[stable/jenkins] Fix: Disable direct connection option default

What this PR does / why we need it:
Latest kubernetes plugin version 1.20.2 breaks default config.
Which issue this PR fixes
If version of kubernetes plugin is 1.20.2 or higher we need to set Direct Connection to false. It is set to true by default which breaks agent jnlp container connection to master.
Special notes for your reviewer:
Checklist

[ x] DCO signed
[x ] Chart Version bumped
[x ] Title of the PR starts with chart name (e.g. [stable/mychartname])

/assign @mogaal

What does the direct connection setting do?

What does the direct connection setting do?

Primarily Jenkins runner stuff. Help text here:
https://github.com/jenkinsci/kubernetes-plugin/blob/342166c1864e84791f2e94dd823709eb6e672a6e/src/main/resources/org/csanchez/jenkins/plugins/kubernetes/KubernetesCloud/help-directConnection.html

I see. So the feature allows to reconnect to Jenkins master after a restart. If so then it would be useful to add it to the CHANGELOG.
If I read https://github.com/jenkinsci/kubernetes-plugin/pull/602 correctly then it also needs jnlp-slave 3.35-5 or later. I think this is worth mentioning in the CHANGELOG as well.
Could you update it? I'll approve it afterwards.

I see. So the feature allows to reconnect to Jenkins master after a restart. If so then it would be useful to add it to the CHANGELOG.

Not really? It states the other way around - that it might have issues reconnecting depending on random port. :)
Current setup in this helm chart with default settings reconnects fine after master restart.
I can add text about required jnlp-slave version for usage of direct connection to the PR...

ping @torstenwalter
Don't know how relevant the added Note: comment is in the changelog since direct connection doesn't work at all currently though.

/lgmt

@bergemalm Thank you for the PR!

/lgtm

Hi, when we try to do helm upgrade with the latest helm chart getting the below error. We do have kubernetes:latest plugin configured. `E1031 02:28:38.959053      75 portforward.go:376] error copying from local connection to remote stream: read tcp4 <IP_ADDRESS>:38289-><IP_ADDRESS>:59150: read: connection reset by peer
UPGRADE FAILED
ROLLING BACK
Error: render error in "jenkins/templates/jenkins-master-deployment.yaml": template: jenkins/templates/jenkins-master-deployment.yaml:42:28: executing "jenkins/templates/jenkins-master-deployment.yaml" at <include (print $.Template.BasePath "/config.yaml") .>: error calling include: template: jenkins/templates/config.yaml:139:7: executing "jenkins/templates/config.yaml" at <semverCompare ">=1.20.2" (include "jenkins.kubernetes-version" .)>: error calling semverCompare: Invalid Semantic Version
Error: UPGRADE FAILED: render error in "jenkins/templates/jenkins-master-deployment.yaml": template: jenkins/templates/jenkins-master-deployment.yaml:42:28: executing "jenkins/templates/jenkins-master-deployment.yaml" at <include (print $.Template.BasePath "/config.yaml") .>: error calling include: template: jenkins/templates/config.yaml:139:7: executing "jenkins/templates/config.yaml" at <semverCompare ">=1.20.2" (include "jenkins.kubernetes-version" .)>: error calling semverCompare: Invalid Semantic Version
script returned exit code 1`

Hi, when we try to do helm upgrade with the latest helm chart getting the below error. We do have kubernetes:latest plugin configured.

Yes, using latest version will break using the defaults. But also if you use latest (i.e. 1.20.2) build agents won't be able to connect.

Kubernetes released a new plugin version 1.21.0 yesterday which is the latest version now. Error I mentioned above seems related to incompatibility b/w the latest helm chart with semVersion update and Kube latest (1.21.0) plugin.
When I explicitly pinning plugin version to 1.20.2 helm upgrade working fine.

Alright! Yes, they decided to have direct connection option set to false by default instead which makes this fix not necessary anymore. I guess I create a new pr/version with this fix reverted.


Raise meaningful error when xml parser is missing

Could have saved me quite some time because the error was very confusing. It's easy to miss the fact that the parsing functions are not compiled when the parser is missing..

So the original idea behind passing the value through was that if someone does not want ExAws to handle parsing, they merely leave out the xml dependency, and handle parsing afterward their own way.
However, I suppose they could always just override the parsing function on the S3 operation struct.


[prim_mubi] Fix sampling issue in MUBI sync assertions

Fix #15234
Signed-off-by: Michael Schaffner<EMAIL_ADDRESS>

If this looks good, feel free to merge so that nightlies can pick this up.

Thanks @matutem! I have updated the comments.


Rename 'actions' in actions page to 'parameters'

For some reason, the arguments section in the Actions page was named "actions". This doesn't really make any sense. So I renamed them to "parameters".

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Update Use Cases in DG

Updated and added use cases for Trackermon.

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adding excludeLHS flag

As mentioned in Issue #154, the user may want to exclude elements in the LHS from the predictions on the RHS.  The pull adds a CLI flag -excludeLHS true to add that functionality.

OK I'll look at adding the -baseDoc flag

Is that change what you were thinking of?  I'm not 100% sure what the -baseDoc usecase is, but presumably you wouldn't want to exclude anything from the LHS if you've explicitly specified the classes in -baseDoc

@bkj Yes, adding that check looks good to me. I agree with you that no filter is needed if one specifies -baseDoc.

Hey @bkj I'm trying to use this flag but I'm still getting labels from LHS in my predictions. I checked the starspace.cpp and the code you implemented is there, but does not seem to work. Did you test if this works? I'm not sure if I'm missing something. Thank you


CLAP: Learning Audio Concepts From Natural Language Supervision

https://docs.google.com/document/d/11Nw_4PniYyxYf6wE4g2rkvXNyVUJRbvkimCUEYLg8Yo/edit?usp=sharing


[QUESTION] Could semantic tokenization be improved ?

I'd like to know if semantic tokens could be better ? For example I used Robot Framework Language Server extension for a long moment with your extension only because I prefered the colorization. I think different elements are better recognized. I stopped recently using it because using both at the same time caused some issues. But I'd like to know if you could in some way the same type of semantic tokens to improve readability ? I tried creating editing colorization using editor.semanticTokenColorCustomizations and editor.tokenColorCustomizations but I think there isn't enough tokens.
It might be a personal preference but I find it easier to read with Robot Framework Language Server, for me :

Better consistancy beteween bold, normal and italic syntax.
Every element in setting section has the same format for example.
File documentation and keyword documentation has the same format too.

These are few modifications I would really love in Robotcode !
Little comparison :

With Robotcode

With Robot Framework Language Server

In the last release, a small error crept in where the suite documentation and the keyword/test case documentation were rendered differently. This should be fixed in the next release?
What exactly do you mean with "there isn't enough tokens"?

In the last release, a small error crept in where the suite documentation and the keyword/test case documentation were rendered differently. This should be fixed in the next release?
What exactly do you mean with "there isn't enough tokens"?

If this is a question, I'd love to see all documentations the same format.
In this example you can see tokens available with Robotcode :

As you can see more specific tokens are available using Robot Framework Language Server which permits better customization if needed :

By the way, seeing that you take all the questions in count like this is really pleasant, thank you very much @d-biehl !

