error on parse webhook event

Describe the bug

thread 'main' panicked at src/main.rs:133:47:
called Result::unwrap() on an Err value: Error("missing field refunds", line: 120, column: 3)
note: run with RUST_BACKTRACE=1 environment variable to display a backtrace
To Reproduce
use stripe::Event;
fn main() {
    let json = r#"
  {
"id": "evt_3OZrKABS6OLyeF2Q0Jd6Unwp",
  "object": "event",
  "api_version": "2023-10-16",
  "created":<PHONE_NUMBER>,
  "data": {
    "object": {
      "id": "ch_3OZrKABS6OLyeF2Q0p5rkApJ",
      "object": "charge",
      "amount": 921,
      "amount_captured": 921,
      "amount_refunded": 0,
      "amount_updates": [
      ],
      "application": null,
      "application_fee": null,
      "application_fee_amount": null,
      "balance_transaction": "txn_3OZrKABS6OLyeF2Q0aYg7A1N",
      "billing_details": {
        "address": {
          "city": null,
          "country": "HK",
          "line1": null,
          "line2": null,
          "postal_code": null,
          "state": null
        },
        "email": null,
        "name": null,
        "phone": null
      },
      "calculated_statement_descriptor": "I18N.SITE",
      "captured": true,
      "created":<PHONE_NUMBER>,
      "currency": "eur",
      "customer": "cus_POLP7kduwzrOZO",
      "description": null,
      "destination": null,
      "dispute": null,
      "disputed": false,
      "failure_balance_transaction": null,
      "failure_code": null,
      "failure_message": null,
      "fraud_details": {
      },
      "invoice": null,
      "livemode": false,
      "metadata": {
      },
      "on_behalf_of": null,
      "order": null,
      "outcome": {
        "network_status": "approved_by_network",
        "reason": null,
        "risk_level": "normal",
        "risk_score": 46,
        "seller_message": "Payment complete.",
        "type": "authorized"
      },
      "paid": true,
      "payment_intent": "pi_3OZrKABS6OLyeF2Q0R7Sy2br",
      "payment_method": "pm_1OZYiKBS6OLyeF2QypFO5uz4",
      "payment_method_details": {
        "card": {
          "amount_authorized": 921,
          "brand": "visa",
          "checks": {
            "address_line1_check": null,
            "address_postal_code_check": null,
            "cvc_check": null
          },
          "country": "US",
          "exp_month": 2,
          "exp_year": 2026,
          "extended_authorization": {
            "status": "disabled"
          },
          "fingerprint": "8ucVymgWvAPOS3CE",
          "funding": "credit",
          "incremental_authorization": {
            "status": "unavailable"
          },
          "installments": null,
          "last4": "4242",
          "mandate": null,
          "multicapture": {
            "status": "unavailable"
          },
          "network": "visa",
          "network_token": {
            "used": false
          },
          "overcapture": {
            "maximum_amount_capturable": 921,
            "status": "unavailable"
          },
          "three_d_secure": null,
          "wallet": null
        },
        "type": "card"
      },
      "radar_options": {
      },
      "receipt_email": null,
      "receipt_number": null,
      "receipt_url": "https://pay.stripe.com/receipts/payment/CAcaFwoVYWNjdF8xT09kZVpCUzZPTHllRjJRKKLNo60GMgYwDXSEzjM6LBZtxL67he86-l2kL_oWbNJg3F_WDxJvrbx831Cl2dspC6D38NyT_I6IEW89",
      "refunded": false,
      "review": null,
      "shipping": null,
      "source": null,
      "source_transfer": null,
      "statement_descriptor": null,
      "statement_descriptor_suffix": null,
      "status": "succeeded",
      "transfer_data": null,
      "transfer_group": null
    }
  },
  "livemode": false,
  "pending_webhooks": 2,
  "request": {
    "id": "req_vGZL0NgxwRyn2t",
    "idempotency_key": "137e565f-ee38-4e3a-bf49-bf3d460cfb7c"
  },
  "type": "charge.succeeded"
}
      "#;
    let t: Event = serde_json::from_str(json).unwrap();
    dbg!(t);
}

Expected behavior
parse
Code snippets
No response
OS
mac
Rust version
cargo 1.77.0-nightly (3e428a38a 2024-01-09)
Library version
v0.29.0
API version
latest
Additional context
No response

I am having the same error.

I've created #493 tho is a generated file. @i18n-now you could use my branch for now in case this is critical for you.

The stripe openapi reports that this field is required, so if they are sending incorrect data then they need to resolve it on their end. I would suggest opening an issue with https://github.com/stripe/openapi and linking to this issue. When your request is addressed, this library will automatically pick up the changes (we update every week).

Since there is no action in this repo, I am going to close this issue.

I'm seeing the same failure...

with the message
Failed to deserialize the JSON body into the target type: data.object: missing field `refunds` at line 121 column 3

I would suggest opening an issue with https://github.com/stripe/openapi and linking to this issue.

Created https://github.com/stripe/openapi/issues/152.

https://github.com/stripe/openapi/issues/152 has been resolved so we should be unblocked on this now.


fix/selinux: Fix startup on a host with active selinux

What was changed
Added z option for volumes (https://docs.docker.com/storage/bind-mounts/#configure-the-selinux-label).
Why?
To fix the startup on a host with selinux active.

Any docs updates needed?
Nope

 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.

Thank you for your contribution, but I don't think we should make this change because the overwhelming majority of users will not be using selinux and we don't have the infrastructure to test that these labels are behaving as intended. I think it is safer to let selinux users adjust the compose files as required.


Fix documentation

I went through rest_api.md documentation and checked that it matches api.py. I suggest few minor changes to the documentation.

Looks good, merging.


gpt build.py error

hello, I am runing the example/gpt/build.py with dummy weight
python3 build.py --world_size=8
--log_level=verbose
--n_layer=20
--n_embd=2560
--n_head=40
--max_batch_size=10
--dtype float16
--remove_input_padding
--use_gpt_attention_plugin
--enable_context_fmha
--use_gemm_plugin
--output_dir=my_path 2>&1 | tee build.log
I get an error of incompatible function arguments  in add_plugin_v2(plug_inputs, gemm_plug) in linear.py:53, it seems the gemm_plug is NONE
my cuda is 12.1 , A100, torch is 1.12.0,  openmpi 3.1.0, tensorrt 9.1

Hi @hpz4311 ,
Since you're using CUDA 12.1, I guess you have not built TensorRT-LLM using the recommended build method. Can you provide us with more details about how you built TensorRT-LLM, please? Also, what's your operating system?
Thanks,
Julien

Hi @hpz4311 ,
Since you're using CUDA 12.1, I guess you have not built TensorRT-LLM using the recommended build method. Can you provide us with more details about how you built TensorRT-LLM, please? Also, what's your operating system?
Thanks, Julien

thank you for reply , I have check the error and my cuda eviroment, I found that my cude driver is 515 version which is not compatible with cuda_12.1, after upgrade it , it worked and I have successfully run the single-node 8-GPU gpt.
but now I have 2 machine, each with 8 A100. How can I get and run a 2_pp_8_tp gpt model. It seems the build.py and run.py is only support for Tensor parallelism。By the way, I can not find the communication operator between  different Pipeline。 welcome for clarifying my confusion, thank you .

Close this bug. Reopen if needed.


Capitalized words / Added clarity

Capitalized words properly (for titles), and added wording for clarity

@AErmie : Thanks for your contribution! The author, @richrundmsft, has been notified to review your proposed change.

@MeirMen @MGoedtel can you review Adin's proposed changes?

@MGoedtel, this is mainly styling issue, please accept or reject. I'm not sure what are the guidelines here.
I'm OK with the content aspects.
Meir :->

@AErmie - My apologies, I never received a notification regarding this PR.  I've reviewed your proposed changes and there are a few that cannot be accepted, such as formalizing the words service provider, independent software vendor, and managed service provider.  They are not formalized nouns and this is consistent as a standard.  I the other items related to proper sentence structure fixing grammar, such as "in Azure portal" to "in the Azure portal" are fine.  I see that you have a merge conflict so you will need to update your PR with the latest version of the article and I'd be happy to re-review before approving.  Many thanks for taking the time to submit your feedback.

@AErmie : Thanks for your contribution! The author, @richrundmsft, has been notified to review your proposed change.

@AErmie - Reviewing now, thanks!

@AErmie - Looks good and I am approving.  Thanks again!  #sign-off

@MGoedtel: I'm sorry - only the author of this article, @richrundmsft, can sign off on your changes. But we do have an exception process - if you are on the Microsoft content or product team for this product area, you can ask the PR review team to review and merge it by sending mail to the techdocprs alias.


Default Dashboard: Google Ads Impressions over Time

Migrated from GitLab: https://gitlab.com/meltano/meltano/-/issues/1732
Originally created by @dmor on 2020-02-13 20:55:10

Definition of "Impressions":

The number of times your ads were on screen.

