Examples for other kernels

It would be nice to have examples for how to use parameterization using other kernels such as PowerShell and T-SQL. I know there are videos for PowerShell but there doesn't seem to be anything on how to do it in T-SQL.
This video mentions that parameterization is possible with T-SQL but I tried using the DECLARE syntax in a parameter cell then referring to that parameter in another cell and it did not work.
Parameter cell
DECLARE @find VARCHAR(30);

SET @find = 'A59Y11001';

Normal cell
SELECT *
FROM table
WHERE column = @find

Error: Must declare the scalar variable "@find".

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

ID: 7ede83e7-365f-1c75-66a3-f204e71bcf4d
Version Independent ID: dc93ca4e-f83f-dec0-634b-ee0d8c7220e7
Content: Parameterization of Notebooks in Azure Data Studio - Azure Data Studio
Content Source: docs/azure-data-studio/notebooks/notebooks-parameterization.md
Product: azure-data-studio
Technology: azure-data-studio
GitHub Login: @VasuBhog
Microsoft Alias: vabhog

@BeigeBadger -- Matt, thank you for your feedback.  Please consider these resources:

SQL Server on Microsoft Q&A
DBA Stack Exchange
Stack Overflow

@VasuBhog -- Vasu, please look into this issue.

Hi @BeigeBadger, we will be updating our documentation regarding which kernels currently work and the new parameterization methods we have been working on. Currently, there is still an issue when passing parameters from one cell to the next for T-SQL and that is something we plan on looking at soon. Python, Spark kernels, PowerShell, and .Net Kernels all work with parameterization properly.

Awesome, thanks @VasuBhog!

We will now proceed to close this thread. If there are further questions regarding this matter, please tag me in your reply. We will gladly continue the discussion, and we will reopen the issue. To see what the community is wanting, please visit Azure Data Studio repo(https://github.com/microsoft/azuredatastudio)


SyntaxError in main line 218

Attempting to use ordered set from main, it fails with a SyntaxError and fails to install.
 ~ 🐚 pip-run git+https://github.com/rspeer/ordered-set -- -c "import ordered_set"
  error: subprocess-exited-with-error

  × Getting requirements to build wheel did not run successfully.
  │ exit code: 1
  ╰─> [21 lines of output]
      Traceback (most recent call last):
        File "/Users/jaraco/.local/pip-run/pip/_vendor/pyproject_hooks/_in_process/_in_process.py", line 353, in <module>
          main()
          ~~~~^^
        File "/Users/jaraco/.local/pip-run/pip/_vendor/pyproject_hooks/_in_process/_in_process.py", line 335, in main
          json_out['return_val'] = hook(**hook_input['kwargs'])
                                   ~~~~^^^^^^^^^^^^^^^^^^^^^^^^
        File "/Users/jaraco/.local/pip-run/pip/_vendor/pyproject_hooks/_in_process/_in_process.py", line 118, in get_requires_for_build_wheel
          return hook(config_settings)
        File "/private/var/folders/f2/2plv6q2n7l932m2x004jlw340000gn/T/pip-build-env-ys6j54g6/overlay/lib/python3.13/site-packages/flit_core/buildapi.py", line 32, in get_requires_for_build_wheel
          docstring, version = get_docstring_and_version_via_ast(module)
                               ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^
        File "/private/var/folders/f2/2plv6q2n7l932m2x004jlw340000gn/T/pip-build-env-ys6j54g6/overlay/lib/python3.13/site-packages/flit_core/common.py", line 149, in get_docstring_and_version_via_ast
          node = ast.parse(f.read())
        File "/opt/python/lib/python3.13/ast.py", line 54, in parse
          return compile(source, filename, mode, flags,
                         _feature_version=feature_version, optimize=optimize)
        File "<unknown>", line 218
          raise ValueError(f"Argument needs to be an iterable, got {type(sequence}")
                                                                                ^
      SyntaxError: closing parenthesis '}' does not match opening parenthesis '('
      [end of output]

  note: This error originates from a subprocess, and is likely not a problem with pip.
error: subprocess-exited-with-error

× Getting requirements to build wheel did not run successfully.
│ exit code: 1
╰─> See above for output.

note: This error originates from a subprocess, and is likely not a problem with pip.

Oh, god. This issue was reported and patched in #90, but the patch has gone unreviewed. :(

This is now fixed.


Added version in frontend

I have added version from package.json in frontend.
Demo of made change:
https://github.com/andreas-bauer/visual-test-review/assets/78720027/08402e09-ee4f-47b8-ba63-6ee88c80d5fd
Major Change:
I have change the file type of next.config from .mjs to .cjs, because:

Need to use require for getting package.json as json file.
Tried using import but have to use assert {type:"json"}, which is causing an experimentalWarning and might create an issue in the future.

@Sanyam-jain30 There is a bigger problem caused by the renaming of mjs to cjs.
The build fails now because it ignores the output: 'export' setting and doesn't produce a static build in the out folder.
Can you switch it back to mjs even if the experimentalWarning will appear.

Okay sure,
I will raise a new pull request with .mjs.
Sorry for the inconvenience.

Please run
npm run format:fix

Thank you very much @andreas-bauer.
I have made many mistakes but I am glad that you have helped me a lot.


Update C# to the new C core auth API

Addresses C# portion of https://github.com/grpc/grpc/pull/3765.

LGTM. Thanks much!


American Girls Dress Designer support?

Been trying to get this game to upscale for higher-resolution displays. I know the game uses DirectDraw as I can hook to it, but for some reason it doesn't seem to be doing anything at all.
cnc-ddraw-1.log

My log looks a bit different compared to yours, in mine it's actually using DirectDraw.
Problem is, the game runs in a window and not in fullscreen (that's usually not supported by cnc-ddraw) - But I added a little hack to trick it into fullscreen (this may or may not work - more testing is required)
cnc-ddraw1.zip

Yes I tried it. And yes, I got that fake-fullscreen by default too. The game runs in 640x480 in the center of the screen. With the build i posted above it does go into proper fullscreen without white bars around it.
For any reason in your log the game didn't use DirectDraw, so that would explain why it doesn't work for you. Not sure why that is, for me it worked out of the box, no changes required.
Did you change any settings?

Yes I tried it. And yes, I got that fake-fullscreen by default too. The game runs in 640x480 in the center of the screen. With the build i posted above it does go into proper fullscreen without white bars around it.
For any reason in your log the game didn't use DirectDraw, so that would explain why it doesn't work for you. Not sure why that is, for me it worked out of the box, no changes required.
Did you change any settings?

What I did was change fsenabled in Dress Designer.ini to 0.

Ah cool, thanks.
I guess the reason why it may work for me is that i'm testing it on windows 7 VM currently. I'll have to try on Windows 10/11 to see if there is any difference.
Problem is the game will not upscale though - So it may not be worth the effort. Fullscreen without white bars is working, just no upscaling (cursor is glitching with upscaling enabled).
Maybe it's better you try a different wrapper that supports windowed games like DxWnd: https://sourceforge.net/projects/dxwnd/

Ah cool, thanks.
I guess the reason why it may work for me is that i'm testing it on windows 7 VM currently. I'll have to try on Windows 10/11 to see if there is any difference.
Problem is the game will not upscale though - So it may not be worth the effort. Fullscreen without white bars is working, just no upscaling (cursor is glitching with upscaling enabled).
Maybe it's better you try a different wrapper that supports windowed games like DxWnd: https://sourceforge.net/projects/dxwnd/

Yea that could be the case. May I have a screenshot of the game with upscaling enabled?

Here's a video, first regular fullscreen and then with upscaling enabled
https://github.com/FunkyFr3sh/cnc-ddraw/assets/8355237/2c223c42-393b-4149-b988-2f1cb912f8ec

Here's a video, first regular fullscreen and then with upscaling enabled
2024-05-22.12-12-31.mp4

I see. Upscaling works in Windows 7 but for some reason this does not extend to the clickable regions as they still assume the old resolution rather than scale to the current resolution. I tried DXWnd but it's giving me a Quicktime error whenever I try to set a higher resolution.

Yes, I think there are multiple windows layered on top of each other and the topmost one handles the input.
Upscaling probably works on any version of windows, It just doesn't use DirectDraw in your case (not sure yet why, maybe needs the winmm proxy from the proxy-dlls.zip?)

Proxy-dlls? Where can I get that one?
And I managed to sort of upscale it in DXWnd, but the main surface retains its old resolution while the bounding boxes for input does somehow scale up to the resolution I chose.

Yes, I think there are multiple windows layered on top of each other and the topmost one handles the input.
Upscaling probably works on any version of windows, It just doesn't use DirectDraw in your case (not sure yet why, maybe needs the winmm proxy from the proxy-dlls.zip?)

Proxy-dlls? Where can I get that one?

It's on the release page next to cnc-ddraw.zip - You can use the one from hooligans/atrox/chaos gate (they're all the same).  This dll just helps to inject cnc-ddraw a bit earlier which then in turn allows it to hook the needed functions so it can be loaded via COM (not sure if htat's actually the case here, but worth a try)

~And I managed to sort of upscale it in DXWnd, but the main surface retains its old resolution while the bounding boxes for input does somehow scale up to the resolution I chose.~ Actually no, the bounding box is still the same, albeit at the center of the screen. There seems to be some weird hackery going on with how the game was bound to run at 640x480. :/

Ah - Yeah, it seems to be a problematic game

Yes, I think there are multiple windows layered on top of each other and the topmost one handles the input.
Upscaling probably works on any version of windows, It just doesn't use DirectDraw in your case (not sure yet why, maybe needs the winmm proxy from the proxy-dlls.zip?)

Proxy-dlls? Where can I get that one?

It's on the release page next to cnc-ddraw.zip - You can use the one from hooligans/atrox/chaos gate (they're all the same). This dll just helps to inject cnc-ddraw a bit earlier which then in turn allows it to hook the needed functions so it can be loaded via COM (not sure if htat's actually the case here, but worth a try)

~And I managed to sort of upscale it in DXWnd, but the main surface retains its old resolution while the bounding boxes for input does somehow scale up to the resolution I chose.~ Actually no, the bounding box is still the same, albeit at the center of the screen. There seems to be some weird hackery going on with how the game was bound to run at 640x480. :/

Ah - Yeah, it seems to be a problematic game

I also tried the winmm.dll hook to no avail, regardless of version included in the proxy-dlls zip. Some further investigation on this game is certainly needed.

@huckleberrypie, you could try the game with dxwrapper.  It supports windowed mode for most games.  Just extract these files into the game folder, overwriting the existing ddraw.dll:  dxwrapper.zip

@huckleberrypie, you could try the game with dxwrapper. It supports windowed mode for most games. Just extract these files into the game folder, overwriting the existing ddraw.dll: dxwrapper.zip

Can it properly handle upscaling?