Thank you! ;-)
Yes, exactly, that's the bug I was talking about above ;-)
In contrast to RFLS, I try to colour many things with RobotCode using the Textmate Language because it is simply faster and then provide additional information using semantic tokens. There are also a few other limitations when you only use semantic tokens.
I also try to stick to the quasi-standards for tokens and also take different themes into account.
And just to show you, RFLS supports far fewer semantic tokens, see here:
https://github.com/robocorp/robotframework-lsp/blob/a711d9f4396093ad1b1d6988ec2200bbfe8996e9/robotframework-ls/package.json#L354
compared to RobotCode, see here:
https://github.com/robotcodedev/robotcode/blob/166cd2536d545c003fd8d7cdd5da31cfb74f94d4/package.json#L226
I have tried to group the settings into documentation settings and the import settings and runtime/suite test settings, so some are in italics and some are not, but also in different colours depending on the theme.
Maybe you can talk about the grouping again and make it a bit clearer ;-)
You can also set all token colours and styles by adjusting the following settings in VSCode:

editor.semanticTokenColorCustomizations
editor.tokenColorCustomizations

Thank you for your explanations !
I was actually playing with editor.semanticTokenColorCustomizations and editor.tokenColorCustomizations and didn't find a way to set the same color for both documentation levels without changing everything else ^^
Thus I juste updated my extension and it's now fixed so I'm really happy with it as it is now 😄


add Prettier

Currently we already have it. Is there a prettier unimplemented project file that we have overlooked? Prettier'ed all the files again, I didn't see an error.
https://github.com/arabacibahadir/pokitch/blob/53612126516aa97eb9e4c23e6872d3564fe40a15/package.json#L35

Currently we already have it. Is there a prettier unimplemented project file that we have overlooked? Prettier'ed all the files again, I didn't see an error.
https://github.com/arabacibahadir/pokitch/blob/53612126516aa97eb9e4c23e6872d3564fe40a15/package.json#L35

hi,
If we create a .prettierrc file within a project, it will have a common configuration for everyone. For example, a sample .prettierrc file could contain the following settings
{
  "printWidth": 80,
  "tabWidth": 2,
  "useTabs": false,
  "semi": true,
  "singleQuote": true,
  "trailingComma": "es5",
  "bracketSpacing": true,
  "jsxBracketSameLine": false,
  "arrowParens": "avoid"
}

@mertsabinov Thanks for the contribution!


FLIR first update

@N-Nunes Could you look into the broken images issue with your team? The issue could have something to do with using HTML directly instead of using markdown. Use markdown to place images: https://jupyterbook.org/content/figures.html


pull down refresh feed/queue functionality

https://facebook.github.io/react-native/docs/flatlist.html#onrefresh

https://medium.com/react-native-development/how-to-use-the-flatlist-component-react-native-basics-92c482816fe6


client.player.isPlaying(message) always returns false

Bug Description
isPlaying() always returns false even if the song is playing, as result of which the play command always plays the song entered and does not add to queue while playing the previous song
Attachments
the code:

console output

First false makes sense. However, the second play  was used while the first song was still playing, so it is expected to return true.

I have managed to reproduce this issue, if you are using the package within a command file, make sure to add the player variables above the module definition like so:

Otherwise the player object will just be overwritten everytime you run the command and the queue will no longer exist.

You're creating a new player on each command file, which won't be connected to the other files.
Be sure to setup the player on boot-up globally or into the client object.


Problems about predict_i2v

Something went wrong, when I used the predict_i2v.py.
ValueError: It is currently not possible to generate videos at a different resolution that the defaults. This should only be the case with 'THUDM/CogVideoX-5b-I2V'.If you think this is incorrect, please open an issue at https://github.com/huggingface/diffusers/issues.
It seems like the error came from the resolution, but I didn't change anything. Please guide me to solve this problem.

Please pull the latest code

Please pull the latest code

The code can work now, thanks for your guidance.


Migration to ROOT6

ROOT 6 compiled by function:
cmake -DCMAKE_CXX_FLAGS="-D_GLIBCXX_USE_CXX11_ABI=0" /path_to_root_source/
make
framework prerequisites:
sudo aptitude install libboost-all-dev libpqxx-dev libpqxx-4.0 libconfig++9v5 libconfig++-dev libtinyxml2-dev doxygen
Compiles on clean Linux Mint 18 install without problems.
HOWEVER, tests do not compile - probably due to some problems with libraries linking in cmake

I am closing it, since we will not do it in the near future. Might be reaopen in the future


[intro-to-pytorch]Part 7 - Loading Image Data  - transform

In second code cell Exercises Notebook you assign variable with name 'transforms'. It's overwrite this variable, which contain import from torchvision and can produce Exception after second execution code cell. You have a solution for this bug in Solution Notebook.

That's a problem that I also encountered when I tried to run the notebook.
It's easy to fix but it would be nice to see it fixed in the repo too :)

Yes, thanks! Just merged your fix


All Java files are invalidated in mixed Scala/Java projects

With Gradle 7.5-rc-1 (and Scala Zinc 1.6.1), in mixed Java/Scala projects when a Scala file changes, it invalidates all Java files for incremental compilation.
Symptoms are identical to https://github.com/sbt/zinc/issues/867, but using Gradle rather than SBT.
Expected Behavior
Only changed files are recompiled.
Current Behavior
A changed Scala file, plus all Java files are recompiled.
If Java files constitute more that 50%, it triggers full 100% recompilation.
Context
The problem first appeared in Gradle 7.5-rc-1.
The problem doesn't exists in Gradle 7.4, which used Zinc 1.3.5.
Excerpts from debug log (with file names obfuscated by me) of running compileScala after changing a single file xxx.scala:
[DEBUG] [org.gradle.api.internal.tasks.scala.ZincScalaCompilerFactory] > initialChanges = InitialChanges(Changes(added = Set(), removed = Set(), changed = Set(xxx.scala), unmodified = ...),Set(), ...
[DEBUG] [org.gradle.api.internal.tasks.scala.ZincScalaCompilerFactory]
Initial source changes:
	removed: Set()
	added: Set()
	modified: Set(xxx.scala)
Invalidated products: Set()
External API changes: API Changes: Set()
...
Initial directly invalidated classes: Set(xxx)
Sources indirectly invalidated by:
	product: Set()
	binary dep: HashSet(yyy.java, zzz.scala, ... several thousand more files...)
[DEBUG] [org.gradle.api.internal.tasks.scala.ZincScalaCompilerFactory] All initially invalidated classes: Set(xxx)
All initially invalidated sources:HashSet(yyy.java, zzz.scala, ... several thousand more files...)
...
[DEBUG] [org.gradle.api.internal.tasks.scala.ZincScalaCompilerFactory] Initial set of included nodes: xxx
[DEBUG] [org.gradle.api.internal.tasks.scala.ZincScalaCompilerFactory] Recompiling all sources: number of invalidated sources > 50.0% of all sources

Just an extra info - It is happening also in case you change a Java file all the Scala and Java are recompiled.

I think that the main use case is fixed since https://github.com/gradle/gradle/pull/22786.
However, I still see the full recompile of test classes when either a test class or a main class has changed, within one Gradle module.


Predict my img

Is There a demo program that allows to generate my image?

No

okay I woud to try to use it ,it's Cool!


