
index.js -> require('zod-to-openapi') -> require('zod') (instance A)
         -> import('zod') (instance B)

So solutions would be:

Provide ES module support like Zod does, this would mean both code paths import zod as ES modules => they will use the same instances
Switch to using schema.constructor.name or some other check instead of instanceof. This way we won't actually need to import concrete values from Zod, just types, which would mean we won't ever call require('zod') => that would solve the problem as well

It's probably best to implement both, I'll see if I can open a PR soon.

@nazarEnzo Should be fixed in v1.2.2, can you please confirm? Thank you for the report and the reproduction steps


Hash aggregate finalization parallelization

Fixes kuzudb/internal#10 and #4547.
I switched back to having the partitioning hash table use linear probing, insert entries until a fixed capacity, and then empty and flush to the global partitions. The aggregation update code only works on the data within the vectors being inserted and requires that they are all available in the hash table at once, so kicking elements out of the hash table would require some complicated changes. I increased the default size of the hash table significantly to compensate as the performance was poor with hash tables of the default size.
It took a while to hunt down the bug in BaseAggregateScan::writeAggregateResultToVector. I've added an extra test to try and get slightly better coverage, but I think we really need some larger tests (the issue was caused by Vector re-use which previously we only would have encountered with results that have greater than DEFAULT_VECTOR_CAPACITY values, some of which must be null).
The performance isn't scaling well with the number of partitions at the moment. On workflows which don't need very many threads it's much faster if built with fewer partitions (e.g. on the query in #4547 I found that the total runtime was about 2x faster (3x for just the the HashAggregate code) with 16 partitions on a machine with 12 threads compared to 256 partitions (that query/dataset also seems to just be getting a maximum of ~14 worker threads, presumably due to the way that the input is being divided up). I've reduced the number of partitions to 128 as a compromise given that's the number of threads on our largest testing machine, but will work on improving that next (it should be possible to do the partitioning logically without physically partitioning the data to improve cache locality).
I've increased the default buffer pool size since anything involving aggregation was requiring a bunch of extra memory for constructing the PartitioningAggregateHashTables, but that should be able to be reverted with the optimization mentioned above as it would also reduce the minimum memory requirements.
Performance
On the query from #4547 (msmarco v2.1 1st segment with the query MATCH (b:doc) WITH tokenize(b.segment) AS tk, OFFSET(ID(b)) AS id UNWIND tk AS t RETURN STEM(t, 'porter'), id, count(*);.
Run on a 128 thread machine (But see earlier note about not scaling past 14 threads).

Before: 36GB peak memory usage; runtime 83.5s
After: 21GB peak memory usage; runtime 63.5s
Limited to 14 partitions: 24GB peak memory usage; runtime 47.8s
(as an example of the performance improvements we might expect to achieve with better cache locality)

Note that memory usage has improved significantly since before the per-thread AggregateHashTables would be filled first, and exist in-memory simultaneously with the final merged global AggregateHashTable. Now the per-thread tables get merged into the global ones in small chunks.
I'd run some benchmarks using queries from ClickBench and seen an improvement of about 2-5x (I'll update with more details later).

Benchmarks adapted from https://github.com/ClickHouse/ClickBench/, run on a 128 thread runner (2x AMD EPYC 7551)

Query
Baseline
With Changes
DuckDB as a third-party point of reference (equivalent SQL query)

MATCH (h:hits) WHERE h.SearchPhrase <> '' RETURN h.SearchPhrase, COUNT(*) AS c ORDER BY c DESC LIMIT 10;
5.1s/4.7s
2.3s/0.64s
0.91s/0.30s

MATCH (h:hits) WHERE h.SearchPhrase <> '' RETURN h.SearchEngineID, h.SearchPhrase, COUNT(*) AS c ORDER BY c DESC LIMIT 10;
6.8s/4.4s
2.7s/0.65s
0.90s/0.30s

MATCH (h:hits) RETURN h.UserID, COUNT(*) ORDER BY COUNT(*) DESC LIMIT 10;
5.7s/5.2s
2.0s/1.0s
0.63s/0.25s

MATCH (h:hits) RETURN h.UserID, h.SearchPhrase, COUNT(*) ORDER BY COUNT(*) DESC LIMIT 10;
14.4s/9.5s
3.8s/1.8s
1.5s/0.5s

Results are Cold/Hot, where hot is on subsequent queries in the same process. OS VM caches are dropped after each set of queries.


Consider giving access to the length of the written data in the WriteTo

Something along the line of:
    pub fn length(&self) -> Option<usize> {
        if self.len <= self.buf.len() {
            Some(self.len)
        } else {
            None
        }
    }

Hello,
Could you please prepare a merge request?


Version selector / install button component version mismatch

I noticed a weird behavior when selecting component version to copy maven dependency info. See:

https://vaadin.com/directory/component/input-mask-add-on


Support VideoCategories collections

Fixes #115

I'm not fully confident that I've implemented this correctly, but I was able to query youtube and it returned video categories for a given country, so as far as I can tell, it is.

@KieranP thanks for your help


Allow switching the default IAggregator to be used when no explicit r…

…egistration exists.
Adds one signature to the public API, namely.
EventGraph.UseAggregatorLookup(IAggregatorLookup aggregatorLookup)

Got it.


change from "release/x" to tagged esp-idf versions

address #144

Currently for patch updates we just need to bump the version in config.toml.
Minor and major updates will then need bump in the ci config


Identical NFTs in Chroma drop

Atimtay (artist behind this drop noticed this)
Chroma drop, some NFts have the same identitucal pictures. This should not happen.

these 2 pieces are identical - that they both have the same hash, isn't the hash passed from the transaction hash after the purchase is completed? Does polkadot chain produces same ophash for different transactions?
this single line of not symmetric triangles are supposed to be rare

https://canary.kodadot.xyz/ahp/gallery/51-78
https://canary.kodadot.xyz/ahp/gallery/51-71

Interesting, though we already mitigated this

Broken preview:

https://canary.kodadot.xyz/ahp/gallery/51-86
https://canary.kodadot.xyz/ahp/gallery/51-84
https://canary.kodadot.xyz/ahp/gallery/51-83
https://canary.kodadot.xyz/ahp/gallery/51-80
https://canary.kodadot.xyz/ahp/gallery/51-75
https://canary.kodadot.xyz/ahp/gallery/51-46

Same:
https://kodadot.xyz/ahp/gallery/51-34
https://kodadot.xyz/ahp/gallery/51-40

https://kodadot.xyz/ahp/gallery/51-93
https://kodadot.xyz/ahp/gallery/51-92

Should be solved via https://github.com/kodadot/nft-gallery/pull/9516


Documentation cleanup

A checklist of things we need to do to clean up the documentation:

[ ] Need to rewrite index.rst to better match its position as a documentation landing page. Something like https://www.tensorflow.org/tutorials/ ?

[ ] PyTorch and TF logos need to be updated to the new version

[ ] Decide what module docstrings to re-add to the source code

[ ] The TF interfaces doc page used to have TF 1.X and TF2.0 details, but it looks like the 1.X details have been deleted --- need to add these back in.

