3 week old Build Stuck Cloning

Details

Project URL:
rpw.readthedocs.org

build Url:
http://readthedocs.org/projects/rpw/builds/5939317/

Expected Result
Doc Builds or fails
Actual Result
Build is stuck
###rpw.readthetocs.org

Currently its failing because of some import error in your repository!
Traceback (most recent call last):
  File "/home/safwan/readthedocs/user_builds/revitpythonwrapper/envs/latest/lib/python2.7/site-packages/sphinx/cmdline.py", line 295, in main
    opts.warningiserror, opts.tags, opts.verbosity, opts.jobs)
  File "/home/safwan/readthedocs/user_builds/revitpythonwrapper/envs/latest/lib/python2.7/site-packages/sphinx/application.py", line 163, in __init__
    confoverrides or {}, self.tags)
  File "/home/safwan/readthedocs/user_builds/revitpythonwrapper/envs/latest/lib/python2.7/site-packages/sphinx/config.py", line 134, in __init__
    execfile_(filename, config)
  File "/home/safwan/readthedocs/user_builds/revitpythonwrapper/envs/latest/lib/python2.7/site-packages/sphinx/util/pycompat.py", line 129, in execfile_
    exec_(code, _globals)
  File "/home/safwan/readthedocs/user_builds/revitpythonwrapper/envs/latest/lib/python2.7/site-packages/six.py", line 699, in exec_
    exec("""exec _code_ in _globs_, _locs_""")
  File "<string>", line 1, in <module>
  File "conf.py", line 50, in <module>
    from rpw import __version__
  File "/home/safwan/readthedocs/user_builds/revitpythonwrapper/checkouts/latest/rpw/__init__.py", line 36, in <module>
    import rpw.db
  File "/home/safwan/readthedocs/user_builds/revitpythonwrapper/checkouts/latest/rpw/db/__init__.py", line 10, in <module>
    from rpw.db.element import Element
  File "/home/safwan/readthedocs/user_builds/revitpythonwrapper/checkouts/latest/rpw/db/element.py", line 14, in <module>
    from rpw.utils.mixins import CategoryMixin
  File "/home/safwan/readthedocs/user_builds/revitpythonwrapper/checkouts/latest/rpw/utils/mixins.py", line 3, in <module>
    from rpw import revit, db, DB
ImportError: cannot import name db

@safwanrahman Thanks for the help (here and elsewhere)! @gtalarico can you try to fix that import error?

Thanks for looking into this @safwanrahman and @RichardLitt
To clarify, I am aware there was build failure (circular imports) and I pushed a subsequent revised build that fixed it.
The reason why I reported is because typically when a build fails, it usually shows Failed as in the image below. But on this one the status shows stuck on Cloning even though it failed.
I would expect the status to show Failed after it hit the import error.

Thanks @gtalarico. It seems like a terrible problem that can not be reproducable locally. Need to get server log to investigate the issue. Need to know why the task keep showing that its closing.
@agjohnson Can you provide more information about the build?


fix Fix CountdownEvent error

What problem does this PR solve?
Issue Number: close #xxx
Related PR: #xxx
Problem Summary:
Fix CountdownEvent error "Invoking add_count() after wait() was invoked"
Release note
None
Check List (For Author)

Test

[ ] Regression test
[ ] Unit Test
[ ] Manual test (add detailed scripts or steps below)
[x] No need to test or manual test. Explain why:

[ ] This is a refactor/code format and no logic has been changed.
[x] Previous test can cover this change.
[ ] No code files have been changed.
[ ] Other reason

Behavior changed:

[x] No.
[ ] Yes.

Does this need documentation?

[x] No.
[ ] Yes.

Check List (For Reviewer who merge this PR)

[ ] Confirm the release note
[ ] Confirm test cases
[ ] Confirm document
[ ] Add branch pick label

Thank you for your contribution to Apache Doris.
Don't know what should be done next? See How to process your PR.
Please clearly describe your PR:

What problem was fixed (it's best to include specific error reporting information). How it was fixed.
Which behaviors were modified. What was the previous behavior, what is it now, why was it modified, and what possible impacts might there be.
What features were added. Why was this function added?
Which code was refactored and why was this part of the code refactored?
Which functions were optimized and what is the difference before and after the optimization?

run buildall

run buildall

run buildall

run buildall


go/doc/comment: markdown multi-level lists don't work if the comment ends directly before a thing

What version of Go are you using (go version)?

$ go version
go version go1.19 linux/amd64

Does this issue reproduce with the latest release?
yes
What operating system and processor architecture are you using (go env)?
go env Output
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/hugo/.cache/go-build"
GOENV="/home/hugo/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/hugo/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/hugo/go"
GOPRIVATE=""
GOPROXY="direct"
GOROOT="/home/hugo/Documents/Scripts/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/hugo/Documents/Scripts/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.19"
GCCGO="gccgo"
GOAMD64="v3"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build4005220034=/tmp/go-build -gno-record-gcc-switches"

What did you do?
Load https://go.dev/play/p/au_BiSmy6DK then press format.
What did you expect to see?
// Example
//   - 1
//     - 1.1
package a

// b test stuff
//   - 1
//     - 1.1
type b struct{}

// However this works
//   - 1
//     - 1.1

type farAway struct{}

What did you see instead?
// Example
//   - 1
//   - 1.1
package a

// b test stuff
//   - 1
//   - 1.1
type b struct{}

// However this works
//   - 1
//     - 1.1

type farAway struct{}

This is working as intended: from https://pkg.go.dev/go/doc/comment#pkg-overview , doc comments are only:

Package comment implements parsing and reformatting of Go doc comments, (documentation comments), which are comments that immediately precede a top-level declaration of a package, const, func, type, or var.

@seankhliao thx I didn't knew how this was called, however this isn't solving my issue.
Now I find that the Go Doc Comments spec doesn't support nested lists.
If I want to add support for that, how can I do this ? Should I open a proposal ?

This is an explicit design choice: link to design doc

Note also that there are no code blocks inside list items—any indented paragraph following a list item continues the list item, and the list ends at the next unindented line—nor are there nested lists. This avoids any the space-counting subtlety like in Markdown.


SVG attributes not translating?

I am getting a Warning: Unknown DOM property stroke-width. Did you mean strokeWidth?. Are svg attributes properly being translated into their React versions?

Not yet. Will fix it up.

I'm still getting this


Updated README with example

Note that with greta installed from CRAN mcmc() asked me to use the one_by_one=TRUE option. That doesn't happen with the dev version.

Thanks for this, @dill !


Add attack speed and damage indicators

Changes:

Attack speed to x5
Arrows don't get affected by player velocity, and they no longer have a +- random angle
Added floating numbers indicator (On by default switch with /toggle damage)
Added attack speed indicator on the action bar (Off by default switch with /toggle cps)
Enlarges player's hitboxes to be 0.75 wide (+25% than default)

I made it so when server starts up, it always copies the settings from the config.yml inside the jar, this will prevent old bugs that made it so new toggles never got added if you didn't clear the config

@twizmwazin this is really ready to release, check if you can see anything wrong, and i'll merge it

Wouldn't always copying the config override user settings every time the server starts?

@twizmwazin yes it does override the settings, but i've never knew anyone that edited the settings in any server (if really necesary, they can startup the server, then change the settings, and run /cardinal -r),  in some servers, you still cant /toggle pms, bevause of an old config, and i think this is the best solution

If the settings can't be changed, they shouldn't be in the settings. This cannot be merged until that is fixed.

@twizmwazin moved settings to it's own settings.yml, (i let the lines of code that clear them from the main config, as well as a line that clears ranks from main config, they were moved to the database)

@twizmwazin Fixed package-level access, ready to merge?

Not sure if you forgot to add it to git, but the fields are still package

@twizmwazin I fixed more stuff, changed package-level, and fixed it to work with title respawn (you could hit a player while dead, because of the player hitbox thig)

merged


Crashes due to undefined behaviour from signed integer overflow in rev_fwd_lift_int32

Hello,
This bug seems to consistently cause SIGILL crashes for me when compressing float data using reversible encoding.
When running under UBSAN (https://clang.llvm.org/docs/UndefinedBehaviorSanitizer.html ) the issue is revealed to be a signed integer overflow:
third_party/zfp/src/template/revencode.c:24:5: runtime error: signed integer overflow:<PHONE_NUMBER> - -1409359872 cannot be represented in type 'int32' (aka 'int')
    #0 0x55d22fcec482 in rev_fwd_lift_int32 third_party/zfp/src/template/revencode.c:24:5
    #2 0x55d22fceb26d in rev_encode_block_int32_2 third_party/zfp/src/template/revencode.c:60:3
    #3 0x55d22fceb26d in rev_encode_block_float_2 third_party/zfp/src/template/revencodef.c:78:11
    #4 0x55d22fceb26d in zfp_encode_block_float_2 third_party/zfp/src/template/encodef.c:98:28
    #5 0x55d22fceb72a in zfp_encode_block_strided_float_2 third_party/zfp/src/template/encode2.c:50:10
    #6 0x55d22fd0233f in compress_strided_float_2 third_party/zfp/src/template/compress.c:54:9
    #7 0x55d22fd01bf2 in zfp_compress third_party/zfp/src/zfp.c:1116:3
...

Is this a bug, or were you relying on wraparound overflow happening silently here? Unfortunately it's undefined behaviour and at least some compilers are going to generate crashing code.

Indeed, that looks like a faulty assumption that integer overflow wraps.  One obvious fix would be to use unsigned arithmetic here, though that requires some changes that propagate across a few functions.  I'll see if I can get a fix done in the next few days.
Out of curiosity, what compiler and hardware are you using?

Thanks!
Hardware nothing unusual (amd64), the compiler is clang, but in google's build environment which is passing in a lot of flags by default and from my experience tends to be quite cautious around undefined behaviour (i.e. err on the side of crashing).