[fix] fallback should still be generated when prerender is disabled

Fixes #1588
The bug described in #1588 is about the adapter-static in SPA-mode (-> fallback set) not outputting the {fallback}.html file into the build directory when config.kit.prerender.enabled is set to false.
This PR is an easy fix for this behavior, as config.kit.prerender.enabled can be ignored in the SPA mode. It bypasses the check for config.kit.prerender.enabled in the getter for the prerender function by modifying the expression to be true by default when a fallback is defined.
You can see that this fixes the bug on the branch bug-demonstration on my fork of sveltejs/kit.
For this,

clone the repo git clone https://github.com/Theo-Steiner/kit.git
run checkout bug-demonstration, pnpm i, pnpm build
navigate to  cd examples/kit-bug
execute pnpm build and do ls build and you will see that index.html was in fact created!

[ ] Ideally, include a test that fails without this PR but passes with it.

I did not include a test, since I honestly don't know how I would test for this behavior.
Tests

[ ] Run the tests with pnpm test and lint the project with pnpm lint and pnpm check

Changesets

[ ] If your PR makes a change that should be noted in one or more packages' changelogs, generate a changeset by running pnpx changeset and following the prompts. All changesets should be patch until SvelteKit 1.0

Aha! Thank you. It's tremendously helpful to know what the issue here is. I don't think this is quite the right fix though because it will cause your whole site to be crawled for pre-rendering, which isn't quite what you want if you set prerender.enabled: false
Perhaps this would also need to change prerender.js to:
if (fallback) {
  // don't change this
} else {
        // move the crawling `for` loop from above fallback to an else block
  	for (const entry of config.kit.prerender.pages) {
             ....
	}
}

@benmccann I made the crawling for loop conditional as you suggested! Thank's for your input =)

@Theo-Steiner lgtm, but the tests are failing and will need to be updated. I added a changeset, so you might want to do a git pull first to pull that change down locally before updating the code


Unable to build Eclipse plugin using JDK 1.7

We are encountering following error when we try to build Julia Eclipse plugin using Java Development Kit 1.7 , @mdpradeep was able to build it using JDK 1.8 , this issue occurs only with JDK 1.7
[INFO] Compiling 22 source files to /Users/pradeep/JuliaDT/JuliaDT/plugins/com.juliacomputing.jldt.eclipse.ui.editor/target/classes
[INFO] ------------------------------------------------------------------------
[INFO] Reactor Summary:
[INFO]
[INFO] julia.eclipse.parent ............................... SUCCESS [  0.118 s]
[INFO] com.juliacomputing.jldt.kernel.api ................. SUCCESS [  1.393 s]
[INFO] com.juliacomputing.jldt.kernel ..................... SUCCESS [  1.938 s]
[INFO] com.juliacomputing.jldt.eclipse.core ............... SUCCESS [  1.212 s]
[INFO] com.juliacomputing.jldt.eclipse.launch ............. SUCCESS [  0.265 s]
[INFO] com.juliacomputing.jldt.eclipse.ui.formatter ....... SUCCESS [  0.701 s]
[INFO] com.juliacomputing.jldt.eclipse.ui.editor .......... FAILURE [  0.554 s]
[INFO] com.juliacomputing.jldt.eclipse.ui ................. SKIPPED
[INFO] com.juliacomputing.jldt.eclipse.ui.launch .......... SKIPPED
[INFO] com.juliacomputing.jldt.eclipse.parser ............. SKIPPED
[INFO] PlotViewer ......................................... SKIPPED
[INFO] com.juliacomputing.jldt.eclipse .................... SKIPPED
[INFO] com.juliacomputing.jldt.eclipse.repository ......... SKIPPED
[INFO] jldt.eclipse ....................................... SKIPPED
[INFO] ------------------------------------------------------------------------
[INFO] BUILD FAILURE
[INFO] ------------------------------------------------------------------------
[INFO] Total time: 40.467 s
[INFO] Finished at: 2016-01-27T15:16:20+05:30
[INFO] Final Memory: 109M/760M
[INFO] ------------------------------------------------------------------------
[ERROR] Failed to execute goal org.eclipse.tycho:tycho-compiler-plugin:0.24.0:compile (default-compile) on project com.juliacomputing.jldt.eclipse.ui.editor: Compilation failure: Compilation failure:
[ERROR] /Users/pradeep/JuliaDT/JuliaDT/plugins/com.juliacomputing.jldt.eclipse.ui.editor/src/main/java/com/juliacomputing/jldt/eclipse/ui/editor/JuliaSourceViewerConfiguration.java:[1]
[ERROR] package com.juliacomputing.jldt.eclipse.ui.editor;
[ERROR] ^
[ERROR] The type java.lang.invoke.LambdaMetafactory cannot be resolved. It is indirectly referenced from required .class files
[ERROR] 1 problem (1 error)
[ERROR] -> [Help 1]
[ERROR]
[ERROR] To see the full stack trace of the errors, re-run Maven with the -e switch.
[ERROR] Re-run Maven using the -X switch to enable full debug logging.
[ERROR]
[ERROR] For more information about the errors and possible solutions, please read the following articles:
[ERROR] [Help 1] http://cwiki.apache.org/confluence/display/MAVEN/MojoFailureException
[ERROR]
[ERROR] After correcting the problems, you can resume the build with the command
[ERROR]   mvn <goals> -rf :com.juliacomputing.jldt.eclipse.ui.editor
Pradeeps-MacBook-Pro: ~/JuliaDT/JuliaDT ##

resolved (e0e01d2e0a97f983cd1f1947dd67b7ac892590da)

:clap:

This is good. Will make a build and include the same in JuliaPro.
On 7 Feb 2016 03:08, "Avik Sengupta"<EMAIL_ADDRESS>wrote:

[image: :clap:]
—
Reply to this email directly or view it on GitHub
https://github.com/JuliaComputing/JuliaDT/issues/1#issuecomment-180870665
.


Euro currency symbol in Markdown file is translated to \euro instead of \texteuro

Using the standard pdflatex option, the € symbol is somehow translated.
Latex knows how to operate with UTF8 Symbols, including the €, £, etc.
Is it possible, to omit the translation of special characters?
If not, how to change \euro to \texteuro/  ?
Thanks
hartmut

If just learned, that Ubuntu 18.04 still installs Pandoc 1.19.
After manually installing the most  recent deb-package, anything works fine

This should not be an issue with \usepackage[utf8]{inputenc}, there would be no reason to translate the euro symbol to anything.


CTRL-B mapping ignored at the hit-enter prompt when modifyOtherKeys is enabled

Describe the bug
A mapping using the control modifier is ignored at the hit-enter prompt when modifyOtherKeys is enabled.
To Reproduce
Start an xterm terminal, and run this shell command:
vim -Nu NONE +'nno <c-b> :echom "C-b was pressed"<cr>' +hi

Press C-b: no message is printed on the command-line, nor logged in the output of :messages.
Expected behavior
"C-b was pressed" is printed on the command-line, and logged in the output of :messages.
Environment

Vim version: 8.2 Included patches: 1-836
OS: Ubuntu 16.04.6 LTS
Terminal: XTerm(322)

Additional context
The issue disappears if the modifyOtherKeys feature is disabled.
vim -Nu NONE --cmd 'let [&t_TI, &t_TE] = ["", ""]' +'nno <c-b> :echom "C-b was pressed"<cr>' +hi
             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

I cannot reproduce the problem, it works with and without modifyOtherKeys enabled.