[ ] The TOC is now quite bare -- it makes sense to separate the Quick Reference into multiple top level pages, so that they are easier to find for the user (Operations, Measurements, Templates, Optimizers, Configuration are probably the important ones).

[ ] We should also keep a paired down Quick Reference page, that functions more as a 'How do I find where to look to do this thing' type page.

[ ] Need to update the Developers section. All pages here need to be updated.

[ ] The GBS guys have a done a great job adding examples to every docstring, see sample_to_orbit for an example. Now that classes/functions have one page each, this is more important, as users could find themselves on a function page with no context. Let's try and emulate the NumPy style :)

[ ] Slowly add back in missing documentation. Currently, the documentation on operation.py, variable.py interfaces/*py and utils.py is missing. Question: how do we distinguish this from the higher-level user documentation such as QNodes, operations?

NumPy does it by having separate sections in the TOC, called 'NumPy C API' or 'NumPy Low-Level API'

Torch and TensorFlow make no distinction in their TOC (low-level and high-level API documentation is mixed completely), but they do put disclaimers in the module docstring:

Also, I've noticed two sphinx bugs:

'Contents' shows up on pages with no local contents

Search is broken (but this has been broken for a while, it got mentioned back during CDL but fell of the radar)


Check whether Attachment content_id sent to Publishing API is used

There is not currently a content_id field on the Attachment model and so as far as I can see when the attachment is sent to the Publishing API in the details hash for a Section, the content_id is always generated from SecureRandom.uuid, i.e. it will be different every time, even if the details of the attachment have previously been sent to the Publishing API. This seems odd.
What's more the SectionPublishingAPIExporter spec is not accurately replicating production behaviour, because it's using a mock object for the attachment and making a content_id attribute available, even though it wouldn't exist in production.
It's worth noting that content_id is not a required property in the content schema, so perhaps the value is never used. If that's the case, then I think it would be better not to send it at all.
If it is used, then I think we ought to persist the value so that we send the same content_id if an attachment hasn't changed.
Whatever happens the spec should be updated to better represent the production behaviour.

Attachments don't have content ids as Publishing API isn't aware of them individually. Pub API content should just have a pointer to a URL for an attachment.
I think the right thing to do here is simply not send the content id.


actionMapping mouse dblClick has stopped working

Minimal reproduction of the bug/regression with instructions:
actionMapping: IActionMapping = {
        mouse: {
            contextMenu: (tree, node, evt) => {
                evt.preventDefault();

                this.onContextMenu(node);

            },
            dblClick: (tree, node, evt) => {
              //Collapse Node
                if (node.parent.data.id != undefined) {
                    node.parent.collapse();
                    node.parent.setIsActive(true);
                }

            },
        },
    };

Expected behavior:
Double click to collapse node. From the code above, contextMenu fires correctly, dblClick previously collapsed the node but the dblClick event is no longer firing when user double clicks on tree node
Versions of Angular Tree Component, Angular, Node, affected browser(s) and operating system(s):
"@circlon/angular-tree-component": "^11.0.4",
Angular 14.2.6
Node 16.17.0
Chrome Version 106.0.5249.119
Firefox 106.0
Windows 11
Other information:
I would be willing to submit a PR to fix this issue
[ ] No

No reply in 53 days. Have CirclonGroup abandoned the Angular Tree Component?


🍒 Cherry pick PR #15709 to staging 🍒

🍒 Cherry pick https://github.com/Expensify/App/pull/15709 to staging 🍒

🚀 Cherry-picked to staging by https://github.com/OSBotify in version: 1.2.82-4 🚀

platform
result

🤖 android 🤖
success ✅

🖥 desktop 🖥
success ✅

🍎 iOS 🍎
success ✅

🕸 web 🕸
success ✅

@Expensify/applauseleads please QA this PR and check it off on the deploy checklist if it passes.

🚀 Deployed to production by https://github.com/Julesssss in version: 1.2.82-4 🚀

platform
result

🤖 android 🤖
success ✅

🖥 desktop 🖥
success ✅

🍎 iOS 🍎
success ✅

🕸 web 🕸
success ✅

🚀 Deployed to production by https://github.com/AndrewGable in version: 1.3.28-5 🚀

platform
result

🤖 android 🤖
success ✅

🖥 desktop 🖥
success ✅

🍎 iOS 🍎
success ✅

🕸 web 🕸
success ✅


Use the underscore correctly.

Many functions and parameters prefixed with an underscore are used publicly. Also, private functions and parameters should all start with an underscore.

Python enforces `private' member names by mangling names
starting with double underscore (__).
Personally, I use `__' for private fields and methods, however
PEP8 seems to dance around this and recommends __ to limit
name collisions on inheritance, but doesn't forbid __
from mean private either.
PEP8 also recommends punch-card compatibility ;-)
Edwin Jacox<EMAIL_ADDRESS>writes:

Many functions and parameters prefixed with an underscore are used publicly.
Also, private functions and parameters should all start with an underscore.
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub, or mute the thread.*


Security issue about Directory Traversal.

Hi,
I'm using a package that uses this, and Snyk warns me about this package is vulnerable to Directory Traversal.
https://security.snyk.io/package/npm/rollup-plugin-serve/1.1.0
I'm way too novice to contribute to the project, so wonder if there's an upcoming plan to fix this soon.
Thanks,

Even though it wouldn't be so hard to fix it, this package is not meant to be used a public server. So unless you are attacking yourself this vulnerability will probably not affect you.

Thank you for the explanation. :)


Same error as redis-transport - No matching action pattern found

https://github.com/rjrodger/seneca-redis-transport/issues/4

@rjrodger Is this still valid? The original issue is closed


pfm_value_placeholder only supports string

When attempting to create a manifest with a placeholder value as an integer ProfileCreator will use the value of 1 instead of my placeholder. This works with string but pfm_value_placeholder needs to match pfm_type from my tests.
Pretty low priority issue but it can be replicated with the following using 0.1 beta3 of ProfileCreator.
<dict>
    <key>pfm_app_min</key>
    <string>3.0.0</string>
    <key>pfm_default</key>
    <true/>
    <key>pfm_description</key>
    <string>Change how often the Microsoft AutoUpdate daemon will look for updates. The default is 720 minutes (12 hrs). By reducing this value MAU will look for updates sooner.</string>
    <key>pfm_name</key>
    <string>UpdateCheckFrequency</string>
    <key>pfm_title</key>
    <string>Update check frequency</string>
    <key>pfm_type</key>
    <string>integer</string>
    <key>pfm_value_placeholder</key>
    <integer>720</integer>
</dict>

This was a typo in the manifest, an incorrectly included <key>pfm_default</key> that returned the 1 instead of the entered value.