Just installed the game on windows 10 and it's working there too (it'S using DirectDraw)
used this version here for testing: https://archive.org/details/ag-dress-designer

@huckleberrypie got it upscaled with working cursor
https://github.com/FunkyFr3sh/cnc-ddraw/assets/8355237/94aa5560-9e41-4c95-91b3-1796922b7864
But it's just a hack on top of a hack on top of a hack!
In case you figure out what's different with your game installation compared to mine (AKA non working DirectDraw...), here's how you can use it

Game must be set to fullscreen
use the following cnc-ddraw with its settings ini: cnc-ddraw-dress-designer.zip
start the game, then maximize with [Alt] + [Page Down]

I'm going to stop messing around with this now because this is not something that supposed to be working with cnc-ddraw lol - Maybe this is good enough for playing at least (Will not add the game to the supported games list)

@huckleberrypie got it upscaled with working cursor
2024-05-23.03-36-14.mp4
But it's just a hack on top of a hack on top of a hack!
In case you figure out what's different with your game installation compared to mine (AKA non working DirectDraw...), here's how you can use it
1. Game must be set to fullscreen

2. use the following cnc-ddraw with its settings ini: [cnc-ddraw-dress-designer.zip](https://github.com/FunkyFr3sh/cnc-ddraw/files/15410533/cnc-ddraw-dress-designer.zip)

3. start the game, then switch to borderless with [Alt] + [Enter]

I'm going to stop messing around with this now because this is not something that supposed to be working with cnc-ddraw lol - Maybe this is good enough for playing at least (Will not add the game to the supported games list)

OK, I tried it on the ISO you linked earlier. idfk why ddraw isn't initialising on my end even when you managed to get it to work on Windows 10.

The needed call to DirectDrawCreate comes from "QuickTime_qts". So maybe something didn't install properly or you got the wrong version? OR maybe a setting is wrong? Not sure really, not an expert with these QuickTime libraries.
You got a screenshot of the issues?
I created a new branch now with my test code: https://github.com/FunkyFr3sh/cnc-ddraw/tree/dress-designer
Here's also a slightly newer build where it goes automatically into borderless mode + it also supports regualr fullscreen cnc-ddraw-dress-designer.zip

The needed call to DirectDrawCreate comes from "QuickTime_qts". So maybe something didn't install properly or you got the wrong version? OR maybe a setting is wrong? Not sure really, not an expert with these QuickTime libraries.
You got a screenshot of the issues?
I created a new branch now with my test code: https://github.com/FunkyFr3sh/cnc-ddraw/tree/dress-designer
Here's also a slightly newer build where it goes automatically into borderless mode + it also supports regualr fullscreen cnc-ddraw-dress-designer.zip

I am using QT Lite 4.1.0 (QuickTime 7.6.9) as most other QuickTime/QT Lite versions tend to mess up the game's rendering.

I got the one that came with the game

I got the one that came with the game

I see. The problem with that is it goes bonkers with newer versions of Windows hence why I had to use a newer build.

@huckleberrypie, you could try the game with dxwrapper. It supports windowed mode for most games. Just extract these files into the game folder, overwriting the existing ddraw.dll: dxwrapper.zip

Just curious, how do you handle such windowed games? cnc-ddraw doesn't support windowed mode (and I don't plan to add full support for either), but I was just wondering, how do you even get the HWND that you need to pass to d3d9 createDevice? HWND is NULL in this case in the IDirectDraw__SetCooperativeLevel call (that's never the case in fullscreen games)

@FunkyFr3sh, I never had any problem getting the HWND from SetCooperativeLevel() even in windowed mode games.  As far as I know, even in windowed mode they still need to send in a HWND to tell DirectDraw where to draw to.  I am not sure what cases the game would send in a nullptr for HWND. I have not seen any cases where a windowed mode game didn't send in an HWND.
The biggest issue with windowed mode games in DirectDraw is that the primary surface (and backbuffers) cover the whole desktop and the game draws to the location on the surface where the window client rect is located.  So as the user moves the window around, the location of where the game writes to moves.  I suppose you could try and trick the game into thinking that the window is always at the upper left hand corner of the desktop, but I opted to actual figure out where the window was and use the surface data from that location of the primary surface.

@FunkyFr3sh, I never had any problem getting the HWND from SetCooperativeLevel() even in windowed mode games. As far as I know, even in windowed mode they still need to send in a HWND to tell DirectDraw where to draw to. I am not sure what cases the game would send in a nullptr for HWND. I have not seen any cases where a windowed mode game didn't send in an HWND.

Oh, that's weird. I've seen it in a few windowed games already. Here is how it looks like in this game
[1376] 03:31:39.081 -> DirectDrawEnumerateExA(lpCallback=6686D4B0, lpContext=0012F25C, dwFlags=1)
[1376] 03:31:39.081 <- DirectDrawEnumerateExA
[1376] 03:31:39.081 -> DirectDrawCreate(lpGUID=00000000, lplpDD=0012F398, pUnkOuter=00000000)
[1376] 03:31:39.081      proc_affinity=00000001, system_affinity=00000003
[1376] 03:31:39.088      GUID = 6C14DB80 (IID_IDirectDraw), ddraw = 001F66B0
[1376] 03:31:39.089 -> IDirectDraw__AddRef(This=001F66B0)
[1376] 03:31:39.089 <- IDirectDraw__AddRef(This ref=1, global ref=1)
[1376] 03:31:39.089 <- DirectDrawCreate
[1376] 03:31:39.089 -> IDirectDraw__SetCooperativeLevel(This=001F66B0, hwnd=00000000, dwFlags=0x00000008)

The biggest issue with windowed mode games in DirectDraw is that the primary surface (and backbuffers) cover the whole desktop and the game draws to the location on the surface where the window client rect is located. So as the user moves the window around, the location where the game writes to moves. I suppose you could try and trick the game into thinking that the window is always at the upper left hand corner of the desktop, but I opted to actual figure out where the window was and use the surface data from that location of the primary surface.

Yeah, you done it the right way I think. If you put it to the top left your window will not be resizeable, so it's not a good solution.

Oh, that's weird. I've seen it in a few windowed games already. Here is how it looks like in this game

Some games may send a SetCooperativeLevel() with a nullptr at first and then later send one with the correct HWND.  But as far as I know, even DirectDraw needs to know which HWND to draw to.  Games should always eventually send the HWND before actually drawing anything to the screen.  Otherwise even DirectDraw will not know what window to draw to.  If you never see a SetCooperativeLevel() with a valid HWND then it could be that the game is in an error mode and did not see the right data in some previous function's return value or one of the caps, or something like that.
I don't have the setup to test out a QuickTime game right now.  But if you have an example of a non-QuickTime game with this issue let me know.

Oh, that's weird. I've seen it in a few windowed games already. Here is how it looks like in this game

Some games may send a SetCooperativeLevel() with a nullptr at first and then later send one with the correct HWND. But as far as I know, even DirectDraw needs to know which HWND to draw to. Games should always eventually send the HWND before actually drawing anything to the screen. Otherwise even DirectDraw will not know what window to draw to. If you never see a SetCooperativeLevel() with a valid HWND then it could be that the game is in an error mode and did not see the right data in some previous function's return value or one of the caps, or something like that.
I don't have the setup to test out a QuickTime game right now. But if you have an example of a non-QuickTime game with this issue let me know.

I checked with a debugger and it does actually pass NULL on purpsoe there (it's not a uninitialized var or something similiar).
TBH, I think DirectDraw didn't need the HWND in windowed mode, because there was no DWM back then
This game here can be used for testing too http://www.winbolo.com/downloads.php - but this is a bit more complicated to test run though

I think DirectDraw didn't need the HWND in windowed mode, because there was no DWM back then
This game here can be used for testing too http://www.winbolo.com/downloads.php - but this is a bit more complicated to test run though

I checked out WinBolo, and the game indeed calls SetCooperativeLevel() with a nullptr, even with the native DirectDraw.  In this case the game does call IDirectDrawClipper::SetHWnd() and I can use that to get the HWND.  But I tested on native DirectDraw and it works even if I block that call from getting to DirectDraw.  I guess if DirectDraw is not given a HWND then it just uses the main window, which you can get by calling EnumWindows().
I put a fix in to dxwrapper for this game.  Basically, I use the clipper of the primary surface if it is available and if not I use the main window.  I had some code already to detect the main window but had to update it a bit since this game's main window is not visible at the beginning.  So it should work similar to DirectDraw, unless there is a problem with the code I use to get the main window.    But I am not sure how many games use a nullptr for SetCooperativeLevel() and don't have a clipper for the primary surface.
Here is a build that should work with WinBolo:  dxwrapper.zip

I think DirectDraw didn't need the HWND in windowed mode, because there was no DWM back then
This game here can be used for testing too http://www.winbolo.com/downloads.php - but this is a bit more complicated to test run though

I checked out WinBolo, and the game indeed calls SetCooperativeLevel() with a nullptr, even with the native DirectDraw. In this case the game does call IDirectDrawClipper::SetHWnd() and I can use that to get the HWND. But I tested on native DirectDraw and it works even if I block that call from getting to DirectDraw. I guess if DirectDraw is not given a HWND then it just uses the main window, which you can get by calling EnumWindows().
I put a fix in to dxwrapper for this game. Basically, I use the clipper of the primary surface if it is available and if not I use the main window. I had some code already to detect the main window but had to update it a bit since this game's main window is not visible at the beginning. So it should work similar to DirectDraw, unless there is a problem with the code I use to get the main window. But I am not sure how many games use a nullptr for SetCooperativeLevel() and don't have a clipper for the primary surface.
Here is a build that should work with WinBolo: dxwrapper.zip

Cool, I'll try it out!
BTW this game here does pass NULL, does not use a clipper and does create multiple windows! I'm using EnumThreadWindows, which ended up selecting the wrong window (that's why the cursor didn't work in my earlier tests!) - I do not have a solution for this game, I just manually picked window 2 lol

Here is some simple code to get the main window.  I tested this and it works for WinBolo.
// Function prototype
BOOL CALLBACK EnumWindowsProc(HWND hwnd, LPARAM lParam);

struct EnumData
{
	DWORD processId;
	HWND hWnd;
};

// Function to check if a window is a potential main application window
bool IsMainApplicationWindow(HWND hwnd)
{
	// Check if the window has a caption (to avoid tool windows and other non-main windows)
	LONG style = GetWindowLong(hwnd, GWL_STYLE);
	if ((style & WS_CAPTION) == 0)
	{
		return false;
	}

	// Check if the window is not a child window
	if (GetWindowLong(hwnd, GWL_HWNDPARENT) != 0)
	{
		return false;
	}

	// Check if the window has a significant title
	TCHAR title[256];
	GetWindowText(hwnd, title, sizeof(title) / sizeof(TCHAR));
	if (_tcslen(title) == 0)
	{
		return false;
	}

	return true;
}

// Function to enumerate windows and find the one matching the process ID
BOOL CALLBACK EnumWindowsProc(HWND hwnd, LPARAM lParam)
{
	EnumData& data = *(EnumData*)lParam;
	DWORD windowProcessId;
	GetWindowThreadProcessId(hwnd, &windowProcessId);
	if (data.processId == windowProcessId && IsMainApplicationWindow(hwnd))
	{
		data.hWnd = hwnd;
		// Check if the window is visible
		if (IsWindowVisible(hwnd))
		{
			return FALSE; // Stop enumeration once we find a match
		}
	}
	return TRUE; // Continue enumeration
}