It seems we're about to open up Pandora's box.  These UB issues are not confined just to signed integer overflow in the reversible zfp algorithm, but the same can evidently happen in the far more important non-reversible algorithm.  For example, a 1D float block { 7.f, 7.f, 7.f, 7.f } encoded with maxprec = 2 results in decoded input x = 230, y = z = w = 0 to inv_lift():
https://github.com/LLNL/zfp/blob/5c976d8da013988174f931845862b6f94119cade/src/template/decode.c#L8-L34
On line 26, x <<= 1 results in x = 231 (regardless of how we implement this doubling of x; see below), which overflows this 32-bit signed integer.  Of course, this is temporary since x -= z would restore x to 230, but by then it's too late.
This is a larger challenge as the non-reversible algorithm relies on left and right shifts of signed quantities, with the assumption that right shifts are arithmetic (which is implementation-defined rather than undefined behavior).  Worse yet, there are left shifts by one (to invert right shifts by one), and those are UB on signed integers (who knew?!).  We can address those by replacing x <<= 1 with x *= 2 or x += x, but we still need to avoid integer overflow.
One potential solution might be to consolidate x += x; x -= z; as x += x - z, though additional work would be needed to determine whether that is safe.  Clearly, if neither z += x nor x -= z overflows, then this solution ought to be valid since x - z is simply -z before z += x was executed.  I believe we should never have z = -231 as input, which (using two's complement) would overflow when negated, but if that were a concern, then x -= z - x might do the trick.  One drawback of this approach is that we have now left the realm of lifting, but so be it.
We could also implement this with additional variables:
  Int x2 = x1 - z1; Int z2 = z1 + x1;

Or using a temporary:
  Int t = x; x -= z; z += t;

If the above still does not prevent overflow, then the only solution I can think of is to perform all arithmetic using unsigned integers, but that introduces complications with implementing arithmetic right shifts.  Instead of x >>= 1, we'd have to use some contrived code like x = x & 0x80000000u ? ~(~x >> 1) : x >> 1, or perhaps x = (x & 0x80000000u) | (x >> 1).  The cleanest would be to use sal() and sar() macros or functions for arithmetic shifting, but I am concerned about how this would impact performance and code readability.  Of course, that is to be preferred over UB, though in practice we've gone 10 years without anyone noticing this in C and C++ implementations (and more recently in CUDA, HIP, and SYCL) using many different compilers and platforms.  I guess it's hard to find an architecture that does not use two's complement and arithmetic right shifts with signed integers these days.
Let me think about how to best address this.  It unfortunately seems to be a larger issue than what can be addressed in a couple of days.

Thank you and sorry about the worms!
For now we are able to work around this by compiling with -fwrapv -fno-sanitize=signed-integer-overflow, I believe these are supported by clang and gcc but have only tried with clang.
-fwrapv is "Treat signed integer overflow as two’s complement":
https://clang.llvm.org/docs/ClangCommandLineReference.html#cmdoption-clang-fwrapv
https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#:~:text=fwrapv
Ideally I think it would be better to implement in a portable way, but if these flags are needed then good to document this and add to your build config here, ideally only for a minimal required set of files.

I believe this should be fixed in zfp, as valid input data should never invoke UB.  This is somewhat different from #242, where the user violates zfp's assumptions on all-numerical inputs.  I'm, however, unsure about the best path forward.  My sense is that we need to do some work to prove that any one of the suggested changes above is guaranteed to avoid UB, but it will take some time.  Fortunately we have very smart people at LLNL working on exactly such correctness problems, and I'm hoping we can solicit their help.

@mjwillson: #241 is being addressed on the bugfix/integer-overflow branch.  Please check if the fix works for you.
We're currently struggling with tests passing in general because of outdated scripts and some LLNL internal issues with GitLab.  We hope to resolve these issues in the coming weeks.

@mjwillson I would like to merge this fix into develop, but I would prefer to hear from you first to make sure it addresses all of your concerns.


Manim voiceover 0.17

Description of changes
Linked to my package request #217496 and starting from @SuperSandro2000 version of manim
Things done
Work in progress, got gtts working now trying to get recording

Built on platform(s)

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

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

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

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

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

[ ] Fits CONTRIBUTING.md.

Please read CONTRIBUTING.md on how the commit messages should be written. Also, please add an explanation why we move from torch to torch-bin.

Please read CONTRIBUTING.md on how the commit messages should be written. Also, please add an explanation why we move from torch to torch-bin.

Hi, yes my commit messages are all wrong, sorry.
I am trying to make it work for the moment and will squash and make a proper commit message once done. That's the reason I marked the PR as Draft. My idea was to show I started working on it so if someone wants to help they don't start from scratch.
It's definitely not ready for review for now.
Sorry if that makes a mess. I can close this PR and reopen one clean once done if you prefer.
For torch vs torch-bin, my goal is to not change but I am having conflicts for now. Hopefully I'll revert that change.
Thanks for your reactivity :)

I think that torch-bin is used to use torchaudio-bin. No torchaudio yet.

@junjihashimoto, yes indeed.
I fixed it with an override.
A first version of this PR is almost ready, I still have to add myself as a maintainer, which I'll do as soon as my other PR is merged.
If you're interested in testing it though, please feel free.


Added more useful error message when failing to load plugin on Windows.

This has been rebased to fix CI - if the CI passes, approved to merge.

IIRC, this didn't provide any extra info in the particular case I was troubleshooting at the time, but it seemed like it might be helpful with future troubleshooting.


Add workshop's tutorails to nemos

Add tutorials and change the docs folder structure: one folder for worked-out examples, and one for demos

close in PR #116


Programatically set preview

I'm submitting a...

[] Bug report
[x] Feature request

Version information
Browser type and version:
EasyMDE version: 4
Im curios how i can set the editor to render in preview mode? I only want the editor to be editable when the admin is using it, other users should only see the preview

EasyMDE version 4?
The editor is supposed to be what it is, an editor.
What you can do is get the rendered markdown and display that in place of the editor.

@Ionaru Sometimes we need markdown preview with easymde while we don't want to import another module. If API for manipulating easymde is provided like monaco editor, it will have more extensibility.


Add pushState to update_list + turbolinks 5 support

Not sure if this is right for the master branch but current smart_listing is incompatible with Turbolinks 5.

Is that window.history.pushState({turbolinks: true.... really a Turbolinks 5 approach?

I don't remember - was a 8 months ago I wrote this and I rarely use turbolinks.
This fixed the issue at the time for me so thought I would share it.

@ljachymczyk what would be your suggestion?

According to https://github.com/turbolinks/turbolinks#application-visits Turbolinks itself will push a new entry onto the browser's history stack.
So I guess this pull request can be closed.


Editor crashes with custom C++ DLL module built under MSVC

Godot version:

3.0.6-stable
OS/device including version:

Windows 10 1803
Python 3.6.4
pywin32 224
scons 3.0.1
Visual Studio 2015 14.0.25431.01 Update 3
Issue description:

After building tools with custom C++ module in a dll configuration.  The editor would crash when starting up.
The error starts at this line:
https://github.com/godotengine/godot/blob/8ac39d886307d76c286e804e027fc39f6b5aaac6/core/string_db.cpp#L287
Then crashes at this line due to OS::get_singleton() returning NULL:
https://github.com/godotengine/godot/blob/8ac39d886307d76c286e804e027fc39f6b5aaac6/core/error_macros.cpp#L84
Steps to reproduce:

Clone 3.0.6-stable from git repository
Setup build environment as above
Extract attached zip file to modules/
Run the following command line from VS2015 x64 Native Tools Command Prompt

scons -j8 platform=windows tools=yes target=debug

Run built editor with the proper work directory.

Minimal reproduction project:

saturn.zip

Can anyone still reproduce this bug in Godot 3.2.2 or any later release?

I can confirm this is still an issue in 3.2.3-stable


App with ios extension didn't launched on ios after update to flutter 3.16

Steps to reproduce
In my case i want to run dart code inside ios Notification Service Extension. I can't use main app bundle because ios have memory limitations and i want to use smaller bundle that i can.
So i was create flutter module, with code that i want to run inside ios extension.
Pods:
module_path = '../packages/flutter_module/'
load File.join(module_path, '.ios', 'Flutter', 'podhelper.rb')

target 'NotificationServiceExtension' do
  use_frameworks!
  use_modular_headers!

  install_flutter_application_pod(module_path)
end

Full example
How to run:
flutter clean && \
(cd packages/flutter_module && flutter clean) && \
flutter pub get && \
(cd packages/flutter_module && flutter pub get) && \
(cd ios && pod install) && \
(cd packages/flutter_module/.ios && pod install)

 flutter run -t lib/main_app.dart

This case was working on 3.13, but now broken on 3.16.
Expected results
Counter app launched
Actual results
Counter app not launched. App freeze on splash screen.
However if press Hot Restart, counter app will shown.
Code sample
Code sample
Pls see Steps to reproduce

Screenshots or Video

Screenshots / Video demonstration
Skip

Logs
Logs
Skip

Flutter Doctor output
Doctor output
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.16.5, on macOS 14.1.1 23B81 darwin-arm64, locale en-AE)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2023.1)
[✓] IntelliJ IDEA Ultimate Edition (version 2023.2.5)
[✓] VS Code (version 1.85.1)
[✓] Connected device (4 available)
[✓] Network resources

• No issues found!

Thanks for the report @karabanovbs
I cloned the repo you shared and tried running but getting compile errors.

How to run:

Can you run the given command in verbose mode to see if it gives any meaningful logs / errors related to screen freeze ?

Thanks for the logs. I don't see any unusual error entry in it.
Can you check the documentation and confirm if you have followed all the steps ?

Thanks for the logs. I don't see any unusual error entry in it. Can you check the documentation and confirm if you have followed all the steps ?

My case is different then in documentation. I want to build flutter module (not main application) and run in inside extension. On 3.13 it was work, on 3.16 app not start. With regular flutter and with extension safe app not running.

Thanks for the update. I think I am on lesser version (iOS and xcode) maybe that's why I am unable to replicate the behavior. Before making the issue actionable, can you also confirm if the behavior occurs on latest master too ?

Thanks for the update. I think I am on lesser version (iOS and xcode) maybe that's why I am unable to replicate the behavior. Before making the issue actionable, can you also confirm if the behavior occurs on latest master too ?

On master channel behavior is the same as on stable.
boriskarabanov@Tag-MacBook-Pro flutter_ios_extension_test % flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel master, 3.19.0-5.0.pre.42, on macOS 14.1.1 23B81 darwin-arm64, locale en-AE)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2023.1)
[✓] IntelliJ IDEA Ultimate Edition (version 2023.2.5)
[✓] VS Code (version 1.85.1)
[✓] Connected device (4 available)
[✓] Network resources

• No issues found!
boriskarabanov@Tag-MacBook-Pro flutter_ios_extension_test %  flutter run -t lib/main_app.dart
Connected devices:
iPhone (mobile)            • 00008030-00192DC83678802E            • ios            • iOS 17.1.2 21B101
iPhone 15 Pro Max (mobile) • 3520D4F8-D156-4E46-9556-638AAB86D773 • ios            • com.apple.CoreSimulator.SimRuntime.iOS-17-2 (simulator)
macOS (desktop)            • macos                                • darwin-arm64   • macOS 14.1.1 23B81 darwin-arm64
Chrome (web)               • chrome                               • web-javascript • Google Chrome 120.0.6099.216

Checking for wireless devices...