[R] Intermittent memory leaks in the valgrind nightly test

The memory leaks that were fixed by a workaround before the last release (ARROW-17252) are present again. I had hoped that the improvements to the captured R thread infrastructure in ARROW-11841 and ARROW-17178 would fix this; however, they don't (and it's not even clear that the failures are related to that, since as part of diagnosing those failures the last time I disabled the safe call infrastructure completely and was still able to observe failures).
These failures need to be debugged before the release!
Reporter: Dewey Dunnington / @paleolimbot
Assignee: Dewey Dunnington / @paleolimbot
PRs and other links:

GitHub Pull Request #14328
GitHub Pull Request #14464

Note: This issue was originally created as ARROW-17879. Please see the migration documentation for further details.

@paleolimbot should I mark this as a blocker for 11.0.0?

@paleolimbot this refers to the nightly job: test-conda-cpp-valgrind, right?
Or are this timeouts something we should look on a different ticket?
The following tests FAILED:
	 31 - arrow-compute-scalar-test (Timeout)
	 32 - arrow-compute-vector-test (Timeout)
	 37 - arrow-compute-hash-join-node-test (Timeout)
	 39 - arrow-compute-tpch-node-test (Timeout)
	 40 - arrow-compute-union-node-test (Timeout)
	 49 - arrow-dataset-scanner-test (Timeout)
	 50 - arrow-dataset-file-csv-test (Timeout)
	 65 - parquet-arrow-test (Timeout)
Errors while running CTest

cc @westonpace @pitrou
I am not entirely sure if this is a release blocker or not and would appreciate some experts insight.

Thanks for confirming @paleolimbot . I've created a new ticket to track this one here: https://github.com/apache/arrow/issues/33699


What to do with the UCP N3 rules?

Should we make an abstraction of them?

What also needs to be done is to change the current way to calculate uuid rules to blank nodes.
Otherwise, strange conclusion might appear
https://github.com/SolidLabResearch/user-managed-access/blob/feat/ucp-migration/packages/ucp/rules/data-crud-rules.n3#L30


NIL unwraps URI without checking path's existence

The NIL server breaks when there is an unsaved, untitled file open (which is detected to be Nix).
I understand that this is an issue with NIL, but would it be best for the extension to not pass invalid file URIs?
[Error - 2:12:44 PM] Client Nix: connection to server is erroring. Shutting down server.
[Error - 2:12:44 PM] Connection to server got closed. Server will not be restarted.
[Error - 2:12:44 PM] Stopping server failed
  Message: Pending response rejected since connection got disposed
  Code: -32097
[Error - 2:12:44 PM] Stopping server failed
  Message: Pending response rejected since connection got disposed
  Code: -32097
thread '<unnamed>' panicked at 'called `Result::unwrap()` on an `Err` value: "SendError(..)"', /build/cargo-vendor-dir/lsp-server-0.7.0/src/stdio.rs:29:37
stack backtrace:
2023-02-04T21:12:44.371058Z ERROR nil: Unexpected error: Non-file URI: untitled:Untitled-1
Non-file URI: untitled:Untitled-1

Oxalica thought this should be closed.


New version: VolkerFischer.Jamulus version 3.10.0

Pull request has been created with WinGet Automation :rocket:
Microsoft Reviewers: Open in CodeFlow

/AzurePipelines run


feat(commit_email): wrong email

The first commit of this PR has a wrong email in config

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.safeamiiir seems not to be a GitHub user. You need a GitHub account to be able to sign the CLA. If you have already a GitHub account, please add the email address used for this commit to your account.You have signed the CLA already but the status is still pending? Let us recheck it.


[BUG] WingetUI does not report GodotEngine.GodotEngine as upgradeable, but Winget does

Please confirm these before moving forward

[X] I have searched for my issue and not found a work-in-progress/duplicate/resolved issue.
[X] I have tested that this issue has not been fixed in the latest (beta or stable) release.
[X] I have checked the FAQ section for solutions
[X] This issue is about a bug (if it is not, please use the correct template)

Describe your issue
Winget CLI reports that GodotEngine.GodotEngine is upgradeable from v4.1.1 to v4.1.2. However, WingetUI does not list this package as one of the available upgrades. It appears that WingetUI's call to winget does not list the package for some reason??
Steps to reproduce the issue

run "winget upgrade" to enumerate upgradable packages (see screenshot)
refresh WingetUI software updates list (see screenshot)
compare the results

WingetUI Log
🔵 Loading WingetUI log...
🔵 Sending cancel signal...
🔵 Reloading sources...
🔵 Reloading Winget sources...
🟢 Searching for string ""
🔵 Reloading Scoop sources...
🔵 Starting Winget search for updates
🟢 Winget search for updates finished with 5 result(s)
🟢 Searching for string ""
🟢 Searching for string ""
🟡 Can't get custom interval time! (got value was '')
🟢 Total packages: 5
🔵 Loading WingetUI log...

Package Managers Logs
-
   \

  ███▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒  1024 KB / 8.20 MB
  ███████▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒  2.00 MB / 8.20 MB
  ██████████▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒  3.00 MB / 8.20 MB
  ██████████████▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒  4.00 MB / 8.20 MB
  ██████████████████▒▒▒▒▒▒▒▒▒▒▒▒  5.00 MB / 8.20 MB
  █████████████████████▒▒▒▒▒▒▒▒▒  6.00 MB / 8.20 MB
  █████████████████████████▒▒▒▒▒  7.00 MB / 8.20 MB
  █████████████████████████████▒  8.00 MB / 8.20 MB
  ██████████████████████████████  8.20 MB / 8.20 MB

   -

Name                                                        Id                          Version    Available  Source
--------------------------------------------------------------------------------------------------------------------
Rclone                                                      Rclone.Rclone               1.64.0     1.64.2     winget
Microsoft Visual C++ 2010  x86 Redistributable - 10.0.30319 Microsoft.VCRedist.2010.x86 10.0.30319 10.0.40219 winget
Prowlarr version 1.8.6                                      TeamProwlarr.Prowlarr       1.8.6      <IP_ADDRESS>46 winget
Radarr version 4.7.5                                        TeamRadarr.Radarr           4.7.5      5.0.3      winget
Lidarr version 1.3.5                                        TeamLidarr.Lidarr           1.3.5      <IP_ADDRESS>30 winget
5 upgrades available.

Relevant information
No response
Screenshots and videos

Hello @kriswilk,
WingetUI's winget does not seem to be detecting GodotEngine.
Which winget version are you running on the system? Which WingetUI version?
Have you tried forcing a reload of the winget sources via winget update, using wingetui's bundled winget?

winget version reported at CLI: v1.7.2782-preview
WingetUI version: 2.1.1
Interestingly, WingetUI about box indicates winget "found" at version 1.6.2771. I'm guessing this is part of the problem. Does WingetUI bundle its own version of winget? I don't know how I could possibly have two versions. It's a new PC running Windows 11 with all updates. No insider previews or anything strange.

As a follow-up...I just looked in WingetUI settings and see that yes, you do bundle your own copy of winget (why...is this so users don't even need to install winget in the first place?). I tried clicking the "reset winget sources" button and then refreshed the package list, but nothing changed.

is this so users don't even need to install winget in the first place?