// Function to get the main window handle of the current process
HWND GetMainWindowHandle()
{
	EnumData data = { 0 };
	data.processId = GetCurrentProcessId();
	data.hWnd = nullptr;
	EnumWindows(EnumWindowsProc, (LPARAM)&data);
	return data.hWnd;
}

Here is some simple code to get the main window. I tested this and it works for WinBolo.
// Function prototype
BOOL CALLBACK EnumWindowsProc(HWND hwnd, LPARAM lParam);

struct EnumData
{
	DWORD processId;
	HWND hWnd;
};

// Function to check if a window is a potential main application window
bool IsMainApplicationWindow(HWND hwnd)
{
	// Check if the window has a caption (to avoid tool windows and other non-main windows)
	LONG style = GetWindowLong(hwnd, GWL_STYLE);
	if ((style & WS_CAPTION) == 0)
	{
		return false;
	}

	// Check if the window is not a child window
	if (GetWindowLong(hwnd, GWL_HWNDPARENT) != 0)
	{
		return false;
	}

	// Check if the window has a significant title
	TCHAR title[256];
	GetWindowText(hwnd, title, sizeof(title) / sizeof(TCHAR));
	if (_tcslen(title) == 0)
	{
		return false;
	}

	return true;
}

// Function to enumerate windows and find the one matching the process ID
BOOL CALLBACK EnumWindowsProc(HWND hwnd, LPARAM lParam)
{
	EnumData& data = *(EnumData*)lParam;
	DWORD windowProcessId;
	GetWindowThreadProcessId(hwnd, &windowProcessId);
	if (data.processId == windowProcessId && IsMainApplicationWindow(hwnd))
	{
		data.hWnd = hwnd;
		// Check if the window is visible
		if (IsWindowVisible(hwnd))
		{
			return FALSE; // Stop enumeration once we find a match
		}
	}
	return TRUE; // Continue enumeration
}

// Function to get the main window handle of the current process
HWND GetMainWindowHandle()
{
	EnumData data = { 0 };
	data.processId = GetCurrentProcessId();
	data.hWnd = nullptr;
	EnumWindows(EnumWindowsProc, (LPARAM)&data);
	return data.hWnd;
}

Oh nice, yeah that's a cool idea! I'll try it out

Did a few more minor changes and merged it into the master branch now.
cnc-ddraw-dress-designer.zip
Didn't try to make windowed mode working with cnc-ddraw since the game already got its own windowed mode anyways.
Closing this now

Little update here, I just had to debug another game using QuickTime which led me to solving the last remaining problems I had in my tests in this game. Seems like it's fully supported now.
Working windowed mode:
https://github.com/FunkyFr3sh/cnc-ddraw/assets/8355237/2a30d49a-7cec-4dfd-aa77-6bce150b34b1
cnc-ddraw.zip


FooterAdapter is not working with custom decoration (GridLayoutManager)

About this issue

The loading icon (from the EndlessRecyclerOnScrollListener) is not showing up when using GridLayoutManager with custom decoration.
sample code included at the end of this issue.

Details

[X] Used library version com.mikepenz:fastadapter:3.2.9@aar
[X] Used support library version 27.1.1
[X] Used gradle build tools version 27.1.1
[X] Used tooling / Android Studio version ¨3.2.1
[X] Other used libraries, potential conflicting libraries

FastAdapter
    implementation('com.mikepenz:fastadapter:3.2.9@aar') {
        transitive = true
    }
    implementation 'com.mikepenz:fastadapter-commons:3.2.9@aar'
    implementation 'com.mikepenz:fastadapter-extensions:3.2.9@aar'

Custom Decoration / Spacing class:
public class SpacingItemDecoration extends RecyclerView.ItemDecoration {

    private int spanCount;
    private int spacingPx;
    private boolean includeEdge;

    public SpacingItemDecoration(int spanCount, int spacingPx, boolean includeEdge) {
        this.spanCount = spanCount;
        this.spacingPx = spacingPx;
        this.includeEdge = includeEdge;
    }

    @Override
    public void getItemOffsets(Rect outRect, View view, RecyclerView parent, RecyclerView.State state) {
        int position = parent.getChildAdapterPosition(view); // item position
        int column = position % spanCount; // item column

        if (includeEdge) {
            outRect.left = spacingPx - column * spacingPx / spanCount;
            outRect.right = (column + 1) * spacingPx / spanCount;

            if (position < spanCount) { // top edge
                outRect.top = spacingPx;
            }
            outRect.bottom = spacingPx; // item bottom
        } else {
            outRect.left = column * spacingPx / spanCount;
            outRect.right = spacingPx - (column + 1) * spacingPx / spanCount;
            if (position >= spanCount) {
                outRect.top = spacingPx; // item top
            }
        }
    }
}

Implemented as follows:
    mFragmentRecyclerView.setLayoutManager(new GridLayoutManager(getActivity(), 3));

    mFragmentRecyclerView.addItemDecoration(new SpacingItemDecoration(3, Tools.dpToPx(this.getContext(), 2), true));

    footerAdapter = items();
    mAdapter.addAdapter(1, footerAdapter);
    mAdapter.withOnClickListener(this);

    mFragmentRecyclerView.setAdapter(mAdapter);
    mFragmentRecyclerView.addOnScrollListener(mScrollListener);

It works well with LinearLayoutManager (the loading icon is showed if I scroll until new results are retreived)
Checklist

[X] Searched for similar issues
[X] Checked out the sample application
[X] Read the README
[X] Checked out the CHANGELOG
[X] Checked out the MIGRATION GUIDE

Oops, it was an error with my onLoadMore listener. closed


Remove the rifle ammo box from syndie uplink and change it to a single magazine

About the PR

Removed the rifle ammo box from the syndicate uplink and replaced it with a single magazine
It's still 1TC though.
NOTE: I don't know why, but all uplink changes i do in my local server makes it so the tweaked/added item has a broken name and description. No idea if this happens in upstream.
Media

[X] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Changelog

:cl:

tweak: Change the rifle ammo box in syndie uplink to a single magazine

this is probably intended for bringing back akms, imo its still too cheap since 8 tc will get you 8 mags which is more than plenty to murderbone the entire station


Support interrupt while waitting for timeout in find topic

Since the ENTIRE DiscoveryDB is protected by a single lock, we cannot wait on it member value or partially access it member value without locking the entitre object.
To provide interrupt feature in such situation while minimize the performance loss, it need to store a extra copy of some variable and implemented in a indirect way.
This may not be a straightforward solution, but a workable solution without massive code change.
It may be better to let DiscoveryDB itself provide a internal thread safe protection. Then, it can be done in a more efficient way.
I may work on it in future.

Codecov Report

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The diff coverage is n/a.

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##             master     #123   +/-   ##
=========================================
  Coverage          ?   71.72%
=========================================
  Files             ?       88
  Lines             ?     8118
  Branches          ?        0
=========================================
  Hits              ?     5823
  Misses            ?     2295
  Partials          ?        0

Continue to review full report at Codecov.

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Thank you for the improvement, but I prefer not to introduce condition variables. We already have mio channels and locks. Adding yet another synchronisation primitive may make things more complicated, if we ever add an async API.
Suggested algorithm:
Constructors set up a synchronous (bounded) mio channel, capacity 1, from discovery ( = sender) to domainparticipant ( = receiver). Channel data type is ().
Discovery:
Every time a new topic (not known before) is discovered/created, perform a .try_send() to the channel. Any send errors are ignored. In particular, Full error is normal and must be ignored.
DomainParticipant pseudocode:
let find_begin = Instant::now();
let find_end = find_begin + timeout; (if defined)
loop
  lock discovery
  check if topic is known
  unlock discovery

  if check found topic in discovery
  then return topic.
  else if timeout is defined
  then`.receive()` (blocking) from the channel, with timeout = (find_end - now())
  else {}
while Instant::now()  < find_end or timeout was None
return not found

Also, while you are at it, please rewrite the linear scan search:
let maybe_discovered_topic = db.get_all_topics().find(|&d| d.get_topic_name() == name);
DiscoveryDB stores topics in a HashMap indexed by topic name, so a HashMap lookup should be doable.

Using high level abstract (channel) instead of low level condvar is a good idea.
However, mio channel doesn't suppport the blocking recv directly. So I implement it using poll.

Thank you, this completes the topic finding feature.


WIP #10840

Taks :

[x] Display shorcuts in help command
[ ] Code review
[x] Add phpdocs
[ ] Update guide
[ ] Update Changelog

Next :

[ ] Add shortcuts to core commands by default
[ ] Same for extensions (gii,...)

Latest regexp change is wrong. I've suggested non-catching grouping, not removing grouping.

i did not understand you first time...sorry for my mistake, is it ok?, now.

Yes.

I'm out of things to suggest. @yiisoft/core-developers do you have more suggestions?

@samdark what do you prefer to aliases for color and interactive?
'c' and 'i' for example.

Since --interactive is never used without value, I'm not sure shortcut is useful. Same about color. It's not used much as far as I can see. Better to leave these for specific commands where these are of real use.

@samdark aliases for core commands (migrateController, serveController,...)?

Yes, worth checking these.

i suggest the following alises for core commands :
Serve :

--docroot => -dr
--port => -p
--route => -r

migrate :

--fields => -f
--migrationPath => -mp
--migrationTable => -mt
--templateFile => -tf

message :

--catalog => -c
--except => -e
--format => -f
--ignoreCategories => -ic
--languages => -l
--markUnused => -mu
--messagePath => -mp
--only => -o
--overwrite => -ow
--sort => -s
--sourceMessageTable => -smt
--sourcePath => -sp
--traslator => -t

fixture :

--globalFixtures => -gf
--namespace => -ns

@samdark @SilverFire  what do you think about it? another naming?

--docroot in  ./serve is better to be just -d.

Not sure all these are needed. I'd prefer to have only common ones.

--docroot in ./serve is better to be just -d.

We could also use the same as it is for PHP maybe?
php [options] -S addr:port [-t docroot]

I do not think adding two character shortcuts is a good idea. here is my proposal:
i suggest the following alises for core commands :
Serve :

--docroot => -t
--port => -p
--route => -r

migrate :

--fields => -f
--migrationPath => -p
--migrationTable => -t
--templateFile => -F

message :

--catalog => -c
--except => -e
--format => -f
--ignoreCategories => -i
--languages => -l
--markUnused => -u
--messagePath => -p
--only => -o
--overwrite => -w
--sort => -S
--translator => -t
--sourceMessageTable => -m
--sourcePath => -s

fixture :

--globalFixtures => -g
--namespace => -n

:+1:

i like it, can i create new commit with this suggestion?