[1]: iPhone (00008030-00192DC83678802E)
[2]: iPhone 15 Pro Max (3520D4F8-D156-4E46-9556-638AAB86D773)
[3]: macOS (macos)
[4]: Chrome (chrome)
Please choose one (or "q" to quit): 2
Launching lib/main_app.dart on iPhone 15 Pro Max in debug mode...
Running Xcode build...
 └─Compiling, linking and signing...                      2,705ms
 └─Compiling, linking and signing...                      2,733ms
Xcode build done.                                           11.3s
[ERROR:flutter/shell/platform/darwin/graphics/FlutterDarwinContextMetalImpeller.mm(42)] Using the Impeller rendering backend.
flutter: test
Syncing files to device iPhone 15 Pro Max...                        53ms

Flutter run key commands.
r Hot reload. 🔥🔥🔥
R Hot restart.
h List all available interactive commands.
d Detach (terminate "flutter run" but leave application running).
c Clear the screen
q Quit (terminate the application on the device).

A Dart VM Service on iPhone 15 Pro Max is available at: http://<IP_ADDRESS>:49893/GA4CAGCNypU=/

Thanks for the update. I think I am on lesser version (iOS and xcode) maybe that's why I am unable to replicate the behavior. Before making the issue actionable, can you also confirm if the behavior occurs on latest master too ?

On master channel behavior is the same as on stable.
boriskarabanov@Tag-MacBook-Pro flutter_ios_extension_test % flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel master, 3.19.0-5.0.pre.42, on macOS 14.1.1 23B81 darwin-arm64, locale en-AE)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2023.1)
[✓] IntelliJ IDEA Ultimate Edition (version 2023.2.5)
[✓] VS Code (version 1.85.1)
[✓] Connected device (4 available)
[✓] Network resources

• No issues found!
boriskarabanov@Tag-MacBook-Pro flutter_ios_extension_test %  flutter run -t lib/main_app.dart
Connected devices:
iPhone (mobile)            • 00008030-00192DC83678802E            • ios            • iOS 17.1.2 21B101
iPhone 15 Pro Max (mobile) • 3520D4F8-D156-4E46-9556-638AAB86D773 • ios            • com.apple.CoreSimulator.SimRuntime.iOS-17-2 (simulator)
macOS (desktop)            • macos                                • darwin-arm64   • macOS 14.1.1 23B81 darwin-arm64
Chrome (web)               • chrome                               • web-javascript • Google Chrome 120.0.6099.216

Checking for wireless devices...

[1]: iPhone (00008030-00192DC83678802E)
[2]: iPhone 15 Pro Max (3520D4F8-D156-4E46-9556-638AAB86D773)
[3]: macOS (macos)
[4]: Chrome (chrome)
Please choose one (or "q" to quit): 2
Launching lib/main_app.dart on iPhone 15 Pro Max in debug mode...
Running Xcode build...
 └─Compiling, linking and signing...                      2,705ms
 └─Compiling, linking and signing...                      2,733ms
Xcode build done.                                           11.3s
[ERROR:flutter/shell/platform/darwin/graphics/FlutterDarwinContextMetalImpeller.mm(42)] Using the Impeller rendering backend.
flutter: test
Syncing files to device iPhone 15 Pro Max...                        53ms

Flutter run key commands.
r Hot reload. 🔥🔥🔥
R Hot restart.
h List all available interactive commands.
d Detach (terminate "flutter run" but leave application running).
c Clear the screen
q Quit (terminate the application on the device).

A Dart VM Service on iPhone 15 Pro Max is available at: http://<IP_ADDRESS>:49893/GA4CAGCNypU=/

@darshankawar However as you can see in logs, flutter module print 'test' string, but main.dart file from module should not be run.

Thanks for the update. I am currently unable to replicate the reported behavior due to config / compile issues getting at my end while trying to run the given repo. I'll look into upgrading the setup and re-run the scenario but meantime, labeling the issue for team's input / tracking.

You are creating two compiled versions of dart code into App.frameworks, one your main app and one your app extension.  And it's going to get confused depending on the order that'e embedded.  This isn't supported.
Instead of embedding anything into your service extension can you run the main engine in your notification extension with another entrypoint?  In your NotificationService:
self.flutterEngine.run(withEntrypoint: nil, libraryURI: "notification_service.dart")

https://docs.flutter.dev/add-to-app/ios/add-flutter-screen?tab=vc-swiftui-tab#dart-entrypoint
The engine knows when it's running in an extension and will use the one in your main bundle:
https://github.com/flutter/engine/blob/e0bf0272dcb65d335231e6e395dcf4abf52ba344/shell/platform/darwin/common/framework/Source/FlutterNSBundleUtils.mm#L34-L35
Your Notification Service extension can use the generated Flutter configuration:

(see step # 3 in https://docs.flutter.dev/platform-integration/ios/app-extensions#creating-app-extension-uis-with-flutter)
One thing you may hit is that your Notification service extension won't compile because it can't find the Flutter framework before the main app compiles.  In your extension you can add  a new Run Script build phase in the extension that will copy it to the right spot:
/bin/sh "$FLUTTER_ROOT/packages/flutter_tools/bin/xcode_backend.sh" build

Instead of embedding anything into your service extension can you run the main engine in your notification extension with another entrypoint? In your NotificationService:

Hi, nope i can't. When i use main App.framework i have memory limit exception.
My app framework and framework for notification have different bundle id and different name. Why i can't use both of it?
Why in work before 3.16?

I don't know why it would have ever worked.  You could try bisecting your flutter SDK directory and seeing where it started failing.
I guess I'll reopen because I don't really know what happened here, even though I've never seen anyone try to embed their compiled dart extension code as a module into another Flutter app.  Our tooling definitely doesn't support that right now.


ERROR: for nubo-frontend  Cannot start service nubo-frontend

I am not in dire need for this to work I had just wanted to test it. I figured I would share my issues encase its a broad one and can do further testing on different versions.
I am running AlmaLinux release 8.5 (Arctic Sphynx)
I followed the instructions to just copy and paste the curl script.
I am getting an already in use error when it tries to run through the script
`nubo-management is up-to-date
Creating nubo-frontend ...
Host is already in use by another container
Creating nubo-frontend ... error

ERROR: for nubo-frontend  Cannot start service nubo-frontend: driver failed programming external connectivity on endpoint nubo-frontend (54e10670acebf1edf8414fb85ed3e9b5e45d692a3b4dd0ebe043a8cdb10c7ad6): Error starting userland proxy: listen tcp4 <IP_ADDRESS>:443: bind: address already in use
Creating nubo-ps       ... done
Creating nubo-guac     ... done

ERROR: for nubo-frontend  Cannot start service nubo-frontend: driver failed programming external connectivity on endpoint nubo-frontend (54e10670acebf1edf8414fb85ed3e9b5e45d692a3b4dd0ebe043a8cdb10c7ad6): Error starting userland proxy: listen tcp4 <IP_ADDRESS>:443: bind: address already in use
Encountered errors while bringing up the project.
`

I also see a separate error a few lines up and am unsure if it is relevant.
`Configuring organization and user...
Starting all containers...
Error Error: Command failed: /usr/local/bin/docker-compose up -d
The MYSQL_PASSWORD variable is not set. Defaulting to a blank string.
`

When I check ss | grep 443 it shows
`@remote ~]$ ss | grep 443
u_str ESTAB  0      0      /run/containerd/s/0f09fb62a98fa9acb443ab08da637750f5dbc3de8c69af213598d7d486baf4b1 109912               * 109906
`

Now that container may be irreverent because it doesn't look like anything is even using port 443.

Hi,
The frontend service is trying to bind port 443 which is already occupied by another process in the host machine.
You can change the listen port by editing /opt/nubo/docker-compose.yml
Steps:

Run the bootstrap script again.
When you see the first prompt message Ready to begin? [Y] , before clicking enter, go to another terminal window.
Edit /opt/nubo/docker-compose.yml and change the following line: - "443:443" to map to another port in your host. e.g. for 8443 change it to - "8443:443" .  Make sure to keep the indentation which is important in yml files. Save the file.
Continue the bootstrap script by click enter.

You may need also to change port 80. You can do that by changing the - "80:80" line.
Please let me know if that solve this issue.
Best,
Nubo software


Android Demo: Rotation on some devices broken.

System information

Android:
TensorFlow installed from source:
TensorFlow version 1.0.0:
N/A

Describe the problem
The Android Demo code seems to be a bit buggy on our Pixel C. I wanted to confirm that this isn't an issue with the TF code but it's a strange one.
The Rotation in the demo apps on our Pixel C didn't seem to work correctly. It would give the value of 3 when it should have read 90. This meant that the input was basically on it's side. I found that for it to work that this line needed to be set to 0.
sensorOrientation = rotation + screenOrientation; needed to be
sensorOrientation = 0;
However, when used in landscape mode this didn't crop around the centre of the preview image but instead it created a square from the left edge.
|------------------| ---------|
|                  |          |
|       CROP       |          |
|     SQUARE       |          |
|__________________|__________|

When set to 0.
The solution seemed to be to set the Orientation to 360.
|-----|------------------|----|
|     |                  |    |
|     |        CROP      |    |
|     |      SQUARE      |    |
|_____|__________________|____|

When set to 360.
At the time (a couple of weeks ago) I recalled that it forced some code to run that would centre it as required for some other operations however going through the code to find it I can't. I think it was related to this but it doesn't make sense as to why 360 solved the issue.
private void configureTransform(final int viewWidth, final int viewHeight) {
    final Activity activity = getActivity();
    if (null == textureView || null == previewSize || null == activity) {
      return;
    }
    final int rotation = activity.getWindowManager().getDefaultDisplay().getRotation();
    final Matrix matrix = new Matrix();
    final RectF viewRect = new RectF(0, 0, viewWidth, viewHeight);
    final RectF bufferRect = new RectF(0, 0, previewSize.getHeight(), previewSize.getWidth());
    final float centerX = viewRect.centerX();
    final float centerY = viewRect.centerY();
    if (Surface.ROTATION_90 == rotation || Surface.ROTATION_270 == rotation) {
      bufferRect.offset(centerX - bufferRect.centerX(), centerY - bufferRect.centerY());
      matrix.setRectToRect(viewRect, bufferRect, Matrix.ScaleToFit.FILL);
      final float scale =
          Math.max(
              (float) viewHeight / previewSize.getHeight(),
              (float) viewWidth / previewSize.getWidth());
      matrix.postScale(scale, scale, centerX, centerY);
      matrix.postRotate(90 * (rotation - 2), centerX, centerY);
    } else if (Surface.ROTATION_180 == rotation) {
      matrix.postRotate(180, centerX, centerY);
    }
    textureView.setTransform(matrix);
  }

So I guess the question is that is this happening due to some strange hardware bug with the Pixel C or some coding error. I'm leaning towards the former as this is too bizarre to be caused by code but thought i'd open the discussion out as others trying to run the app in landscape may face similar issues.

