GP tutorial NumPy error

The Gaussian_Process_Gpytorch tutorial has been updated for conversion
to MDX. See #1392 for more info about the updates. Only minor edits were
made including:

link updates
markdown display of dataframes
using ArviZ for summary statistics
spelling and grammar checks

In cells 12 and 13, we attempt to show the summary statistics from ArviZ
for the model. The following error occurs when converting the Bean
Machine MonteCarloSamples object to either an xarray or ArviZ
InferenceData object.
RuntimeError: Can't call numpy() on Tensor that requires grad. Use
tensor.detach().numpy() instead.

This error is coming from the to_inference_data method, and can be
seen in the stack trace in the notebook.
Types of changes

[ ] Docs change / refactoring / dependency upgrade
[ ] 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 change)

Checklist

[x] My code follows the code style of this project.
[ ] My change requires a change to the documentation.
[ ] I have updated the documentation accordingly.
[x] I have read the CONTRIBUTING document.
[ ] I have added tests to cover my changes.
[ ] All new and existing tests passed.
[x] The title of my pull request is a short description of the requested changes.

Note that the PR was created so reviewers can investigate the stack traces in the notebook showing the error.

After discussing with @horizon-blue, we should make a PR in arviz to detach the Pytorch tensors before converting, but in the meantime, we can detach them in MonteCarloSamples.

@jpchen & @horizon-blue I've updated this PR to include the detaching of pytorch tensors in the to_inference_data method.

Thanks for making the fix! This LGTM assuming the GP tutorial passes (not being tested in our CI currently unfortunately). Not related to this diff, but can you also remove the 'tutorials landing page' now since they are now on the website natively?

@jpchen would you like the landing page to be the coin flipping tutorial, or do you want me to modify the landing page to link to the rendered tutorials?

I think coin flipping is fine, fewer places to maintain if/when we add more tutorials

done, we can revert back if we want, and I can make an automatically generated landing page based off of the ipynb2mdx converter.

LGTM, thanks for making the changes!

Ah, our internal static site builder doesn't know the custom script to render the tutorials, so it errors out :).

I think coin flipping is fine, fewer places to maintain if/when we add more tutorials

@jpchen  If we want to keep the maintenance effort low, I wonder if we should create a generic landing page (e.g. one that simply says "check the sidebar for details", or something like Pyro's tutorial home page)?

if we should create a generic landing page (e.g. one that simply says "check the sidebar for details", or something like Pyro's tutorial home page)?

Pyro's tutorial home page is really more analogous to our main page since the whole site contains everything about system design and intro to Bayesian modeling/VI, not just notebooks. Since we have all the other exposition nicely broken up into headers in the sidebar, I feel like the specific tutorials page is a bit redundant. If you think there's valuable information we can share on that page, I'm happy to leave it/repurpose it, but as is, is not very useful IMO.  Will follow up with you on the internal build failure, not quite clear to me yet how that's related.

Warnings are unrelated, I'll go ahead and kick of the landing process for this :)


Simple D3 library adapter to Geoservices

While this library is nice for loading a GeoJSON file using D3 as a layer in the JS API - the reverse would also be nice.
Given a FeatureService URL, provide a simple method to load the service into D3 for subsequent chaining into other Cartographic and non-cartographic visualizations.
For example, can you use this US Underground Natural Gas Storage Facilities to create an interactive bubble visualization (or other)

@ajturner and the rest did the hard part (cedar).  I'll do the easy part. :bowtie:


Interested: in working with you guys

Hi ,
I am Hiro. I am backend engineer with over 5 years of experience.
I am passionate about AI-Automation
My Linkedin : linkedin.com/in/laciferin/

Hey @Nasfame, thank you for making contact! Feel free to join our Discord, and chat more about collaboration there :D

Whats the discord server link?
P.s mine is @laciferin


[Snyk] Upgrade framer-motion from 11.11.10 to 11.11.15

Snyk has created this PR to upgrade framer-motion from 11.11.10 to 11.11.15.
:information_source: Keep your dependencies up-to-date. This makes it easier to fix existing vulnerabilities and to more quickly identify and fix newly disclosed vulnerabilities when they affect your project.

The recommended version is 4 versions ahead of your current version.

The recommended version was released on 21 days ago.

Release notes

Package name: framer-motion

11.11.15 - 2024-11-13v11.11.15

11.11.13 - 2024-11-12v11.11.13

11.11.12 - 2024-11-12v11.11.12

11.11.11 - 2024-10-31v11.11.11

11.11.10 - 2024-10-25v11.11.10

    from framer-motion GitHub release notes

[!IMPORTANT]

Check the changes in this PR to ensure they won't cause issues with your project.
This PR was automatically created by Snyk using the credentials of a real user.

Note: You are seeing this because you or someone else with access to this repository has authorized Snyk to open upgrade PRs.
For more information:

🧐 View latest project report
📜 Customise PR templates
🛠 Adjust upgrade PR settings
🔕 Ignore this dependency or unsubscribe from future upgrade PRs

already accomodated at https://github.com/sensasi-apps/sensasi-pos/pull/188


logging to file does not include stderr from shell commands

Using the option to output logs to file (-log=filename) I would expect to see both the stdout/stderr of the shell2http process and stderr from any invoked subcommand to show up there. Currently, tough, it seems like only stdout/stderr from the shell2http process gets piped to the log file.