:+1:

done!
@cebe thanks for your suggestion :)

@samdark @cebe @SilverFire can you please check docs?

Merged, thank you!

@yiisoft/core-developers I forgot to squash, sorry :fearful:


Set sudo to false for travis.

bundler fails to install hiera-eyaml on the precise image the non
container travis infrastructure uses by setting false we get the trusty
image which works.

build fail
build pass

Looks fine. Merge away.


Fix: increment warning where forgotten

I noticed some warnings weren't getting incremented, so edited the source code to fix. Note I saw some lines were commented out with no incrementation, but I added it anyway just in case we wanted to uncomment the lines in the future.
@Rick-Methot-NOAA , please take a look. Feel free to push to the branch changes if I made any mistakes, or let me know what changes to make.

good idea to sleuth these out.
Most were good changes to make.
some began with //, so were commented out lines left over from some debugging while developing/testing code.  These can be deleted rather than augmented.

Thanks! I now removed the commented out warning statements and pushed a fix to correct the build-warning gh action (it flagged missing parentheses, which was helpful!)
@Rick-Methot-NOAA feel free to merge this in once all gh actions pass.


Can't upgrade to 0.60.3

Using the react-native cli I ran the react-native upgrade command and I get this error:
error Failed to fetch diff for<EMAIL_ADDRESS>Maybe it's not released yet?
I've also tried upgrading for other 0.60.x versions with no success either.
Current RN version is: 0.59.8
Please advise...

@ranjeev75 Maybe the Upgrade Helper can be helpful

It seems that react-native upgrade supports upgrade up to 0.60.0 only for now. If you need to upgrade to most recent 0.60.3, you might check out the upgrade helper mentioned above by @ecreeth. I also did manually upgrade my app using the helper.


Search not working?

I have deployed a test instance with docker-compose based on this example: https://linbreux.github.io/wikmd/installation/docker.html#docker-compose-recommended-click-here-for-more-info
I have copied a few .md files in the wiki folder and they're displayed correctly.
However, the search always reports Found 0 result(s) for '<keyword>' when I search for words that are included in my markdown files.
Is there anything required to enable searching? How is it even implemented? Is it index based and I need to trigger a reindex?
Btw.: I just found this project via google and it looks very nice!

@apiening that's weird... Normally the indexing is triggered automatically. You can try to edit in the browser and save your file again there. I'll check it this week. Does an other docker tag work?

I did a regular install and ran into the same issue.   I am using WSL2 / Ubuntu.   The issue is that Watchdog relies on inotify and if you are using WSL2 or Docker on Windows it won't work unless you put your files on the Linux filesystem.
A quick but slightly suboptimal fix is to go into search.py and change Observer() to
    def watchdog(self):
        #observer = Observer()
        from watchdog.observers.polling import PollingObserver
        observer = PollingObserver()

Maybe we could specify whether to use a PollingObserver option via the wiki config?


Update Haruspex.java

Checks that res.getDecompiledFunction() is not null before calling res.getDecompiledFunction().getC().

Looks good, merging... Thanks and sorry for the delay!


Add notification setting to the settings screen

Goal ⚽
Create a setting to enable and disable application push nofitications.
Requirements 🛠

[x] Add enable nofitication switch setting to the SettingsScreen for enabling and disabling notifications

Closed in branch #28 (feat/#16-add-dark-mode-setting).


Tracking issues of RFC-3911: Deleter API

RFC: https://github.com/apache/incubator-opendal/pull/3911

Tasks

[ ] Raw API: Add oio::Delete
[ ] Raw API: Change delete to return oio::Delete in Accessor
[ ] Raw API: Remove batch API
[ ] Public API: Add deleter to Operator
[ ] Public API: Remove remove, remove_via APIs

Not addressed

Add recursive support
Add concurrent support

In the future

[ ] Implement dtrace support for lister and deleter
[ ] Implement oteltrace support for deleter

If I understand correctly, there are a few typos in the RFC.
L37 in RFC text.
+  pub async fn delete_with(&self, path: &str) -> FutureDelete;

delete_with already return Future, async keyword is not necessary.
L40 in RFC text.
+  pub async fn deleter_with(&self) -> FutureDeleter;

same as above.
L99 in RFC text.
let deleter = op.deleter()
  // Allow up to 8 concurrent delete tasks, default to 1.
  .concurrent(8)
  // Configure the buffer size to 1000, default value provided by services.
  .buffer(1000)
  .await?;

// Add a single file to the deleter.
deleter.delete(path).await?;

// Add a stream of files to the deleter.
deleter.delete_all(&mut lister).await?;

// Close deleter, make sure all input files are deleted.
deleter.close().await?;

op.deleter() should be op.deleter_with()

Thanks a lot! Would like to submit a PR to fix them all?

Hi, @Xuanwo Have you started working on this issue ? I'm interested in it.

Hi, @Xuanwo Have you started working on this issue ? I'm interested in it.

I'm currently working on this and will create separate tasks based on my progress.


Require redis >=4.2,<4.6

Resolve #63

this is not correct because redis broke cancel catching in 4.4 look at
https://github.com/redis/redis-py/pull/2104

this is still open https://github.com/redis/redis-py/issues/2511

Okay this seems really bad. Guess I have to find some workaround then :(((
Thanks for your quick response 👍🏼

Looks like this PR may fix the issue:  https://github.com/redis/redis-py/pull/2695
It's been hanging for 3 months.  There's been some dialog in the last few days, but it needs the attention of a redis-py maintainer.


where is helper.bits_x in train.py

Thanks for the great work first!
While running the train.py, I can't find the "helper" module.
Is there any missing file? Or should I add some module to support?
Thanks!

Hi,
Sorry for the import errrors. I changed some code structure before.
Now I update some codes, have a try. #4
Best,
Yong


Add converters for Server and StarterGroup

Dependent on https://github.com/TsubakiBotPad/tsutils/pull/50


Fix warning message when there are no tests

Summary
When running jest with '--passWithNoTests' but there are no tests to execute, it prints a superfluous warning. This PR removes this warning.
Description
In both screenshots below there are no test files and jest is executed with --passWithNoOptions.
It used to log that it exited with code 1 and a message to use --passWithNoOptions, while it exits with code 0 and the option is already provided.
Closes #8594
Before:

After:

Codecov Report

Merging #8595 into master will decrease coverage by 0.02%.
The diff coverage is 0%.

@@            Coverage Diff             @@
##           master    #8595      +/-   ##
==========================================
- Coverage   63.24%   63.22%   -0.03%
==========================================
  Files         272      272
  Lines       11312    11316       +4
  Branches     2761     2762       +1
==========================================
  Hits         7154     7154
- Misses       3541     3544       +3
- Partials      617      618       +1

Impacted Files
Coverage Δ

packages/jest-core/src/getNoTestFound.ts
33.33% <0%> (-9.53%)
:arrow_down:

packages/jest-core/src/getNoTestFoundVerbose.ts
0% <0%> (ø)
:arrow_up:

Continue to review full report at Codecov.

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Sure! I added a changelog entry and some snapshot tests. While adding the tests I found a simpler way to fix the issue so I'll have to force push the new changes.


Modifies the store method in the vault to update existing secrets ins…

What this PR changes/adds
This PR updates the AWS Vault implementation to match the behavior of HashiCorp Vault. Previously, the store method in the AWS Vault implementation only created new secrets. With this update, the method now supports both creating and updating secrets, aligning it with the behavior of HashiCorp Vault.
Why it does that
This update is required because the recent addition of the Secrets Manager API introduces the capability to update secrets. As a result, the AWS Vault implementation must be updated to handle secret updates in addition to secret creation.
Linked Issue(s)
Closes #373

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Codecov Report
Attention: Patch coverage is 72.72727% with 3 lines in your changes missing coverage. Please review.

Project coverage is 65.76%. Comparing base (d177a98) to head (d03e185).
Report is 54 commits behind head on main.

Files
Patch %
Lines

.../eclipse/edc/vault/aws/AwsSecretsManagerVault.java
72.72%
3 Missing :warning:

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Additional details and impacted files
@@             Coverage Diff              @@
##               main     #379      +/-   ##
============================================
+ Coverage     63.82%   65.76%   +1.94%
- Complexity        0      113     +113
============================================
  Files            26       28       +2
  Lines           633      669      +36
  Branches         30       32       +2
============================================
+ Hits            404      440      +36
+ Misses          222      215       -7
- Partials          7       14       +7

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please fix the failing check and I will merge this


[Tenant per query]

"hawkular-grafana-datasource", "version": "1.1.0"
I'm unable to  variabilize "Tenant" field in "Metrics" from one "Templating-Variables." If is it possible?
as example:
name :
values: skydive,infrastructure
[OK]query with Tenant hand-populated as "infrastructure"
Request heaader : Hawkular-Tenant infrastructure
{"start":1507910103999,"end":1507910404002,"order":"ASC","tags":"container_name:*,descriptor_name:memory/request"}
[KO]query with Tenant variable-populated as  $tenant as "infrastructure"
Request heaader : Hawkular-Tenant $tenant
{"start":1507910662812,"end":1507910962813,"order":"ASC","tags":"container_name:*,descriptor_name:memory/request"}
Also, is any way to ask hawkular through  "hawkular-grafana-datasource" and give al the tenants of the cluster?

Hi @xhottam , do you have the ability to test with PR #93 , if you have access to your grafana deployment? It should fix this issue.
If you need a docker image, I've built one out of this PR: hawkular/hawkular-grafana-datasource:pr-93  (available on dockerhub)

Hi,
I'm also interested in being able to monitor all the the projects on my openshift without having to set up a datasource for each tenant. Is this possible?

@sbadakhc yes, it's the purpose of the recent PRs #91 (merged) and #93 (not merged yet, fixing bug in the former).
As per my previous comment, feel free to try a provide feedback. I'd be really glad if it could be validated against openshift use cases before we release.

I'm happy to test and feedback. Thanks.

@jotak Docker Image hawkular/hawkular-grafana-datasource:pr-93 it is working just fine!

+1
Tests ok too with grafana 4.6.1

@steveteuber @ljuaneda thanks for your feedback, I'm proceeding to the release & docker image push

Just released 1.1.1 with the fix. The dockerhub registry has been updated too.