Maybe @andrewharp knows something about this

@drpngx You beat me by about 10 seconds. :)

WFH, with fast internet :-) but I have some meeting now, will leave the rest to you :-)

@jubjamie To clarify, is the demo broken on your Pixel C even when compiling with no edits?

Yes. With no edits it had the rotation value as 3. So I went in to try and force it to be the correct value (which in portrait was 90).
In landscape I encountered the centring problem and had to set it to 360.  No problem on my 6P. Not sure if you guys have another Pixel C lying around to confirm it's not my hardware being funny?

So characteristics.get(CameraCharacteristics.SENSOR_ORIENTATION) returns 3? That really shouldn't be happening... I suppose it'd be ok to assume 90 in general if the value returned % 90 != 0.
Regarding landscape support, this is something that would be nice to have but hasn't been high priority enough to work through all the transformations to ensure correctness. Contributions definitely welcome.

Yup. I've seen somewhere else on here where someone's Rotation was 1. I appreciate it's not really important in the grand scheme of things. Just mildly frustrating when this is the only sample code available. Are there any more detailed tutorials or specific documentation planned that could help with getting apps up and running correctly?

We have more walkthroughs planned, but they won't specifically meant to improve upon camera support themselves.
You've already found #9142, and #8736 is meant to add android.hardware.Camera support for devices with wonky Camera2 behavior (like the Pixel C apparently) -- we just have to find the right discriminating features to make misbehaving devices choose the original API.

Walkthroughs for anything are very welcome! Fortunately my work doesn't really require too much android development work but I'm sure others will appreciate. I'll try and get back to this issue in a couple of days. Ta.

Automatically closing due to lack of recent activity. Please update the issue when new information becomes available, and we will reopen the issue. Thanks!

I solved this problem.

Hi @jubjamie,
do you know if is it possible to make de crop square full screen?
I would like to recognize full screen and not just a part.
Thanks

@IgMart
For the classifier activity you can change MAINTAIN_ASPECT_RATIO to false, in which case it will stretch the entire screen to a square.
For the detector activity default for the SSD detector is already to stretch. The YOLO detector changes the behavior to use a center-crop circle via a similar MAINTAIN_ASPECT_RATIO constant.
@jubjamie This particular rotation issue should have been fixed last year -- I went through and corrected the behavior so landscape should work on most devices.

@andrewharp landscape is not working. I have tried and tested all the workaround I found on multiple devices and nothing happened (sensorOrientation for example).
Even with no edits, simply changing the orientation to landscape I get a cropped sceen just as @jubjamie described. Where can I try to force rotation?

@nanamare Hey, may i ask how you were able to resolve the issue? I tried the 360 solution, however, it the cropped square is still staying towards left side of the screen. I am trying to stretch the preview square to fit the whole screen.

I commented out the portion in set fragment, which is calling the legacy connection fragment. Then landscape mode seems to work without any changes(except in the manifest file) - camera2api being used. (Incase, we want to retain the if..else block and want the legacy fragment to be called, then need to make changes in legacyconnectionfragment.java file corresponding to landscape mode.)

I commented out the portion in set fragment, which is calling the legacy connection fragment. Then landscape mode seems to work without any changes(except in the manifest file) - camera2api being used. (Incase, we want to retain the if..else block and want the legacy fragment to be called, then need to make changes in legacyconnectionfragment.java file corresponding to landscape mode.)


Image search...

Hey
You can still improve it so that after clicking on the thumbnail you can open the picture from the times it was before?
Alternatively, add a button to show the image on this sub-page after clicking the thumbnail.
I mean THIS and THIS.
Thanks

Closing as a duplicate of #4.


Review Link Handling with AC markup

Links created by the RTE Link Plugin or ordinary Links of Components like the teaser may contain AC markup. In order to pass this markup as-is to Adobe Campaign some mechanism like XSS and Link sanitisation need to be bypassed.
Current Solution:

The HrefProcessor is used to decode the urls encoded by the RTE Link Plugin in rich texts (text, teaser)
The AccUrlProcessor is used to decode the urls sanitised by the DefaultPathProcessor (teaser)

In both cases the processing is applied in the Component model which means, for customers building custom components both classes would need to be available as public API.
Product Solution:

AEM provides a LinkTransformer (in the mcm core) which handles AC specific links but not when (shouldRewriteLink()) the entire link is AC markup (only when for example the fragment contains ac markup)

Using a central mechanism for link handling could involve implementing:

a email specific PathProcessor that masks the AC expressions before delegating to the DefaultPathProcessor. This would already address all the issues for component links (title, button, teaser, image)
a global, email specific Transformer for RTE links that (a) externalises links using the same approach as the PathProcessor mentioned before and (b) marks them to be skipped by the linkchecker

(b) is in particular necessary as in the editor the campaign specific rewriter pipeline is not activate (by resource type). It is however used in the campaign content servlet.
Implementing that makes a lot of the models obsolete as they often just contain additional logic to handle links.


Issue in Kitties Gallery

Given to show 5 kitties only but getting all data from the api

@anurag97en Any updates ?

yaa almost done. Will be pushing the changes


profiling plugins

I've noticed that our initial build time in development for a 12-entry single page app has crept up to taking 17s to build.
I'm wondering if there's a way to profile how long things are taking internally, so we can possible adjust, optimize or even remove tasks to speed things up.

I have been looking for the same thing.


Fix #362

Use new Executor utility class to handle API calls
fixes #362 by ensuring that TicketRepository.useTicket always returns an Either, and that the TicketsSection responds to TicketsCubit error states.

From chopper's documentation (bottom of page), it seems like this PR uses the intended solution.

Handling I/O and other exceptions should be done by surrounding requests with try-catch blocks.

Still some FIXMEs that need be to addressed before this branch is ready


Add version package

Add a version package in salt which provides information if a go build is the latest version or not. This package should handle the need of just one binary(CLI) for example meteor as well as CLI and server, as an example Optimus.

Working on it

The issue can be closed, as the PR #5 has been merged


Move Loader Constructor to Props Pattern

As part of some prototyping related to the version work, I saw the need to add another parameter to the loader constructor. I'm not sure what will come to fruition, as I'm continuing to explore a few designs. However, in looking at adding a new param i saw that the current constructor already takes several optional params, which is cumbersome, as each preceding optional param must be specified to specify the next. Moving the loader to a props pattern will make the loader easier to work with and construct.
Additionally, many of these same parameters are then passed to the container. I've simplified this to just pull the properties it needs directly from the load itself.

@wes-carlson I'm seeing a tests failure in the version tests, but I can't tell what's going wrong. Are there debug instructions?


Rainmaker when WiFi is not available (MEGH-1719)

Hi Team;
I'm new with esp32 but really exited about all possibilities it offers fot IoT Devs, I am using rainmaker for some developments and works great, nevertheless I have an application for a device that need to work in the field where not WiFi is available, so I wonder if there a way to use cellular connection instead (i.e. using # PPP over Serial (PPPoS) client example thought SIM800L or similar), can you give your thoughts about this or any ideas?

@wmantillar , sorry for the late reply. Have you checked this esp-idf example? If it suits your requirement, it may be possible to integrate it with RainMaker. Ofcourse, there could be some challenges, but worth checking out.

@wmantillar , sorry for the late reply. Have you checked this esp-idf example? If it suits your requirement, it may be possible to integrate it with RainMaker. Ofcourse, there could be some challenges, but worth checking out.

@wmantillar , sorry for the late reply. Have you checked this esp-idf example? If it suits your requirement, it may be possible to integrate it with RainMaker. Ofcourse, there could be some challenges, but worth checking out.
@shahpiyushv thank you for your answer, I saw that example, actually my question was aimed at finding out whether or not I have a chance of succeeding trying to integrate that example into Rain Maker or if there is some structural constraint in the Rainmaker stack that will not allow it to do so.  Would you encourage me to explore it?

@wmantillar , sorry for the late reply. Have you checked this esp-idf example? If it suits your requirement, it may be possible to integrate it with RainMaker. Ofcourse, there could be some challenges, but worth checking out.
@shahpiyushv thank you for your answer, I saw that example, actually my question was aimed at finding out whether or not I have a chance of succeeding trying to integrate that example into Rain Maker or if there is some structural constraint in the Rainmaker stack that will not allow it to do so.  Would you encourage me to explore it?

@wmantillar , sorry I missed out on replying here. RainMaker primarily needs some Internet connection to work. The esp-idf  pppos client example I mentioned above helps create a network interface and so the higher layer application protocols should work seamlessly.
The other important aspect i.e. user node sharing can also be supported, but would require  some efforts in the phone apps as well as the firmware. There are no technical/structural constraints for this, but just some additional work. You may also check out my comment here for some additional info in this context.

My issue is very similar to wmantillar: I'm developing a project that the device needs to work with or without wi-fi connection. While the code is running and the connection is lost the program still works, but if I start up without the wi-fi I get stuck in the event WIFI_EVENT_STA_DISCONNECTED and printing the message "Disconnected. Connecting to the AP again..." so I can't run my code manually or offline. Can you help me on this?

@Marcarleto , is it indeed same as the original issue, which requires internet connectivity even when the same is not available? What exactly are you trying to run, which is nit working?


Merging CDC2021 - 2022 from JC

Can src/CDC2021/tests be moved to test/CDC2021?
The tests are failing, could you take a look?

It seems the branch has conflict. I would recomment squashing all commits of the branch into one commit and then rebasing on master.