For the MVC, we should just show this at the account level (no special selector for specific campaigns).
https://developers.google.com/adwords/api/docs/appendix/reports/ad-performance-report#impressions

View 5 previous comments from the original issue on GitLab


/Library/Python/3.7/site-packages/cipheycore/_ciphey_core_py.so image not found

after installing ciphey on macOS 10.15.6 with python3 v3.7.3, I tried to run it and got the following error
Pez-MacBook-Pro:~ pez$ ciphey
Traceback (most recent call last):
File "/usr/local/bin/ciphey", line 5, in
from ciphey.ciphey import main
File "/Library/Python/3.7/site-packages/ciphey/init.py", line 1, in
from . import common
File "/Library/Python/3.7/site-packages/ciphey/common.py", line 5, in
import cipheycore
File "/Library/Python/3.7/site-packages/cipheycore/init.py", line 13, in
from . import _ciphey_core_py
ImportError: dlopen(/Library/Python/3.7/site-packages/cipheycore/_ciphey_core_py.so, 2): Library not loaded<EMAIL_ADDRESS>Referenced from: /Library/Python/3.7/site-packages/cipheycore/_ciphey_core_py.so
Reason: image not found

Closing this because you didn't fill out the issue template and this is a duplicate issue. The documentation (https://github.com/Ciphey/Ciphey/wiki/Common-Issues-&-Their-Solutions) lists this problem with Mac OS, and the solution is to install Docker and run Ciphey with it.


TypeError: func is not a function on Validation Rule Set

Environment

OS: OS X 10.13.6
Node: 8.11
NPM: 5.6
react-advanaced-form: 1.5.0

What
Having a small problem that I can't seem to nail down. I can't even reproduce it on code sandbox, but can do it when I pull down a brand new create-react-app. When creating a field rule via the name property, on render I'm getting:
Uncaught TypeError: func is not a function
    at dispatch (index.development.js:24394)
    at flushFieldRefs (index.development.js:24892)
    at index.development.js:25090
    at _map (index.development.js:2367)
    at map (index.development.js:2760)
    at index.development.js:2221
    at index.development.js:1770
    at f1 (index.development.js:1636)
    at getRulesRefs (index.development.js:25094)
    at Object.createRulesSubscriptions (index.development.js:27243)
    at index.development.js:22207
    at Array.forEach (<anonymous>)

It looks like at https://github.com/kettanaito/react-advanced-form/blob/a00a08bfcab9a7427f38f383874445a99ac98a7c/src/utils/dispatch.js#L6
this function is going over the rules. When inspecting func, I'm getting back {someValidationFunction}, then `func(args) throws the above error.
This happens when I have something like
validation-rules.js
import isEmail from 'validator/lib/isEmail'
import isAlphanumeric from 'validator/lib/isAlphanumeric';
export default {
  type: {
    email: ({ value }) => isEmail(value),
    password: {
      capitalLetter: ({ value }) => /[A-Z]/.test(value),
      oneNumber: ({ value }) => /[0-9]/.test(value),
      minLength: ({ value }) => value.length > 5,
    },
  },

  name: {
    first_name: {
      isAlphanumeric: ({ value }) => value.length > 5,
    },
  },
}

when
Current behavior
Field cannot render and does not function when giving it the correct name property.
Expected behavior
This should render the field and create the field with it's rules.
Why
I think this is something in a configuration, version of Webpack, babel but can't find it myself ☹ even after a few hours of swapping out versions.
How
Use the create-react-app and copy the code sandbox synchronous example. This I have been able to reproduce twice on the current 1.5.0 release. create-react-app@master.
If this can't be solved it's not a huge deal, as it seems to work great on another project! I just can't nail down what might be causing this and though this might uncover something else otherwise.
Attached a project that should cause this issue as well! that might help!
react-advanced-form-broken-example.zip

Hi, @robertsonsamuel.
I must say this is one of the greatest issue reports I've seen. Thank you for so detailed info and even your insights on what may cause this behavior.
I will investigate this when I have a spare minute and update this thread. Keep in touch.

I was able to reproduce the issue. It is unlikely that it relates to the configuration, but rather to the library itself. Will update once I have more info.

Basically, in formUtils/filterSchemaByField.js I removed the handling of multiple resolvers under a single selector: filterSchemaByField.js@19, comparing to the previous implementation, that did it explicitly.
Because a rule resolver is always taken as-is, it takes the whole object like { isAlphanumeric: f } instead of creating a resolver for each nested rule. I will try to provide a fix as soon as I can, but if this is a cornerstone for you, please switch to the version 1.4.x, this issue will not be there.

Ah I see how this functions and why this causes that! Glad this actually ended up being an easy catch! Thanks always for the quick help! I'll keep to 1.4.x for now. Hopefully this helps others who might find this wonderful library as well. Great work as always, exited to see it closed soon!

I was able to fix the handling of multiple resolvers at filterSchemaByField, but it appears that there are other parts that are not adapted to accept this kind of output. Knowing my current workload, it is unlikely to be fixed sooner than this weekends.

The fix has been merged to master.
I've taken this opportunity and added test cases that led this issue slip into the release. I will test the master once more and then publish the fix in the next patch release 1.5.1.

Published 1.5.1.


Gateway: use IntrospectAndCompose

update dependencies, and use IntrospectAndCompose instead of a serviceList since it's deprecated

Part of https://github.com/apollographql/router/issues/939 since I wanted to make 100% sure we were using fed2 on the gateway tests.


HTML contained in strings in textareas is half treated as actual HTML by the base URL validator

Describe the bug
Hopefully this isn't too confusing as the issue is a bit weird. The issue is that the HTML code for anchor tags can't be written in textarea elements when using a base URL. This seems to be because the anchor checks that make sure the href starts with the base path are applying to the content of the textarea. This doesn't seem to be an issue with most other elements as you can and have to escape them using HTML escape codes, which are often automatically used. Interestingly, it doesn't matter if the escaped HTML code to display starts with the base path hard coded into it, or resolves to a valid path using JavaScript (it's invalid either way).
The workaround I've found is to either not use a textarea, add a space in the code you want to display to make it an invalid link or to set the content of the textarea a bit later, using an onMount event.
Reproduction
Follow the instructions in the readme file to run the examples and test the different combinations. Also make sure you build each time so the base URL is used. I've included explanations in the index page, along with the results of my own testing.
Repository: https://github.com/hedgehog125/SvelteKit-string-html-bug
Logs
== I originally tested this with html-minify configured, but removed it to simplify things a bit more.
However, marginally different errors were produced which is somewhat noteworthy.
This is the error produced when one of the failing lines is uncommented: ==

[vite-plugin-svelte-kit] 404 /{linkPage("foo")} does not begin with `base`, which is configured in `paths.base` and can be imported from `$app/paths` (linked from /build)
error during build:
Error: 404 /{linkPage("foo")} does not begin with `base`, which is configured in `paths.base` and can be imported from `$app/paths` (linked from /build)
    at file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:1144:11
    at visit (file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:1290:4)
    at Object.fn (file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:1280:22)
    at dequeue (file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:800:42)
    at file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:809:7

== Otherwise a slightly different error appears when using html-minify for some reason: ==

[vite-plugin-svelte-kit] 404 /{linkPage("foo")} does not begin with `base`, which is configured in `paths.base` and can be imported from `$app/paths` (linked from /build)
error during build:
Error: 404 /{linkPage("foo")} does not begin with `base`, which is configured in `paths.base` and can be imported from `$app/paths` (linked from /build)
    at file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:1144:11
    at visit (file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:1290:4)
    at Object.fn (file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:1280:22)
    at dequeue (file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:800:42)
    at file:///Users/nico/Documents/JS/SvelteKit-string-html-bug/static/node_modules/@sveltejs/kit/dist/vite.js:809:7

== I think there was a different error on a different combination of versions.
But I\'m not sure how I would replicate that again and I don\'t think it would be that useful as it had the same result. ==

System Info
System:
    OS: macOS 11.6
    CPU: (8) x64 Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz
    Memory: 859.57 MB / 16.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 16.14.2 - /usr/local/bin/node
    Yarn: 1.22.17 - /usr/local/bin/yarn
    npm: 8.14.0 - /usr/local/bin/npm
  Browsers:
    Chrome: 103.0.5060.114
    Edge: 103.0.1264.62
    Firefox: 101.0.1
    Safari: 14.1.2
  npmPackages:
    @sveltejs/adapter-static: next => 1.0.0-next.38
    @sveltejs/kit: next => 1.0.0-next.386
    svelte: next => 3.49.0
    vite: ^3.0.0 => 3.0.2

Severity
not serious, but I can work around it (I picked that option but it put serious here originally for some reason)
Additional Information
No response

In case the description is unclear, I'm trying to achieve 1 (and I've already written what should be valid), 2 is a compromise I might use and 3 should never happen.

I'm closing this as I cannot reproduce the issue in a new SvelteKit project.


Document which actions require public party readAs

In our tests we often use submitMulti [party] [public] do .... It would be good if we document which actions actually require this, and try to remove other usages.

Transfers : we rely on public party readAs to disclose holding factories --> details on https://github.com/digital-asset/daml-finance/issues/114

Enhanced https://github.com/digital-asset/daml-finance/issues/114 to document where public party is used


Make a test file for PropertiesFileOverridesReporter class

Ticket Link
Ticket 1504
List of squashed commits

Commit 1: Make a test file for PropertiesFileOverridesReporter class
Commit 2: Edit .gitignore file

Test Checklist

[x] Unit Tests Passed:
[x] Jasmine Tests Passed:
[x] General Visual Inspection:

One more thing, could you check if the JaCoCo test coverage is 100% for the test you have created? Thanks.

One more thing, could you check if the JaCoCo test coverage is 100% for the test you have created? Thanks.


Add support for Linux and Mac

Add support for Linux and Mac. This involves the following changes:

Preparation:

[x] Add the default Linux/Mac paths to the game path detection.
[x] Document the compile steps automated by the Windows-only build script.

Adjust build process:

[x] Detect the platform during the build process.
[x] On Linux/Mac, swap the XNA references for MonoGame.
[x] On Linux/Mac, disable the mod deploy script.