I'm on the latest commit (8.2.0836), and I can reproduce without:

any Vim config (-Nu NONE)
any shell config (bash --norc --noprofile)
any terminal config (commented the whole ~/.Xresources)
any special option during the compilation, except --with-features=huge (./configure --with-features=huge)

Here is a gif when modifyOtherKeys is enabled:

And here is a gif when modifyOtherKeys is disabled:

Another thing that I've just noticed.  The mapping works if <c-b> is replaced with a literal C-b character (obtained after pressing C-v C-b).
I guess the issue is somehow linked to what you said here about the fact that a <C-b> mapping exists in two forms; a simplified one and a non-simplified one.  It seems that the non-simplified form doesn't work at the hit-enter prompt.

Ah, I missed the part about this being at the hit enter prompt.  Hmm, I suppose much more must have already been failing there.


Speed up remote apply

If you apply from a large remote repo, like https://github.com/e2b-dev/e2b-cookbook/blob/main/.grit/patterns/e2b_v0_to_v1_js.md, it is pretty slow since we currently do a full clone.
We should switch to a sparse clone of just the .grit directory.

We should also display a spinner while cloning.


Implement "discard"

QuickCheck has (since 2.7) a data type Discard that forces the test case to be discarded when the property returns it. This is useful because as the hackage doc says "Normally you should use ==>, but if for some reason this isn't possible (e.g. you are deep inside a generator), use discard instead.".
QuickCheck has both a Testable Discard instance and a discard function that throws an exception.
Now, FsCheck already has a Testable instance for Result, which seems like it would cover this in principle, but returning a Result is atypical and seems rather cumbersome unless there are some simplified constructors that I'm missing.
Also Testables are restricted in C# to unit and boolean AFAICT, but I guess that should be addressed in https://github.com/fsharp/FsCheck/issues/63 .
In summary: what do you think would be the best way to implement this?

Do we need a Discard instance, unclear how it would be used? Seems like having a discard function that throws DiscardException that is caught and handled specially would be more idiomatic.

Yes, throwing the exception would work too of course. I just thought it would complicate the implementation since it makes this a special case whereas returning a Result (using some simplified constructor for this purpose though I have no idea about everything that goes in there) is already supported.
Anyway, DiscardException it is then. Now I need to find the time to actually implement this :-)

I see. Yes, maybe you're right. Have a look at the Testable module; may be as easy as calling Res.rejected (there is an internal module Res that allows you to create Result instances; rejected means discarded).

Ah, yes, those are the simplified constructors I was thinking about. Does it not matter that Stamp, Labels and Arguments are all empty? Also, if we expose Res.rejected (or an alias named discard), it seems we should also expose the other Result constructors so that the user can at least say that a test case is ok to check. From that point of view, the exception seems simpler, right?

Yes, agreed. That why I was wondering how to use a Discard type.
The stamps etc would be filled in by other combinators, that part should work.

On 3 Mar 2015, at 17:43, Mauricio Scheffer<EMAIL_ADDRESS>wrote:
Ah, yes, those are the simplified constructors I was thinking about. Does it not matter that Stamp, Labels and Arguments are all empty? Also, if we expose Res.rejected (or an alias named discard), it seems we should also expose the other Result constructors so that the user can at least say that a test case is ok to check. From that point of view, the exception seems simpler, right?
—
Reply to this email directly or view it on GitHub.

I ended up writing the test/generator in a different way so I don't need it any more, at least for now. Still, I think it might come back again so let's leave this issue open...

This is in 2.0.0-alpha.


Classpath urls

Demonstrating the answer at https://stackoverflow.com/a/76857673/91822.
Please note that since the method of registering URLStreamHandlers is different between Java 8 and Java 9+, I changed the compile target to Java 9 to demonstrate the newer method here.

Thanks @jkmatila! This is just outstanding. Works perfectly. I will tidy up this project and leave it up as a demonstration of how to run DocBook XSLT out of a JAR.


changed np.count_nonzero() to np.sum() in tailcuts_clean

for some reason this had different behavior with different versions of
numpy, causing tests to fail in some cases.  Still not sure why, but on my machine (osx with 1.11.3) the test with min neighbors=2 failed for the last test case, while it worked on the travis build.

Could this be due to rounding error when determining the neighbors of a square-pixel camera? Though in that case, I would expect the results to be the same between count_nonzero(mask) and sum(mask), which should always give the same results, i would think.


text positioning wrong when there is offsetTop and offsetLeft when Zoomed

see also #4412
https://user-images.githubusercontent.com/14358394/146585036-a38a8a4f-1b9f-46fa-b36f-58511e6ef625.mp4

closed via https://github.com/excalidraw/excalidraw/pull/4444


[Feature] Add POP Configuration to Control Route Visibility

Description:
We need to introduce a new environment variable named POP in the Swagger configuration (.env_swagger). The default value for this variable should be False.

When POP is set to False: All routes (endpoints) should be visible in the API documentation.
When POP is set to True: The following routes should be hidden from the API documentation:

POST /stream (located in register_routes/post_stream.py)
GET /stream (located in search_routes/get_stream.py)

This feature is required to provide the flexibility to use the API as a Point of Presence (POP) in the NDP project, where only a subset of the endpoints is needed.
Tasks:

Update the swagger_settings.py to include the new POP configuration, with a default value of False.
Implement logic to conditionally hide the POST /stream and GET /stream routes based on the value of the POP variable.
Ensure that when POP is set to True, the above routes are not included in the Swagger documentation or accessible through the API.
Update any relevant documentation to reflect the changes in route visibility based on the POP setting.
Write tests to verify that the routes are correctly hidden or shown based on the POP configuration.

Additional Context:
This feature is necessary to tailor the API functionality for different use cases, specifically for the NDP project's Point of Presence (POP) instances, which require a restricted set of API endpoints.

Done.


Added Layer5 repositories

Signed-off-by: Atinuke Bami Kayode<EMAIL_ADDRESS>ℹ Repository information
https://github.com/layer5io/layer5/
https://github.com/meshery/meshery
The repository has: Good first issues.

[ ] At least three issues with the good first issue label.
[ ] Detailed setup instructions for the project.
[ ] CONTRIBUTING.md
[ ] Actively maintained.

Hi @brylie I created a PR two days ago. Can you review it, please.

Requested changes have been made. Thank you.

Thanks @sanket-deepsource
Looking forward to have more folks contributing to open source through Layer5.


Add Plug.Ribbon to identify the environment when not on prod

Coverage remained the same at 79.167% when pulling 65d89f59b87811040856026fcd2143152f6b92a0 on plug-ribbon into c9e632db09863265b575d903353794a9e0857ce9 on master.