It seems the branch has conflict. I would recomment squashing all commits of the branch into one commit and then rebasing on master.

I think that's because we modified Project.toml in the github interface yesterday.. If we revert it the conflict should be gone

I reverted it, the conflict is now gone

Hey tests are not passing (PyPlot-related problem) and CI doc job is running forever... Any clue what's happening? @JulienCalbert @blegat

Fixed in https://github.com/dionysos-dev/Dionysos.jl/pull/130


Can dali backend support default values or optional input?

I want to use the same dali.py for preprocessing for different models, most of them need to resize input image to 640x640, only one is 320x320. It would be very convenient if there's a way to set 640x640 as default value, or use an optional input. Right now if I set optional to true, the model won't serialize and will throw an error:
I0316 05:27:27.697150 1474 dali_backend.cc:142] backend state is 'backend state'
terminate called after throwing an instance of 'triton::backend::BackendModelException'

The Triton image is use is nvcr.io/nvidia/tritonserver:23.01-py3, the config.pbtxt I use is as follows:
name: "constant"
backend: "dali"
dynamic_batching {}
max_batch_size: 256
input [
  {
    name: "DALI_INPUT"
    data_type: TYPE_FP32
    dims: [ 3, -1, -1 ]
  },
  {
    name: "OPTIONAL"
    data_type: TYPE_FP32
    dims: 1
    optional:true
  }
]

output [
  {
    name: "DALI_OUTPUT"
    data_type: TYPE_FP32
    dims: [ 3, -1, -1 ]
  },
  {
    name: "CONSTANT"
    data_type: TYPE_FP32
    dims: 1
  }
]

Thanks!

Hi @SunXuan90 ,
unfortunately, using optional input won't help in this case. To work, DALI Backend has to serialize the model - in other words "freeze" it for some particular parameters. And these parameters include size argument for fn.resize operator.
What you could do is to use DALI conditional execution to pick proper code path during runtime. Your DALI pipeline might look something like this:
from nvidia.dali.pipeline import experimental

@autoserialize
@experimental.pipeline_def(enable_conditionals=True, batch_size=256, num_threads=1, device_id=0
def pipe():
    img = fn.external_source(device="cpu", name="DALI_INPUT")
    default_resize = fn.external_source(device="cpu", name="DEFAULT_RESIZE")
    if default_resize:
        img = fn.resize(data, size=(640, 640))
    else:
        img = fn.resize(data, size=(320, 320))
    return img

Please note, that the conditional execution in DALI is available from version 1.23, which corresponds to Triton version 23.03. This should be released by the end of March 2023. Should you like to test it before, you'd need to build "nightly" version of tritonserver and DALI, using this Dockerfile. Or just wait a week or two :)
I'm currently putting together and example of using DALI conditional execution via Triton. It will be merged around the time tritonserver:23.03 is released.


update box_to_cutsky

The current implementation of box_to_cutsky does not consider all the configurations. I clean rewrite the function to highlight all the different cases and help others understand what the function does.

looks good, thanks for your help! merging


Spiders going out of bounds and sounds are broken.

i was trying trying to extinct the spiders but they are now going out of bounds to survive and the sound IS loud, very broken
WARNING: LOUD, VERY LOUD
https://github.com/user-attachments/assets/c4dcf7c0-8926-4602-b829-99a16f37c64c

just dont do ultra strong extincions or this will happen, dont put speed for swatters above 5000 if you dont want sound to glitch out
to not let the spiders escape just dont do 1000+ size swatters

cary will probably fix the sound issue i believe but i don't really think he minds the spider issue


robot-framework-jupyterlibrary 0.3.0

Checklist

[x] Used a personal fork of the feedstock to propose changes
[ ] Bumped the build number (if the version is unchanged)
[x] Reset the build number to 0 (if the version changed)
[x] Re-rendered with the latest conda-smithy (Use the phrase @conda-forge-admin, please rerender in a comment in this PR for automated rerendering)
[x] Ensured the license file is being packaged.

Notes:

adds self as maintainer :wave:
update deps

IPython snuck through on the upstream without being declared, even though it's only needed for the magic

will add a conda-build test :crying_cat_face:

Hi! This is the friendly automated conda-forge-linting service.
I just wanted to let you know that I linted all conda-recipes in your PR (recipe) and found it was in an excellent condition.


Arch Deep Rock Galactic bwrap pulse error

Distribution: Arch
Kernel: 5.15.12-zen1-1-zen
Game: Deep Rock Galactic
DE: KDE Plasma 5.23
Proton: 6.3-8
Proton command: /opt/wine-discord-ipc-bridge/winediscordipcbridge-steam.sh %command%
DRG fails to launch entirely.
Excerpt from execution output:
bwrap: Can't make symlink at /run/user/1000/pulse: File exists
Game process removed: AppID 548430 "/opt/wine-discord-ipc-bridge/winediscordipcbridge-steam.sh /home/aravance/.local/share/Steam/ubuntu12_32/reaper SteamLaunch AppId=548430 -- '/games/Steam/steamapps/common/SteamLinuxRuntime_soldier'/_v2-entry-point --verb=waitforexitandrun -- '/games/Steam/steamapps/common/Proton 6.3'/proton waitforexitandrun  '/games/Steam/steamapps/common/Deep Rock Galactic/FSD.exe' -nohmd", ProcID 13911

~ > $ pactl info
Server String: /run/user/1000/pulse/native
Library Protocol Version: 35
Server Protocol Version: 35
Is Local: yes
Client Index: 81
Tile Size: 65472
User Name: aravance
Host Name: <REDACTED>
Server Name: PulseAudio (on PipeWire 0.3.42)
Server Version: 15.0.0
Default Sample Specification: float32le 2ch 48000Hz
Default Channel Map: front-left,front-right
Default Sink: alsa_output.usb-SteelSeries_Arctis_Pro_Wireless-00.stereo-game
Default Source: alsa_input.usb-SteelSeries_Arctis_Pro_Wireless-00.mono-chat
Cookie: 2963:c0ac

I'm wondering if this has something to do with the pipewire-pulse setup conflicting with the bwrap containerization configs. The pid file in that pulse directory points to the pipewire-pulse process. I've attempted it with pulseaudio instead, but it behaves similarly.

I changed the script to instead target discord-ipc-0 directly instead of the run directory. The game launched, but I got a different error now:
wine: cannot find L"/opt/wine-discord-ipc-bridge/winediscordipcbridge.exe"
Game process updated : AppID 548430 "/opt/wine-discord-ipc-bridge/winediscordipcbridge-steam.sh /home/aravance/.local/share/Steam/ubuntu12_32/reaper SteamLaunch AppId=548430 -- '/games/Steam/steamapps/common/SteamLinuxRuntime_soldier'/_v2-entry-point --verb=waitforexitandrun -- '/games/Steam/steamapps/common/Proton 6.3'/proton waitforexitandrun  '/games/Steam/steamapps/common/Deep Rock Galactic/FSD.exe' -nohmd", ProcID 4571, IP <IP_ADDRESS>:0

Interesting, I just pushed an update to the script to do exactly that, which worked for me in Muse Dash.

That is the issue. I was able to fix it locally. I'll pull your latest then submit a pull request to fix it.


Batching over multiple points in linearize and influence_fn in chirho.robust

See item 3 in #459

#465 closed this issue


:bug: missed desc

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

[x] Bugfix
[ ] Feature
[ ] Code style update
[ ] Refactor
[ ] Build-related changes
[ ] Other, please describe:

The description of the PR:
fixed #50
Other information:

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Subject: Re: [crossoverJie/Java-Interview] :bug: missed desc (#53)
Merged #53.
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@009647726089959 what?


Why i get this error on verifyIdToken method?

The given token could not be parsed: Error while decoding from Base64Url, invalid base64 characters detected.

I made a test application just to get the idToken of my login in an application made in Flutter.
I copied the token and put it in the Controller just to test it, and I'm having this error.
Am I stupid? Is there a smarter way to test a flutter app with the backend?
Or is it really a mistake?
In Flutter id get token by user.getIdToken()

Without any code and/or examples it's hard for me to guess what might have gone wrong 😅. The error states a base64 decode error - could you check if entering the token for example in an online base64 decoder, yields an error or not?
I don't know Firebase for Flutter enough, so I can't confirm nor deny that user.getIdToken() returns a value ready to be transmitted, but if you would share the PHP code you're using to verify the ID token, I can at least confirm if that's looking alright 🤞🏼

Well, this is my code, very simplistic, just for testing.

In anyone decoder base64 online I don't get an error.
If I try to give a base64_decode ($idToken) and stop for parseToken or verifyIdToken I get this message:
The given token could not be parsed: The JWT string must have two dots

I'll look into why the verifyIdToken() method doesn't accept the output of parseToken(), because it should.
In the meantime: you shouldn't need both methods, verifyIdToken() also returns the parsed token, sonic you remove the parseToken() call, it should work.

Code as a code block is always better than a screenshot (easier to copy and paste 😅).
However, I can't reproduce the error (here's the test I added trying to confirm the issue), but since you now shared the actual error you received, I can tell you that what you are using is a JWT, but not an ID token. ID tokens are always signed and the token you're providing is not (a simple JWT has a header and a payload, separated by one dot; a signed JWT has a header, a payload and a signature, separated by two dots).

You mentioned that you copied the token just to test it. A Google search led me to a comment describing the possible issue that print statements from Flutter could have been truncated(https://github.com/flutter/flutter/issues/31635#issuecomment-502790759) with a possible workaround by using debugPrint() instead of print() (https://stackoverflow.com/a/49156942/284325) or by using a helper method (https://github.com/flutter/flutter/issues/22665#issuecomment-458186456)

@jeromegamez Sorry for taking too long to answer. I will test it and I will return here.

@jeromegamez WooooooooooooooooooooooooW
(https://github.com/flutter/flutter/issues/31635) This work perfectly. Thank you so much man, you are awesome!