Thanks to @Kriana and @vizv for doing the initial research and creating a Mac fork and Linux fork respectively!

:3
I'm here to help and test!

Lookup Anything is now almost crossplatform as of 97fb9555c5f38f03d32253190964d7cd586ee482 (including updated compile instructions for Linux/Mac users), with help from @kriana for testing.
The only remaining issue is that MonoDevelop can't find the references — I'm not sure yet if it's an issue with <GamePath> or something with the references themselves.

I created an experimental NuGet package that automates the project/build configuration for crossplatform mods.
To write a crossplatform mod, you just:

create an empty library project;
reference the NuGet package;
and write your code.

I tentatively migrated Lookup Anything to this new framework.

Confirmed working on Mac by @kriana; Linux pending.

Cool! I don't have time right now but I'll check that.

Confirmed working on Linux by @rumangerst. More testing welcome, to make sure it works on all computers. :)

Linux/Mac modding is now documented (see using mods and creating a SMAPI mod), and Lookup Anything is now crossplatform. The next version will be officially released on Linux, Mac, and Windows.


docs: add TOC to readme

I hereby agree to the terms of the GreptimeDB CLA.
Refer to a related PR or issue link (optional)
What's changed and what's your intention?
As the title said
Checklist

[ ] I have written the necessary rustdoc comments.
[ ] I have added the necessary unit tests and integration tests.
[ ] This PR requires documentation updates.

@sunng87 @fengjiachun Adds TOC to README doc, you can preview it at https://github.com/killme2008/greptimedb/tree/feature/readme-toc


Getting the height of water at X,Z without a massive fps drop.

I got a script running to get the height of the water like the little boats do in one of the demos, however once you go over lets say 10 calls a frame (that's 1 points) it drops the fps a lot because it takes forever to get the data back from the ocean.
Here is the code im using for it:
`            position = new Vector3(x, 0, z);
        undispPos = Vector3.zero;
        if (!colProvider.ComputeUndisplacedPosition(ref position, ref undispPos)) return -999;
        if (!colProvider.SampleDisplacement(ref undispPos, ref _displacementToBoat)) return -999;
        if (!_displacementToBoatInitd)
        {
            _displacementToBoatLastFrame = _displacementToBoat;
            _displacementToBoatInitd = true;
        }

        var dispPos = undispPos + _displacementToBoat;
        return dispPos.y;`

Is there a better way of doing this?

This might be related to a post I just made over here.  I am noticing an issue with GC for these calls which I think is causing some (most/all/not sure) of the issues.  Can you open up the hierarchy on those and see where the biggest chunk of time is being spent.  You can see on mine that it was GC alloc.
https://github.com/huwb/crest-oceanrender/pull/117#issuecomment-440372739

There no GC Alloc to speak of with 1 point, however there are tons of calculations being made.

Ok that is weird.  I am doing a bunch of these calls as well inside of a floater script via fixedupdate and not seeing a big hit.
here is a shot of my frame and shows 24 hits to fixed which is doing the following code.  I know I have about 20 of these being triggered right now.  So not sure why you are seeing such a wallop.

private void FixedUpdate()
{
if (_active)
{
if (GPUReadbackDisps.Instance)
{
GPUReadbackDisps.Instance.ProcessRequests();
}
        if (UseNonPhysics)
        {
            UseNonPhysicsToFloat();
        }
        else
        {
            UsePhysicsToFloat();
        }
    }
}
void UsePhysicsToFloat()
{
    if (_rigidBody != null)
    {
        //float volume = _rigidBody.mass / Density;
        float archimedesForceMagnitude = WATER_DENSITY * Mathf.Abs(Physics.gravity.y);

        _avgDisplacement = Vector3.zero;

        for (int i = 0; i < ForcePoints.Length; i++)
        {
            FloaterForcePointsV3 point = ForcePoints[i];

            Vector3 transformedPoint = transform.TransformPoint(point.OffSetPosition + new Vector3(0, CenterOfMass.y, 0));

            Vector3 undispPos;
            if (!_colProvider.ComputeUndisplacedPosition(ref transformedPoint, out undispPos, MinSpatialLength))
            {
                // If we couldn't get wave shape, assume flat water at sea level
                undispPos = transformedPoint;
                undispPos.y = OceanRenderer.Instance.SeaLevel;

                Debug.Log("Not Found");
            }

            var waterSurfaceVel = Vector3.zero;

            bool dispValid, velValid;
            _colProvider.SampleDisplacementVel(ref undispPos, out point.Displaced, out dispValid, out waterSurfaceVel, out velValid, MinSpatialLength);

            var dispPos = undispPos + point.Displaced;

            var velocityRelativeToWater = _rigidBody.velocity - waterSurfaceVel;

            float height;

            _colProvider.SampleHeight(ref transformedPoint, out height, MinSpatialLength);

            float distance = dispPos.y - transformedPoint.y;

            Vector3 normal;

            if (!_colProvider.SampleNormal(ref undispPos, out normal, MinSpatialLength))
            {
                normal = Vector3.up;
            }

            var result = _colProvider.CheckAvailability(ref transformedPoint, MinSpatialLength);

            if (result != AvailabilityResult.DataAvailable)
            {
                Debug.LogWarning("Validation failed: " + result.ToString() + ". See comments on the AvailabilityResult enum.", this);
            }

            //distance = height - transformedPoint.y;

            if (distance > 0)
            {
                if (result == AvailabilityResult.DataAvailable || result == AvailabilityResult.NoDataAtThisPosition)
                {
                    _rigidBody.AddForceAtPosition(archimedesForceMagnitude * distance * ( Vector3.up + normal) * point.Factor * ForceMultiplier, transformedPoint);
                    //_rigidBody.AddForceAtPosition(archimedesForceMagnitude * distance * (Vector3.up) * point.Factor * ForceMultiplier, transformedPoint);
                }
            }

            _rigidBody.AddForceAtPosition(Physics.gravity * GravityMultiplier, transformedPoint, ForceMode.Acceleration);

            _avgDisplacement += point.Displaced;
        }

        _avgDisplacement = _avgDisplacement / ForcePoints.Length;
    }
}

if (GPUReadbackDisps.Instance)
{
GPUReadbackDisps.Instance.ProcessRequests();
}

what is this,
if (GPUReadbackDisps.Instance)
{
GPUReadbackDisps.Instance.ProcessRequests();
}
??

You can see it in boatalignnormal script in boats example.  Here is the comment.
// Trigger processing of displacement textures that have come back this frame. This will be processed
// anyway in Update(), but FixedUpdate() is earlier so make sure it's up to date now.

Would not think it would have much to do with the time issue your seeing.

Ok and I can dump all the rest of that stuff and just go with a check to sampleheight my times drop below 1ms for 24 checks per frame.  Not sure if perhaps caching the colProvider is an issue on your side but something to try if your not but doubt it.
void FixedUpdate()
{
if (GPUReadbackDisps.Instance)
{
GPUReadbackDisps.Instance.ProcessRequests();
}
_colProvider.SampleHeight(ref transformedPoint, out height, MinSpatialLength);
}

Here is a shot with 16 bouys each with three checks on them at each corner.  Profile shows 54 checks per frame at just under 2ms.

bit odd, as _colProvider.SampleHeight(ref transformedPoint, out height, MinSpatialLength);
dont work correctly, first of heigh must be a ref, not a out, and no 3th parameter.
But SampleHeight seems to be a bit faster so ill be using that, thanks

Thanks for jumping in with replies/suggestions.
The call to GPUReadbackDisps.Instance.ProcessRequests() checks for any new arriving data coming back from the GPU. If there is newly arrived data then it takes a copy of it. It should only do this once per frame. If you dont call this in FixedUpdate, it will anyway get called later in Update(), but this means you wont be getting latest data in FixedUpdate, and i believe this means an extra frame of latency. I recommend calling it.
So, why is Crest doing all that computation you showed in the capture above?
Because the ocean includes arbitrary horizontal displacements, when you want a height it needs to find the point that is displaced to give the height. I talk about this more here: http://www.huwbowles.com/fpi-gdc-2016/
As noted in that presentation, it finds this point by doing an iterative search to find that source point. While doing this search it samples displacement at a few locations.
For collision readback from the GPU, whenever you sample displacement it looks for a LOD that encapsulates the sample position - thats the various calls to Rect functions.
This all ends up being relatively expensive and its not great. There is a cache which should be on by default (unless you have provided an asset of type SimSettingsAnimatedWaves that disables it), but the cache will only help if you sample the same(ish) locations multiple times.
If you are taking many samples that are nearby (i.e. a bunch of samples under a boat), there is a way to do better - find the position that displaces to the center of your boat using ComputeUndisplacedPosition , warm up the LOD selection by calling PrewarmForSamplingArea for the area under the boat, and then call SampleDisplacementInArea for all your points. This should jump over most of the craziness described above.
If you're sampling a bunch of separate locations, the best suggestion i can think of is trying to do the queries in parallel using the job system etc like they do in https://forum.unity.com/threads/lwrp-boat-racing-demo-from-gdc.527104/ . That could be something for crest one day, if/when i have time..

Oh the SimSettingsAnimatedWaves also allows the collision source to be changed - you can make it compute the Gerstner waves directly on the CPU instead of using the data read back from the GPU. I believe this would be slower but i havent tried it in a while, so it might be worth a shot.

im on version 4.0.0

Just read your previous post on the interface for sample height.  That does not seem correct I think that was an old way of doing this so maybe something got messed up on your install.  @huwb does that sound correct?  Maybe try deleting both directories in your project and updating again from scratch.