... i searched for tty and dint see this mentioned any where ( that said i search git~hub for shell2http and got zero results =s )
iv just found using

cat - | tee ./svr-log000.txt >/dev/tty ;

will print the post data to the terminal where shell2httpd was run from
i added   -log=s2h-log.txt
but >/dev/tty  add any more out put to the log ftr
eg
 shell2http -log=s2h-log.txt -cgi / 'echo "Access-Control-Allow-Origin: *\n" ;echo foo  ; cat - | tee ./svr-log000.txt >/dev/tty ; '
:sunglasses:

Hi @freol35241, it should be fixed with the latest commit, could you please test?


calcite-web.js error

On pages with nested TOCs, the "Back to Top" link isn't showing up.  I'm seeing an error in calcite-web.js on those pages.  For example, on http://docdev.arcgis.com/en/arcgis-online/create-maps/change-style.htm, the link does not appear if you scroll down, but on http://docdev.arcgis.com/en/arcgis-online/create-maps/add-layers.htm, it does.

This site is on v1.0.0-beta.33

@ajbroadbent the animation on that page for the accordion isn't the same as Calcite Web, leading me to believe there is some other JS running on the page to do the open/close of the accordion?
There are also several links on that page that aren't grouped properly for an accordion. The first two and last two links aren't inside of an accordion section, which may break them?
If there is actually a separate script that is setting the height, I recommend just removing the js-accordion class from the accordion so that calcite-web.js just ignores it. Does that make sense?

Yup.  I'll try that.  I'll also check any other scripts running.  I thought calcite-web because it's issuing an error on that page and not the other one.

For more context, here is what I think might be happening:  on init calcite-web.js is finding everything with a class of js-accordion and then attaching events to all of the headers of those sections.
It then tries to set the role attribute on a DOM node that is presumably missing (do to missing accordion headers?), and this causes the script to crash. At this point all calcite-web scripts will stop working. So it is a Calcite Web thing, but I think it could be fixed by either changing your side menu to include headers and accordion sections for each section, or by just removing the js-accordion class.
Looking at other pages on this site it seems like they work because all of the accordion sections have headers, so it is probably that.

Cool, thank you.  That gives me a good starting point.

@ajbroadbent how is it going? Did you manage to fix this? If so, do you mind if I close the issue?

You can go ahead and close it.  Thanks!


ESLint rules need to be updated

v4 .eslintrc rules should be updated

Rule 'no-empty-label' was removed and replaced by: no-labels (no-empty-label)
Rule 'space-after-keywords' was removed and replaced by: keyword-spacing (space-after-keywords)
Rule 'space-return-throw-case' was removed and replaced by: keyword-spacing (space-return-throw-case)

Bootstrap's current grunt-eslint: ^17.1.0
Corresponding ESLint (for grunt-eslint 17.3.2): ^1.5.1
Latest grunt-eslint: 18.1.0
Corresponding ESLint: ^2.0.0
Latest ESLint: v2.11.1

The rules you specifically mentioned have now been updated via #19998.

As of #20000, there's 9 more versions to go, to get to current ESLint v2.11.1.

And with #20068, we're fully up-to-date.


More scalable directory structure

This also prepare support of aci search
and also fixe an issue on html page image/version detection when there is dashes in name & version
It's based on the ignore signature branch or I cannot work easily

Looks fine to me, if you rebase on master now that I've merged the ignore signature branch I'll merge this.

rebased


Option to configure rpc caching

When running multiple github workflows or jobs in parallel the current cache config is a bit problematic. Since only a single workflow can obtain write access to the cache and the cache key is configured with the platform and github sha only and does not include the job identifier (or a way to configure the cache key or a cache key suffix), it effectively means that, non-deterministically, one of the jobs wins and the other basically never has a cache stored for it.
Hence, it would be great if we can:

Add the job id to the cache key
Additionally allow users to pass config to override the cache key entirely or disable caching and handle it yourself.

+1 on the adding job ID to the cache primary key. Adding it to the restore keys would be helpful as well.
Would allow you to have different caches per job.
const primaryKey = PLATFORM + "-foundry-chain-fork-" + github.context.job + "-" + github.context.sha;
const restoreKeys = [
    PLATFORM + "-foundry-chain-fork-" + github.context.job + "-",
    PLATFORM + "-foundry-chain-fork-"
];

Feel free to open a PR - let's add the job & a custom cache key


Encapsulate BacktraceFrame in a local type

The backtrace crate is < 1.0 so error-chain can't hit 1.0 without either bumping backtrace or encapsulating it.
It looks like the out-of-crate Backtrace type is already encapsulated, but BacktraceFrame is still exposed.
I'm kinda lukewarm on this. With all the changes being requested in error-chain, who knows if it'll actually hit 1.0 any time soon anyway, and it's just duplicating what's in the backtrace crate, basically making stability promises on behalf of that crate.

Let's just make this issue low priority.