I'm glad it worked out 🙌🏼


_WD_GetSession checking Browser with JavaScript

Pull request
Proposed changes
As so far _WD_GetSession was not doing anything to tries check current real status of the session.
By using simple JS we can check if browser is responsible.
For now, that should be enough before the other issues are resolved:   See https://github.com/w3c/webdriver/commit/35df53a8a71500e264497f0cbda9f30a94e548cc for details.
Checklist

[x] I have read and noticed the CODE OF CONDUCT document
[x] I have read and noticed the CONTRIBUTING document
[ ] I have added necessary documentation or screenshots (if appropriate)

Types of changes

[ ] Bugfix (change which fixes an issue)
[x] Feature (change which adds functionality)
[ ] Code style update (formatting, renaming)
[ ] Refactoring (functional, structural)
[ ] Documentation content changes
[ ] Other (please describe)

What is the current behavior?
No way to check current session real status.
What is the new behavior?
You can check if connection (a browser to be more precise) response to any action.
I know this is only work around.
But as for now it is a very useful workaround.
Additional context
Tested with:
Func UserTesting() ; here you can replace the code to test your stuff before you ask on the forum
	MsgBox(0, "", 'MANUALLY CLOSE YOUR BROWSER')
	Local $sResult = _WD_GetSession($sSession)
	If @error Then ConsoleWrite("! ---> @error=" & @error & "  @extended=" & @extended & _
			" : TESTING _WD_GetSession() = " & $sResult & @CRLF)
EndFunc   ;==>UserTesting

My inspiration was here:
https://github.com/Danp2/au3WebDriver/issues/63
System under test
not related

btw.
If you agree with this change I will also wanted to modify this:
Func UserTesting() ; here you can replace the code to test your stuff before you ask on the forum
	Local $sResult = _WD_GetSession($sSession)
	If @error Then ConsoleWrite("! ---> @error=" & @error & "  @extended=" & @extended & _
			" : TESTING _WD_GetSession() = " & $sResult & @CRLF)

	_WD_Navigate($sSession, 'https://www.google.com')
	_WD_LoadWait($sSession)

	ConsoleWrite("- Test 1:" & @CRLF)
	_WD_FindElement($sSession, $_WD_LOCATOR_ByXPath, '')

	ConsoleWrite("- Test 2:" & @CRLF)
	_WD_WaitElement($sSession, $_WD_LOCATOR_ByCSSSelector, '#fake', 1000, 3000, $_WD_OPTION_NoMatch)
;~ 	Exit
EndFunc   ;==>UserTesting

I think you are trying to make _WD_GetSession perform a task that is outside of its intended scope. The description is "Get details on existing session". It was intended to use the functionality that was added briefly to the specs but then removed. It was never intended to test the session's connection status.

Did you realize that we already have _WD_CheckContext? Does it not cover these proposed changes?

Ok.

Never used before.
And thanks to pointing to this.
Could be closed.


[trivial] Remove some global imports from std.concurrency

Auto-merge toggled on

Thanks!

This is great work that reduces the fixed cost of imports dramatically. Thanks, and keep at it!


valinet.ExplorerPatcher.Prerelease version 22621.3880.66.3

Checklist for Pull Requests

[ ] Have you signed the Contributor License Agreement?
[ ] Is there a linked Issue?

Manifests

[ ] Have you checked that there aren't other open pull requests for the same manifest update/change?
[ ] This PR only modifies one (1) manifest
[ ] Have you validated your manifest locally with winget validate --manifest <path>?
[ ] Have you tested your manifest locally with winget install --manifest <path>?
[ ] Does your manifest conform to the 1.6 schema?

Note: <path> is the directory's name containing the manifest you're submitting.

Microsoft Reviewers: Open in CodeFlow

Automatic Validation ended with:

Installation failed with exit code -1978335187
2024-07-31 04:50:01.401 [FAIL] D:\a_work\1\s\external\pkg\src\AppInstallerSharedLib\SHA256.cpp(144)\WindowsPackageManager.dll!00007FFA054E273F: (caller: 00007FFA0552AEC4) Exception(1) tid(1c60) 8A150040
2024-07-31 04:50:03.442 [FAIL] Installer failed security check. Url: https://github.com/valinet/ExplorerPatcher/releases/download/22621.3880.66.3_e60c5ff/ep_setup.exe Result: 0x80004005

Automated error analysis suggests -1978335187 may mean Installer failed security check. Another script should retry this every 18 hours.
(Automated response - build 887.)

/azp run


Library represents password field of CONNECT packet as String

Section <IP_ADDRESS> of MQTT protocol specification says that the password field contains bytes of binary data but the library assumes it's UTF-8 encoded string.

Fixed with commit e08cf95135f6f945dcc19797d2aadf3369e403a7


Correct way of using v4.0.0 api without rendering components.

There seems to be a bit of confusion on how to best approach how to handle redirects/transitioning to other states.
From what I understand, withRouter is no longer available.
Also, this.context.router seems to not be something that "should" be used.
If that is the case, can it be inferred that the only real way to navigating to new states is by using component rendering?
This is a new issues to discuss based on https://github.com/ReactTraining/react-router/issues/3903 and https://github.com/ReactTraining/react-router/issues/3847

This is essentially a dup of #3847. We should probably just reopen it.

I re-opened #3847. Let's continue discussion there. Thanks :)


AI-controlled walkers not spawning using spawn_npc.py with OpenDRIVE Standalone Mode

I am unable to set destinations for AI-controlled walkers with the PythonAPI when using CARLA in OpenDRIVE standalone mode (config.py -x).
I'm running CARLA 0.9.11 on Windows 10 with Python 3.7 and the following example is on the Town05 map.
python37 spawn_npc.py -n 0 -w 1
Location(x=19.671911, y=-8.949682, z=1.000010)
Nav: failed loading binary
WARNING: NAV: Failed to set request to go to  40.2506 -11.0281 1.3528e-05
WARNING: NAV: failed to set max speed
spawned 0 vehicles and 1 walkers, press Ctrl+C to exit.

I modified the existing code in order to get a walker to spawn because using world.get_random_location_from_navigation() returns 'None'.
        # -------------
        # Spawn Walkers
        # -------------
        # some settings
        percentagePedestriansRunning = 0.0      # how many pedestrians will run
        percentagePedestriansCrossing = 100.0     # how many pedestrians will walk through the road
        # 1. take all the random locations to spawn
        spawn_points = []
        odr_map = world.get_map()
        spawning_landmark = odr_map.get_all_landmarks_from_id(opendrive_id="2407")
        offset_location=carla.Location(spawning_landmark[0].transform.location.x + 1, spawning_landmark[0].transform.location.y + 1, spawning_landmark[0].transform.location.z + 1)
        for i in range(args.number_of_walkers):
            spawn_point = carla.Transform()
            #loc = world.get_random_location_from_navigation()
            loc = offset_location
            print(str(loc))
            if (loc != None):
                #spawn_point.location = loc
                spawn_point.location = loc
                spawn_points.append(spawn_point)

However, the above error gets thrown when attempting to set the destination using this code.
        world.set_pedestrians_cross_factor(percentagePedestriansCrossing)
        for i in range(0, len(all_id), 2):
            # start walker
            all_actors[i].start()
            # set walk to random point
            #all_actors[i].go_to_location(world.get_random_location_from_navigation())
            destination_landmark = odr_map.get_all_landmarks_from_id(opendrive_id="2406")

            all_actors[i].go_to_location(destination_landmark[0].transform.location)
            # max speed
            all_actors[i].set_max_speed(float(walker_speed[int(i/2)]))

@bernatx could you follow up on this please?

Nav: failed loading binary
This error means that the walker navigation module cannot load data that saves navigation info. Pls make sure you have got all data downloaded. It should be under Unreal/CarlaUE4/Content/Carla/Maps/Nav/, you can also check it out with latest carla docker image.

Hi,
thytless is right.
It seems that the standalone module could not autogenerate the binary file needed for the pedestrians to navigate.
The main reason could be that the map is too big to be parsed by the RecastBuilder with current settings.
Is that the case?

@bernatx Do I need to run CARLA from source in order to confirm that? Also, if the map were too big, would I expect the same behavior when using the UE4 version of the map or does the OpenDRIVE map have a larger memory footprint? I can spawn pedestrians on Town05 using the same script modification (targeting OpenDRIVE landmarks for spawn points) without a problem when I'm using the UE4 map.


Some zstd optimizations

I looked at the code because I wanted to check why Chd wasn't Send anymore, saw some potential for optimizations and figured "might as well." 🙂
Saves a copy for both fast_zstd and non-fast_zstd, also saves an allocation for fast_zstd (zstd::stream::read::Decoder::new() called BufReader::with_capacity()).
Seems to be ~3% faster for non-fast_zstd and ~10% faster for fast_zstd when I test it with a Silent Hill CHD on my machine.
I also added a couple of fixes to warnings and stuff, feel free to cherry-pick what you wanna keep.
I'll submit another PR for re-adding Send.

Thanks for this, I hadn't realized Chd wasn't Send anymore with zstd.
If you don't mind, you could add this snippet somewhere to ensure that the crate doesn't compile if someone makes a change to the Send + Sync contract for Chd.
#[allow(dead_code)]
const fn assert_thread_safe<T: Send + Sync>() {}
const _: () = assert_thread_safe::<Chd>();


Update of logging for many scripts

I tried to use script_utils.py for my SBML validation script, but I don't have the python clients for the handle service installed in my environment, and they're not available in the handle_service repository, or so it seems. Can you test trns_validate_KBaseFBA.SBML.py for me?

Hey Sam,
I'll have code in place that you can use to verify most script code changes in the future without needing to do a deployment of the service.  Basically I can make a virtualenv for you with the client libraries installed and all the supporting code for transform.  You'll have a sandbox that you can easily create and destroy and use it to test your changes.  Should make life easier for everyone.  I went ahead and merged your pull in the meantime.
Matt


switch to using new version of avalon toolkit

v1.2 is now released

Can we have avalon automatically link with rdkit or automatically download and compile & install ?

This is resolved. We've been testing with 1.2 for a while


Hi. Is this library can be used as read the register values from RTU through the router?

Yes, modbusIP library, you can use standard Ethernet Shileld, ENC28J60 shield or a ESP8266 as network interface.


Fix Create Root Node dialog expanding in favorites tab

Fixes #56816
Adds a ScrollContainer, changes some size flags, and enables clip_text on favorite node buttons in the Create Root Node dialog in the Scene dock.

If this gets merged I'll make a 3.x version of it.
This is my first time writing C++ and making a pull request so let me know if I made any mistakes and I'll fix them :)

This fixes the problem, although ideally I'd like to see the overall UX improved. But we can do this later.
You should probably amend that commit message though 🙃

What are your ideas for improving the UX? I was originally thinking of moving the favorites to under the preset options, but since I've never written C++ before I decided I'd start small and just do the bug fix for now.
I'll fix the commit message too, I didn't realize it's show up here.

but since I've never written C++ before I decided I'd start small and just do the bug fix for now.