I'm not sure, I reread the thread but it's not really clear to me. Perhaps we could get an exec summary:
How many height queries
How much it is costing (in ms). Profiler output showing the problem would be ideal
Hardware being used
How many lods
Are you sampling lots of different locations or all near one location

Well it dependence a bit, but right now im doing 320 calls, with a Time ms: 56.30m and self ms: 0.06ms.
But no GC Alloc.
im using a i7 3770 @ 3.9 Ghz, 24Gb of ram, and a gtx 1080Ti
Im using the default boat scene included in the asset.
Also tested it both on the stable 4.0.0 version and latest version, both have issues getting the water level.
The thing is that i for example need to get the water level of many close by points, for example getting the water level of every triangle of a sphere mesh.
In that example it will be about 740 calls.

I'm looking at making a more efficient path for queries in the branch refactor/sampling-data , see commit 38e9779bb4bac13dda02b86f14844bafda2c339c
I create a SamplingData at the beginning of the update for both BoatAlignNormal and BoatProbes and this generates the necessary data to quickly(ish) sample the collision.
On my laptop in editor (so not optimized) i opened boat.unity and created 10 additional duplicates of BoatProbes. Each boat does 12 probes, so in total it is 11 boats X 12 probes == 132 queries, and the time in the profile window shows 1.4ms for BoatProbes.FixedUpdate .

I'm looking at making a more efficient path for queries in the branch refactor/sampling-data , see commit 38e9779
I create a SamplingData at the beginning of the update for both BoatAlignNormal and BoatProbes and this generates the necessary data to quickly(ish) sample the collision.
On my laptop in editor (so not optimized) i opened boat.unity and created 10 additional duplicates of BoatProbes. Each boat does 12 probes, so in total it is 11 boats X 12 probes == 132 queries, and the time in the profile window shows 1.4ms for BoatProbes.FixedUpdate . (my laptop is a Dell XPS15 from last year)

So I got the last version and copied the code from the BoatProbes, all settings are the same except in my case im sending a X & Z value, then create a compare point, because my loop to go trough all the points is located elsewhere, but the idea is still the same.
`        public float GetWaterLevel(float x, float z)
{
#if Crest
if (GPUReadbackDisps.Instance)
{
GPUReadbackDisps.Instance.ProcessRequests();
}
        collProvider = OceanRenderer.Instance.CollisionProvider;
        thisRect = new Rect(transform.position.x - 10f, transform.position.z - 10f, 20f, 20f);
        if (collProvider.GetSamplingData(ref thisRect, 12, _samplingData))
        {
            position = new Vector3(x, 0, z);

            if (!collProvider.ComputeUndisplacedPosition(ref position, _samplingData, out undispPos))
            {
                // If we couldn't get wave shape, assume flat water at sea level
                undispPos = position;
                undispPos.y = OceanRenderer.Instance.SeaLevel;
            }

            collProvider.SampleDisplacement(ref undispPos, _samplingData, out displaced);

            dispPos = undispPos + displaced;
            return (dispPos.y - position.y);
        }

        collProvider.ReturnSamplingData(_samplingData);

#endif
}`
The results of 135 points being calculated is still 20.19ms in Deep profile.
But in not deep profile, its doing around 1.5ms, so that's great!
Any more tips on how to make it even better with the code above?

Case closed then :). I guess i should have noticed it was deep profiling. That adds loads of overhead.
The code you posted above looks fine to me. The 10f, 20f etc are all hacked and should be the actual size of the area you're sampling within. This is next on my list to fix on that branch.


Wake on lan not working on Pi 4 in Docker with Pi 4 image

Wake on lan is not working on with version: Home Assistant 2021.3.1 running on Docker on a Pi 4.
Wol is working on the same version on a Raspberry Pi 3.
My analysis:

Finally a Python code change fixed it, but I don't understand why.
And I don't want to change the code every time I update HA or restart the container.
Is it OK to point to a forum post?
Also, I'm not sure this is the right place for the issue.

I'm not sure, are you reporting an issue with a Home Assistant integration in this case?

It's an issue with the Wake On Lan integration, but only on Pi 4 in a docker container. (as far as I know)
I added the link to the forum post above.

So, integration issues should be reported here:
https://github.com/home-assistant/core/issues
Thanks already! 👍


Link for Windows install instructions is broken.

File: ee/supported-platforms.md

I can fix these, but from https://github.com/docker/docker.github.io/issues/10634#issuecomment-619147232, overall, the enterprise docs are no longer maintained (pending migration to the Mirantis docs)


chore: ignore entity types

Selectively ignore entity types on sync using environment variable

Can we add a disclaimer of the configuration to Use at your own risk? As we currently don't offer a mechanism to find entities in other servers if they weren't synced


Fix cpp-qt-client library

@dschmidt can you rebase? I think the changes to the golang code is unreleated to your PR.

This is no fun. Seems that the openapi-generator:latest is different than your version. Can you update our generator to latest?

Done.

🚀


Fix Java module descriptor configuration

Resolves hopefully #120
The workaround needed for the moditect-gradle-plugin issue is a bit brittle, but it seems to work for the current Lingua setup.
Only the regular JAR is a Multi-Release JAR with module descriptor; the created -with-dependencies.jar is not a proper Multi-Release JAR, but that probably does not matter because I think you would normally not use JARs with dependencies as modules.
Also adds a test to verify that the modular JAR can be used by using the incubating Gradle Test Suite feature.
One issue with the moditect-gradle-plugin is that it does not seem to detect incorrect configuration of the module-info.java file, such as missing requires or exports of a non-existent package (though the test suite added by this PR would hopefully catch that). An alternative might be to perform regular compilation of the module-info.java file, similar to what is described in this StackOverflow question but that would require some adjustments to create a Multi-Release JAR.

Awesome work @Marcono1234. Thank you so much for your help. :) I don't have much knowledge about Java 9 modules yet so I'm very grateful for any help in this regard. 👍


feat: save "Path to store imported files" preference from import page

#1028
About
When a user specified a custom path to store imported file while importing with the quick import popup, the path will be saved to preference and will be automatically applied next time.

Remarks
The issue opener suggests to save path to preference as long as the textbox lost focus.
I have concern that, sometimes the path might be incomplete / not valid when user lost focus of the textbox.
So for the code I commit, I save the path to preference after a successful import to make sure the path is completed already and is valid
Please let me know if you would like me to do any other approaches.

LGTM, but needs #1054 if we ever want to ship this for MV2.

Thanks and looking forward to it!
Will also see if any issue that I can help with!
P.S. My another pull request
#1053


Adding initial setup for worker model using cereal service

Signed-off-by: Durga Sarat Chandra Maddu<EMAIL_ADDRESS>:nut_and_bolt: Description: What code changed, and why?

:chains: Related Resources
:+1: Definition of Done
:athletic_shoe: How to Build and Test the Change
from hab studio
rebuild components/report-manager-minio-gateway/
rebuild components/report-manager-service/
rebuild components/automate-cli/
rebuild components/automate-deployment/
start_all_services
once all the services are up and running execute below command multiple times say 5
chef-automate dev grpcurl report-manager-service -- -d '{"requestor_id":"testID"}' chef.automate.domain.report_manager.service.ReportManagerService.PrepareCustomReport
each time the command should produce the response something as below
{   "acknowledgementID": "xxxxxxx" }
then execute
sl | grep report-manager-service
you should see something like below
In TaskRun working on job XXXXXX
Entered ReportWorkflow > OnTaskComplete with payload
successfully completed the task XXXXX
:white_check_mark: Checklist
All PRs must tick these:

[ ] I have read the CONTRIBUTING document.
[x] All commits signed-off for the Developer Certification of Origin.

With occasional exceptions, all PRs from Progress employees must tick these:

[x] Is the code clear? (complicated code or lots of comments--subdivide and use well-named methods, meaningful variable names, etc.)
[x] Consistency checked? (user notifications, user prompts, visual patterns, code patterns, variable names)
[x] Repeated code blocks eliminated? (adapt and reuse existing components, blocks, functions, etc.)
[x] Spelling, grammar, typos checked? (at a minimum use make spell in any component directory)
[x] Code well-formatted? (indents, line breaks, etc. improve rather than hinder readability)

All PRs from Progress employees should tick these if appropriate:

[ ] Tests added/updated? (all new code needs new tests)
[ ] Docs added/updated? (all customer-facing changes)

Please add a note next to any checkbox above if you are NOT ticking it.
:camera: Screenshots, if applicable

@kalroy I rebased this branch, seeing lots of files, and buf failure is because of pushing other PRs to base branch.
All those should be fixed now. Please review.


deps: Update sentry-core to 0.27

Checklist

[x] I have read the Contributor Guide
[x] I have read and agree to the Code of Conduct
[x] I have added a description of my changes and why I'd like them included in the section below

Description of Changes
Update to sentry-core 0.27 to be compatible with sentry 0.27
Related Issues
None
Other
This will need a new minor release

I don't understand why this was merged. Sentry made breaking changes in a breaking version-bump (they're allowed to) yet this PR did nothing to address that, as is evident by the CI failure. This should have prohibited a successful merge? main doesn't compile now.


⚠ Spryr has degraded performance

In b0653aa, Spryr (https://spryr.com) experienced degraded performance:

HTTP code: 200
Response time: 9117 ms

Resolved: Spryr performance has improved in d9601c5 after 12 minutes.