Fix when ESCPlayer is not selectable or interactive manage click through (reopen)

PR #609 was merged a bit too fast/
Supersedes https://github.com/godot-escoria/escoria-demo-game/pull/605
Fixes https://github.com/godot-escoria/escoria-issues/issues/104
This change verifies the content of the hover stack before performing the action.
Adds a new test room 18 that allows testing superposed ESCItems.
If the clicked item is an unselectable ESCPlayer then we consider the action went through it and applies to:
the item behind (if any in the hover stack)
on the background if no item is behind

To test:

ESCPlayer superposed to ESCItem
set mark as NOT selectable (uncheck in the inspector)
run room 1
hover mark should do nothing
left/right/double click through mark
put mark in front of and item on the wall and do the same (left/right/double click on the item through Mark)

Superposed ESCItems
run room18

For clarity, I'm separating the above issues into 3.
Issue 1 = mark should be click through when selectable=false
issue 2 = tooltip is not updating after you completely move off, and on the collision shape
issue 3 = pausing and unpausing doesn't restore the tooltip.
Issue 1 : Yes I can select through Mark now without him moving when I right click the painting, however I'm seeing another issue I don't believe should be there. If you right click the painting, the tooltip is visible. Mark says his line of text. The tooltip disappears when Mark finishes speaking. Right clicking will not work as the tooltip is no longer active - I need to move off/on the painting to get the tooltip to reappear. I can now right click again (which works correctly).
I don't believe the tooltip should disappear.
Issue 2 - I start room 18 and put the mouse in a spot where it is over the lowest collision shape. I right click to remove the upper collision shape. Once it's animation completes, I can't get the tooltip to register item 2 until I move off item 3's collision shape. Moving the mouse a small amount does not correct the tooltip, it only reactivates when I move off the area where the lowest shape is.
Issue 3) I can live with issue 3 as long as a small mouse movement restores the tooltip. I'm not sure how I would implement the solution you suggest because you'd need to confirm where the mouse was when unpausing to see if the tooltip was still correct - and I don't know how you'd do that in code. Anyway, if it's UI specific it can be ignored.

@StraToN What is happening in relation to the above issues? I'm not sure what the decision was sorry.
Additionally, just retested, i'll list this as issue 4 to not confuse any issues.
Issue 4) Start room 1 (f6). Right click on the bull's nose. Right click to make the text go really fast.
Now right and left clicks around the room don't work (except on the chicken picture). Moving the mouse around the room the tooltip continues to say "artwork" until you highlight the player or chicken picture.

@StraToN What is happening in relation to the above issues? I'm not sure what the decision was sorry.

Sorry for the very late answer.
Issue 1 = mark should be click through when selectable=false: fixed
Issue 2 = tooltip is not updating after you completely move off, and on the collision shape: should be fixed now
Issue 3 = pausing and unpausing doesn't restore the tooltip. : UI specific

Additionally, just retested, i'll list this as issue 4 to not confuse any issues.
Issue 4) Start room 1 (f6). Right click on the bull's nose. Right click to make the text go really fast. Now right and left clicks around the room don't work (except on the chicken picture). Moving the mouse around the room the tooltip continues to say "artwork" until you highlight the player or chicken picture.

I've been trying to replicate you scenario as you described but I didn't manage to get right and left clicks around the room not to work. Maybe we can setup a small meeting so we can try to have me replicating it?

I still see the same issue @StraToN. Run room 1 using F6. Right click the first picture. Wait for the text to finish (it doesn't matter if you speed up the text or just wait for the slow text to complete). Click on the floor somewhere - he won't walk there.

I can confirm that I can reproduce using the instructions above.

Thanks! Should be fixed now, please retest.

I retested.
Issue 1) In room 18 I can remove the top item, but the middle item won't move.
ESC (2022-09-01T22:37:51) D esc_action_manager.gd: Item upper_item is not interactive.
ESC (2022-09-01T22:37:51) D esc_inputs_manager.gd: Ignoring mouse entering item upper_item.
ESC (2022-09-01T22:37:51) I esc_inputs_manager.gd: Item focused: middle_item
ESC (2022-09-01T22:37:51) I esc_inputs_manager.gd: Item focused: bottom_item
ESC (2022-09-01T22:37:52) D esc_action_manager.gd: Item upper_item is not interactive.
ESC (2022-09-01T22:37:52) D esc_inputs_manager.gd: Ignoring right click on upper_item with event [InputEventMouseButton:2932].

Issue 2) Restart godot from scratch. Load room 2. Start it with f6. Left click somewhere to walk on the left platform. When he gets there, left click somewhere else, you can't move.
According to debug, the mouse click isn't registered.
If I click on Mark, that frees up the mouse, and I can make him move on the next click, then the mouse locks up again until I click on Mark.
If I turn "selectable" off on Mark, the problem goes away.

Issue 1) In room 18 I can remove the top item, but the middle item won't move.

I was able to reproduce. Issue fixed.

Issue 2)

Same: I was able to reproduce and fix.
I took the opportunity to rebase on develop. We should now be ok, waiting for retest. Thanks a lot @balloonpopper  :+1:

I can now remove the top two items. Two things I've noticed.

If I click to remove the top item, then click somewhere that is where the top item used to be (but not where the middle item is) I get

ESC (2022-09-18T21:54:25) D esc_event_manager.gd: Event use ended with return code 0.
ESC (2022-09-18T21:54:28) D esc_action_manager.gd: Item upper_item is not interactive.
ESC (2022-09-18T21:54:28) D esc_inputs_manager.gd: Ignoring right click on upper_item with event [InputEventMouseButton:2913].
ESC (2022-09-18T21:54:28) I esc_inputs_manager.gd: Right click on background at (349, 157).

So firstly, should non-interactive items show that you tried to click them? I was expecting it should be totally ignored.
Would this still swallow the click if you were trying to move your avatar somewhere that is now covered by an inactive item?

Every time I click the bottom item (after removing top and middle) I get 3 errors.

ESC (2022-09-18T21:58:00) I esc_item.gd: Current game state doesn't accept interactions.
ESC (2022-09-18T21:58:00) I esc_item.gd: Current game state doesn't accept interactions.
ESC (2022-09-18T21:58:00) I esc_item.gd: Current game state doesn't accept interactions.

Should I get any errors? If I should, there should only be 1 instead of 3.

Issue 3) Tested the above scenario

I copied a painting in room 1, put it on the navigation shape and made it non-interactive. If you right click the new painting, you can't walk where it is.

If I click to remove the top item, then click somewhere that is where the top item used to be (but not where the middle item is) I get

ESC (2022-09-18T21:54:25) D esc_event_manager.gd: Event use ended with return code 0.
ESC (2022-09-18T21:54:28) D esc_action_manager.gd: Item upper_item is not interactive.
ESC (2022-09-18T21:54:28) D esc_inputs_manager.gd: Ignoring right click on upper_item with event [InputEventMouseButton:2913].
ESC (2022-09-18T21:54:28) I esc_inputs_manager.gd: Right click on background at (349, 157).

So firstly, should non-interactive items show that you tried to click them? I was expecting it should be totally ignored.

If you didn't expect these messages, I'm fine removing them. They were debug messages, only here to inform gamedev that an item was clicked and ignored because it's interactive.
Therefore, I removed these messages. They'll be easy to re-add if someone needs them.

Would this still swallow the click if you were trying to move your avatar somewhere that is now covered by an inactive item?

I expect this is not going to happen.

Every time I click the bottom item (after removing top and middle) I get 3 errors.

ESC (2022-09-18T21:58:00) I esc_item.gd: Current game state doesn't accept interactions.
ESC (2022-09-18T21:58:00) I esc_item.gd: Current game state doesn't accept interactions.
ESC (2022-09-18T21:58:00) I esc_item.gd: Current game state doesn't accept interactions.

Should I get any errors? If I should, there should only be 1 instead of 3.

I couldn't replicate this issue in current state of my branch. I have force-pushed after a rebase on develop, maybe that made the error go away?