TextField in Expanded can't vertical in center

Steps to Reproduce

as it

You sent the bottom contentPadding inside InputDecoration to 0
decoration: InputDecoration(
     border: InputBorder.none,
     hintText: 'Hola',
     contentPadding: EdgeInsets.only(bottom: 0.0)
)

@LongCatIsLooong Please close.


fix: use correct ref and path for features when useBuildContexts is true

This PR fixes an unused functionality for using build context for dev container features that was behind a boolean flag.
The functionality can be enabled like this:
diff --git envbuilder.go envbuilder.go
index 7ea7791..b8c847a 100644
--- envbuilder.go
+++ envbuilder.go
@@ -290,7 +290,7 @@ func Run(ctx context.Context, options Options) error {
 					options.Logger(notcodersdk.LogLevelInfo, "No Dockerfile or image specified; falling back to the default image...")
 					fallbackDockerfile = defaultParams.DockerfilePath
 				}
-				buildParams, err = devContainer.Compile(options.Filesystem, devcontainerDir, MagicDir, fallbackDockerfile, options.WorkspaceFolder, false)
+				buildParams, err = devContainer.Compile(options.Filesystem, devcontainerDir, MagicDir, fallbackDockerfile, options.WorkspaceFolder, true)
 				if err != nil {
 					return fmt.Errorf("compile devcontainer.json: %w", err)
 				}

It's a bit unclear to me whether or not we will need to use this code-path. It depends if feature files should be available in the image or not, in which case the RUN --mount would need to become a COPY. Since I investigated this though, I decided to push the fix as well.

I'm the one who added this code path. I was using it externally to generate a Dockerfile from envbuilder. This PR broke things rather badly for me: all features fail with
COPY --from=[ghcr.io/devcontainers/features/go](http://ghcr.io/devcontainers/features/go): no stage or image found with that name

Besides not working, this new implementaiton seems wrong because it ignores the tag specified with the feature.
Would it be okay to revert this?

@aaronlehmann Can you elaborate a bit more on This PR broke things rather badly for me: all features fail with? What are you trying to achieve? Probably some path is not covered with unit tests.

Besides not working, this new implementaiton seems wrong because it ignores the tag specified with the feature.

Ack 👍 A failing sample would be nice.

This code path is outside of envbuilder: I import the devcontainer package and use it to parse devcontainer.json and produce a Dockerfile. The code path is covered by unit tests, but the unit tests were changed in this PR to expect the new output.
I realize that asking you to maintain a code path you don't actually use is a big ask. I was hoping to avoid maintaining an envbuilder fork, and the devcontainer package does 99% of what I want, but wasn't exactly right when it comes to features (in my situation, they aren't extracted within the build environment). I can go the fork route if that turns out to be a better plan.

@aaronlehmann could you share a diff between the Dockerfile this used to produce and the new one? I didn't quite catch what it is that broke in your use case. IMO the goal is to be truthful to the spec so if we diverged where we didn't before, happy to look into it.

Diff from before this change to after this change:
@@ -1,5 +1,5 @@
 FROM scratch AS envbuilder_feature_go
-COPY --from=go / /
+COPY --from=ghcr.io/devcontainers/features/go / /

 FROM my.registry.host:7002/devcontainers/base/rolling:release
 USER root
@@ -10,9 +10,9 @@

 USER root
 # Go 1.3.0 - Installs Go and common Go utilities. Auto-detects latest version and installs needed dependencies.
-WORKDIR /envbuilder-features/go
+WORKDIR /tmp/devcontainer-build-3017770787/features/go-10774d69
 ENV GOPATH=/go
 ENV GOROOT=/usr/local/go
 ENV PATH=/usr/local/go/bin:/go/bin:${PATH}
-RUN --mount=type=bind,from=envbuilder_feature_go,target=/envbuilder-features/go,rw GOLANGCILINTVERSION="latest" VERSION="1.22.3" _CONTAINER_USER="coder" _REMOTE_USER="coder" ./install.sh
+RUN --mount=type=bind,from=envbuilder_feature_go,target=/tmp/devcontainer-build-3017770787/features/go-10774d69,rw GOLANGCILINTVERSION="latest" VERSION="1.22.3" _CONTAINER_USER="coder" _REMOTE_USER="coder" ./install.sh
 USER coder

With my builder, the new Dockerfile fails with
COPY --from=ghcr.io/devcontainers/features/go: no stage or image found with that name

I provide build contexts with names using the keys in buildParams.FeatureContexts (go in this case). But the --from is now looking for ghcr.io/devcontainers/features/go rather than go. I'm not sure if the intent is for the builder to get this image straight from the registry rather than from a build context, but if it is, notice that the tag is missing from the reference. My devcontainer.json specifies :1:
  "features": {
    "ghcr.io/devcontainers/features/go:1": {
      "version": "1.22.3"
    }
  }

BTW, the post-change code seems to work correctly if I add the build context with the name ghcr.io/devcontainers/features/go rather than go. So perhaps we just need to update FeatureContexts to have the correct keys?
diff --git a/devcontainer/devcontainer.go b/devcontainer/devcontainer.go
index 0454440..f7d97de 100644
--- a/devcontainer/devcontainer.go
+++ b/devcontainer/devcontainer.go
@@ -295,7 +295,7 @@ func (s *Spec) compileFeatures(fs billy.Filesystem, devcontainerDir, scratchDir
                }
                featureDirectives = append(featureDirectives, directive)
                if useBuildContexts {
-                       featureContexts[featureName] = featureDir
+                       featureContexts[featureRef] = featureDir
                        lines = append(lines, fromDirective)
                }
        }

Opened a PR for this here: https://github.com/coder/envbuilder/pull/243

Another unfortunate side effect of this PR is that it produces Dockerfiles with nondeterministic paths, i.e.:
WORKDIR /tmp/devcontainer-build-1594228015/features/go-10774d69

This means Dockerfiles involving features can't be cached.
Any concerns with switching back to the old target paths (or something else that's deterministic)?

I opened #247 to make the target path determinstic - feel free to discuss over there.


standardization of the code (120 columns lenght and pep8-like standard)

Pull Request Description
What issue does this change request address? (Use "#" before the issue to link it, i.e., #42.)
Ref. #655
What are the significant changes in functionality due to this change request?
Reformated the all code
For Change Control Board: Change Request Review
The following review must be completed by an authorized member of the Change Control Board.

[ ] 1. Review all computer code.
[ ] 2. If any changes occur to the input syntax, there must be an accompanying change to the user manual and xsd schema. If the input syntax change deprecates existing input files, a conversion script needs to be added (see Conversion Scripts).
[ ] 3. Make sure the Python code and commenting standards are respected (camelBack, etc.) - See on the wiki for details.
[ ] 4. Automated Tests should pass, including run_tests, pylint, manual building and xsd tests. If there are changes to Simulation.py or JobHandler.py the qsub tests must pass.
[ ] 5. If significant functionality is added, there must  be tests added to check this. Tests should cover all possible options.  Multiple short tests are preferred over one large test. If new development on the internal JobHandler parallel system is performed, a cluster test must be added setting, in  XML block, the node <internalParallel> to True.
[ ] 6. If the change modifies or adds a requirement or a requirement based test case, the Change Control Board's Chair or designee also needs to approve the change.  The requirements and the requirements test shall be in sync.
[ ] 7. The merge request must reference an issue.  If the issue is closed, the issue close checklist shall be done.
[ ] 8. If an analytic test is changed/added is the the analytic documentation updated/added?

Could we wait on this until the branch that splits out SupervisedLearning gets merged?


@craigspaeth -> add optional offset from bottom of page

:clap: well done!

:+1: This looks great, but plz address the options object comment first and happy to merge.

closing, there are typos. will reopen.

Solid! Thank yoU!

do i need to do a thing where i release a new version for npm?

I need to give you npm publish rights to the project, but you should just point it to the git url instead, e.g. https://github.com/artsy/force/blob/master/package.json#L19

@1aurabrown I also just published it, but it's more convenient for libraries that we just use internally to point to the artsy repo... I don't think anyone uses this plugin besides us


Add option to report uncovered dependencies for GitHubActionFormatter

fixes #325

Can you write a small documentation in README.md for this formatter?

Can you write a small documentation in README.md for this formatter?

Sure. I totally forgot about that 🙈

Thank you @jschaedl!


[BUG] - Components/Link

Describe the bug
An error "NextLink is not defined" is displayed when following the documentation for NextUI Link component. Documentation link - https://nextui.org/docs/components/link#next.js-link
Your Example Website or App
https://codesandbox.io/s/kmd6yi?file=/App.js&from-sandpack=true
Steps to Reproduce the Bug or Issue

Go to - https://nextui.org/docs/components/link#next.js-link
The example shows to use  component
Open the sandbox for the example code - https://codesandbox.io/s/kmd6yi?file=/App.js&from-sandpack=true

Expected behavior
As a user I expected  component to work, but I am seeing an error "NextLink is not defined"
Screenshots or Videos

Operating System Version
Windows
Browser
Chrome

Hey @NitinNair89 thanks for reporting it

You didn't import NextLink hence why its not defined.

Hey @NitinNair89 the fix is on the way https://github.com/nextui-org/nextui/commit/69eb84f94a4d3bb36df9413bbdf029e6432c19ad


adding basic HTML, CSS, and JavaScript files in the repository

I want to do it..

I want to do it..
Assigned to you. You can start working on it.

@khush2706 just a s


Question: How to share service from an addon across engine

Hi there,
I have an addon ember-my-addon, that has a component (my-component) and a service (my-service). I want all the engine to share my-service.
I tried
export default Engine.extend({
  // ...
  dependencies: {
    services: [
      'my-service'
    ]
  }
});

but the service is not being shared, wondering how to do it.
Any pointer would be helpful. Thanks!

My bad, I missed a few occurrences.


feat: use npx for react-native-cli

Please verify the following:

[x] Everything works on iOS/Android
[x] yarn ci:test jest tests pass with new tests, if relevant
[x] ./docs/ has been updated with your changes, if relevant

Describe your PR
Hi there 👋
I notice that this cli still forces having react-native-cli to be installed, while it is no longer recommended by its maintainers ( React Native CLI).
So i have update the code to use npx react-native init instead of react-native init and update the checker and doctor scripts to not check for react-native-cli.
Thanks

:tada: This PR is included in version 3.3.0 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket:


Make access to Page admin/frontend more consistent in Django admin

It's odd and confusing that selecting a Page in the Pagel list /admin/cms/page/ takes you to the frontend (unlike every other admin list behaviour) but to get to the actual admin you need to select the pencil icon.
I would suggest something along the lines:
- [view on site] Home ............................ [@ £ $ € # ]
--- [view on site] About us ...................... [@ £ $ € # ]

where view on site is either text, or a very clear icon of some kind. It has to be short, and at the front of the line, otherwise it will not work well in the sideframe.

This has been fixed now for 3.2, whilst 3.3 will introduce a technical rewrite


Server side evaluation

Please include a summary of the change and which issue is fixed. Please also include relevant motivation and context. List any dependencies that are required for this change.
Type of change
Please choose appropriate options.