Error installing neural_renderer

Hi, I was following the installation instructions but I am having issues running python setup.py install . I have tried searching for solutions in the original repo but none of them worked. Could you help me with this issue, thank you. Here is the full error message:
running install
running bdist_egg
running egg_info
writing neural_renderer_pytorch.egg-info/PKG-INFO
writing dependency_links to neural_renderer_pytorch.egg-info/dependency_links.txt
writing top-level names to neural_renderer_pytorch.egg-info/top_level.txt
reading manifest file 'neural_renderer_pytorch.egg-info/SOURCES.txt'
adding license file 'LICENSE'
writing manifest file 'neural_renderer_pytorch.egg-info/SOURCES.txt'
installing library code to build/bdist.linux-x86_64/egg
running install_lib
running build_py
running build_ext
building 'neural_renderer.cuda.load_textures' extension
Emitting ninja build file /home/ju/render_mano_ih/neural_renderer/build/temp.linux-x86_64-3.6/build.ninja...
Compiling objects...
Allowing ninja to set a default number of workers... (overridable by setting the environment variable MAX_JOBS=N)
[1/2] /usr/local/cuda/bin/nvcc -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/TH -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/THC -I/usr/local/cuda/include -I/home/ju/anaconda3/envs/render.mano/include/python3.6m -c -c /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda_kernel.cu -o /home/ju/render_mano_ih/neural_renderer/build/temp.linux-x86_64-3.6/neural_renderer/cuda/load_textures_cuda_kernel.o -D__CUDA_NO_HALF_OPERATORS__ -D__CUDA_NO_HALF_CONVERSIONS__ -D__CUDA_NO_HALF2_OPERATORS__ --expt-relaxed-constexpr --compiler-options ''"'"'-fPIC'"'"'' -DTORCH_API_INCLUDE_EXTENSION_H -DTORCH_EXTENSION_NAME=load_textures -D_GLIBCXX_USE_CXX11_ABI=0 -gencode=arch=compute_61,code=sm_61 -std=c++14
FAILED: /home/ju/render_mano_ih/neural_renderer/build/temp.linux-x86_64-3.6/neural_renderer/cuda/load_textures_cuda_kernel.o
/usr/local/cuda/bin/nvcc -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/TH -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/THC -I/usr/local/cuda/include -I/home/ju/anaconda3/envs/render.mano/include/python3.6m -c -c /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda_kernel.cu -o /home/ju/render_mano_ih/neural_renderer/build/temp.linux-x86_64-3.6/neural_renderer/cuda/load_textures_cuda_kernel.o -D__CUDA_NO_HALF_OPERATORS__ -D__CUDA_NO_HALF_CONVERSIONS__ -D__CUDA_NO_HALF2_OPERATORS__ --expt-relaxed-constexpr --compiler-options ''"'"'-fPIC'"'"'' -DTORCH_API_INCLUDE_EXTENSION_H -DTORCH_EXTENSION_NAME=load_textures -D_GLIBCXX_USE_CXX11_ABI=0 -gencode=arch=compute_61,code=sm_61 -std=c++14
/usr/include/c++/8/bits/basic_string.tcc: In instantiation of ‘static std::basic_string<_CharT, _Traits, _Alloc>::_Rep* std::basic_string<_CharT, _Traits, _Alloc>::_Rep::_S_create(std::basic_string<_CharT, _Traits, _Alloc>::size_type, std::basic_string<_CharT, _Traits, _Alloc>::size_type, const _Alloc&) [with _CharT = char16_t; _Traits = std::char_traits<char16_t>; _Alloc = std::allocator<char16_t>; std::basic_string<_CharT, _Traits, _Alloc>::size_type = long unsigned int]’:
/usr/include/c++/8/bits/basic_string.tcc:578:28:   required from ‘static _CharT* std::basic_string<_CharT, _Traits, _Alloc>::_S_construct(_InIterator, _InIterator, const _Alloc&, std::forward_iterator_tag) [with _FwdIterator = const char16_t*; _CharT = char16_t; _Traits = std::char_traits<char16_t>; _Alloc = std::allocator<char16_t>]’
/usr/include/c++/8/bits/basic_string.h:5052:20:   required from ‘static _CharT* std::basic_string<_CharT, _Traits, _Alloc>::_S_construct_aux(_InIterator, _InIterator, const _Alloc&, std::__false_type) [with _InIterator = const char16_t*; _CharT = char16_t; _Traits = std::char_traits<char16_t>; _Alloc = std::allocator<char16_t>]’
/usr/include/c++/8/bits/basic_string.h:5073:24:   required from ‘static _CharT* std::basic_string<_CharT, _Traits, _Alloc>::_S_construct(_InIterator, _InIterator, const _Alloc&) [with _InIterator = const char16_t*; _CharT = char16_t; _Traits = std::char_traits<char16_t>; _Alloc = std::allocator<char16_t>]’
/usr/include/c++/8/bits/basic_string.tcc:656:134:   required from ‘std::basic_string<_CharT, _Traits, _Alloc>::basic_string(const _CharT*, std::basic_string<_CharT, _Traits, _Alloc>::size_type, const _Alloc&) [with _CharT = char16_t; _Traits = std::char_traits<char16_t>; _Alloc = std::allocator<char16_t>; std::basic_string<_CharT, _Traits, _Alloc>::size_type = long unsigned int]’
/usr/include/c++/8/bits/basic_string.h:6725:95:   required from here
/usr/include/c++/8/bits/basic_string.tcc:1067:1: error: cannot call member function ‘void std::basic_string<_CharT, _Traits, _Alloc>::_Rep::_M_set_sharable() [with _CharT = char16_t; _Traits = std::char_traits<char16_t>; _Alloc = std::allocator<char16_t>]’ without object
__p->_M_set_sharable();
^     ~~~~~~~~~
/usr/include/c++/8/bits/basic_string.tcc: In instantiation of ‘static std::basic_string<_CharT, _Traits, _Alloc>::_Rep* std::basic_string<_CharT, _Traits, _Alloc>::_Rep::_S_create(std::basic_string<_CharT, _Traits, _Alloc>::size_type, std::basic_string<_CharT, _Traits, _Alloc>::size_type, const _Alloc&) [with _CharT = char32_t; _Traits = std::char_traits<char32_t>; _Alloc = std::allocator<char32_t>; std::basic_string<_CharT, _Traits, _Alloc>::size_type = long unsigned int]’:
/usr/include/c++/8/bits/basic_string.tcc:578:28:   required from ‘static _CharT* std::basic_string<_CharT, _Traits, _Alloc>::_S_construct(_InIterator, _InIterator, const _Alloc&, std::forward_iterator_tag) [with _FwdIterator = const char32_t*; _CharT = char32_t; _Traits = std::char_traits<char32_t>; _Alloc = std::allocator<char32_t>]’
/usr/include/c++/8/bits/basic_string.h:5052:20:   required from ‘static _CharT* std::basic_string<_CharT, _Traits, _Alloc>::_S_construct_aux(_InIterator, _InIterator, const _Alloc&, std::__false_type) [with _InIterator = const char32_t*; _CharT = char32_t; _Traits = std::char_traits<char32_t>; _Alloc = std::allocator<char32_t>]’
/usr/include/c++/8/bits/basic_string.h:5073:24:   required from ‘static _CharT* std::basic_string<_CharT, _Traits, _Alloc>::_S_construct(_InIterator, _InIterator, const _Alloc&) [with _InIterator = const char32_t*; _CharT = char32_t; _Traits = std::char_traits<char32_t>; _Alloc = std::allocator<char32_t>]’
/usr/include/c++/8/bits/basic_string.tcc:656:134:   required from ‘std::basic_string<_CharT, _Traits, _Alloc>::basic_string(const _CharT*, std::basic_string<_CharT, _Traits, _Alloc>::size_type, const _Alloc&) [with _CharT = char32_t; _Traits = std::char_traits<char32_t>; _Alloc = std::allocator<char32_t>; std::basic_string<_CharT, _Traits, _Alloc>::size_type = long unsigned int]’
/usr/include/c++/8/bits/basic_string.h:6730:95:   required from here
/usr/include/c++/8/bits/basic_string.tcc:1067:1: error: cannot call member function ‘void std::basic_string<_CharT, _Traits, _Alloc>::_Rep::_M_set_sharable() [with _CharT = char32_t; _Traits = std::char_traits<char32_t>; _Alloc = std::allocator<char32_t>]’ without object
[2/2] c++ -MMD -MF /home/ju/render_mano_ih/neural_renderer/build/temp.linux-x86_64-3.6/neural_renderer/cuda/load_textures_cuda.o.d -pthread -B /home/ju/anaconda3/envs/render.mano/compiler_compat -Wl,--sysroot=/ -Wsign-compare -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -fPIC -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/TH -I/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/THC -I/usr/local/cuda/include -I/home/ju/anaconda3/envs/render.mano/include/python3.6m -c -c /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp -o /home/ju/render_mano_ih/neural_renderer/build/temp.linux-x86_64-3.6/neural_renderer/cuda/load_textures_cuda.o -DTORCH_API_INCLUDE_EXTENSION_H -DTORCH_EXTENSION_NAME=load_textures -D_GLIBCXX_USE_CXX11_ABI=0 -std=c++14
cc1plus: warning: command line option ‘-Wstrict-prototypes’ is valid for C/ObjC but not for C++
In file included from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/Parallel.h:149,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/utils.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/nn/cloneable.h:5,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/nn.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/all.h:7,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/torch.h:3,
from /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:1:
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/ParallelOpenMP.h:84: warning: ignoring #pragma omp parallel [-Wunknown-pragmas]
84 | #pragma omp parallel for if ((end - begin) >= grain_size)
|
In file included from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/DeviceType.h:8,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/Device.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/Allocator.h:6,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/ATen.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/types.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader_options.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/base.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/stateful.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/all.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/torch.h:3,
from /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:1:
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp: In function ‘at::Tensor load_textures(at::Tensor, at::Tensor, at::Tensor, at::Tensor, int, int)’:
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:15:42: warning: ‘at::DeprecatedTypeProperties& at::Tensor::type() const’ is deprecated: Tensor.type() is deprecated. Instead use Tensor.options(), which in many cases (e.g. in a constructor) is a drop-in replacement. If you were using data from type(), that is now available from Tensor itself, so instead of tensor.type().scalar_type(), use tensor.scalar_type() instead and instead of tensor.type().backend() use tensor.device(). [-Wdeprecated-declarations]
15 | #define CHECK_CUDA(x) TORCH_CHECK(x.type().is_cuda(), #x " must be a CUDA tensor")
|                                          ^
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/macros/Macros.h:146:65: note: in definition of macro ‘C10_UNLIKELY’
146 | #define C10_UNLIKELY(expr)  (__builtin_expect(static_cast(expr), 0))
|                                                                 ^~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:330:7: note: in expansion of macro ‘C10_UNLIKELY_OR_CONST’
330 |   if (C10_UNLIKELY_OR_CONST(!(cond))) {
|       ^~~~~~~~~~~~~~~~~~~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:318:3: note: in expansion of macro ‘TORCH_CHECK_WITH_MSG’
318 |   TORCH_CHECK_WITH_MSG(error_t, cond, "", VA_ARGS)
|   ^~~~~~~~~~~~~~~~~~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:341:32: note: in expansion of macro ‘TORCH_CHECK_WITH’
341 | #define TORCH_CHECK(cond, ...) TORCH_CHECK_WITH(Error, cond, VA_ARGS)
|                                ^~~~~~~~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:15:23: note: in expansion of macro ‘TORCH_CHECK’
15 | #define CHECK_CUDA(x) TORCH_CHECK(x.type().is_cuda(), #x " must be a CUDA tensor")
|                       ^~~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:17:24: note: in expansion of macro ‘CHECK_CUDA’
17 | #define CHECK_INPUT(x) CHECK_CUDA(x); CHECK_CONTIGUOUS(x)
|                        ^~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:28:5: note: in expansion of macro ‘CHECK_INPUT’
28 |     CHECK_INPUT(image);
|     ^~~~~~~~~~~
In file included from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/Tensor.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/Context.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/ATen.h:5,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/types.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader_options.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/base.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/stateful.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/all.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/torch.h:3,
from /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:1:
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/core/TensorBody.h:268:30: note: declared here
268 |   DeprecatedTypeProperties & type() const {
|                              ^~~~
In file included from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/DeviceType.h:8,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/Device.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/Allocator.h:6,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/ATen.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/types.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader_options.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/base.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/stateful.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/all.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/torch.h:3,
from /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:1:
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:15:42: warning: ‘at::DeprecatedTypeProperties& at::Tensor::type() const’ is deprecated: Tensor.type() is deprecated. Instead use Tensor.options(), which in many cases (e.g. in a constructor) is a drop-in replacement. If you were using data from type(), that is now available from Tensor itself, so instead of tensor.type().scalar_type(), use tensor.scalar_type() instead and instead of tensor.type().backend() use tensor.device(). [-Wdeprecated-declarations]
15 | #define CHECK_CUDA(x) TORCH_CHECK(x.type().is_cuda(), #x " must be a CUDA tensor")
|                                          ^
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/macros/Macros.h:146:65: note: in definition of macro ‘C10_UNLIKELY’