Issue 3) Tested the above scenario
I copied a painting in room 1, put it on the navigation shape and made it non-interactive. If you right click the new painting, you can't walk where it is.

Good catch. Fixed.

Issues found on the current commit

If I move my mouse around the middle of the object in room 18, the item in focus (according to the logs) changes. I'm expecting it to stay as the top item.

ESC (2022-11-08T23:38:48) I esc_inputs_manager.gd: Item unfocused: upper_item
ESC (2022-11-08T23:38:48) I esc_inputs_manager.gd: Item focused: bottom_item

An extension of point 1 above. You can see in the below that the focus was the middle item (I had my mouse in a position covering the top and middle item, but not the bottom), then after clicking the middle_item was focused a second time, even though it was already the focus.

ESC (2022-11-08T23:52:52) I esc_inputs_manager.gd: Item focused: upper_item
ESC (2022-11-08T23:52:53) I esc_inputs_manager.gd: Item focused: middle_item
ESC (2022-11-08T23:52:54) I esc_inputs_manager.gd: Item upper_item right clicked with event [InputEventMouseButton:3137].
ESC (2022-11-08T23:52:54) I esc_action_manager.gd: item_right_click on item upper_item.
ESC (2022-11-08T23:52:54) I esc_action_manager.gd: upper_item to perform event [InputEventMouseButton:3137].
ESC (2022-11-08T23:52:54) I esc_action_manager.gd: Checking if action 'use' on '[Reference:2052]' is valid...
ESC (2022-11-08T23:52:54) D esc_event_manager.gd: Queueing event use in channel _front.
ESC (2022-11-08T23:52:54) D esc_event_manager.gd: Popping event 'use' from background queue _front to source res://game/rooms/room18/esc/upper_item.esc.
ESC (2022-11-08T23:52:54) D esc_event.gd: Event use started.
ESC (2022-11-08T23:52:54) D esc_command.gd: Running command set_interactive with parameters [upper_item, False].
ESC (2022-11-08T23:52:54) I esc_inputs_manager.gd: Item focused: middle_item

When moving the mouse right to the middle of the objects (so the mouse is over where all 3 objects are) then back up a little bit (to where the mouse would be over the upper and middle items, but not over the bottom item.

ESC (2022-11-08T23:55:42) I esc_inputs_manager.gd: Item focused: upper_item
ESC (2022-11-08T23:55:43) I esc_inputs_manager.gd: Item focused: middle_item
ESC (2022-11-08T23:55:43) I esc_inputs_manager.gd: Item focused: bottom_item
ESC (2022-11-08T23:55:45) I esc_inputs_manager.gd: Item unfocused: upper_item

I'm still seeing the issue mentioned in the last post above. The first time I right click the bottom item it tries to "say" a line, but if I right click again (without moving the mouse) then every time I right click I get the "Current game state doesn't accept interactions." error

ESC (2022-11-08T23:40:25) D esc_event_manager.gd: Popping event 'use' from background queue _front to source res://action_defaults.esc.
ESC (2022-11-08T23:40:25) D esc_event.gd: Event use started.
ESC (2022-11-08T23:40:25) D esc_command.gd: Running command say with parameters [current_player, "I can't use this!", ].
ESC (2022-11-08T23:40:25) W say.gd: [say]: No player item in the current scene was registered and the say command was encountered.
ESC (2022-11-08T23:40:25) D esc_command.gd: [say] Return code: 1.
ESC (2022-11-08T23:40:25) D esc_event_manager.gd: Event 'use' ended with return code 1.
ESC (2022-11-08T23:40:36) I esc_item.gd: Current game state doesn't accept interactions.
ESC (2022-11-08T23:40:36) I esc_item.gd: Current game state doesn't accept interactions.
ESC (2022-11-08T23:40:36) I esc_item.gd: Current game state doesn't accept interactions.

In room 1 I copied the first painting, changed its global_id = r1_wall_item3, turned interactive=off, and moved it in the room.
I can right click the object which moves the player where you right click, however if I click the floor somewhere else, I can't walk to the new location. (I can fix this by right clicking one of the original paintings or a door, but I can't just walk somewhere else in the room)

@StraToN : Issues 1,2,3 and 5 from the above are pretty much fixed. 4 is still there. What I'm seeing now :

In room 18, when I mouse over the objects, only the top_item focuses which is good, but after you remove the top item the bottom item comes into focus before the middle item.

ESC (2022-11-15T23:18:36) D esc_object.gd: State "folded" set. Matching non-immediate animation executing.
ESC (2022-11-15T23:18:36) D esc_command.gd: [set_state] Return code: 0.
ESC (2022-11-15T23:18:36) D esc_event_manager.gd: Event 'use' ended with return code 0.
ESC (2022-11-15T23:18:36) I esc_inputs_manager.gd: Item focused: bottom_item
ESC (2022-11-15T23:18:36) I esc_inputs_manager.gd: Item focused: middle_item

After I've removed the top and middle items, you can see if I move my mouse away that the bottom_item is registering correctly

ESC (2022-11-15T23:20:24) I esc_inputs_manager.gd: Item focused: bottom_item
ESC (2022-11-15T23:20:27) I esc_inputs_manager.gd: Item unfocused: bottom_item

If I now right click the bottom_item, you'll see that it has an error with the say command, then when I move my mouse away it no longer knows the focused item (see last line of the output)
ESC (2022-11-15T23:20:29) I esc_action_manager.gd: item_right_click on item bottom_item.
ESC (2022-11-15T23:20:29) I esc_action_manager.gd: bottom_item to perform event [InputEventMouseButton:4069].
ESC (2022-11-15T23:20:29) I esc_action_manager.gd: Checking if action 'use' on '[Reference:1996]' is valid...
ESC (2022-11-15T23:20:29) D esc_event_manager.gd: Queueing event use in channel _front.
ESC (2022-11-15T23:20:29) D esc_event_manager.gd: Popping event 'use' from background queue _front to source res://action_defaults.esc.
ESC (2022-11-15T23:20:29) D esc_event.gd: Event use started.
ESC (2022-11-15T23:20:29) D esc_command.gd: Running command say with parameters [current_player, "I can't use this!", ].
ESC (2022-11-15T23:20:29) W say.gd: [say]: No player item in the current scene was registered and the say command was encountered.
ESC (2022-11-15T23:20:29) D esc_command.gd: [say] Return code: 1.
ESC (2022-11-15T23:20:29) D esc_event_manager.gd: Event 'use' ended with return code 1.
ESC (2022-11-15T23:20:33) I esc_inputs_manager.gd: Item unfocused:

If I then mouse over it again, it knows the item is the bottom item again
ESC (2022-11-15T23:22:36) I esc_inputs_manager.gd: Item focused: bottom_item
ESC (2022-11-15T23:22:37) I esc_inputs_manager.gd: Item unfocused: bottom_item

So there's a problem with it losing the focus temporarily

If I now right click the bottom_item again I get the 3 errors seen before. Every right click gives 3 errors.

ESC (2022-11-15T23:24:01) I esc_inputs_manager.gd: Item focused: bottom_item
ESC (2022-11-15T23:24:03) I esc_item.gd: Current game state doesn't accept interactions.
ESC (2022-11-15T23:24:03) I esc_item.gd: Current game state doesn't accept interactions.
ESC (2022-11-15T23:24:03) I esc_item.gd: Current game state doesn't accept interactions.