No, this is to prevent winget localisation from breaking parsing mechanisms. The bundled version of winget does not include translation files.

I tried clicking the "reset winget sources" button and then refreshed the package list, but nothing changed.

On my WingetUI install I can see godot version 4.1.2 showing up (running on winget 1.6), so winget or wingetui themselves are not the cause.
Winget 1.6 involves a new feature named package list caching to prevent winget server overloading, so your installation might just be waiting for a timeout before truly fetching the package indexes (despite you calling winget update.) You can read more about that change here: https://github.com/microsoft/winget-cli/pull/3718

It's been days without change. I don't think that has anything to do with this. To test further, I used Terminal to run the WingetUI-bundled winget to show me package info for Godot:
PS C:\Program Files\WingetUI\PackageManagers\winget-cli_x64> .\winget show godotengine.godotengine
Found Godot Engine [GodotEngine.GodotEngine]
Version: 4.1.2
Publisher: Godot Engine
Publisher Url: https://godotengine.org
Publisher Support Url: https://github.com/godotengine/godot/issues
Description: Multi-platform 2D and 3D game engine
Homepage: https://github.com/godotengine/godot
License: MIT License
License Url: https://github.com/godotengine/godot/blob/master/LICENSE.txt
Release Notes:
  - Release notes
  - Curated changelog
  - Download (GitHub): Expand Assets below
Release Notes Url: https://github.com/godotengine/godot/releases/tag/4.1.2-stable
Installer:
  Installer Type: portable (zip)
  Installer Url: https://github.com/godotengine/godot/releases/download/4.1.2-stable/Godot_v4.1.2-stable_win64.exe.zip
  Installer SHA256: 4bcc449aae8ea10280e2bf2be3da02f7da6b86f3265d337428e847e0ecd8704d
  Release Date: 2023-10-04
PS C:\Program Files\WingetUI\PackageManagers\winget-cli_x64>

As you can see, WingetUI's version of winget clearly knows about the new version 4.1.2. Yet using it to run winget upgrade yields:
PS C:\Program Files\WingetUI\PackageManagers\winget-cli_x64> .\winget upgrade
Name                                                        Id                          Version       Available      Source
---------------------------------------------------------------------------------------------------------------------------
Rclone                                                      Rclone.Rclone               1.64.0        1.64.2         winget
Microsoft Visual C++ 2010  x86 Redistributable - 10.0.30319 Microsoft.VCRedist.2010.x86 10.0.30319    10.0.40219     winget
Prowlarr version 1.8.6                                      TeamProwlarr.Prowlarr       1.8.6         <IP_ADDRESS>46     winget
Google Chrome                                               Google.Chrome               118.0.5993.89 118.0.5993.118 winget
Radarr version 4.7.5                                        TeamRadarr.Radarr           4.7.5         5.0.3          winget
Lidarr version 1.3.5                                        TeamLidarr.Lidarr           1.3.5         <IP_ADDRESS>30     winget
6 upgrades available.
PS C:\Program Files\WingetUI\PackageManagers\winget-cli_x64>

Lastly, I made sure WingetUI's winget knew that Godot 4.1.1 was already installed:
Name                                           Id                                                            Version          Source
-------------------------------------------------------------------------------------------------------------------------------------
<other items clipped for brevity>
Beyond Compare 4.4.6                           ScooterSoftware.BeyondCompare4                                <IP_ADDRESS>483      winget
Microsoft Clipchamp                            Clipchamp.Clipchamp_yxz26nhyzhsrt                             <IP_ADDRESS>
Colors                                         den4b.Colors                                                  <IP_ADDRESS>          winget
FreeCAD 0.21.1 (Installed for Current User)    FreeCAD.FreeCAD                                               0.21.1           winget
GIMP 2.10.34-2                                 GIMP.GIMP                                                     2.10.34          winget
Git                                            Git.Git                                                       <IP_ADDRESS>         winget
Godot Engine                                   GodotEngine.GodotEngine_Microsoft.Winget.Source_8wekyb3d8bbwe 4.1.1
HWiNFO64 Version 7.64                          REALiX.HWiNFO                                                 7.64             winget
Hack Fonts version 1.6.0                       SourceFoundry.HackFonts                                       1.6.0            winget
Hasher                                         den4b.Hasher                                                  <IP_ADDRESS>          winget
<other items clipped for brevity>
PS C:\Program Files\WingetUI\PackageManagers\winget-cli_x64>

On one hand, winget knows what version is installed AND knows that there is a new version. On the other hand, it's not offering to upgrade it.
I realize WingetUI is just acting on the results of this bundled winget, but if it's happening to me, who knows what other packages are affected.
Ideas??

I don't know why Godot is being reported as GodotEngine.GodotEngine_Microsoft.Winget.Source_8wekyb3d8bbwe, but this is likely the cause of thisissue, since the available package from the repo is "GodotEngine.GodotEngine", and GodotEngine.GodotEngine is detected as v4.1.2.
Please try installing GodotEngine 4.1.2 from WingetUI (or from bundled winget) to force an update, and post back which package id is and version are reported on the InstalledPackages tab.

I will close this, since it is an issue that happened one time only, and also since this is ultimately a winget bug, not a WingetUI one.
However, if more cases of this issue appear i'll reopen it.
If you happen to experience it again, please let me know


Feature Request: migrate to auth.js

NextAuth.js is becoming Auth.js

https://next-auth.js.org/
Are there plans to migrate to auth.js?

I don't have any plans at the moment. I will wait until version 5 is released and then decide what to do with it.


Figure out a way to fix problem with should.js and promises

http://stackoverflow.com/questions/24071493/should-js-not-causing-mocha-test-to-fail

persistencMod and momondoScrap should just reject if an error occurs.
This rejection values, along with thrown errors much be caught in the tests.


[VL] Upgrade to g++-11 to support C++20

Description
As Velox is migrating to C++20
https://github.com/facebookincubator/velox/discussions/10692
The minimal requirement is g++-11. We should upgrade the toolchain:
https://vault.centos.org/centos/7/sclo/Source/rh/

We have to move ahead since Velox recently upgraded folly that requires GCC >=10. I will create a pr to do this.
/__w/incubator-gluten/incubator-gluten/ep/build-velox/build/velox_ep/deps-download/folly/folly/Portability.h:38:24: error: static assertion failed: __GNUC__ >= 10
   38 | static_assert(__GNUC__ >= 10, "__GNUC__ >= 10");
      |                        ^
ninja: build stopped: subcommand failed.

CentOS 9 - default is GCC-11 but setups scripts installs and uses GCC-12
Ubuntu 22.04 - default is GCC-11
Ubuntu 24.04 - default is GCC-13
MacOS - Apple Clang-15
Looks CentOS7 and 8 may need to upgrade GCC firstly.

Upgrading has been done in main branch, but still using c++17. Wait for Velox's change to use c++20.


Notifications

RSS
Does anyone use RSS?
Email
Telegram bot
Whatsapp bot only for businesses

Telegram bot would be ideal. But you need to store the details safely somewhere.