146 | #define C10_UNLIKELY(expr)  (__builtin_expect(static_cast(expr), 0))
|                                                                 ^~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:330:7: note: in expansion of macro ‘C10_UNLIKELY_OR_CONST’
330 |   if (C10_UNLIKELY_OR_CONST(!(cond))) {
|       ^~~~~~~~~~~~~~~~~~~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:318:3: note: in expansion of macro ‘TORCH_CHECK_WITH_MSG’
318 |   TORCH_CHECK_WITH_MSG(error_t, cond, "", VA_ARGS)
|   ^~~~~~~~~~~~~~~~~~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:341:32: note: in expansion of macro ‘TORCH_CHECK_WITH’
341 | #define TORCH_CHECK(cond, ...) TORCH_CHECK_WITH(Error, cond, VA_ARGS)
|                                ^~~~~~~~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:15:23: note: in expansion of macro ‘TORCH_CHECK’
15 | #define CHECK_CUDA(x) TORCH_CHECK(x.type().is_cuda(), #x " must be a CUDA tensor")
|                       ^~~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:17:24: note: in expansion of macro ‘CHECK_CUDA’
17 | #define CHECK_INPUT(x) CHECK_CUDA(x); CHECK_CONTIGUOUS(x)
|                        ^~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:29:5: note: in expansion of macro ‘CHECK_INPUT’
29 |     CHECK_INPUT(faces);
|     ^~~~~~~~~~~
In file included from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/Tensor.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/Context.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/ATen.h:5,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/types.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader_options.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/base.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/stateful.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/all.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/torch.h:3,
from /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:1:
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/core/TensorBody.h:268:30: note: declared here
268 |   DeprecatedTypeProperties & type() const {
|                              ^~~~
In file included from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/DeviceType.h:8,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/Device.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/Allocator.h:6,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/ATen.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/types.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader_options.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/base.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/stateful.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/all.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/torch.h:3,
from /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:1:
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:15:42: warning: ‘at::DeprecatedTypeProperties& at::Tensor::type() const’ is deprecated: Tensor.type() is deprecated. Instead use Tensor.options(), which in many cases (e.g. in a constructor) is a drop-in replacement. If you were using data from type(), that is now available from Tensor itself, so instead of tensor.type().scalar_type(), use tensor.scalar_type() instead and instead of tensor.type().backend() use tensor.device(). [-Wdeprecated-declarations]
15 | #define CHECK_CUDA(x) TORCH_CHECK(x.type().is_cuda(), #x " must be a CUDA tensor")
|                                          ^
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/macros/Macros.h:146:65: note: in definition of macro ‘C10_UNLIKELY’
146 | #define C10_UNLIKELY(expr)  (__builtin_expect(static_cast(expr), 0))
|                                                                 ^~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:330:7: note: in expansion of macro ‘C10_UNLIKELY_OR_CONST’
330 |   if (C10_UNLIKELY_OR_CONST(!(cond))) {
|       ^~~~~~~~~~~~~~~~~~~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:318:3: note: in expansion of macro ‘TORCH_CHECK_WITH_MSG’
318 |   TORCH_CHECK_WITH_MSG(error_t, cond, "", VA_ARGS)
|   ^~~~~~~~~~~~~~~~~~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:341:32: note: in expansion of macro ‘TORCH_CHECK_WITH’
341 | #define TORCH_CHECK(cond, ...) TORCH_CHECK_WITH(Error, cond, VA_ARGS)
|                                ^~~~~~~~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:15:23: note: in expansion of macro ‘TORCH_CHECK’
15 | #define CHECK_CUDA(x) TORCH_CHECK(x.type().is_cuda(), #x " must be a CUDA tensor")
|                       ^~~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:17:24: note: in expansion of macro ‘CHECK_CUDA’
17 | #define CHECK_INPUT(x) CHECK_CUDA(x); CHECK_CONTIGUOUS(x)
|                        ^~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:30:5: note: in expansion of macro ‘CHECK_INPUT’
30 |     CHECK_INPUT(is_update);
|     ^~~~~~~~~~~
In file included from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/Tensor.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/Context.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/ATen.h:5,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/types.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader_options.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/base.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/stateful.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/all.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/torch.h:3,
from /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:1:
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/core/TensorBody.h:268:30: note: declared here
268 |   DeprecatedTypeProperties & type() const {
|                              ^~~~
In file included from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/DeviceType.h:8,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/Device.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/core/Allocator.h:6,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/ATen.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/types.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader_options.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/base.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/stateful.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/all.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/torch.h:3,
from /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:1:
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:15:42: warning: ‘at::DeprecatedTypeProperties& at::Tensor::type() const’ is deprecated: Tensor.type() is deprecated. Instead use Tensor.options(), which in many cases (e.g. in a constructor) is a drop-in replacement. If you were using data from type(), that is now available from Tensor itself, so instead of tensor.type().scalar_type(), use tensor.scalar_type() instead and instead of tensor.type().backend() use tensor.device(). [-Wdeprecated-declarations]
15 | #define CHECK_CUDA(x) TORCH_CHECK(x.type().is_cuda(), #x " must be a CUDA tensor")
|                                          ^
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/macros/Macros.h:146:65: note: in definition of macro ‘C10_UNLIKELY’
146 | #define C10_UNLIKELY(expr)  (__builtin_expect(static_cast(expr), 0))
|                                                                 ^~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:330:7: note: in expansion of macro ‘C10_UNLIKELY_OR_CONST’
330 |   if (C10_UNLIKELY_OR_CONST(!(cond))) {
|       ^~~~~~~~~~~~~~~~~~~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:318:3: note: in expansion of macro ‘TORCH_CHECK_WITH_MSG’
318 |   TORCH_CHECK_WITH_MSG(error_t, cond, "", VA_ARGS)
|   ^~~~~~~~~~~~~~~~~~~~
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/c10/util/Exception.h:341:32: note: in expansion of macro ‘TORCH_CHECK_WITH’
341 | #define TORCH_CHECK(cond, ...) TORCH_CHECK_WITH(Error, cond, VA_ARGS)
|                                ^~~~~~~~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:15:23: note: in expansion of macro ‘TORCH_CHECK’
15 | #define CHECK_CUDA(x) TORCH_CHECK(x.type().is_cuda(), #x " must be a CUDA tensor")
|                       ^~~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:17:24: note: in expansion of macro ‘CHECK_CUDA’
17 | #define CHECK_INPUT(x) CHECK_CUDA(x); CHECK_CONTIGUOUS(x)
|                        ^~~~~~~~~~
/home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:31:5: note: in expansion of macro ‘CHECK_INPUT’
31 |     CHECK_INPUT(textures);
|     ^~~~~~~~~~~
In file included from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/Tensor.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/Context.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/ATen.h:5,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/types.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader_options.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/base.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader/stateful.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data/dataloader.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/data.h:3,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/all.h:4,
from /home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/torch/csrc/api/include/torch/torch.h:3,
from /home/ju/render_mano_ih/neural_renderer/neural_renderer/cuda/load_textures_cuda.cpp:1:
/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/include/ATen/core/TensorBody.h:268:30: note: declared here
268 |   DeprecatedTypeProperties & type() const {
|                              ^~~~
ninja: build stopped: subcommand failed.
Traceback (most recent call last):
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/utils/cpp_extension.py", line 1515, in _run_ninja_build
env=env)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/subprocess.py", line 438, in run
output=stdout, stderr=stderr)
subprocess.CalledProcessError: Command '['ninja', '-v']' returned non-zero exit status 1.
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "setup.py", line 40, in
cmdclass = {'build_ext': BuildExtension}
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/setuptools/init.py", line 153, in setup
return distutils.core.setup(**attrs)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/core.py", line 148, in setup
dist.run_commands()
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/dist.py", line 955, in run_commands
self.run_command(cmd)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/dist.py", line 974, in run_command
cmd_obj.run()
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/setuptools/command/install.py", line 67, in run
self.do_egg_install()
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/setuptools/command/install.py", line 109, in do_egg_install
self.run_command('bdist_egg')
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/cmd.py", line 313, in run_command
self.distribution.run_command(command)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/dist.py", line 974, in run_command
cmd_obj.run()
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/setuptools/command/bdist_egg.py", line 164, in run
cmd = self.call_command('install_lib', warn_dir=0)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/setuptools/command/bdist_egg.py", line 150, in call_command
self.run_command(cmdname)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/cmd.py", line 313, in run_command
self.distribution.run_command(command)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/dist.py", line 974, in run_command
cmd_obj.run()
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/setuptools/command/install_lib.py", line 11, in run
self.build()
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/command/install_lib.py", line 107, in build
self.run_command('build_ext')
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/cmd.py", line 313, in run_command
self.distribution.run_command(command)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/dist.py", line 974, in run_command
cmd_obj.run()
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/setuptools/command/build_ext.py", line 79, in run
_build_ext.run(self)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/command/build_ext.py", line 339, in run
self.build_extensions()
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/utils/cpp_extension.py", line 649, in build_extensions
build_ext.build_extensions(self)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/command/build_ext.py", line 448, in build_extensions
self._build_extensions_serial()
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/command/build_ext.py", line 473, in _build_extensions_serial
self.build_extension(ext)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/setuptools/command/build_ext.py", line 202, in build_extension
_build_ext.build_extension(self, ext)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/distutils/command/build_ext.py", line 533, in build_extension
depends=ext.depends)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/utils/cpp_extension.py", line 478, in unix_wrap_ninja_compile
with_cuda=with_cuda)
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/utils/cpp_extension.py", line 1233, in _write_ninja_file_and_compile_objects
error_prefix='Error compiling objects for extension')
File "/home/ju/anaconda3/envs/render.mano/lib/python3.6/site-packages/torch/utils/cpp_extension.py", line 1529, in _run_ninja_build
raise RuntimeError(message)
RuntimeError: Error compiling objects for extension
Edit: I am running this code to get the necessary files for training DIGIT (pkl files in the cache folder and the lmdb file). If you could provide a download link to those files, it would also be greatly appreciated. Thank you.