Room 19 functionality and messages all look good.

@balloonpopper
I was able to reproduce point 1 only once, it doesn't seem to happen every time. Can you confirm this? Do you have specific conditions to reproduce (apart from your description)
Other points (2 and 3) shoud be resolved by 20ce8f2

For issue 1, I've pushed a commit to this branch. If you right click in the exact centre of the box I added to room 18, the issue 1 above always happens. It seems very picky about where on the object it happens

Fixed

Fixed

New issue - not sure that this will be fixable :
If you alt tab away from the running game and back in (with the mouse over the middle of the object(s)), you get multiple focussed items in the debug. It doesn't break anything that I can tell though.

ESC (2022-11-18T17:17:13) I esc_inputs_manager.gd: Item focused: upper_item

ESC (2022-11-18T17:17:14) I esc_inputs_manager.gd: Item unfocused: upper_item
ESC (2022-11-18T17:17:16) I esc_inputs_manager.gd: Item focused: middle_item
ESC (2022-11-18T17:17:16) I esc_inputs_manager.gd: Item focused: upper_item

ESC (2022-11-18T17:17:17) I esc_inputs_manager.gd: Item unfocused: upper_item
ESC (2022-11-18T17:17:18) I esc_inputs_manager.gd: Item focused: bottom_item
ESC (2022-11-18T17:17:18) I esc_inputs_manager.gd: Item focused: middle_item
ESC (2022-11-18T17:17:18) I esc_inputs_manager.gd: Item focused: upper_item
ESC (2022-11-18T17:17:20) I esc_inputs_manager.gd: Item unfocused: upper_item

@balloonpopper
I managed to reproduce this: it only happens when the cursor passes from the verbs panel at the bottom to the items in the room. If the cursor enters the items from the outside of the items, but in the room, then the issue doesn't occur.
This is actually the same issue as 4) : mouse_entered signal happen from bottom to top :/
I am really not certain what I can do about this.

It doesn't appear to break anything anyway, so happy to approve it.

Alt tab issue is fixed. Great work @StraToN !


DOCKER_HOST variable meanings ?

Hi,
I'm kind of new in Docker, and I'm wondering, what the point of the DOCKER_HOST variable in the example in the README? I can't find out the interest of this environment variable. Can you please provide me some information about it?
Thanks.

Oops, wrong repository. :sweat_smile: Sorry for the inconvenience.


feat!: Unify ABIs between nargo and yarn-project

Changes the output of nargo and noir-wasm to generate a single artifact that includes debug information. Compiled contracts now have a file_map at the root of the artifact, and a debug_symbols within each function. For consistency, compiled programs also have file_map and debug_symbols. Debug symbols are compressed and base64-encoded, as they were by the former noir-compiler postprocessing. The debug json artifact is no longer emitted.
Removes all code related to generating yarn-project-specific ABIs from noir compiler. Instead, types now exposes a loadContractArtifact that renames fields as needed (and use camel instead of snake case), and is required when loading a noir contract artifact. Autogenerated types run this automatically.
Since we are no longer post-processing artifacts, the noir-contracts project shape is changed. JSON files live in the target folder where nargo outputs them (this is not configurable), and are loaded by the autogenerated typescript interfaces from there.
As part of the refactor, moves functions for getting functions debug info out of acir-simulator and into types.
Breaking change: This removes the need to run codegen for using a compiled contract. However, when creating a new contract object from aztec.js, a dev needs to run loadContractArtifact.
Future changes: Type information for a compilation artifact is now spread all over the place, and duplicated in more than one place. There are types defined within rust code in Noir as [wasm_bindgen(typescript_custom_section)], others defined within typescript code in the noir_wasm package, others in foundation, and others in types. We should unify it in a single place.
Fixes https://github.com/AztecProtocol/aztec-packages/issues/3812
Supersedes #3906

Benchmark results
Metrics with a significant change:

node_database_size_in_bytes (10): 3,721,925 (-30%)

Detailed results
All benchmarks are run on txs on the Benchmarking contract on the repository. Each tx consists of a batch call  to create_note and increment_balance, which guarantees that each tx has a private call, a nested private call, a public call, and a nested public call, as well as an emitted private note, an unencrypted log, and public storage read and write.
This benchmark source data is available in JSON format on S3 here.
Values are compared against data from master at commit fd1f619f and shown if the difference exceeds 1%.
L2 block published to L1
Each column represents the number of txs on an L2 block published to L1.

Metric
8 txs
32 txs
128 txs

l1_rollup_calldata_size_in_bytes
45,444
179,588
716,132

l1_rollup_calldata_gas
220,932
866,360
3,447,848

l1_rollup_execution_gas
934,076
3,968,834
24,791,384

l2_block_processing_time_in_ms
1,345 (-12%)
5,140 (-1%)
21,319

note_successful_decrypting_time_in_ms
378 (+10%)
939 (-3%)
3,409 (-3%)

note_trial_decrypting_time_in_ms
87.4 (+66%)
67.8 (-26%)
135 (-4%)

l2_block_building_time_in_ms
14,909
59,281
237,744

l2_block_rollup_simulation_time_in_ms
10,523
41,941
168,631

l2_block_public_tx_process_time_in_ms
4,353
17,257
68,839

L2 chain processing
Each column represents the number of blocks on the L2 chain where each block has 16 txs.

Metric
5 blocks
10 blocks

node_history_sync_time_in_ms
15,167 (-1%)
29,200

note_history_successful_decrypting_time_in_ms
2,359 (+3%)
4,311 (-6%)

note_history_trial_decrypting_time_in_ms
71.9 (-54%)
176 (-22%)

node_database_size_in_bytes
3,622,266
:warning: 3,721,925 (-30%)

pxe_database_size_in_bytes
29,923
59,478

Circuits stats
Stats on running time and I/O sizes collected for every circuit run across all benchmarks.

Circuit
circuit_simulation_time_in_ms
circuit_input_size_in_bytes
circuit_output_size_in_bytes

private-kernel-init
213
44,681
25,561

private-kernel-ordering
165 (-1%)
43,753
14,809

base-rollup
1,064
128,338
881

root-rollup
82.4
4,088
709

private-kernel-inner
291
71,208
25,561

public-kernel-private-input
205
31,863
25,561

public-kernel-non-first-iteration
203
31,905
25,561

merge-rollup
8.24 (-1%)
2,608
881

Tree insertion stats
The duration to insert a fixed batch of leaves into each tree type.

Metric
1 leaves
2 leaves
8 leaves
16 leaves
32 leaves
64 leaves
128 leaves
512 leaves
1024 leaves
2048 leaves
8192 leaves

batch_insert_into_append_only_tree_ms
11.4 (+2%)
18.8 (+12%)
15.5 (+11%)
18.6 (+3%)
24.0
50.5
89.8 (+16%)
244
474
916
3,579

batch_insert_into_indexed_tree_ms
N/A
N/A
N/A
64.7 (-1%)
N/A
59.9 (-1%)
128 (+15%)
365 (+1%)
739
1,414
5,604

Miscellaneous
Transaction sizes based on how many contracts are deployed in the tx.

Metric
0 deployed contracts
1 deployed contracts

tx_size_in_bytes
15,455
32,224

Transaction processing duration by data writes.