[ENH] Pivot_longer add dtypes argument

-->
PR Description
Please describe the changes proposed in the pull request:

Removed pd.to_numeric function
Added dtypes argument, allowing user to control data type of columns

**This PR improves #755 **

PR Checklist

Please ensure that you have done the following:

[x] PR in from a fork off your branch. Do not PR from <your_username>:dev, but rather from <your_username>:<feature-branch_name>.

[x] If you're not on the contributors list, add yourself to AUTHORS.rst.

[x] Add a line to CHANGELOG.rst under the latest version header (i.e. the one that is "on deck") describing the contribution.

Do use some discretion here; if there are multiple PRs that are related, keep them in a single line.

Quick Check
To do a very quick check that everything is correct, follow these steps below:

[x] Run the command make check from pyjanitor's top-level directory. This will automatically run:

black formatting
flake8 checking
running the test suite
docs build

Once done, please check off the check-box above.
If make check does not work for you, you can execute the commands listed in the Makefile individually.
Code Changes

If you are adding code changes, please ensure the following:

[x] Ensure that you have added tests.
[x] Run all tests ($ pytest .) locally on your machine.

[ ] Check to ensure that test coverage covers the lines of code that you have added.
[ ] Ensure that all tests pass.

Documentation Changes

If you are adding documentation changes, please ensure the following:

[x] Build the docs locally.
[ ] View the docs to check that it renders correctly.

Relevant Reviewers

Please tag maintainers to review.

@ericmjl

@ericmjl , @loganthomas @szuckerman  I need guidance here on how to resolve the codecov decrease

@ericmjl , if you have some time, can you point me to the lines of code that is decreasing the coverage?

@samukweku I think we're good here. I can't seem to pinpoint where code coverage went down either, so let's merge it after resolving the conflicts.

Thanks @samukweku!


fix: fix session snapshot not being properly loaded

Handled scenarios that could have prevented session snapshot not being properly loaded.
PR Type
What kind of change does this PR introduce?

Bugfix

@JasonStein I would suggest to not merge this until we have properly tested the fix works.

@JasonStein I found a way to debug prelaunch scenario from VS and tested and sessions loaded correctly. If user opens any file that already present in sessions then the file will be removed and the sessions will be loaded. You can test this with the procedure described in blog post.


crash on iOS 11 when app enter to background

Operating system or device, Godot version, GPU Model and driver (if graphics related):
godot 2.1
iOS 11.0.1
Issue description:

Run any Godot app on a device of iOS 11, then press home button to enter to background, it will crash
This only happens on iOS 11, before iOS 11 it work well.
here is the backtrace:
iphone_finish
WARNING: cleanup: ObjectDB Instances still exist!
   At: core/object.cpp:1845.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:59.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:59.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:59.
(lldb) bt
* thread #13, name = 'AURemoteIO::IOThread', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
  * frame #0: 0x00000001027756d4 godot_opt.iphone`AudioDriverIphone::output_callback(void*, unsigned int*, AudioTimeStamp const*, unsigned int, unsigned int, AudioBufferList*) + 304
    frame #1: 0x000000018a71d2a8 AudioToolbox`AUInputElement::PullInput(unsigned int&, AudioTimeStamp const&, unsigned int, unsigned int) + 176
    frame #2: 0x000000018a4a8e00 AudioToolbox`AUInputFormatConverter2::InputProc(OpaqueAudioConverter*, unsigned int*, AudioBufferList*, AudioStreamPacketDescription**, void*) + 220
    frame #3: 0x000000018a40fdd4 AudioToolbox`AudioConverterChain::CallInputProc(unsigned int) + 596
    frame #4: 0x000000018a40fa64 AudioToolbox`AudioConverterChain::FillBufferFromInputProc(unsigned int*, CABufferList*) + 128
    frame #5: 0x000000018a3ebe38 AudioToolbox`BufferedAudioConverter::GetInputBytes(unsigned int, unsigned int&, CABufferList const*&) + 192
    frame #6: 0x000000018a375538 AudioToolbox`CBRConverter::RenderOutput(CABufferList*, unsigned int, unsigned int&, AudioStreamPacketDescription*) + 120
    frame #7: 0x000000018a3ebcc8 AudioToolbox`BufferedAudioConverter::FillBuffer(unsigned int&, AudioBufferList&, AudioStreamPacketDescription*) + 800
    frame #8: 0x000000018a3ebe08 AudioToolbox`BufferedAudioConverter::GetInputBytes(unsigned int, unsigned int&, CABufferList const*&) + 144
    frame #9: 0x000000018a6506f8 AudioToolbox`Resampler2Wrapper::RenderOutput(CABufferList*, unsigned int, unsigned int&) + 192
    frame #10: 0x000000018a412a7c AudioToolbox`SampleRateConverter::RenderOutput(CABufferList*, unsigned int, unsigned int&, AudioStreamPacketDescription*) + 48
    frame #11: 0x000000018a3ebcc8 AudioToolbox`BufferedAudioConverter::FillBuffer(unsigned int&, AudioBufferList&, AudioStreamPacketDescription*) + 800
    frame #12: 0x000000018a40f65c AudioToolbox`AudioConverterChain::RenderOutput(CABufferList*, unsigned int, unsigned int&, AudioStreamPacketDescription*) + 120
    frame #13: 0x000000018a3ebcc8 AudioToolbox`BufferedAudioConverter::FillBuffer(unsigned int&, AudioBufferList&, AudioStreamPacketDescription*) + 800
    frame #14: 0x000000018a5fec98 AudioToolbox`AudioConverterFillComplexBuffer + 1048
    frame #15: 0x000000018a4a864c AudioToolbox`AUConverterBase::RenderBus(unsigned int&, AudioTimeStamp const&, unsigned int, unsigned int) + 640
    frame #16: 0x000000018a38d07c AudioToolbox`AURemoteIO::RenderBus(unsigned int&, AudioTimeStamp const&, unsigned int, unsigned int) + 104
    frame #17: 0x000000018a722a20 AudioToolbox`AUBase::DoRenderBus(unsigned int&, AudioTimeStamp const&, unsigned int, AUOutputElement*, unsigned int, AudioBufferList&) + 172
    frame #18: 0x000000018a7221ac AudioToolbox`AUBase::DoRender(unsigned int&, AudioTimeStamp const&, unsigned int, unsigned int, AudioBufferList&) + 948
    frame #19: 0x000000018a38cd28 AudioToolbox`AURemoteIO::PerformIO(unsigned int, unsigned int, unsigned int, AudioTimeStamp const&, AudioTimeStamp const&, AudioBufferList const*, AudioBufferList*, int&) + 756
    frame #20: 0x000000018a38e1a0 AudioToolbox`AURIOCallbackReceiver_PerformIO + 356
    frame #21: 0x000000018a520018 AudioToolbox`_XPerformIO + 104
    frame #22: 0x000000018a70a5ec AudioToolbox`mshMIGPerform + 232
    frame #23: 0x000000018a70a804 AudioToolbox`MSHMIGDispatchMessage + 36
    frame #24: 0x000000018a38d4c0 AudioToolbox`AURemoteIO::IOThread::Run() + 288
    frame #25: 0x000000018a391a40 AudioToolbox`AURemoteIO::IOThread::Entry(void*) + 160
    frame #26: 0x000000018a712630 AudioToolbox`CAPThread::Entry(CAPThread*) + 84
    frame #27: 0x000000018658432c libsystem_pthread.dylib`_pthread_body + 308
    frame #28: 0x00000001865841f8 libsystem_pthread.dylib`_pthread_start + 312
    frame #29: 0x0000000186582c38 libsystem_pthread.dylib`thread_start + 4
(lldb)