That's okay, that's more than enough :)

I'll fix the commit message too, I didn't realize it's show up here.

But of course, the commit message is going to be reflected in the history forever. The name you gave the PR is perfect for your commit message, use that.

Commit name is fixed now.

Was the check that failed caused by my changes? The error goes though SceneTreeDock::_notification() which I changed, but I can't figure out what part of my changes would have caused the error since it doesn't happen anywhere else.

Yes, the checks are failing because of something in this PR. Since it complains about the nodes being renamed, try setting the name before adding them to their parent.

I changed it to set the node names before adding their parent. I'll need the testing workflows to be run again.

Thanks!


VS Code requires git ssh keys to be named as "id_rsa"

VSCode Version:
Version 1.6.1
Commit 9e4e44c19e393803e2b05fe2323cf4ed7e36880e
Date 2016-10-13T15:43:46.054Z
Shell 1.3.7
Renderer 52.0.2743.82
Node 6.5.0

OS Version: Linux Mint 18

Steps to Reproduce:

Create a ssh-key for github with filename something other than id_rsa (ex: github_key_id_rsa)
Try to push to the remote github repository

VS Code's git push fails with error messages:

Please make sure you have the correct access rights
and the repository exists.
git fetch
Permission denied (publickey).
fatal: Could not read from remote repository.

Push to repo on the command line with git push works. If I rename the key to id_rsa then the push operations work fine

#13680

This issue is still vary much alive. Why was this closed?
My security preference for SSH configurations is to use a different key for my services. One master key isn't very smart. So I'd like to have the option to set a filename of the keys to use in a configuration file or something.

@tr0yspradling It's a duplicate of #13680


Populate default emojis in frequently used more sensible

For more context/background see https://github.com/nextcloud/nextcloud-vue/issues/2360
Before
{
  "+1": 16,
  "grinning": 15,
  "kissing_heart": 14,
  "heart_eyes": 13,
  "laughing": 12,
  "stuck_out_tongue_winking_eye": 11,
  "sweat_smile": 10,
  "joy": 9,
  "scream": 8,
  "disappointed": 7,
  "unamused": 6,
  "weary": 5,
  "sob": 4,
  "sunglasses": 3,
  "heart": 2,
  "poop": 1,
}

After
{
  "+1": 5,
  "grinning": 4,
  "kissing_heart": 4,
  "heart_eyes": 4,
  "laughing": 4,
  "stuck_out_tongue_winking_eye": 3,
  "sweat_smile": 3,
  "joy": 3,
  "scream": 3,
  "disappointed": 2,
  "unamused": 2,
  "weary": 2,
  "sob": 2,
  "sunglasses": 1,
  "heart": 1,
  "poop": 1,
}

It looks good to me, but tests fail for me locally, I'll merge to a branch, nickvergessen/more-sensible-default-populating-of-counters, fix tests and merge to master from there.

Published version 10.1.0.


Link is broken

Hello, the links to the pre-trained models you provided are invalid. Could you please re-upload them? Thank you very much!

Hi @JunsFu0222 ,
thanks for letting me know. Could you please try it agian?

Thank you for your help. I have already downloaded it!
傅俊松
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发件人:                                                                                "yaorong0921/Driver-Intention-Prediction"                                                                                @.>;
发送时间: 2023年10月6日(星期五) 晚上11:21
@.>;
<EMAIL_ADDRESS>主题: Re: [yaorong0921/Driver-Intention-Prediction] Link is broken (Issue #9)
Hi @JunsFu0222 ,
thanks for letting me know. Could you please try it agian?
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Unable to stop delayed non-queued animation

I can't find a way to stop an animation created with queue: false and delay: N (before N expires and the animation actually starts).  velocity('stop', true) works if only one of those is present, but not if both are.  Repro here: http://codepen.io/anon/pen/zvYeML

I think I have the same issue with "Finish", I have X commands queued up
Object {scale: "+=0.1"} Object {duration: 1625, delay: 0, easing: "linear", queue: false}
Object {scale: "-=0.1"} Object {duration: 1625, delay: 1625, easing: "linear", queue: false}
but if I send a finish command, the delayed item still plays... The docs for finish are a bit confusing as it talks about sending a second parameter and finally a second parameter, so I'm not quite sure what I should be sending?

Same here, animations that use the delay parameter are not cleared with stop or finish, as long as the delay hasn't expired.

Queues have been rewritten, delay is now part of an active animation, and not a separate thing


ActiveStorage support

This is a really great gem - thanks for sharing it.
I'm currently using newest version of Rails, which offers ActiveStorage for attaching files.
Is there any recommended way to clone record with deep_cloneable along with its file(s) (has_one_attached or has_many_attached)? That would also involve duplicating the files (on a hosting service like GCP).

Hi,
I haven't used ActiveStorage yet, so I don't know actually. Maybe you could do something similar as the proposed solution for Carrierwave? (https://github.com/moiristo/deep_cloneable#cloning-models-with-files-associated-through-carrierwave). Could you share the solution when you find one, then I'll add it to the readme.

here is a solution:
In Rails 5.2, grab this code and put it in config/initializers/active_storage.rb, then use this code to do a copy:
pirate.deep_clone include: :parrot do |original, kopy|

  if kopy.is_a?(Pirate) && original.avatar.attached?
    ActiveStorage::Downloader.new(original.avatar).download_blob_to_tempfile do |tempfile|
      kopy.avatar.attach({
        io: tempfile,
        filename: original.avatar.blob.filename,
        content_type: original.avatar.blob.content_type
      })
    end
  end

end

source: https://stackoverflow.com/questions/49631530/how-do-i-duplicate-a-file-stored-in-activestorage-in-rails-5-2

Thanks for the info, I'll add a section to the readme for it!

basically there are 2 options, just link to the attached one or really copy it, see https://stackoverflow.com/questions/49631530/how-do-i-duplicate-a-file-stored-in-activestorage-in-rails-5-2


feat(runtime-core): hydration internal flag

Adds an internal hydration flag for created, beforeMount and mounted lifecycles, removes after the mounted. Closes #1723

Wondering if this is still relevant as there seems to be no one else raising similar needs. I'm removing this from 3.2 for now since I think we may have better consistency exposing isSSR and isHydrating via global callable methods, as part of 3.3 (which will focus on SSR).

I am strongly relying on hydration detection and forced rehydration mechanism up to this day in Vue 2. The implementation doesn't really matter that much to me, its more important that I can have a reliable way to detect a hydration in Vue 3. Looking forward for Vue 3.3!

We use this in vuetify as well.


Specify the source of benchmarks in README files

Do we need to clarify the source of benchmarks?  A benchmark may derive from other benchmarks or relate to interesting problems.
Also, we can have a brief summary of the whole benchmarks, including the supported languages and platforms.   Take a look at benchmark games.

Yes we should. How do you suggest we do  it? In the Ostrich v1, we had README files. I removed them to put the description mentioning the source in the benchmark.json file. But maybe I should put them back? What do you think?

Right, I have found the description in each benchmark.json.  However, the description of benchmarks does not show the origin of benchmarks.  Sometimes, it is not nothing from nothing.  If one benchmark (maybe only C code) is influenced by other benchmarks, we should acknowledge their contribution somewhere (i.e. README files).  We can leave the work at the end after we complete the benchmarks.

Ok, then let's add README files with acknowledgement from the source. I'll do it onward for the new benchmarks and add it to the olds.

All the benchmarks now have README files explicitly mentioning the source of the benchmarks. I'll make sure the others do too.

That's good.  Thanks.

Done for all benchmarks that required it.


Using in production version

Does it take a so significant resource or else that persuade us to remove it in the server and production version of our Laravel application?

Because it is useless in production. Why you need a IDE helper on production server ?

It's time consuming to remove it, and if we don't consider it, syncing with server is so easier, but with it, syncing is mmm shit!

One can simply add the file path to .gitignore and done.

The file itself does nothing, it's just a file that your ide indexes. It's not loaded.
You service provider is just loading a few commands, so almost no impact.

yeah, the created file _id_helper.php is fine and I'm talking about the service, so it's a only few commands you say, no problem, do confirm again?

It's not a big problem. The service provider should be deferred so only loaded when actually called.

Oh, so it seems good, thanks a lot.


[SPARK-10592] [ML] [PySpark] Deprecate weights and use coefficients instead in ML models

Deprecated in LogisticRegression and LinearRegression

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You can trace all weights calls in an IDE. For example, I found this: /Users/meng/src/spark/mllib/src/main/scala/org/apache/spark/ml/r/SparkRWrappers.scala:54.

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Thanks! It seems like I missed some. I will trace and keep on deprecation.

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test this please

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didn't deprecate weights under spark/ml related to weights in Layer.scala. cause I think weights do mean weight in spark/ml/ann/Layer.scala

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LGTM except one minor issue. @dbtsai Do you have time to make another pass?

This looks good to me, but I wonder if changing from val weights into def weights: Vector = coefficients will cause any binary compatibility issue.

No, that is a compatible change.

Thanks. Merged into master.

@dbtsai The comment on  LogisticRegressionAggregator is not addressed yet. Could you send a PR to fix it?

Thanks @mengxr @dbtsai !

Hi Kai
I am trying to build a learning model in Spark 1.6 and I think I am hitting a bug related to this deprecation.
This is our sample usecase.
Creating a learning model:
tokenizer = Tokenizer(inputCol=, outputCol=)
hashingTF = HashingTF(inputCol=tokenizer.getOutputCol(), outputCol=)
lr = LogisticRegression(maxIter=10, regParam=0.01)
pipeline = Pipeline(stages=[tokenizer, hashingTF, lr])
model = pipeline.fit(labeledData)
Creating a DF:
testData=sc.textFile('').map()
testDf = sqlContext.createDataFrame(testData, schema).where()
Evaluate a target Dataset by calling Model.Transform:
predictionsDf = model.transform(testDf)
I am calling the transform function. The transform is in turn referring to weights which seems to be deprecated.  I am getting the below Warning.
Warning:
/usr/lib/spark/python/pyspark/ml/classification.py:207: UserWarning: weights is deprecated. Use coefficients instead.
warnings.warn("weights is deprecated. Use coefficients instead.")

@bharath-official Try to use coefficients instead. This is warning information. Did you get error message?