Do you need the segmentation? Or just the files that you mentioned?
I didn't do anything fancy for installing the neural renderer. Maybe you can check out the issue page of the original neural renderer repo.
(I have requested facebook to allow me to release the segmentation a few months ago to simplify the process, but there is no reply)

I updated the README.md on the digit repo. It includes the meta_*.pkl files. However, I cannot share the lmdb file. As I mentioned, it belongs to facebook and they have not provided approval on releasing the segmentations.
For the RGB image LMDB file, it is just reading raw images from interhand. You can change the code to load the images with a few lines like:
from PIL import Image
im = Image.open(img_path)

For the compilation errors, I have not encountered them before, so it is infeasible for me to provide more information. However, since the renderer uses the original neural rendering, you can try to first setup the original neural rendering.


[DEVHAS-188] Add missing ApplicationSnapshot permission claim

Signed-off-by: John Collier<EMAIL_ADDRESS>What does this PR do?:
This PR adds ApplicationSnapshot to the apiexport used for HAS in infra-deployments
Which issue(s)/story(ies) does this PR fixes:
Fixes https://issues.redhat.com/browse/DEVHAS-188
PR acceptance criteria:
N/A

/retest

/retest

/retest


Update README.md

Add missing comma.

@glaucocustodio If you only change documentation, you can skip ci by adding [ci skip] to your commit message ;)

Sorry to bother you again. Could you rebase and squash your commits?

Done ;). Thank you.

@glaucocustodio Perfect. Thank you so much!


Refactor array interface

Fix AbstractArray interfce for vectors.
Fix #9.
Make getproperty on vectors type stable.
Fix broadcasting for vectors.

Codecov Report

Merging #11 (017863f) into master (916b1f9) will increase coverage by 4.34%.
The diff coverage is 65.07%.

@@            Coverage Diff             @@
##           master      #11      +/-   ##
==========================================
+ Coverage   46.80%   51.14%   +4.34%
==========================================
  Files           9        9
  Lines         141      174      +33
==========================================
+ Hits           66       89      +23
- Misses         75       85      +10

Impacted Files
Coverage Δ

src/PICDataStructures.jl
47.61% <55.17%> (-1.03%)
:arrow_down:

src/vector.jl
82.00% <70.00%> (-10.00%)
:arrow_down:

src/algebra.jl
100.00% <100.00%> (ø)

Continue to review full report at Codecov.

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Add ability to Filter results from NLP extractors

Description:
An extractor sometimes produces unwanted results even though the pattern is a match. These unwanted results can often be recognized by other text near the match in the document. To further restrict matches, give the user the ability to create a filter. More information can be found here.
Tasks:
The filter node and panel are already part of the Elyra NLP Canvas. We need to:

[ ] validate that all required input from the user is entered and correct
[ ] transform user's input into payload that SystemT can then translate and run as AQL.

Additional Filters:
Range: Add Equals, StartsWith, EndsWith, OccursBefore, OccursAfter
Length: Add ShorterThan, LongerThan, Equals, (with 1 input concept/attribute & input for integer & toggle between characters/tokens)
Text: All of them (1 input for custom regular expression, & 2 hash maps for case sensitivity)


Parent game objects

Motivation
In bigger projects it may be convenient to use GameObjectContext as a parent for SceneContext.
Consider case where you have some non-standard context that is recreated every time player switches accounts / characters. The best approach would be to use scene contexts and their contracts functionality. However in some legacy projects it can be pretty hard and time consuming to achieve this (e.g. because of the usage of LoadSceneMode.Single). Switching to LoadSceneMode.Additive may expose many issues connected with scene unloading order.
Pull request checklist
Please check if your PR fulfills the following requirements:

[x] Tests for the changes have been added (for bug fixes / features)
[ ] Docs have been reviewed and added / updated if needed (for bug fixes / features)
[x] No compiler errors or warnings

Pull request type

Please check the type of change your PR introduces:

[ ] Bugfix
[x] Feature
[ ] Code style update (formatting, renaming)
[ ] Refactoring (no functional changes, no api changes)
[ ] Build related changes
[ ] Documentation content changes
[ ] Other (please describe):

Issue Number

Issue Number: N/A
Create or search an issue here: Extenject/Issues
What is the current behavior?

Currently it's not possible to use GameObjectContext as parent for SceneContext.

What is the new behavior?

GameObjectContext has additional field named ContractNames which is used within the initialisation of SceneContext.
Introduced field is used as a fallback value - when SceneContext cannot find the parent SceneContext for given ParentContractName, it searches for matching GameObjectContext.

Does this introduce a breaking change?

[ ] Yes
[x] No

Other information

There's GameObjectAsParentContract test added to the Integration Tests section.

On which Unity version has this been tested?

[ ] 2020.4 LTS
[ ] 2020.3
[ ] 2020.2
[ ] 2020.1
[ ] 2019.4 LTS
[x] 2019.3
[ ] 2019.2
[ ] 2019.1
[x] 2018.4 LTS

Scripting backend:

[x] Mono
[x] IL2CPP

Note: Every pull request is tested on the Continuous Integration (CI) system to confirm that it works in Unity.
Ideally, the pull request will pass ("be green"). This means that all tests pass and there are no errors. However, it is not uncommon for the CI infrastructure itself to fail on specific platforms or for so-called "flaky" tests to fail ("be red").  Each CI failure must be manually inspected to determine the cause.
CI starts automatically when you open a pull request, but only Releasers/Collaborators can restart a CI run. If you believe CI is giving a false negative, ask a Releaser to restart the tests.