Steps to reproduce:
Link to minimal example project:

All these crash issues on iOS 11 prevent the stable 2.1 from be readying for publishing apps.

I think this should be fixed on 2.1 also.

@alexzheng https://stackoverflow.com/questions/45319215/ios-11-beta-4-presentrenderbuffer-crash
Does this workaround work for you?
I don't have a clue what actual problem is, but I found it, so...

not work.

Can you show the output of 'bt full'?

nothing more for bt full
(lldb) bt full
error: _regexp-bt

Cann't you reproduce it?
It crash for each simple demo project on iOS 11 device.

Try this patch, it's not crashing for me anymore with it:
iphone_crashfix.patch.zip

Still crash.
Am I miss some code?
void AudioDriverIphone::finish() {
AURenderCallbackStruct callback;
zeromem(&callback, sizeof(AURenderCallbackStruct));
OSStatus result = AudioUnitSetProperty(audio_unit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, 0, &callback, sizeof(callback));
if (result != noErr) {
ERR_PRINT("AudioUnitSetProperty failed");
}
memdelete_arr(samples_in);

};
void OSIPhone::finalize() {
audio_driver->finish();

if (main_loop) // should not happen?
	memdelete(main_loop);

visual_server->finish();
memdelete(visual_server);
memdelete(rasterizer);

physics_server->finish();
memdelete(physics_server);

physics_2d_server->finish();
memdelete(physics_2d_server);

spatial_sound_server->finish();
memdelete(spatial_sound_server);

memdelete(input);

spatial_sound_2d_server->finish();
memdelete(spatial_sound_2d_server);

};

My device is a iPhone 7 plus.

That's weird, code you posted seems fine, did it crash on the same place as before? And can you add a print_line("AudioDriverIphone::finish"); on AudioDriverIphone::finish() to see if it's getting called.
I tested it on an iPhone 6 with iOS 11.0.1. I don't have a 7 plus one sadly :(.

the same place.
output:
iphone_finish
AudioDriverIphone::finish
WARNING: cleanup: ObjectDB Instances still exist!
   At: core/object.cpp:1845.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:59.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:59.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:59.
(lldb) bt

thread #15, name = 'AudioServerSW', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)

frame #0: 0x00000001018782ec godot_opt.iphoneAudioServerSW::_thread_func(self=0x000000010a278020) at audio_server_sw.cpp:729 frame #1: 0x0000000100ed119c godot_opt.iphoneThreadPosix::thread_callback(userdata=0x00000001c011ee90) at thread_posix.cpp:58
frame #2: 0x000000018658432c libsystem_pthread.dylib_pthread_body + 308 frame #3: 0x00000001865841f8 libsystem_pthread.dylib_pthread_start + 312
frame #4: 0x0000000186582c38 libsystem_pthread.dylib`thread_start + 4
(lldb)