@vectorijk  Yes you are right Kai it is a warning that is thrown and not an error. The function also seems to work as expected. Since this use case gets showcased in one of our user documentation, I wanted to keep it clean by eliminating the warnings too. When you say use coefficients instead, Sorry I didnt get the context. My understanding was that, the transform function that I am calling on model in turn uses weights and thus this cant be fixed from the callers side. Correct me if I am wrong.

@bharath-official You're right.
Aha. Like you said, it should work fine if this warning message just shows during the process of calling model.

@vectorijk  Yes you are right. It works fine but throws a warning which I am trying to avoid. Would it make sense if I go ahead and look at the transform code in Spark and change weights to coefficients and send you a PR?

@bharath-official I don't think it's really necessary because it was changed in Spark 2.0

@vectorijk Oh great then! That makes sense. Thanks for your inputs Kai.


DF-1643: Hard Code Contacts

Display hard coded contact information :
Changes

Updates ' contact-us/_vars-contact-us.html' file to add hard coded data.
Updates 'contact-us/submit-a-complaint.html' file to display hard coded data.

Review

@jimmynotjim
@anselmbradford

Preview

LTGM :+1:

Our mailing address remains 1700 G Street NW.

WP content will also need to be updated to remove "Administrative offices" and "Consumer contact center" in the expandables area on the left:

Not sure if that's a FEWD or Content Team task (cc @jameshupp), but a new task should be created for it if DF-1643 is closed without the content update part.

@Scotchester , please review when you get a chance.

:+1: from me. I wonder if we do need to have the current office address somewhere though... @jameshupp?


How to create a local demo environment?

Hello!
What should i do to create a local demo environment?
Could you please give a basic guidance?
Thanks!

Added a link to the 2.x overview which covers getting started...


Perhaps ... we should allow scripts to be signed so that an OS Administrator can lock down the machine.

Java script and Powershell have a notion of signed scripts that can be run in a locked-down mode.  For security conscious individuals fsi gives the possibility of downloading the scripting engine and scripts, giving access to a wide range of functionality that an administrator may want to disable.

Closing suggestion - please add to fslang suggestions?


Community-Submitted Votes on Main net

We need to allow the community to submit proposals on main net:
Qualifications:

100 bnUSD fee
At least 0.1% of total BALN

Note: Remove the "minimum" of 5 days and make 5 days the requirement for voting period.

Noticed this. Should I exchange the minimum vote duration to a set vote duration? I assume this set vote duration should also be a settable gov parameter?

Correct @Skyvell

minimum duration should just be a set duration
yes, make duration settable as a gov parameter

Alright, will do.

cancelVote - owner & EOA that submitted the vote available
activateVote -  remove this entirely

Hopefully on main net 1 week from today

I see some problems with this Scott. I don't think it makes sense to keep only one of them. As it is now cancelVote can only cancel pendning votes, but if we remove activateVote, a vote needs to be activated in the definition process. The result is that the proposer can cancel a vote midvote. E.g. if the vote is on the verge of failing it could just be canceled and proposer gets refunded.

I kept both both for now. I'll write some more tests for the changes I just made then pass it on to a review. I think it's comming together now.

Hmm, I also think there is some merit to having this period between definition and activation. A user might want to get input from someone else to make sure everything is defined correctly before it's activated.


explicitly define the config file in the volume mount so the file is i…

…n the container, Here is the error I was getting in the configurer consol logs:
time="2019-05-14T23:56:41Z" level=fatal msg="error executing vault config template: template: no template \"/config/vault-configurer/vault-config.yml\" associated with template \"vault-config-file\""

looks like a local issue.


How to perform searches

Hi guys so I have a search setup with this rule:
    /**
     * @return array|\string[][]|null
     */
    public function buildHighlightPayload()
    {
        return [
            'fields' => [
                'external_case_ref' => [
                    'type' => 'plain'
                ]
            ]
        ];
    }

    /**
     * @return array|\array[][]|\string[][]
     */
    public function buildQueryPayload()
    {
        return [
            'must' => [
                'match' => [
                    'external_case_ref' => $this->builder->query
                ]
            ]
        ];
    }

the search is used like Cases::search($string)->rule(ExternalCaseRefRule::class)->get();
The only problem is, it is only matching cases when the case ref fully matches, and what I want to achieve is, if you put full case ref find the result and if i put partial case ref also find some results. Without that rule, the partial results work but when I put the full case ref it still doesn't find the proper case instead returns random cases where the characters matched it. Any ideas?

As an example I do Cases::search('multi')->rule(ExternalCaseRef::class)->get() and I get below with caseref fuga how come?
[
    {
        "id": 1,
        "title": "Nobis omnis quia sequi ducimus similique et.",
        "case_type": "facilis",
        "owner"<EMAIL_ADDRESS>        "organisation_id": 1,
        "external_case_ref": "fuga",
        "first_visited_at": null,
        "created_at": "2020-08-04T10:23:53.000000Z",
        "updated_at": "2020-08-04T10:23:53.000000Z",
        "reply_to"<EMAIL_ADDRESS>    },
    {
        "id": 2,
        "title": "House Purchase",
        "case_type": "PI",
        "owner"<EMAIL_ADDRESS>        "organisation_id": 1,
        "external_case_ref": "multitest",
        "first_visited_at": null,
        "created_at": "2020-08-04T10:31:45.000000Z",
        "updated_at": "2020-08-04T10:31:45.000000Z",
        "reply_to"<EMAIL_ADDRESS>    },
    {
        "id": 3,
        "title": "Nobis omnis quia sequi ducimus similique et.",
        "case_type": "facilis",
        "owner"<EMAIL_ADDRESS>        "organisation_id": 1,
        "external_case_ref": "fug",
        "first_visited_at": null,
        "created_at": "2020-08-04T10:23:53.000000Z",
        "updated_at": "2020-08-04T10:23:53.000000Z",
        "reply_to"<EMAIL_ADDRESS>    }
]


Mac plugin build with GitHub action

playing around macOS GitHub actions

closing to be reopened in some other form


Update scalafmt-core to 3.0.8

Updates org.scalameta:scalafmt-core from 3.0.7 to 3.0.8.
GitHub Release Notes - Version Diff
I'll automatically update this PR to resolve conflicts as long as you don't change it yourself.
If you'd like to skip this version, you can just close this PR. If you have any feedback, just mention me in the comments below.
Configure Scala Steward for your repository with a .scala-steward.conf file.
Have a fantastic day writing Scala!

Ignore future updates
Add this to your .scala-steward.conf file to ignore future updates of this dependency:
updates.ignore = [ { groupId = "org.scalameta", artifactId = "scalafmt-core" } ]

labels: library-update, early-semver-patch, semver-spec-patch

Codecov Report

Merging #578 (047852f) into master (7115d27) will not change coverage.
The diff coverage is 50.00%.

@@           Coverage Diff           @@
##           master     #578   +/-   ##
=======================================
  Coverage   62.54%   62.54%
=======================================
  Files          39       39
  Lines        1303     1303
  Branches        7        7
=======================================
  Hits          815      815
  Misses        488      488

Impacted Files
Coverage Δ

core/src/main/scala/laserdisc/laserdisc.scala
63.88% <ø> (ø)

core/src/main/scala/laserdisc/protocol/KeyP.scala
87.20% <ø> (ø)

...e/src/main/scala/laserdisc/protocol/PublishP.scala
0.00% <ø> (ø)

...re/src/main/scala/laserdisc/protocol/ServerP.scala
25.00% <ø> (ø)

...re/src/main/scala/laserdisc/protocol/StringP.scala
5.17% <ø> (ø)

...c/main/scala/laserdisc/protocol/TransactionP.scala
50.00% <ø> (ø)

fs2/src/main/scala/laserdisc/fs2/RedisClient.scala
72.72% <50.00%> (ø)

Continue to review full report at Codecov.

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[BUG] Custom modules containing only static text fail to render

The latest package update on Arch Linux (Waybar v0.6.7 - Installed 2019-06-01) seems to have broken this feature. The bug affects any module without an "exec" field that produces a detectable output. For example, see the following three modules:
    "custom/test1": {
        "format": "test1"
    },
    "custom/test2": {
        "format": "{}",
	"exec": "echo test2",
	"interval": "once"
    },
    "custom/test3": {
       "format": "{}test3",
	"exec": "echo",
	"interval": "once"
    }

Test1, which is what I've been using for static bar elements (powerline arrows, for example), now fails to render. Test2 renders as expected. As an experiment, I created Test3 with a no-op command (echo without any arguments, in this case) to see how that impacted things. Since this command produces no output, it appears that Waybar simply ignores it and fails to render the module.

Fixed with 9dbf057f58e4d5aa2ae7f1725e6d6f3af89dc744


[Active directory] Use active_directory for entry_points console_scripts

This PR fixes #1368. The active_directory setup.py was using the ntp console_scripts for the entry point.

Thanks @masci I'll push the change in a moment


Title: ADD Ball in a Maze Game

Which pre-existing JavaScript project will you be working on?
I will be adding a game known as ball in a maze , which is a very interesting game.
Describe your enhancement/improvement
The game addition will be making this project one step close towards the best pool of gaming projects . Ball in a maze is a very intersting and innovative game in which one needs to make the ball cross the maze and in its way the ball needs to be protected from the holes.
Anything you need to say to the Reviewers
No response
Add any other context or relevant screenshots about the enhancement here.
No response

@Nikhil11200 Thank you for providing your insight but it is not required as of now


Added Open Window Search Plugin

Quickly switch to an open window.
Features

Quickly search and switch between open windows
Displays window titles and application names in search results
Extracts and caches window icons for a visually rich experience
Supports minimized and maximized windows

What's the difference between this and WindowsWalker?


hello world

Welcome to Codecov :tada:
Once merged to your default branch, Codecov will compare your coverage reports and display the results in this comment.
Thanks for integrating Codecov - We've got you covered :open_umbrella:

Codecov Report
Test Failures Detected: Due to failing tests, we cannot provide coverage reports at this time.
:x: Failed Test Results:
Completed 48 tests with 12 failed, 36 passed and 0 skipped.
View the full list of failed tests

File path
Failure message

pytest::api.temp.calculator.test_calculator::test_divide
def test_divide():>       assert Calculator.divide(1, 2) == 0.5E       assert 1.0 == 0.5E        +  where 1.0 = <function Calculator.divide at 0x104c9eb90>(1, 2)E        +    where <function Calculator.divide at 0x104c9eb90> = Calculator.divideapi/temp/calculator/test_calculator.py:30: AssertionError