[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] This change requires a documentation update

How Has This Been Tested?
Please describe the tests that you ran to verify your changes in the below checkboxes. Provide instructions so we can reproduce. Please also list any relevant details for your test configuration

[ ] Ran Test A
[ ] Ran Test B

Test Configuration:

Software versions: Java 11, scala-2.11, play-2.7.2
Hardware versions: 2 CPU/ 4GB RAM

Checklist:

[ ] My code follows the style guidelines of this project
[ ] I have performed a self-review of my own code
[ ] I have commented my code, particularly in hard-to-understand areas
[ ] I have made corresponding changes to the documentation
[ ] My changes generate no new warnings
[ ] I have added tests that prove my fix is effective or that my feature works
[ ] New and existing unit tests pass locally with my changes
[ ] Any dependent changes have been merged and published in downstream modules

Desgin Doc: https://project-sunbird.atlassian.net/wiki/spaces/CON/pages/3304685658/Question+Set+Response+Processing+-+Exam

worked on code review comments and update the pr.
missing transformation logic introduced in V5 APis needs to be brought back in.
added additionalProperties as false for eval property
in schema 1.0 removed eval property
move code from HierarchyManager


nixos/dotnetPackages: remove packages

Motivation for this change
The following dotnet-related packages have been removed for being unmaintaned.
Things done

[ ] Tested using sandboxing (nix.useSandbox on NixOS, or option sandbox in nix.conf on non-NixOS linux)
Built on platform(s)

[ ] NixOS
[ ] macOS
[ ] other Linux distributions

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review wip"
[ ] Tested execution of all binary files (usually in ./result/bin/)
21.11 Release Notes

[x] (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

[x] Fits CONTRIBUTING.md.

@ratsclub
Please resolve the merge conflict(s) by rebasing and force push this PR.
Merging master into this branch is highly discouraged as it makes the git history hard to follow.

Is this correct?


jax.numpy: change asarray to _strict_asarray

This makes more explicit our policy of not silently pushing lists and tuples to device within jax.numpy code. The current API is inconsistent on this front.
This extends the initial work in #4145 and uses the utility in more places.
Note that this may cause breakages downstream, because lists are no longer accepted in places where they once were.

This breaks ~a few dozen dependent test targets... seems like a lot of people are relying on implicit list to array conversion. Do you think this deserves a deprecation cycle, or should we move fast and break things?

Hrm, tough call. Let's discuss in jax-core chat, or even at our next team meeting?

I think this is a bit too big to do at once. I'm going to do a more piecemeal approach, and use existing validators (e.g. _check_arraylike()) for better error messages.
First change is in #4195


test: ☑ improve snapshot testing

Description
Add GraphQL queries to snapshot input files, for more robust and maintainable tests.
Type of change

[X] Test

How Has This Been Tested?

[X] cargo test run with all tests passing

Checklist:

[X] My code follows the style guidelines of this project
[X] I have performed a self-review of my own code
[X] I have commented my code, particularly in hard-to-understand areas
[X] I have made corresponding changes to the documentation
[X] My changes generate no new warnings
[X] I have added tests that prove my fix is effective or that my feature works
[X] New and existing unit tests pass locally with my changes
[X] Any dependent changes have been merged and published in downstream modules

:warning: Please install the  to ensure uploads and comments are reliably processed by Codecov.
Codecov Report
Attention: Patch coverage is 81.81818% with 4 lines in your changes missing coverage. Please review.

Project coverage is 86.04%. Comparing base (0a36fbe) to head (f513908).

Files with missing lines
Patch %
Lines

src/model/tests.rs
81.81%
4 Missing :warning:

:exclamation: Your organization needs to install the Codecov GitHub app to enable full functionality.
Additional details and impacted files
@@            Coverage Diff             @@
##             main      #18      +/-   ##
==========================================
- Coverage   86.27%   86.04%   -0.24%
==========================================
  Files           8        8
  Lines        1086     1096      +10
==========================================
+ Hits          937      943       +6
- Misses        149      153       +4

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.


APIError not decoded correctly

Describe the bug
An APIError associated with mishandling ChatGPT->Functions endpoint is not decoded correctly:
 Failed to decode request: Optional("{\n  \"error\": {\n    \"message\": [\n      \"Invalid schema for function \'hello\': In context=(\'properties\', \'a\'), array schema missing items\"\n    ],\n    \"type\": \"invalid_request_error\",\n    \"param\": null,\n    \"code\": null\n  }\n}\n")

To Reproduce
    let query = ChatQuery(
      model: .gpt3_5Turbo,
      messages: messages,
      functions: [
        .init(
          name: "hello",
          description: "Hi",
          parameters:
            JSONSchema(
              type: .object,
              properties: [
                "a": .init(
                  type: .array,
                  description: "A.",
                  enumValues: [
                    "X",
                    "Y"
                  ]
                ),
                "b": .init(
                  type: .string,
                  description: "B.",
                  enumValues: [
                    "T",
                  ]
                ),
              ],
              required: ["b"]
            )

        )
      ]
    )

    Self.logger.log("\n## Running request")

    let queryResponse = try await openAI.chats(query: query)

Expected behavior
Decode error correctly.
Additional context
I assume the issue is that the error message here is an array, while APIErrorResponse.message is of type String and does not handle decoding [String].

See https://github.com/MacPaw/OpenAI/pull/95 for a fix.


Safari Browser shows 15.6.1 instead of latest 16.1

Hi,
is there any reason why Safari shows as 15.6 as latest version. Am I missing something?
Shouldn't it be 16.1?
Best regards,
Philipp

this is fixed in the meantime


Add Login with Phone number option

I would like to work under this issue as a part of JWOC.

hello ,i would like to work under this issue, please assign me this issue.

thankyou

Hi Nikhil,
I'm contributing to Attendence_app, and I need to access the Firebase project to get the app ID and other configuration settings. Can you please provide me with guidance on how to access the Firebase project, or let me know if there's a separate Firebase project set up specifically for development purposes?

Give your email , i'll give you access to the firebase project

<EMAIL_ADDRESS>

Hey @Khushal747 i can take up this issue under JWOC. i have already done these kinds of things before and will deliver asap


startup regnumstarter after update

after the RegnumStarter performed a self-update, it should restart automatically.

it does tho (?) https://github.com/phil294/regnum-starter/blob/2b7bac67b1c25cd11869571d4d91c79ef633ede9/RegnumStarter.ahk#L96
but not if you  renamed the file :/

doesn't seem to work. you have to open it manually after updating.

bump


GUI is unreadable when using a dark High Contrast theme

All of the ListViews seem to hard-code the white background color, while the font color gets overridden by the dark high contrast theme to be white as well. This makes the text completely unreadable, unless rows are selected.
Ideally, colors should be configurable. But as an alternative, ensure that the background color uses a system color, while the text keeps current behavior of following the theme.

how you change the theme?

how you change the theme?

This is talking about the operating system's theme, and not a theme option built into the software.

yep.. but I'm in dark mode and I see doesn't apply any dark theme..
On Tue, Mar 26, 2024 at 5:25 PM RedMser @.***> wrote:

how you change the theme?
This is talking about the operating system's theme, and not a theme option
built into the software.
—
Reply to this email directly, view it on GitHub
https://github.com/lucasg/Dependencies/issues/222#issuecomment-2020903670,
or unsubscribe
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You are receiving this because you are subscribed to this thread.Message
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yep.. but I'm in dark mode and I see doesn't apply any dark theme..

Dark theme I don't know, but I'm talking about a High Contrast dark theme, which is used for accessibility and renders differently from Windows' regular dark theme.

can share how to change to this High Contrast dark theme in Windows?

can share how to change to this High Contrast dark theme in Windows?

https://support.microsoft.com/en-us/windows/turn-high-contrast-mode-on-or-off-in-windows-909e9d89-a0f9-a3a9-b993-7a6dcee85025#ID0EBD=Windows_10


:package: Bump version

Many changes has been made without a version bump.

There's a little bit more work involved in releasing a new version. I will release a new version this week.


Help needed to understand Copy session Target device

Hello,
We are using PyU4V= <IP_ADDRESS>. with PowerMax.
Steps followed:

Create snapshot of a storage group with volumes.
Create and link the new storage group with the snapshot created.
Create masking view id and attach it to the host.

Now, while we were testing the above code in at scale, we observed that after the very first create and link of the storage with snapshot is completed.
we observe the following error traceback:
ERROR - Request failed unexpectedly" "Traceback (most recent call last):" "  File ""/tmp/libs/powermax/lib/PyU4V/replication.py"", line 422, in modify_storage_group_snapshot" "    return self.modify_resource(" "  File ""/tmp/libs/powermax/lib/PyU4V/common.py"", line 409, in modify_resource" "    self.check_status_code_success(operation, status_code, message)" "  File ""/tmp/libs/powermax/lib/PyU4V/common.py"", line 181, in check_status_code_success" "    raise exception.VolumeBackendAPIException(" "PyU4V.utils.exception.VolumeBackendAPIException: Bad or unexpected response from the storage volume backend API: Error PUT symmetrix resource. The status code received is 500 and the message is {'message': 'A problem occurred modifying the snapshot generation resource: The Target device cannot be manipulated because it is already a Copy session Target device'}."
So, the error message : A problem occurred modifying the snapshot generation resource: The Target device cannot be manipulated because it is already a Copy session Target device'
This occurs as soon as the first storage group is created and linked.

can you please point out to docs regarding different session and how to leverage it.
since the operation was in scale we maintained one session, do we need to terminate each session post every call.
Do we need to specify any wait or interval between operations any docuementations on that would also be helpful.
And lastly any scale numbers that are recommended for scale operations.

Anything else apart from the above that you want to suggest would be really  helpful.

Hi,
The problem appears to be that you are attempting to link a snapshot to a volume that is alrrady linked to a previous generation. In this case you should unlink or relink. You should be able to link again after unlink without any wait period.
The operations for snapvx operations are called out in the Solutions enabler documents.
This is not an issue with scale simply  the order in which you are doing things.
The following document should also help. One thing to consider is that the latest code release uses snapset id to identify snapshots rather than generation, this is much easier to work with at scale as the snapid doesn't change if another snapshot with the same name is created.  Details are also in the tech note
https://www.delltechnologies.com/resources/en-us/asset/white-papers/products/storage/h13697-dell-emc-powermax-vmax-all-flash-timefinder-snapvx-local-replication.pdf&ved=2ahUKEwia7b7yy7ztAhVKRBUIHUSLCvEQFjAAegQIAxAC&usg=AOvVaw17eMSOYtd2402nzfxBZ7dJhttps://www.google.com/url?sa=t&source=web&rct=j&url=https://www.delltechnologies.com/resources/en-us/asset/white-papers/products/storage/h13697-dell-emc-powermax-vmax-all-flash-timefinder-snapvx-local-replication.pdf&ved=2ahUKEwia7b7yy7ztAhVKRBUIHUSLCvEQFjAAegQIAxAC&usg=AOvVaw17eMSOYtd2402nzfxBZ7dJ
Hope this helps.
Get Outlook for Androidhttps://aka.ms/ghei36

From: Mukesh Gupta<EMAIL_ADDRESS>Sent: Monday, December 7, 2020 6:17:03 PM
To: dell/PyU4V<EMAIL_ADDRESS>Cc: Subscribed<EMAIL_ADDRESS>Subject: [dell/PyU4V] Help needed to understand Copy session Target device (#107)
[EXTERNAL EMAIL]
Hello,
We are using PyU4V= <IP_ADDRESS>. with PowerMax.
Steps followed:

Create snapshot of a storage group with volumes.
Create and link the new storage group with the snapshot created.
Create masking view id and attach it to the host.