Would it be possible to merge this PR? Anything we can do to make it happen? Thanks 🙏

Would it be possible to merge this PR? Anything we can do to make it happen? Thanks 🙏

Would it be possible to merge this PR? Anything we can do to make it happen? Thanks 🙏

Would it be possible to merge this PR? Anything we can do to make it happen? Thanks 🙏

I am reluctant to merge this. As I am not convinced it solves the problem.
The GOC is a sub container of the Scene Context. When you change this behavior you just make it unpredictable for the users.
There must be another way to solve the issue.
Eg.

Add another (dedicated) parent context for the SC.
Make this available as an 'Optional' module for Zenject. As this targets legacy projects.
...

I am reluctant to merge this. As I am not convinced it solves the problem.
The GOC is a sub container of the Scene Context. When you change this behavior you just make it unpredictable for the users.
There must be another way to solve the issue.
Eg.

Add another (dedicated) parent context for the SC.
Make this available as an 'Optional' module for Zenject. As this targets legacy projects.
...

Actually it does not affect only legacy projects (however mostly), but also cases where complex scene management is an overkill compared to having some persistent context.
Actually what we would like to see here is something between ProjectContext and SceneContext. Make use of GameObjectContext is quite interesting as there are no new concepts here: contracts are already known, it's just allowing contracts from SceneContext to GameObjectContext.
Could you elaborate a bit more on "you just make it unpredictable for the users."? My understanding of this PR is:
"We should be able to set named contract and abstract away if it's provided by SceneContext or GamObjectContext".
Another approach I can think of is to make use of SubContainers, however currently (if I understand it correctly) it might be tricky to dynamically remove and add bindings at runtime.

Actually it does not affect only legacy projects (however mostly), but also cases where complex scene management is an overkill compared to having some persistent context.
Actually what we would like to see here is something between ProjectContext and SceneContext. Make use of GameObjectContext is quite interesting as there are no new concepts here: contracts are already known, it's just allowing contracts from SceneContext to GameObjectContext.
Could you elaborate a bit more on "you just make it unpredictable for the users."? My understanding of this PR is:
"We should be able to set named contract and abstract away if it's provided by SceneContext or GamObjectContext".
Another approach I can think of is to make use of SubContainers, however currently (if I understand it correctly) it might be tricky to dynamically remove and add bindings at runtime.


hack/tests/scaffolding/scaffold-memcached.go: always use local SDK dir in CI

Description of the change: always use the local SDK repo path in go.mod replace lines.
Motivation for the change: the CI we use will always have a local copy of the SDK repo, one merged with master. e2e tests should always use this dir so they are (mostly) CI type-agnostic.

/test e2e-aws-go


Research - Ability for comments/replies in PDFs to show as balloons in right pane, not on a separate page

Title of ticket:
Description
Summarize issue
Dependencies
Are there any dependencies?
DOD

[ ] List the items that need to be complete for this ticket to be considered done
[ ]
[ ]
[ ]
[ ]

Pilot users indicated numbering the comments to the annotations on a page, rather than having connecting lines, is more ideal from a readability standpoint.


Highlight even in this article that "Multi-step web test:" almost retired

"Multi-step web test:" will be retired in March 2020. It's not reflected on this page and we need to click one more time.
Please, for "Multi-step web test:" add some either note or highlight to reflect it

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

ID: 10858323-1827-1c73-b93a-7c133bae54ba
Version Independent ID: 3ed5fda4-c916-dcb0-a3b2-a0bb534d8bdb
Content: Monitor availability and responsiveness of any web site
Content Source: articles/azure-monitor/app/monitor-web-app-availability.md
Service: azure-monitor
Sub-service: application-insights
GitHub Login: @mrbullwinkle
Microsoft Alias: mbullwin

@SychevIgor , Thanks for brining this to our attention. We will investigate it further and update you shortly.

Performance Testing is a separate feature from Multi-step web tests. Performance Tests will not be available as of March 31, 2020.
The App Insights PG has yet to announce a date for removal of support for multi-step web tests, but has comitted to providing at least one year's worth of notice prior to removing support.

@mrbullwinkle - Thank you for clarifying this.
@SychevIgor , I hope it clarifies your question from @mrbullwinkle's explanation.
Since there are no doc updates needed at this moment, We will now proceed to close this thread. If there are further questions regarding this matter, please tag me in your reply. We will gladly continue the discussion and we will reopen the issue.


Support for nested values in rule each

oh totally forgot about this, thank you ❤

@mustardnoise 👋 I released 1.1.1 which includes your fix

@solnic nice 🚀


5078: make link buttons behave like buttons to assistive tech

All links styled to look like buttons should have a role="button" attribute to correctly define to assistive tech what the expectation of their use is. To make sure that they behave as buttons to the user, we also add the spacebar-to-activate behaviour with Javascript.

Looks good to me

As spacebar to activate wouldn't be added in a non js environment, would it be a good idea to use buttons for non js to get the behaviour and replace them with links via js?

We’d have to replace every link with a <form action="…" method="get"><button>Continue</button></form> and that breaks behaviour like showing the link target in an overlay (there would also be no point in replacing them with links with JS in that situation). This enhances the current system for most people and doesn’t at least leave it any worse for the rest.

@lloydnye, or just use buttons everywhere, but that would mean:
<form method=GET action=/blah>
<button>link text</button>
</form>

Which feels horribly verbose compared to <a href=/blah>...
I think this is a step in the right direction, so I'm going to go ahead and merge.


fix(types): support --isolatedModules typescript option

The isolatedModules typescript option requires that re-exports of types must use the type keyword.
Without this change running tsc in my app fails with the following:
node_modules/@stripe/stripe-react-native/src/types/index.ts:52:10 - error TS1205: Re-exporting a type when the '--isolatedModules' flag is provided requires using 'export type'.

52 export { Address, BillingDetails, AddressDetails } from './Common';
            ~~~~~~~

Testing

[x] I tested this manually
[ ] I added automated tests

hey @walkerdb , hope you don't mind but i opened a separate PR for this to add the option to our TS config to prevent future issues like this, and also address a couple other instances of this: https://github.com/stripe/stripe-react-native/pull/1239


support HRA

Hello! I'm the author of Bridging The Gap between Low-rank and Orthogonal Adaptation via Householder Reflection Adaptation.
This PR integrates our method HRA.

Hello, thank you for your suggestions! Here are the updates on the PR:

Modified the initialization. Currently, if we set init_weights=True, HRA will be the identity transform, i.e. at the start of the training, the adapter has no effect on the output.
Fixed some bugs, and now all test cases pass!
Added an example: hra_dreambooth. We follow the examples of oft and boft. Additionally, we have included a simple README. You can try it by following the instructions provided in the README!
Ran make style.

Thank you for your review! If there are any issues, please let me know.

Thanks @DaShenZi721 for the updates. Could you please run make style on the PR? Note that we updated the ruff version, so in your env, you may have to run python -m pip install -U ruff first.

OK, I just updated the ruff version from 0.2.2 to 0.4.10, and ran make style to modify the two files.

Hi! Do you find any other problems?

We have applied the fix #1892 and resolved the conflicts!
Besides, we updated the hra_drembooth to generate higher quality images!

@DaShenZi721 Thanks for the updates. We just merged another PR, which resulted in many merge conflicts, but they should be very straightforward to resolve. Could you please take a look?
I'll depart soon to the EuroPython conference, so unfortunately, I'll not be able to review the PR this week.

We have resolved the conflicts.

Thank you so much for your careful and responsible guidance!

Hi @DaShenZi721, I noticed that one of our unit tests was particularly slow and it is involves HRA. The test is test_model_with_batchnorm_reproducibility in tests/test_vision_models.py. On CI, this test takes > 500 sec. But even locally on GPU, it takes > 70 sec for me. I did some quick tests and it's the forward and backwards passes that take a lot of time. The same test with LoRA just takes 7 sec locally.
I wonder if you have some ideas what the exact reason could be and if we could speed up HRA, which would also help with adoption. Otherwise, I'll probably just remove this test.

Sorry, I missed this message... I will now look into how to address this issue.

I wasn't able to reproduce the issue. Has it already been resolved?

I wasn't able to reproduce the issue. Has it already been resolved?

I switched the underlying model which is probably why you can't reproduce now. From that point of view, this is no longer urgent. I think it could still be worth investigating why microsoft/resnet-18 was so slow.

OK, I'll check it out.


config file is invalid when ports arguments are specified as string value

if port are specified as strings
port: "3000"
the exporter failed to start.
The exporter should accept integer or strings

fixed in 0.1.2


Add support for select *

Extend the binder for SELECT * FROM ...
TODO: More testcases needed.

Here are some more test cases. Is it ever possible that both base table and derived tables don't exist -- that code is leading to coverage drop?
+        sub_query = """SELECT * FROM MyVideo"""
+        nested_query = """SELECT * FROM ({}) AS T;""".format(sub_query)
+        actual_batch = execute_query_fetch_all(nested_query)
+        actual_batch.sort()
+        expected_batch = list(create_dummy_batches())
+        self.assertEqual(actual_batch.batch_size, expected_batch[0].batch_size)
+
+        with self.assertRaises(Exception):
+            invalid_select_query = "SELECT * FROM MyVideo5;"
+            actual_batch = execute_query_fetch_all(invalid_select_query)

It should not, if it works as expected.

@gaurav274 Is this good to merge?


Fix transform of TileMap nodes and tilemap selection

This PR makes the TileMap node usable with transformations, especially when skewed. The tiles are now drawn correctly.

Also, this fixes the TileMap selection with isometric, hexagonal and half squared shapes.

Alright, shameless self-merge it is! :)