Telegram bot would get my vote.

Telegram bot yes please


[Doc]: Urgent MoE question

📚 The doc issue
I am confused about the MoE layer in Jamba block. There are many versions of MoE. The paper has not defined in detail the mathematics or diagrams to understand the expert system. Can you please guide or share exact paper which has been followed in jamba?
Suggest a potential alternative/fix
No response

Hi @ymmm-4 Jamba is not supported in vLLM yet, so we aren't a great resource for this detail. Maybe you could take a look at the draft PR in progress to implement Jamba? https://github.com/vllm-project/vllm/pull/4115

I would like to know about MoE layer only. There is no description of
experts, equations, gating mechanism, sparsity etc. I want to understand
the MoE. Can you please explain me
On Tue, 11 Jun 2024 at 22:18, Michael Goin @.***> wrote:

Hi @ymmm-4 https://github.com/ymmm-4 Jamba is not supported in vLLM
yet, so we aren't a great resource for this detail. Maybe you could take a
look at the draft PR in progress to implement Jamba? #4115
https://github.com/vllm-project/vllm/pull/4115
—
Reply to this email directly, view it on GitHub
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#6470: Dev & 1.10 Dynamic form field binding issue

Fixes #6470.
Note: still an issue with checkboxes in dynamic forms element editor, see #6339.

Just done in 1.10


Scrollspy not working on React

Hi I'd like a help with Scrollspy.
I'm trying to use Scrollspy with Bootstrap5 and React.
I have read the documentation but it doesn't work. I don't know what I'm doing wrong and struggling to get it right.
This is the css
body {
margin: 0;
font-family: "Roboto", sans-serif !important;
scroll-behavior: smooth;
overflow-x: hidden;
position: relative;
height: 100%;
}

This is body in index.html

<body
data-bs-spy="scroll"
data-bs-target="#navbar-menu"
data-bs-offset="0"
class="scrollspy-example"
tabindex="0">

This is Bootstrap Navbar component and my Menu component

    <Navbar
  id="navbar-menu"
  className="py-2 py-md-0 bg-white"
  expand="lg"
  sticky="top"
>
  <Container>
    <NavbarBrand classes="" />
    <Navbar.Toggle aria-controls="basic-navbar-nav" className="border-0" />
    <Navbar.Collapse id="basic-navbar-nav" className="justify-content-end">
      <Menus classes="top-nav px-3 mx-2 px-md-2 py-md-4 mx-md-1 mb-3 mb-md-0" />
    </Navbar.Collapse>
  </Container>
</Navbar>

Inside the Menu

<Nav className="flex-wrap flex-lg-nowrap me-3">
  {navMenu.map((menu, index) => (
    <Nav.Link
      href={menu.href}
      key={menu.href}
    >
      {menu.name}
    </Nav.Link>
  ))}
</Nav>

I have Landing component that hold everything and inside each wrapper there's id name as same as the nav menu

const Landing = () => {
  return (
    <>
      <NavbarMenu />
      <HeroWrapper />
      <AboutWrapper />
      <EcosystemWrapper />
      <TokenomicsWrapper />
      <TeamWrapper />
      <FooterNav />
    </>
  );
};

export default Landing;

Hi I'm new to this and not sure if I did this correct...
reduced test
[link](https://codepen.io/sido-a-the-reactor/pen/YzLRbQZ)
I wasn't sure how to do it in React so I got it directly from the console.
What operating system(s) are you seeing the problem on?
Ubuntu 20.04
Versions
"bootstrap": "^5.2.0",
"react": "^18.2.0",
"react-bootstrap": "^2.5.0",
Browser
Firefox dev latest version


move hardcoded mixpanel token to the config

Pull Request Description
Remove hardcoded mixpanel token and move it to the config class. This will allow for injection cloud's id and distinguish Enso Ide project from Enso Cloud in mixpanel.
Important Notes

Checklist
Please include the following checklist in your PR:

[ ] The documentation has been updated if necessary.
[ ] All code conforms to the
Scala,
Java,
and
Rust
style guides.
All code has been tested:

[ ] Unit tests have been written where possible.
[ ] If GUI codebase was changed: Enso GUI was tested when built using BOTH
./run ide build and ./run ide watch.

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


Running on more than 1 core

Good day all,
I am at present attempting graphcast on a node which has 8 GPUs, each with 32GB of memory That totals enough memory to run. My problem is: I cannot get graphcast to run on more than one single core.
After first doing:
export XLA_PYTHON_CLIENT_PREALLOCATE=false
export XLA_PYTHON_CLIENT_ALLOCATOR=platform
export OMP_NUM_THREADS=8
I believe that to run graphcast on all 8 GPU cores, I would use this command:
ai-models --debug --num-threads 8 --date 20231201 --time 0000 --input cds --assets grc graphcast
But it crashes, saying it ran out of memory, with the memory amount being equal to what I have on ONE gpu, not the sum of all 8.
Do I need to do more? mpirun the command above? Some other exports?

Hi Brian,
Multi-GPU is not currently supported. Could you explain your use-case?
Thanks,
Mat

Short answer. Not easily. You could in theory divide the GraphCast model across GPUs, but there is no current support for this from ai-models, or more importantly from the GraphCast codebase which drives this plugin.
If GraphCast add support for this in their codebase
https://github.com/google-deepmind/graphcast
then we could add support to utilise this.

Good day,
This is... consistent with what I had found so far. That, at present, there is no mechanism to split graphcast across GPUs. As such, the only way to run it is to... have a lot of memory for the one GPU that does the run.
Thanks for your insights. I appreciate getting confirmation from people who know more about all this than I do.
Best regards,
Brian E.


added new framework details cherrypy

Pull Request Type
What kind of change does this PR introduce?
[ ] Bugfix
[ +] Feature
added new framework in components. framework - cherrypy
[ ] Code style update (formatting, local variables)
[ ] Refactoring (no functional changes, no api changes)
[ ] Build related changes
[ ] CI related changes
[ ] Documentation content changes
[ ] Other... Please describe:
What is the current behavior?

Issue Number: [Insert Issue Number (if applicable)]
What is the new behavior?

Does this introduce a breaking change?
[ ] Yes
[+ ] No

Other information

Hi nikohoffren,
Thanks for feedback, I made required changes to the pr please review

Pull request merged

This is an automated message from Fork, Commit, Merge - web [BOT].

Thank you for your contribution! Your pull request has been merged and your name has been added to the List of Contributors in README.md.
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Traffic Signs Recognition Project based on CNN

I can work on this issue. @Jayshah6699 assign the labels to this issue and then assign it to me.

I am gonna need the dataset you are using and your approach towards the solution. @vaishnavi-1

I am gonna need the dataset you are using and your approach towards the solution. @vaishnavi-1

@Jayshah6699 I will use the dataset from kaggle and then train that by making a CNN model which will use keras, tensorflow, matplotlib and numpy. In this model, I will build a deep neural network model that can classify traffic signs present in the image into different categories.