Now, while we were testing the above code in at scale, we observed that after the very first create and link of the storage with snapshot is completed.
we observe the following error traceback:
ERROR - Request failed unexpectedly" "Traceback (most recent call last):" " File ""/tmp/libs/powermax/lib/PyU4V/replication.py"", line 422, in modify_storage_group_snapshot" " return self.modify_resource(" " File ""/tmp/libs/powermax/lib/PyU4V/common.py"", line 409, in modify_resource" " self.check_status_code_success(operation, status_code, message)" " File ""/tmp/libs/powermax/lib/PyU4V/common.py"", line 181, in check_status_code_success" " raise exception.VolumeBackendAPIException(" "PyU4V.utils.exception.VolumeBackendAPIException: Bad or unexpected response from the storage volume backend API: Error PUT symmetrix resource. The status code received is 500 and the message is {'message': 'A problem occurred modifying the snapshot generation resource: The Target device cannot be manipulated because it is already a Copy session Target device'}."
So, the error message : A problem occurred modifying the snapshot generation resource: The Target device cannot be manipulated because it is already a Copy session Target device'
This occurs as soon as the first storage group is created and linked.

can you please point out to docs regarding different session and how to leverage it.
since the operation was in scale we maintained one session, do we need to terminate each session post every call.
Do we need to specify any wait or interval between operations any docuementations on that would also be helpful.
And lastly any scale numbers that are recommended for scale operations.

Anything else apart from the above that you want to suggest would be really helpful.
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHubhttps://github.com/dell/PyU4V/issues/107, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AF7FWPJEXTATPNY3PP4K6VLSTULZ7ANCNFSM4UQ2QEFQ.


ACCUMULO-4004: Add new property for WALog max age, close log when age is reached.

Didn't see any tests, anyone know where they are?

I would assume they're under src/test in your repo :)

committed locally


Create chess player generator.md

📝 Description
Add a brief description.
💣 Is this a breaking change (Yes/No):

[x] Yes
[] No

🚧 How to migrate?
Don't need.
📝 Additional Information
lol

ok doing that change

Will it work?

Will it work?

Yes, it works. Thanks for your time ❤.

Now my PR will merge?


Note misleading

[Enter feedback here]
Hi team,
On this documentation: https://docs.microsoft.com/en-us/azure/service-bus-messaging/service-bus-partitioning
The first note says: "Partitioning is available at entity creation for all queues and topics in Basic or Standard SKUs. It is not available for the Premium messaging SKU, but any previously existing partitioned entities in Premium namespaces continue to work as expected."
This is misleading, as stated here: https://docs.microsoft.com/en-us/azure/service-bus-messaging/service-bus-migrate-standard-premium#partitioned-entities
"During migration, any partitioned entity in the Standard namespace is created on the Premium namespace as a non-partitioned entity."
The above statement is the correct one, can you please update the note on the doc? Should be something like: "Partitioning is available at entity creation for all queues and topics in Basic or Standard SKUs. It is not available for the Premium messaging SKU. If a Standard namespace is later migrated to Premium, any previous partitioned entity in the Standard namespace is created on the new Premium namespace as a non-partitioned entity."

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

ID: 14b28704-f660-c413-a0fe-cb1d469fe35c
Version Independent ID: 403df162-e673-527f-8e72-8abf43d8b5cc
Content: Create partitioned Azure Service Bus queues and topics - Azure Service Bus
Content Source: articles/service-bus-messaging/service-bus-partitioning.md
Service: service-bus-messaging
GitHub Login: @axisc
Microsoft Alias: aschhab

@gomateus Thank you for your feedback! We will review and update as appropriate.

@mike-urnun-msft - please confirm with @axisc and update the articles when you get a chance. Thanks.

@gomateus I confirmed with @axisc that, between the two conflicting statements in the question above, the former is more of a remnant from when partitioning did use to be supported on the Premium SKU, and how that support continued on to exist for those who were already using them on their Premium SKUs, hence the part: "but any previously existing partitioned entities in Premium namespaces continue to work as expected."
The latter is a valid description of what happens to partitioned entities when migrating from Standard to Premium SKUs.
Based on the above, I'll proceed to create a PR that updates the statement such that it provides better context on the "previously existing" part and not make it be something that can be confused with the behavior that's observed when migrating.

@gomateus Thank you for sharing your feedback and helping us drive improvements towards MS Docs! I created a PR that updates the statement to read as follows:

Partitioning is available at entity creation for all queues and topics in Basic or Standard SKUs. It isn't available for the Premium messaging SKU anymore, but any previously existing partitioned entities from when they were supported in Premium namespaces will continue to work as expected.

Once the PR is reviewed and approved, changes will be live shortly thereafter. We will now proceed to close this thread. If there are further questions regarding this matter, please reopen it and we will gladly continue the discussion.


Rocprofiler issue with AMD OpenMP (aomp)

Hi,
I tried getting tracing data of an OpenMP example program of AOMP (vmulsum) and I got a segmentation fault tracing either with hsa, kfd or hip.
I recorded a debug log using the following command:
$ LD_DEBUG=libs rocprof --hsa-trace vmulsum 2&>1 > log.txt
Here is the log.txt file:
log.txt
I am using a gfx900, Ubuntu 20.04 with ROCm 4.2

@arfio Your log indicates missing libhsa-amd-aqlprofile64.so which is from hsa-amd-aqlprofile package.
Developers, please handle failure when loading dynamic library (dlopen?) instead of putting segmentation fault in front of users.

No more crash with ROCm 4.5.2 release

I tested again with ROCm 5.0.0 and do not have this issue.


function closure variables with adaptive entry point

This results in a compiler error:
fun a() {
    val i = 12
    adaptive(TestAdapter()) {
        T1(i)
    }
}

This works OK:
val i1 = 12
fun a() {
    adaptive(TestAdapter()) {
        T1(i1)
    }
}

The problem is the function scope which is something complicated I think as there may be other, non-adaptive players who change the value of the variable.
Maybe the best solution would be to generate a compilation error in this case.

This actually works now. I've probably fixed it somewhere on the way.
Added a unit test to the compiler plugin tests for this.

Re-opening as 2.1.0 upgrade broke it.
Producer test cases in auto are affected by this.
It is a low priority issue as this is an uncommon pattern, useful mostly for unit tests.

adaptive-kotlin-plugin/testData/box/foundation/variables/closure.kt
Commented out the test for now, it fails.

Fixed in #89 .


No login permission in new iLO local account added

We are trying to add new iLO local accounts through iLO settings of server profile. The accounts are created successfully but it does not have login permission.
TF config file
Configure Oneview Provider
provider "oneview" {
ov_username   = var.username
ov_password   = var.password
ov_endpoint   = var.endpoint
ov_sslverify  = var.ssl_enabled
ov_apiversion = var.api_version
ov_ifmatch    = "*"
ov_domain = var.ov_domain
}
Update Server Profiles with iLO settings on DL Server
resource "oneview_server_profile" "DTAG_SP" {
count                = length(var.server_profile_attr)
name                 = var.server_profile_attr[count.index]["name"]
server_hardware_type = var.server_profile_attr[count.index]["server_hardware_type"]
hardware_name        = var.server_profile_attr[count.index]["hardware_name"]
type                 = "ServerProfileV12"
update_type          = "put"
management_processor {
manage_mp = true
mp_settings {
dynamic "local_accounts" {
for_each = var.local_accounts
content {
display_name                 = local_accounts.value.display_name
ilo_config_priv              = local_accounts.value.ilo_config_priv
remote_console_priv          = local_accounts.value.remote_console_priv
user_config_priv             = local_accounts.value.user_config_priv
user_name                    = local_accounts.value.user_name
virtual_media_priv           = local_accounts.value.virtual_media_priv
virtual_power_and_reset_priv = local_accounts.value.virtual_power_and_reset_priv
password                     = local_accounts.value.password
}
Environment used:
DL360 Gen 10 1
Oneview 6.3
Pull master branch and build oneview provider locally
Regards
Soibam

Currently login specific permission attribute is not yet available in the SDK. We have added this requirement as enhancement in our backlog. For urgency and setting up priority, please reach out to our Product Management team.

Closing this, as we have added this in our backlog. It will be picked as per priority.

@nabhajit-ray We also need this permission.
By when did you plan to schedule this fix ?
For information on Synergy SY480 Gen10 all possible permissions for a local account are (the missing one in bold) :

userConfigPriv
remoteConsolePriv
virtualMediaPriv
virtualPowerAndResetPriv
iLOConfigPriv
loginPriv
hostBIOSConfigPriv
hostNICConfigPriv
hostStorageConfigPriv


Adds two new algorithms for selecting pcap directories

Selecting pcap directories by round robin results in data expiring before it really needs to when the directories are on differently-sized filesystems.  This adds two options to select the directory based on available space.
Adds a new config file key "pcapDirAlgorithm."  Valid values:

round-robin: uses each directory in sequence and then starts over at the beginning of the list
max-free-percent: chooses the directory on the filesystem with the highest percentage of free disk space
max-free-bytes: chooses the directory on the filesystem with the highest number of available bytes

The default is "round-robin," which is the original behavior.

awesome!
few comments but I'll push anyway :)

I would probably convert the possible values to a int so that moloch_db_create_file can be just a case instead of strcmp everytime
would have to think about how much work it would be but FOO-weight options might be useful where it also somehow take into account both disk space AND how many other threads are writing to that disk at once.  (Right now if you add a new disk all the threads will write to it.)
Can you add to https://github.com/aol/moloch/wiki/Settings


TextureAtlas keep re-importing on every startup

Godot version
Godot_v4.0-beta1_win64
System information
Windows 11, GTX1060, Vulkan
Issue description
Tried to generate TextureAtlas from separate textures, on 3.x branch atlas generation happens only once,
in 4.x atlas auto generated each time when opening project.
Steps to reproduce

open attachment, notice that textures are reimporting
reload current project
textures are reimporting...

Minimal reproduction project
New Game Project.zip

I meet this bug, too.
It's relate about multi threads importing.
In 3.x, default is single thread import. But in 4.0, default is multi threads import.

To keep things together: This is a duplicate of #54817 and apparently already fixed by #60888.


Is this storage backend maintained?

Thanks for publishing this!
I noticed that there are some PRs open that haven't gotten any feedback and would like to inquire if this storage backend is still maintained?
@masom You don't seem to be watching this repo anymore, any chance you could give us a quick update (as all of the commits in the repo belong to you)?

I noticed that there are some PRs open that haven't gotten any feedback and would like to inquire if this storage backend is still maintained?