Seems to be a different crash actually, it's crashing on _thread_func now.
Try this on platform/iphone/os_iphone.cpp:
diff --git a/platform/iphone/os_iphone.cpp b/platform/iphone/os_iphone.cpp
index 10dc296..1754496 100644
--- a/platform/iphone/os_iphone.cpp
+++ b/platform/iphone/os_iphone.cpp
@@ -368,9 +368,14 @@ void OSIPhone::delete_main_loop() {

 void OSIPhone::finalize() {

+       audio_driver->finish();
+
        if (main_loop) // should not happen?
                memdelete(main_loop);

+       audio_server->finish();
+       memdelete(audio_server);
+
        visual_server->finish();
        memdelete(visual_server);
        memdelete(rasterizer);

And this on servers/audio/audio_server_sw.cpp
diff --git a/servers/audio/audio_server_sw.cpp b/servers/audio/audio_server_sw.cpp
index 28da2c1..841552d 100644
--- a/servers/audio/audio_server_sw.cpp
+++ b/servers/audio/audio_server_sw.cpp
@@ -726,7 +726,8 @@ void AudioServerSW::_thread_func(void *self) {
    while (!as->exit_update_thread) {
            as->_update_streams(true);

          OS::get_singleton()->delay_usec(5000);

          if (OS::get_singleton())

                  OS::get_singleton()->delay_usec(5000);
  }

}

this stop the crash,but freezes the app when enter to foreground and then crash

I had the same crash as @alexzheng described in his initial post. However, I think that the problem is not the crash after iphone_finish gets called:

iphone_finish
�[1;33mWARNING: cleanup: �[0m�[1mObjectDB Instances still exist!
�[0;33m   At: core/object.cpp:1845.�[0m
�[1;31mERROR: free_static: �[0m�[1mCondition ' !MemoryPoolStatic::get_singleton() ' is true.
�[0;31m   At: core/os/memory.cpp:59.�[0m
�[1;31mERROR: free_static: �[0m�[1mCondition ' !MemoryPoolStatic::get_singleton() ' is true.
�[0;31m   At: core/os/memory.cpp:59.�[0m
�[1;31mERROR: free_static: �[0m�[1mCondition ' !MemoryPoolStatic::get_singleton() ' is true.
�[0;31m   At: core/os/memory.cpp:59.�[0m

The problem is why the app gets terminated in the first place after the home button press.

...
console: ********************* will resign active
console: ******** stop animation!
console: ********************* did enter background
(something happens here that causes iOS 11 to terminate the app)
console: ********************* will terminate
console: iphone_finish
...

I also tested the same app on an iOS 10 simulator and it wasn't terminated, and therefore, it stayed in its background state.

...
console: ********************* will resign active
console: ******** stop animation!
console: ********************* did enter background
...

I also tried to set the "Application does not run in background (UIApplicationExitsOnSuspend)" Boolean to "NO" in the project's info.plist but it did not help.

this stop the crash,but freezes the app when enter to foreground and then crash
and where does it crashes after entering foreground?

I also tried to set the "Application does not run in background (UIApplicationExitsOnSuspend)" Boolean to "NO" in the project's info.plist but it did not help.
I think iOS11 is just ignoring UIApplicationExitsOnSuspend and quitting the application anyways. Maybe UIBackgroundModes could help.

I tested UIApplicationExitsOnSuspend  with a demo Unity project on iOS 11 device and it behaves appropriately.
With NO:

-> applicationWillResignActive()
-> applicationDidEnterBackground()

With YES:

-> applicationWillResignActive()
-> applicationDidEnterBackground()
-> applicationWillTerminate()

Therefore, I do not think that iOS 11 ignores this setting. UIBackgroundModes are for background services, in our case the app should just stay in its background state without any further code execution after applicationDidEnterBackground.

I see, I'll try checking if our applicationDidEnterBackground is the problem.

It does not stop crash, it just delay the crash after enter to background.
And the AudioDriverIphone::finish called twice.
AudioDriverIphone::finish
AudioDriverIphone::finish
(lldb) bt

thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0xeaeaeaeaeaeaeafa)