@Jayshah6699 I will use the dataset from kaggle and then train that by making a CNN model which will use keras, tensorflow, matplotlib and numpy. In this model, I will build a deep neural network model that can classify traffic signs present in the image into different categories.

@Jayshah6699 I am confused I should do this or not..as I have seen that there is a similar issue #9 now only, and that is being done by some other person. Should I add any other project?

@Jayshah6699 I am confused I should do this or not..as I have seen that there is a similar issue #9 now only, and that is being done by some other person. Should I add any other project?

@vaishnavi-1 it's fine if you have not copied from somewhere then his work will be different than you and will remain in one folder.

@vaishnavi-1 it's fine if you have not copied from somewhere then his work will be different than you and will remain in one folder.


Sendgrid Email content is not aligned correctly in outlook application. But working in Browser view

While Using Dynamic Templates in Sendgrid the mail contents are not displayed correctly in mail & Outlook application and it showing some warning messages at the top of the mail. Also the same outlook email content is aligned correcly when I see it from the browser. Is there anything I need to add it in code to make the content works correctly in outlook Apllication.
I have attached below images for reference. Please let me know if you want more fetails to proceed further.
Thanks in Advance,
Image from Oulook Apllication:

Image from Oulook browser View:

Thanks for submitting a GitHub issue! We are very sorry that you are running into this problem. In order to better serve you, as this does not present itself as a library specific issue, we would like to ask that you reach out to our support team at support.sendgrid.com.


[SPARK-10216][SQL] Avoid creating empty files during overwriting with group by query

What changes were proposed in this pull request?
Currently, INSERT INTO with GROUP BY query tries to make at least 200 files (default value of spark.sql.shuffle.partition), which results in lots of empty files.
This PR makes it avoid creating empty files during overwriting into Hive table and in internal data sources  with group by query.
This checks whether the given partition has data in it or not and creates/writes file only when it actually has data.
How was this patch tested?
Unittests in InsertIntoHiveTableSuite and HadoopFsRelationTest.
Closes #8411

I submitted this PR because #8411 looks abandoned and looks the author is not answering from the last comment by a commiter. (It has been inactive almost halt a year).

@yhuai Could you please take a look?

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Should we have the same logic for data sources?

@rxin I thought so but I haven't tested yet. Could I will look into that if this one is merged maybe?

Can you look at it together with this? Seems like a good logical grouping and arguably data sources are more important than the Hive ones.

@rxin Sure, I will thanks.

Test build #57624 has started for PR 12855 at commit dee6a4e.

@rxin I could find the same issue in internal datasources. I just added the same logics and a test in HadoopFsRelationTest .

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cc @marmbrus

Hi @marmbrus , Could you please take a look?

Test build #58186 has started for PR 12855 at commit 24e16b7.

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ping @marmbrus

test this please

Test build #58662 has started for PR 12855 at commit 24e16b7.

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Test build #58666 has started for PR 12855 at commit 5f780a7.

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Thanks, merging to master and 2.0.

This breaks writing empty dataframes for me.
Before this PR I could write empty dataframes without any problems.
Now it only writes a _SUCCESS file, and no metadata. Also, it sometimes throws a NullPointerException:
java.lang.NullPointerException
	at org.apache.parquet.hadoop.ParquetFileWriter.mergeFooters(ParquetFileWriter.java:456)
	at org.apache.parquet.hadoop.ParquetFileWriter.writeMetadataFile(ParquetFileWriter.java:420)
	at org.apache.parquet.hadoop.ParquetOutputCommitter.writeMetaDataFile(ParquetOutputCommitter.java:58)
	at org.apache.parquet.hadoop.ParquetOutputCommitter.commitJob(ParquetOutputCommitter.java:48)
	at org.apache.spark.sql.execution.datasources.BaseWriterContainer.commitJob(WriterContainer.scala:220)
	at org.apache.spark.sql.execution.datasources.InsertIntoHadoopFsRelation$$anonfun$run$1.apply$mcV$sp(InsertIntoHadoopFsRelation.scala:144)
	at org.apache.spark.sql.execution.datasources.InsertIntoHadoopFsRelation$$anonfun$run$1.apply(InsertIntoHadoopFsRelation.scala:115)
	at org.apache.spark.sql.execution.datasources.InsertIntoHadoopFsRelation$$anonfun$run$1.apply(InsertIntoHadoopFsRelation.scala:115)
	at org.apache.spark.sql.execution.SQLExecution$.withNewExecutionId(SQLExecution.scala:57)
	at org.apache.spark.sql.execution.datasources.InsertIntoHadoopFsRelation.run(InsertIntoHadoopFsRelation.scala:115)
	at org.apache.spark.sql.execution.command.ExecutedCommandExec.sideEffectResult$lzycompute(commands.scala:57)
	at org.apache.spark.sql.execution.command.ExecutedCommandExec.sideEffectResult(commands.scala:55)
	at org.apache.spark.sql.execution.command.ExecutedCommandExec.doExecute(commands.scala:69)
	at org.apache.spark.sql.execution.SparkPlan$$anonfun$execute$1.apply(SparkPlan.scala:115)
	at org.apache.spark.sql.execution.SparkPlan$$anonfun$execute$1.apply(SparkPlan.scala:115)
	at org.apache.spark.sql.execution.SparkPlan$$anonfun$executeQuery$1.apply(SparkPlan.scala:136)
	at org.apache.spark.rdd.RDDOperationScope$.withScope(RDDOperationScope.scala:151)
	at org.apache.spark.sql.execution.SparkPlan.executeQuery(SparkPlan.scala:133)
	at org.apache.spark.sql.execution.SparkPlan.execute(SparkPlan.scala:114)
	at org.apache.spark.sql.execution.QueryExecution.toRdd$lzycompute(QueryExecution.scala:85)
	at org.apache.spark.sql.execution.QueryExecution.toRdd(QueryExecution.scala:85)
	at org.apache.spark.sql.execution.datasources.DataSource.write(DataSource.scala:417)
	at org.apache.spark.sql.DataFrameWriter.save(DataFrameWriter.scala:252)
	at org.apache.spark.sql.DataFrameWriter.save(DataFrameWriter.scala:234)
	at org.apache.spark.sql.DataFrameWriter.parquet(DataFrameWriter.scala:626)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at py4j.reflection.MethodInvoker.invoke(MethodInvoker.java:237)
	at py4j.reflection.ReflectionEngine.invoke(ReflectionEngine.java:357)
	at py4j.Gateway.invoke(Gateway.java:280)
	at py4j.commands.AbstractCommand.invokeMethod(AbstractCommand.java:128)
	at py4j.commands.CallCommand.execute(CallCommand.java:79)
	at py4j.GatewayConnection.run(GatewayConnection.java:211)
	at java.lang.Thread.run(Thread.java:745)```

Thanks for reporting.

I'm going to revert this until we figure out the issues @HyukjinKwon can you reopen?

@jurriaan Oh, thank you. @marmbrus Yes please. You mea n reopening JIRA (it seems I can't reopen a merged PR).