Metric
0 new commitments
1 new commitments

tx_pxe_processing_time_ms
373 (-1%)
1,084

Metric
1 public data writes

tx_sequencer_processing_time_ms
536

Future changes: Type information for a compilation artifact is now spread all over the place, and duplicated in more than one place. There are types defined within rust code in Noir as [wasm_bindgen(typescript_custom_section)], others defined within typescript code in the noir_wasm package, others in foundation, and others in types. We should unify it in a single place.

About this, I suggest creating a new types-only package in the Noir repo with typescript types for Noir abi and compilation artifacts (and potentially a zod validator, already implemented on a discarded commit), and can be consumed from yarn-project. Reason for not reusing noir-wasm is because the types are needed also when building with nargo and consuming from ts, and it makes no sense to pull in the whole wasm package just for the type information.
This would allow us to remove the type info from within the rust files, and also from foundation and types in yarn-packages. Thoughts @TomAFrench?

new types-only package in the Noir repo with typescript types for Noir abi and compilation artifacts

That works for me as long as we have tests to check for drift against these types.


Step argument transformations not working

/**
 * @Transform :airline
 */
public function castICAOToAirline($airline)
{
    return AirlineQuery::create()->findOneByICAO($airline);
}

/**
 * @Transform :model
 */
public function castModelToAircraftType($model)
{
     return AircraftTypeQuery::create()->findOneByModel($model);
}

 /**
 * @Given airline :airline owns an :model with callsign :callsign
 */
 public function newAircraftOfAirline(Airline $airline, AircraftType $model, $callsign)
{
    $aircraft = new Aircraft();
    $aircraft->setCallsign($callsign)
        ->setAirline($airline)
        ->setAircraftType($model)
        ->save();
     return $aircraft;
}

Doesn't work and throws

Catchable Fatal Error: Argument 1 passed to AirlineSteps::newAircraftOfAirline() must be an instance of Model\Airline, string given...

Using Behat 3.0.14 instead of 3.0.15 fixed it for me, so I think there must be some kind of a bug.

Can you show me your scenario?

I tried to reproduce the bug without success by using this scenario. Scenario pass on Behat 3.0.14 and 3.0.15
Feature: Step Arguments Transformations
  In order to follow DRY
  As a feature writer
  I need to be able to move common
  arguments transformations
  into transformation functions

  Scenario: Multiple Arguments Transformations
    Given a file named "features/multiple_arguments.feature" with:
    """
    Feature: Step Arguments
      Scenario:
        Given I am "doe" and I am a "manager" and I have an email<EMAIL_ADDRESS>    """
    Given a file named "features/bootstrap/User.php" with:
    """
      <?php
      class User
      {
          private $username;
          private $age;

          public function __construct($username, $age = 20) {
              $this->username = $username;
              $this->age = $age;
          }

          public function getUsername() { return $this->username; }
          public function getAge() { return $this->age; }
      }
    """
    Given a file named "features/bootstrap/Role.php" with:
    """
          <?php
          class Role
          {
              public function __construct($name) {
                  $this->name = $name;
              }
          }
        """
    And a file named "features/bootstrap/FeatureContext.php" with:
    """
          <?php

          class FeatureContext implements Behat\Behat\Context\Context
          {
              public function __construct()
              {
                  unset($this->user);
                  unset($this->role);
                  unset($this->email);
              }

              /** @Transform :user */
              public function castToUser($username) {
                  return new User($username);
              }

              /** @Transform :role */
              public function castToRole($name) {
                  return new Role($name);
              }

             /**
               * @Given I am :user and I am a :role and I have an email :email
               */
              public function iAmUserAndIAmARole(User $user, Role $role, $email) {
                  $this->user = $user;
                  $this->role = $role;
                  $this->email = $email;
              }
          }
          """
    When I run "behat -f progress --no-colors"
    Then it should pass with:
    """
    .

    1 scenario (1 passed)
    """

@dornathal Can you give more information ? Or can you retry ?

I'm closing this issue as it is seems to be very old and might as well have been fixed. Please reopen with updated stats if that's not the case!


Draft: Implement the multi-ion MHD system of Toth

This PR implements the non-conservative multi-ion MHD system of Toth. The multi-ion MHD system describes the motion of multi-species plasmas, where each ion species has its own heat capacity ratio and charge, which leads to independent mass, momentum, and energy equations for each ion species. See, e.g.,

Toth, G., Glocer, A., Ma, Y., Najib, D., & Gombosi, T. (2010, September). Multi-ion magnetohydrodynamics. In Numerical Modeling of Space Plasma Flows, Astronum-2009 (Vol. 429, p. 213).

In this PR, we include entropy consistent discretizations in 1D and 2D. We neglect the electron pressure for the moment, and do not consider collision or reaction source terms. No divergence-cleaning technique is added.

It would be great to see some timer output to verify whether that's the case

For your next project, please split the work into multiple smaller PRs. It is much easier to start with a single example in 1D or 2D, polish the basics, and extend the implementation in other PRs after fixing type instabilities, performance issues, style, ...

Quoting @ranocha:

It would be great to see some timer output to verify whether that's the case
Most performance issues were resolved in this other PR. The timer outputs can be found there.

I observed a significant reduction in performance when using AMR. For instance, using the test:
julia> trixi_include("../examples/tree_2d_dgsem/elixir_mhdmultiion_rotor.jl", tspan = (0.0, 0.001))

I obtain time/DOF/rhs!: 2.27456018e-06 s and  PID: 2.33388826e-06 s.  Is that normal? (@sloede, @ranocha), is interval = 6 too low for the AMRCallback?

is interval = 6 too low for the AMRCallback?

No. We sometimes even use 2.

I observed a significant reduction in performance when using AMR. For instance, using the test:
julia> trixi_include("../examples/tree_2d_dgsem/elixir_mhdmultiion_rotor.jl", tspan = (0.0, 0.001))

Are you sure that this is the right command you used for this test?  I keep getting the same performance on Julia v1.8.5. How do you start Julia? I have tried these three options so far:

julia --project=.
julia --project=. --check-bounds=no
julia --project=. --threads=8 --check-bounds=no

Just julia --project=. in the run directory, with the following Project.toml/Manifest.toml:
Project.toml.txt
Manifest.toml.txt

The allocations look like a problem I fixed in https://github.com/JuliaArrays/StaticArrayInterface.jl/pull/28 some time ago. Which version of StaticArrayInterface.jl are you using? Does updating packages change anything?

The allocations look like a problem I fixed in JuliaArrays/StaticArrayInterface.jl#28 some time ago. Which version of StaticArrayInterface.jl are you using? Does updating packages change anything?

Updating the packages fixed the issue. Thanks!


Michelle-part2

Michelle-part2
Github Issue Number Here: <YOUR_GITHUB_ISSUE_NUMBER_HERE (include the hashtag)>
What user problem are we solving?
What solution does this PR provide?
Testing Methodology
How did you test your changes and verify that existing
functionality is not broken
Any other [considerations[]
Screen recording: https://drive.google.com/file/d/1mPYYrHbiHZWkrujtOjM_omtd6OEHqojV/view?usp=drive_link

@michellewliang is the screen recording updated?

@michellewliang recording looks good. Good work on Part 2. Looking forward to your part 3 PR

I'll close your PR for now since we don't actually want to merge these changes into the real DLP app.