frame #0: 0x0000000104f7f740 godot_opt.iphoneMemoryPoolStaticMalloc::_free(this=0x00000001c027bac0, p_ptr=0x000000010806c420) at memory_pool_static_malloc.cpp:294 frame #1: 0x0000000104f7f630 godot_opt.iphoneMemoryPoolStaticMalloc::free(this=0x00000001c027bac0, p_ptr=0x000000010806c420) at memory_pool_static_malloc.cpp:230
frame #2: 0x0000000105ae2428 godot_opt.iphoneMemory::free_static(p_ptr=0x000000010806c420) at memory.cpp:60 frame #3: 0x0000000104bf0790 godot_opt.iphonevoid memdelete_arr(p_class=0x000000010806c428) at memory.h:351
frame #4: 0x0000000104bf0734 godot_opt.iphoneAudioDriverIphone::finish(this=0x00000001c00cd680) at audio_driver_iphone.cpp:186 frame #5: 0x000000010592474c godot_opt.iphoneAudioServerSW::finish(this=0x00000001114a0020) at audio_server_sw.cpp:779
frame #6: 0x0000000104bed5a4 godot_opt.iphoneOSIPhone::finalize(this=0x000000010805b000) at os_iphone.cpp:376 frame #7: 0x0000000104c2c12c godot_opt.iphoneMain::cleanup() at main.cpp:1671
frame #8: 0x0000000104beb980 godot_opt.iphoneiphone_finish() at godot_iphone.cpp:88 frame #9: 0x0000000104bf8288 godot_opt.iphone::-[AppDelegate applicationWillTerminate:](self=0x00000001c422b0a0, _cmd="applicationWillTerminate:", application=0x0000000107a04c40) at app_delegate.mm:681
frame #10: 0x000000018fdefbfc UIKit-[UIApplication _terminateWithStatus:] + 228 frame #11: 0x000000019025eb04 UIKit__98-[__UICanvasLifecycleMonitor_Compatability deactivateEventsOnly:withContext:forceExit:completion:]_block_invoke.271 + 344
frame #12: 0x000000018ffd8680 UIKit_runAfterCACommitDeferredBlocks + 292 frame #13: 0x000000018ffcbb24 UIKit_cleanUpAfterCAFlushAndRunDeferredBlocks + 288
frame #14: 0x000000018fd5a808 UIKit_afterCACommitHandler + 132 frame #15: 0x00000001868ff8b8 CoreFoundationCFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION + 32
frame #16: 0x00000001868fd270 CoreFoundation__CFRunLoopDoObservers + 412 frame #17: 0x00000001868fd82c CoreFoundation__CFRunLoopRun + 1292
frame #18: 0x000000018681e2d8 CoreFoundationCFRunLoopRunSpecific + 436 frame #19: 0x00000001886aff84 GraphicsServicesGSEventRunModal + 100
frame #20: 0x000000018fdcb880 UIKitUIApplicationMain + 208 frame #21: 0x0000000104bf4d6c godot_opt.iphonemain(argc=1, argv=0x000000016b34f858) at main.m:45
frame #22: 0x000000018634256c libdyld.dylib`start + 4
(lldb)

It does not stop crash, it just delay the crash after enter to background.
And the AudioDriverIphone::finish called twice.

Try this, remove the audio_driver->finish(); line at OSIPhone::finalize().

It seems the code in the patch has free the same memory multiple times.

I have tried it hours ago.

The crash is triggered in this method:

(void)applicationWillTerminate:(UIApplication *)application {
printf("********************* will terminate\n");
[self deinitGameControllers];
if (motionInitialised) {
///@TODO is this the right place to clean this up?
[motionManager stopDeviceMotionUpdates];
[motionManager release];
motionManager = nil;
motionInitialised = NO;
};
iphone_finish();
};

Because the enter to background on iOS 10, this callback will not called, but on iOS 11 it is called.
You can mimic to call this method on iOS 10 to debug it.

Maybe some memory has already been corrupted when enter to background cause the application I’llterminate get called.

I haven't dived far enough into things but I think the problem with the iOS setup is that Apple has changed the way this worked several times over time and some of the Godot iOS code seems to be from an earlier time.
Originally until the iPhone 4 (I think it was) came out an application that goes into the background would be terminated as multitasking wasn't supported. Then when you went back to the application it would reload and you as a developer where tasks to bring it back into the state it was before it closed.
When multitasking got added they added new methods that signal your application that it would go into the background but wouldn't terminate your application. Many applications never implemented those keeping the application running at full steam in a background thread waisting your battery in no time so Steve Jobs could tell us "see, this is why we were against multitasking on a phone".
My guess is that they've probably introduced a new keyword in the plist that tells the OS whether to terminate an app when it goes into the background or whether it can keep a background thread alive. Dunne know, guessing here.
Be as it may, I've noticed cleanup isn't Godots strong point here. It's probably worth having a closer look at all the notifications that main application delegate gets and moving things around into the right place so things that need to get paused get paused and things that need to terminate get properly stopped and deallocated.

Btw, @marcelofg55,
it makes sense audio server gets destructed twice. In your changes you are cleaning it up in iPhone finish, but it is already being cleaned up in Main::cleanup()
OSIPhone::finalize should only clean up objects that were created in OSIPhone::initialize
What I do find interesting is that the audio server gets destructed before finalize gets called (it also gets called from Main::cleanup), so there might be an issue as well as the audio driver gets destructed in finalize and may call back into the audio server which by this point no longer exists.
@reduz is the audio server meant to clean up any drivers automatically or should we move the cleanup code:
https://github.com/godotengine/godot/blob/master/main/main.cpp#L1765
Till after finalize gets called here:
https://github.com/godotengine/godot/blob/master/main/main.cpp#L1775
?

@BastiaanOlij You're thinking about master but this is for 2.1, on 2.1 Main::cleanup there is no audio_server->finish(), all the OS::finalize() of each OS call the audio_server->finish(). The only one that missed this call is the iPhone code.