Sure, I thought you could reopen PRs you created, but if not feel free to create a new one and link.

@marmbrus Sorry for letting you reverting this, I should have thought of this further before opening this PR. I will try to think more and try more carefully.

No worries!

I can reproduce the issue that @jurriaan reports on 1.6.0 and on 1.5.2. The issue does not occur on 1.3.1.
I have added a comment to the JIRA issue with more detailed instructions how to reproduce: https://issues.apache.org/jira/browse/SPARK-15393
Note that this might mean that this PR did not cause the issue.

@DanielMe Yes, actually it seems a different issue when you use emptyRDD[Row]. Apparently, this case does not produce any partitions whereas the code provided by @jurriaan produces some empty partitions.
This was reverted because the latter case fails. So.. it seems the former case has been being failed from older versions and the latter is not being failed after this one is reverted.

The issue that @jurriaan reported is still there in Spark 2.1.0.


Streaming interface

Like got, this should have a streaming interface.

@sindresorhus, since<EMAIL_ADDRESS>the streaming interface broke again :P.

Didn't really break as it was never documented, but happy to add it officially.

@kevva they were always working (we have tests for that), but API is changed in 4.0.0 (it was major release because of that).
@sindresorhus it was always written in usage, but may be it is not enough.

@floatdrop, yea, I know :P. I meant that it broke in 4.0.0 because of this module only returning got.


Selection of the month by clicking on the date toolbar

Hello,
Is it possible to quickly change month / year in a different way than by clicking the left and right buttons?
Thx

There are a few ways, setCurrentDate(), showNextMonth() and showPreviousMonth() methods are all available. setCurrentDate takes any date object.

No really, i was thinking about a datePicker to switch for exemple from march 2017 to august 2018 quickly.
Is it something like that included ?

@pseudnyme you can create your own date picker and set the date with the method setCurrentDate. Is that wat you mean?

That's exactly what I was looking for. I'm a beginner, sorry for this :)
thx for your help guys


Nerf Firelock electronic prices

About the PR

make firelock electronics price half of the input cost to make one (27) rounded up
Why / Balance

Cargo techs have made a habit of creating a "factory" on the ATS to generate an absurd amount of money using the 4x value of built firelocks.
Technical details

reduce the static price of firelock electronics
Media

Requirements

[x] I have read and am following the Pull Request and Changelog Guidelines.
[x] I have added media to this PR or it does not require an ingame showcase.

Breaking changes

Changelog

:cl: Kickguy223

tweak: Reduced the price of firelock electronics to half the price of the input materials

Are there any other lathe recipes that give more spesos than the materials cost?
This should totally be an integration test.

Looks like the test fail is real. The price was reduced so much that recycyling it makes the raw materials worth more than the electronics themselves, triggering one of the existing tests for money exploits.

Looks like the test fail is real. The price was reduced so much that recycyling it makes the raw materials worth more than the electronics themselves, triggering one of the existing tests for money exploits.

Looked into it:
FirelockElectronics inherits the PhysicalComposition of BaseElectronics which is composed of 200 glass (2 sheets of glass). 1 unit of glass is worth 0.15 (15 spacos... StaticPrice and Direct price differs for some reason).
this means that a Item that takes in 0.5 steel and 0.5 glass now produces 2 glass. Removing it's ability to decompose into an item it's not made from is the cleanest solution, or barring that reducing the price increase of https://github.com/space-wizards/space-station-14/pull/30869 would cause the test to pass (honestly just removing the 2 glass is trivial and largely inconsequential)


Is opting out of the janitor persistent across SimianArmy restart?

I thought I had opted out of an ASG being cleaned up:
curl http://localhost:8080/simianarmy/api/v1/janitor -d '{"eventType":"OPTOUT","resourceId":"ct_engine-CTE-133-20130711124528"}'
but at some point the ASG was removed.  I stop and start SimianArmy frequently (we turn off most of our dev & qa apps during non-work hours), and I was wondering if the problem was that such an opt out is not persistent across restarts?
thanks, Mitchell

Opt-outs are stored in SimpleDB so are persisted across restarts.


FIX: Setting the cable connection to enable communication with VM

With Vagrant 1.8.6. and 1.8.7 it was not possible to establish a SSH connection to the VM

Thanks very much. One of my colleagues had this same issue. Cheers.


Finished Software Onboarding

This change is

The changes made in sample.py was due to auto-formatting. I have deleted the comments. Please review the changes.


The Win32 internal error "No process is on the other end of the pipe" 0xE9 occurred while getting console output buffer informationMy bug report

Getting below error message intermittently when calling Invoke-WebRequest
The Win32 internal error "No process is on the other end of the pipe" 0xE9 occurred while getting console output buffer information. Contact Microsoft Customer Support Services.
Do you have ideas on how to avoid this issue?

Please refer to the issue template and provide more information so we can appropriately address your issue. 🙂

Steps to reproduce
$response=Invoke-WebRequest -Uri $Uri -Method POST -ContentType 'application/json'-Body $json
Expected behavior
It will send request and get response from server
Actual behavior
Sometimes request/response is successful.
Intermittenly gets below error:
The Win32 internal error "No process is on the other end of the pipe" 0xE9 occurred while getting console output buffer informationMy bug report

Please see the bug report template and provide at least your PowerShell and OS Version information.

OS version: Windows Server 2012 R2 Standard
Powershell version: 5.1.14409.1018

Close as stale issue. Feel free to continue discussion.

Close as stale issue. Feel free to continue discussion.


Hashtables are rendered as [object Object]

Currently, properties whose values are hashtables get rendered as [object Object]. For instance:
([pscustomobject]@{A = "a"; B = "b"}, [pscustomobject]@{A = "aa"; B = @{Foo = "foo"; Bar = "bar"}}) | Out-TabulatorView

The above snippet renders to the following table:

Looks like an issue with the widget that renders the html table. I don't have control over that.

This appears to be related to the issue I was having when attempting to output custom fields (expressions) on objects. See the code and output below.

This appears to be related to an issue I was having creating custom fields on objects (expressions).


Disable $stateChangeSuccess listener if ngRoute is not used

I removed the merge commit and squashed the rest, so this landed in master as dbc701d51ee.  Thanks!