This backend isn't actively being worked on and I don't watch all thumbor-community repositories.
The two open PRs weren't requesting any reviewers. One of them adds support for Python3 which wasn't supported by Thumbor itself.
The other PR is not mergeable in its current state as it contains a high number of commits and removes configurable values, with no tests. I'm not even sure why it's opened as a PR because it contains some environment-specific operations.
Other than that, contributions are welcome and if someone wants to actively maintain this project they could get commit access after opening good PRs.

@masom Thank you very much for your reassuring feedback!


Fix typo for empty vs non empty volume

In the following paragraph, it should be non-empty volume.
If you mount an **empty volume** into a directory in the container in which files
  or directories exist, these files or directories are propagated (copied)
  into the volume.

Proposed changes

Unreleased project version (optional)

Related issues (optional)

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Base 64 encoding in templates not working

Describe the bug
When using the mocking-cli tool as opposed to the Mockoon application, my response to one of the POST requests is: Error while serving the content: btoa is not defined. I am using the base64 encoding in my mock API tool. In the Mockoon application everything works as intended.
To Reproduce
Steps to reproduce the behavior.
"source": "mockoon:1.11.0",
"data": [
{
"type": "environment",
"item": {
"uuid": "",
"lastMigration": 13,
"name": "Demo API",
"endpointPrefix": "",
"latency": 0,
"port": 3000,
"routes": [
{
"uuid": "",
"documentation": "Generate Artifactory body (JSON) with templating",
"method": "post",
"endpoint": "artifactory/api/security/token",
"responses": [
{
"uuid": "",
"body": "{\n "access_token": "{{# base64}}"iat":{{ now 't' }},"jti":"{{ faker 'random.uuid' }}"}{{/ base64}}",
"latency": 0,
"statusCode": 200,
"label": "",
"headers": [
{
"key": "",
"value": ""
}
],
"filePath": "",
"sendFileAsBody": false,
"rules": [],
"rulesOperator": "OR",
"disableTemplating": false
},
{
"uuid": "",
"body": "{}",
"latency": 0,
"statusCode": 404,
"label": "",
"headers": [
{
"key": "",
"value": ""
}
],
"filePath": "",
"sendFileAsBody": false,
"rules": [],
"rulesOperator": "OR",
"disableTemplating": false
}
],
"enabled": true,
"randomResponse": false
},
Expected behavior
It is expected to pass the correct access token back from the POST API call yet it creates a 200 Status (OK) response but the Body states: Error while serving the content: btoa is not defined
Mockoon version:
1.11.0
OS / OS version:
Mac OS - Version 10.15.7

Thanks for noticing @michaelbuchar we are indeed using a method not supported on Node.js 🤦
This will be fixed for next update (end of Feb-early March)

Thanks a lot!


Fixes double encoding when creating secure URLs

Fixes #2478

Codecov Report

Merging #2526 into 1.3.x will increase coverage by 0.15%.
The diff coverage is 100%.

@@            Coverage Diff             @@
##            1.3.x    #2526      +/-   ##
==========================================
+ Coverage   76.37%   76.52%   +0.15%
==========================================
  Files         217      217
  Lines        6404     6403       -1
  Branches      799      797       -2
==========================================
+ Hits         4891     4900       +9
+ Misses       1172     1164       -8
+ Partials      341      339       -2

Impacted Files
Coverage Δ

...x/ribbon/apache/RibbonLoadBalancingHttpClient.java
88.57% <100%> (+12.81%)
:arrow_up:

...apache/RetryableRibbonLoadBalancingHttpClient.java
93.18% <100%> (+8.07%)
:arrow_up:

...a/server/EurekaServerInitializerConfiguration.java
79.31% <0%> (+6.89%)
:arrow_up:

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Implemented GitFlow

I've started using the GitFlow method on this module. Sorry if it causes any confusion.
dev-master or a version tag is always stable!

Preferably use feature/featurename, not feature-featurename, in line with GitFlow.
For those unfamiliar with GitFlow, you can read more here. Also, SourceTreeApp has the ability to use GitFlow built in.
https://danielkummer.github.io/git-flow-cheatsheet/

will fix it later on.
and rename the feature to phpDocumentor..


update: create_graph & properties

Add satellite_collections parameter to create_graph()
docstring fix in create_graph()
Return disjoint in properties()

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Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 95.11%. Comparing base (0f46b50) to head (83042dc).

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Additional details and impacted files
@@            Coverage Diff             @@
##             main     #349      +/-   ##
==========================================
- Coverage   95.94%   95.11%   -0.84%
==========================================
  Files          26       26
  Lines        4296     4296
==========================================
- Hits         4122     4086      -36
- Misses        174      210      +36

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test: fix aiven_service_component race

The test flow:

It creates a kafka service, runs checks
Destroys it, the code makes sure ServiceGet returns NotFound to prove it is desrtoyd
Creates another kafka with the very same name, but gets [409 ServiceCreate]: Service name is already in use in this project

Looks like it takes a bit longer now to destroy a service for real.

Failed jobs:

main brunch https://github.com/aiven/terraform-provider-aiven/actions/runs/11603631569/job/32310977862#step:6:18
https://github.com/aiven/terraform-provider-aiven/actions/runs/11602392927/job/32325058724#step:6:18
https://github.com/aiven/terraform-provider-aiven/actions/runs/11602392927/job/32307314063#step:6:18
https://github.com/aiven/terraform-provider-aiven/actions/runs/11597882956/job/32305722271#step:6:18

tests https://github.com/aiven/terraform-provider-aiven/actions/runs/11610628942


Ambiguous config usage documentation

Documentation about how to alter the configurations directly starts with  profile = df.profile_report(title="Pandas Profiling Report", pool_size=1) and it is absolutely not clear what the df is. If it is a pandas DataFrame, it does not have profile_report as a defined method.

When importing this package, it adds the method on the pandas dataframe.
This could be clearer in the docs. A PR would be much appreciated.

@sbrugman I'd be happy to take this up😊

Just FYI, I still intend to work on this. Need a few more days!


Issues with Xcode 14.0

After updating to Xcode 14 I am getting compilation errors like the following on bits of code in PhoenixLiveViewNative that are under if compiler(>=5.7):
LVNTutorialApp-bkjfahisyiztfhdjztpcsewumvjo/SourcePackages/checkouts/liveview-client-swiftui/Sources/PhoenixLiveViewNative/Utils/Alignment.swift:35:21: error build: Type 'Alignment' has no member 'leadingLastTextBaseline'
LVNTutorialApp-bkjfahisyiztfhdjztpcsewumvjo/SourcePackages/checkouts/liveview-client-swiftui/Sources/PhoenixLiveViewNative/LiveView.swift:108:13: error build: Cannot find 'NavigationStack' in scope

Can you try cleaning/rebuilding and see if the error persists? That leadingLastTextBaseline and NavigationStack definitely exists, and I can build perfectly fine on Xcode 14.

Ah the issue seems to be that I was trying to run using Mac Catalyst as the target rather than an iOS simulator. Doing so worked fine with the previous version of Xcode but those two code blocks cause an issue since the upgrade (commenting them enables building again FYI, I tried adding in a !targetEnvironment(macCatalyst) but didn't get that working).

Ah, Xcode 14.0 shipped without the new macOS SDK (since it's technically still in beta) and I guess using it to build for Mac Catalyst uses the old (iOS 15) SDK? I'm still not able to repro it, but I also have the Xcode 14.1 beta installed alongside 14.0, so who knows. I'm closing this, since Catalyst is not a platform we officially support right now, and this is going to resolve itself with the new Xcode version.


MS8607 not recognized on NANO 33 BLE (mbed)

Adafruit_MS8607 library example sketch running on NANO 33 BLE (mbed) does doesn't recognize the sensor (both pressure and humidity). This is not caused by the Adafruit_MS8607 library, but by the Arduino mbed Wire.cpp implementation of endTransmission. The problem and a workaround is reported here:
https://forum.arduino.cc/t/nano-33-ble-i2c-problems-caused-in-mbed-wire-cpp-read-write-bit-on-i2c-scan/964676

hiya, we use Adafruit_BusIO to do the I2C bus scanning -
https://github.com/adafruit/Adafruit_BusIO/blob/master/Adafruit_I2CDevice.cpp#L60
so if that isnt going to detect a device the driver wont work. not sure why this issue is opened here: probably better to open it over at the arduino mbed repo?

The I2C bus scanning definitely does not work with current version of Arduino mbed Wire.cpp.
I opened this issue just to inform about the problem with I2C on mbed platform, in case somebody would report here net being able to connect to MS8607, as in my case.


Hot reload

Description
Uses the notify crate to implement hot reloading & now eww does the equivalent of eww reload instead of what it used to do previously
Usage
Open a text editor in eww's config dir & start editing stuff, idk
Showcase
Here
Additional Notes
Could probably be done in a better way hehe
But this works, ill change it if there are any problems
This also should help #102 since notify is a wrapper around winapi, fsevents & inotify for windows, macos & linux respectively
Eww on windows when??
Elkowar make eww ipc cross platform pls 🥺
Checklist
Please make sure you can check all the boxes that apply to this PR.

[ ] All widgets I've added are correctly documented.
[ ] The documentation in the docs/content/main directory has been adjusted to reflect my changes.
[x] I used cargo fmt to automatically format all code before committing

Yea, currently, this just blocks one of the threads in the tokio threadpool - of which there may only be one, theoretically. Thus, this could very easily hang up the whole application, which is not really an option.
If we really need to use actual threads here and there reeeallllyyy isn't a solution that actually uses async properly, you should use spawn_blocking to spawn the run_filewatch task, such that that happens on a separate thread. Still ugly, but at least not a critical blocking issue

another few things:

please autoformat :<
Can we be sure that this doesn't break the server termination stuff? All other places that loop in some task are constantly ready for events that shutdown the daemon - which is not the case here. it seems to work - as in, it seems as though the rust runtime just kills the thread - but can we be sure that this is consistent behaviour? some research here would be good, and maybe a quick comment on the function that explains why it's fine (and again, this relates to the switch to spawn_blocking, which may impact this, idk)

Having blocking code in an async application is hard and ugly :(

All other places that loop in some task are constantly ready for events that shutdown the daemon
how to do this?

how to do this?
use loop_select_exiting from application_lifecycle and have fun! that requires the thing to be running in async properly, which is one of the main reasons why we need async here


Deadmines No Longer Shows Up As Option

I updated to the latest version, but deadmines still doesn't show up as an option for me to select.

Dead mines is confused now with dire maul.  if user provides level suggest to use that as a hint (>30 is dire maul otherwise assume dead mines).  Or if a /who is possible in the logic even better.

You cannot look up the level of people in chat anymore so there is no way to differeniate them. I'm still looking into how to solve it for next week.

As stated before, I did try and figure it out other ways....Its just incorrect and needs to be addressed.


Large running_var in backbone.backbone.stem.conv.bn

I checked all pertained models in this repo, and all models have a large running_var in backbone.backbone.stem.conv.bn.
Could u explain that the reason for these strange values?

YOLOX-s

thanks~

input is 0-255, so the first bn will have a large mean and var.