I've re-checked my changes and I think I found the issue, the spatial_sound_server/spatial_sound_2d_server must be finished before finishing the audio_server. I've re-tested a few times and didn't get any crash using a iPhone 6 with iOS 11.0.1. Changes are this branch: https://github.com/marcelofg55/godot/tree/iphone_crashfix

@marcelofg55 my bad, yes I was purely looking at master... Though reading that, good change that on master this will cause issues as well due to the audio server being finished too early. I can't test right now but worth having a look at.

I think master shouldn't have this problem as that part got re-written but yeah we should test it just in case, I'll give it a try out tomorrow, if you can test it out too that would be great :).

Owh I still have plenty of instability and crashes on iOS on master so there is definitely more to figure out. But my focus is currently on other things so I need to find time :)

@marcelofg55
https://github.com/marcelofg55/godot/tree/iphone_crashfix
It still terminate when enter to background.
2017-10-03 12:05:34.685824+0800 godot_opt.iphone[5898:2645519] refreshPreferences: HangTracerEnabled: 0
2017-10-03 12:05:34.685898+0800 godot_opt.iphone[5898:2645519] refreshPreferences: HangTracerDuration: 500
2017-10-03 12:05:34.685929+0800 godot_opt.iphone[5898:2645519] refreshPreferences: ActivationLoggingEnabled: 0 ActivationLoggingTaskedOffByDA:0
********************* did become active
2017-10-03 12:05:34.918026+0800 godot_opt.iphone[5898:2646133] [BoringSSL] Function boringssl_context_get_peer_sct_list: line 1754 received sct extension length is less than sct data length
2017-10-03 12:05:35.789756+0800 godot_opt.iphone[5898:2645933] [BoringSSL] Function boringssl_context_get_peer_sct_list: line 1754 received sct extension length is less than sct data length
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
WARNING: _png_warn_function: iCCP: known incorrect sRGB profile
   At: drivers/png/image_loader_png.cpp:66.
ERROR: get_node: Node not found: shield
   At: scene/main/node.cpp:907.
********************* will resign active
******** stop animation!
********************* did enter background
********************* will terminate
iphone_finish
ERROR: action_release: Condition ' !custom_action_press.has(p_action) ' is true.
   At: main/input_default.cpp:483.
ERROR: add_child: Parent node is busy setting up children, add_node() failed. Consider using call_deferred("add_child", child) instead.
   At: scene/main/node.cpp:719.
killed_ememy_scores	[100, 0, 0, 0]
ERROR: add_child: Parent node is busy setting up children, add_node() failed. Consider using call_deferred("add_child", child) instead.
   At: scene/main/node.cpp:719.
ERROR: ~List: Condition ' _first != __null ' is true.
   At: core/self_list.h:80.
ERROR: ~List: Condition ' _first != __null ' is true.
   At: core/self_list.h:80.
WARNING: cleanup: ObjectDB Instances still exist!
   At: core/object.cpp:1845.
ERROR: clear: Resources Still in use at Exit!
   At: core/resource.cpp:378.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:59.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:59.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:59.

I totally agree with @hjegor
The problem is why the app gets terminated in the first place after the home button press.

The code change fix the crash when application will terminate, but the issue cause the termination when enter to background still exist.

Could it be a scons build problem?
Because I removed the whole Godot part and only left the iOS specific stuff (app_delegate.mm, gl_view.mm) and it still gets terminated after the home button press...
Also, I receive the following error while I am trying to run the x86 build on my iOS11 simulator: dyld: dyld_sim is not compatible with the loaded process, likely due to architecture mismatch

even replace gl_view with a UIView still cause termination.
This issue and #11628 make the stable 2.1 branch impossible for iOS products.
Could  any contributor proficient at iOS check these issues?

TEMPORARY FIX
The solution in this forum post actually works for Godot as well.
https://forums.adobe.com/thread/2387025
No code changes are needed to make this work on compile.
Run the following (tested on 2.1 & 2.1.4-stable branches):
scons p=iphone -j 4 target=release tools=no arch=arm64 bits=64 IPHONESDK="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS11.0.sdk/"
The important part is pointing the iPhoneSDK to the symlinked location instead.

/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS11.0.sdk/

Now when the app is suspended/backgrounded, it will not crash and resumes as expected :)

Yes, amazing.
It's fixed now!

@fuzzeemic, Thanks very much, you are the hero!
It's really amazing.
All the orientation issues are fixed by this.

So should we change the default IPHONESDK value, or will that break templates for iOS 10?

@akien-mga I think it's a safe change to make as it fixes most peoples current problems with the latest xcode and you can always override it on the command line back to whatever you want for older builds. (But I am only new here, so not sure on peoples workflow yet)

Yes, it works now!
Thank you @fuzzeemic !!!

@marcelofg55 @BastiaanOlij Thoughts on bumping the IPHONESDK value?