Appstore connect validation fail

Hello!
After a successful iOS build, my application works great with all Skia features on real devices. However, when I try to push it to App Store Connect, I face errors:
Asset validation failed
Unsupported Architectures. The executable for 3D.app/Frameworks/libHarfBuzzSharp.framework contains unsupported architectures '[x86_64, i386]'.
Asset validation failed
Unsupported Architectures. The executable for 3D.app/Frameworks/libSkiaSharp.framework contains unsupported architectures '[x86_64].
Any ideas how to solve it?
Thanks!

can you follow this article https://ikennd.ac/blog/2015/02/stripping-unwanted-architectures-from-dynamic-libraries-in-xcode/

This appears to work. @ammariqais a suggestion would be to implement it as a post-build step in the Unity package via the [PostProcessBuild] attribute. The specific commands to run (from the xcode directory) are:
lipo -remove x86_64 'Frameworks/com.ammariqais.skiaforunity/Library/ios/libSkiaSharp.framework/libSkiaSharp' -o 'Frameworks/com.ammariqais.skiaforunity/Library/ios/libSkiaSharp.framework/libSkiaSharp'
lipo -remove x86_64 -remove i386 'Frameworks/com.ammariqais.skiaforunity/Library/ios/libHarfBuzzSharp.framework/libHarfBuzzSharp' -o 'Frameworks/com.ammariqais.skiaforunity/Library/ios/libHarfBuzzSharp.framework/libHarfBuzzSharp'

This appears to work. @ammariqais a suggestion would be to implement it as a post-build step in the Unity package via the [PostProcessBuild] attribute. The specific commands to run (from the xcode directory) are:
lipo -remove x86_64 'Frameworks/com.ammariqais.skiaforunity/Library/ios/libSkiaSharp.framework/libSkiaSharp' -o 'Frameworks/com.ammariqais.skiaforunity/Library/ios/libSkiaSharp.framework/libSkiaSharp'
lipo -remove x86_64 -remove i386 'Frameworks/com.ammariqais.skiaforunity/Library/ios/libHarfBuzzSharp.framework/libHarfBuzzSharp' -o 'Frameworks/com.ammariqais.skiaforunity/Library/ios/libHarfBuzzSharp.framework/libHarfBuzzSharp'

thank you for sharing the solution, I updated the frameworks and removed unsupported architectures.

solved on version 3.1.0

Wouldn’t your approach @ammariqais end up dropping support for Intel-based Macs (x86)? I was suggesting it as a post-build step for iOS only to avoid that.

Wouldn’t your approach @ammariqais end up dropping support for Intel-based Macs (x86)? I was suggesting it as a post-build step for iOS only to avoid that.

should not affect Intel-based Macs, there is another libs for Mac inside the folder osx


does this model can be applied  to 3D image?

like widthheightdepth ,this format picture

Inf-DiT does not support 3D images, but I think it might be possible to finetune it with 3D images, use ControlNet, etc.


fix websocket reconnect functionality in vuu ui

automatic reconnect in the event of a websocket disconnection is currently disabled.
This was disabled due to behaviour when connecting to a websocket via a proxy.
Ensure that when establishing a websocket connection, behaviour is as expected whether making a. direct connection of a connection via a proxy.
Re-enable the auto-reconnect functionality.

fixed in refactor of WebSocketConnection


setMapStyle?

Does this package support Google Map styling? I need to force it to dark maps and I see
GoogleMapController mapController;
GoogleMap(
  onMapCreated: (GoogleMapController controller) {
    mapController = controller;
    mapController.setMapStyle(_mapStyle);
  }
);

I don't see how to do it in this package, is it possible?

You can! For anyone who needs help
          controller.googleController?.setMapStyle(_mapStyle);

This seems to be deprecated.

Flutter 3.22.2 • channel stable • https://github.com/flutter/flutter.git

Framework • revision 761747bfc5 (6 weeks ago) • 2024-06-05 22:15:13 +0200

Engine • revision edd8546116

Tools • Dart 3.4.3 • DevTools 2.34.3

platform_maps_flutter: ^1.0.2

'setMapStyle' is deprecated and shouldn't be used. Use GoogleMap.style instead.
Try replacing the use of the deprecated member with the replacement.

but style isn't defined for PlatformMap widget. Essentially, is there no way to change the map style on Google Maps? (it works fine on iOS using the default Apple Maps)


Issue #1: Output file name pattern shouldn't require '%s'

Hello,
This PR should fix this issue + README.md update
I also observed that there were no assertions for the the issuerCards, so i added one assertion line in CreditCardGeneratorTests for that.
Thank you in advance :)
@israeldago

Helle @xcapdevila,
Thx for your feedback.
Regarding "Delete CreditCardGeneratorTests line 37 comment" -> i think you are refering about the line 35 instead for the current issue. Isn't it ?

Many thanks @israeldago

Thx @xcapdevila,
Actually it was very fun, have a nice day :)


ListView Command Order

Hi ,
Is it possible to change list view order for eg can i move command two before export to excel.

No, this is not possible today.  Please leave this feedback in uservoice if you would like this feature.


For a 0.3.2 release: Use MLJTestInterface instead of MLJTestIntegration

Lowers test dependency burden.
Note first commit is just whitespace fixes.

Codecov Report

Merging #26 (a204646) into master (6df79c1) will not change coverage.
The diff coverage is 0.00%.

@@           Coverage Diff           @@
##           master      #26   +/-   ##
=======================================
  Coverage   56.15%   56.15%
=======================================
  Files           1        1
  Lines         130      130
=======================================
  Hits           73       73
  Misses         57       57

Impacted Files
Coverage Δ

src/MLJXGBoostInterface.jl
56.15% <0.00%> (ø)

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.


fix: update prompt to specify 160 characters max

Solves issue #3
I have updated the prompt to specify the maximum character count twitter allows for bios

@callumok2004 I've actually tried this and unfortunately, it has no affect as GPT-3 cannot understand characters. Closing for now but thanks for the PR anyway


Fix header file guards and replace reserved identifiers

This also fixes issue #96.

What about moving to #pragma once?

What about moving to #pragma once?

https://google.github.io/styleguide/cppguide.html

Do not use #pragma once; instead use the standard Google include guards. The path in the include guards should be relative to the top of your project tree.

Ah,ok. No objections in this case.

#pragma once is widely supported, but not a standard, while the include guards using macros only use standard code. Modern compilers like gcc or clang know include guards, so for those compilers #pragma once has no performance advantage.

But less to write :)

True.

@zdenop, I think this PR is ready to get merged. Issue #96 can be closed then.


webhooks/bitbucket: Decode improperly encoded stream names and topics.

@rishig: FYI :)

Awesome, thanks! Will let Tim review and merge.


disable read receipt sending on selected rooms

reported by @Bronson:matrix.org
https://github.com/matrix-org/riot-android-rageshakes/issues/764

subset/specialisation of #339


[MIOpenDriver] currently no int8 available solver in most of the cases

We should add naive conv to support int8, since currently not all configurations will be support in MIOpenDriver. Let naive conv has a fallback to support any cases.
e.g.:  ./bin/MIOpenDriver convint8 -c 1 -H 24 -W 24 -y 1 -x 1 -k 1 -n 1 -p 1 -q 1 -u 1 -v 1 -l 1 -j 1 -F 1 -V 1 -i 1 -t 1

add IsInt8() in ConvolutionDescriptor
let naive conv solver pass if input is int8

cc @jerryyin , please use IsInt8() in IsApplicable() to check if current is int8 computation in your solver, when this issue is done.

Got it.

Close since PR#1572 has been merged.


use CertDomain not just customDomain

fixes Issue #58
needed to use the wildcard domain name.

@ranjith-aws  is this pull request ok?