I think these two headache issues have also been fixed by this.
At least I have tested on some iOS 11 and iOS 10 devices.
#11628
#11547

I'm trying to compile ios template on ubuntu.

updated cctools-port
extracted iphone sdk 11 from xcode 9.0.1 as follwing instruction
recompile ios tool chain

now I got error below.
$ scons -j 1 platform=iphone arch=arm64 IPHONESDK="/mnt/2TB/Development/iPhoneSDK/iPhoneOS11.0.sdk" IPHONEPATH="/mnt/2TB/Development/iostoolchain" ios_triple="arm-apple-darwin11-"
scons: done reading SConscript files.
scons: Building targets ...
[  5%] Compiling ==> platform/iphone/gl_view.mm
In file included from platform/iphone/gl_view.mm:30:
In file included from platform/iphone/gl_view.h:31:
In file included from /mnt/2TB/Development/iPhoneSDK/iPhoneOS11.0.sdk/System/Library/Frameworks/AVFoundation.framework/Headers/AVFoundation.h:22:
In file included from /mnt/2TB/Development/iPhoneSDK/iPhoneOS11.0.sdk/System/Library/Frameworks/AVFoundation.framework/Headers/AVAnimation.h:11:
In file included from /mnt/2TB/Development/iPhoneSDK/iPhoneOS11.0.sdk/System/Library/Frameworks/Foundation.framework/Headers/Foundation.h:128:
/mnt/2TB/Development/iPhoneSDK/iPhoneOS11.0.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSUUID.h:26:49: error: nullability specifier '_Nullable' cannot be applied to non-pointer type 'uuid_t' (aka 'unsigned char [16]') [17]
 - (instancetype)initWithUUIDBytes:(const uuid_t _Nullable)bytes;
                                                 ^
/mnt/2TB/Development/iPhoneSDK/iPhoneOS11.0.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSUUID.h:29:30: error: nullability specifier '_Nonnull' cannot be applied to non-pointer type 'uuid_t' (aka 'unsigned char [16]') [17]
 - (void)getUUIDBytes:(uuid_t _Nonnull)uuid;
                              ^
2 errors generated.
scons: *** [platform/iphone/gl_view.iphone.opt.debug.arm64.o] Error 1
scons: building terminated because of errors.

I found somethings are changed from 10.x to 11
http://codeworkshop.net/objc-diff/sdkdiffs/ios/11.0/Foundation.html
how can I fix it? nobody suffers this issue?

compiling problem is gone after updating clang to 4.0 (rc1) :)

@akien-mga and others, what is the status of this?

I believe this issue can be closed with the release of iOS 12 earlier this month, the workaround above won't be required.

Is it important to fix this for 2.1, or the issue can be closed?

It would still be important to fix for 2.1, but there hasn't been any recent confirmation that Godot 2.1 projects crash on recent iOS (apart from the fix for #7966, which was cherry-picked), so I think we can close this old issue.
If anyone uses 2.1.6+ and experiences a similar crash on iOS, please open a new issue.


.wu_hausman in IV2SLS gives a wrong output

.wu_hausman in IV2SLS generates a table of IV2SLS results rather than test statistics, p-value, etc of the test. Can you have a look into this?

Are you calling wu_hausman()? If not you get the model repr which is a
summary.
On Fri, Feb 22, 2019, 07:11 Tetsu HARUYAMA<EMAIL_ADDRESS>wrote:

.wu_hausman in IV2SLS generates a table of IV2SLS results rather than
test statistics, p-value, etc of the test. Can you have a look into this?
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
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.

Thanks.
I assumed that .wu_hausman behaved just like .sargan, .wooldridge_regression and others.

Tests that have inputs, even if optional, are functions, while statistics that cannot vary are properties (e.g, parameters, tstats, and sargan).


feat: support open graph for place

Pull Request Test Coverage Report for Build<PHONE_NUMBER>

0 of 0   changed or added relevant lines in 0 files are covered.
9 unchanged lines in 1 file lost coverage.
Overall coverage increased (+23.6%) to 71.805%

Files with Coverage Reduction
New Missed Lines
%

src/entities/Place/model.ts
9
62.03%

Totals

Change from base Build<PHONE_NUMBER>:
23.6%

Covered Lines:
131

Relevant Lines:
171

💛  - Coveralls


Renamed 6.x to main

This PR changes references to the 6.x branch to main so that in the future this won't be needed

Codecov Report

Merging #382 (37a6291) into main (06b9fdd) will not change coverage.
The diff coverage is n/a.

@@            Coverage Diff            @@
##               main     #382   +/-   ##
=========================================
  Coverage     90.70%   90.70%
  Complexity     1525     1525
=========================================
  Files           262      262
  Lines          4281     4281
  Branches        194      194
=========================================
  Hits           3883     3883
  Misses          347      347
  Partials         51       51


Update the GitHub issue template

Proposal for a new template aiming to reduce the number of incomplete or unwanted issues (such as questions or support requests). Any re-wording suggestions are more than welcome :)
Generated from: https://www.talater.com/open-source-templates

does anyone object if I merge this?


AMQP disconnect

This is rather a question, than an issue.

As seen in the image above, I get a random disconnect on my SenderLink. How can I retrieve the state described in the trace, to for example, refresh the sender link?
Something like if sender is detached do this.
Current code:

you can enable frame-trace feature, then you should be able to see all frames

Can I get for example, the amqp frame shown in this trace, and that way get the performative?

so what is the problem? it shows exact reason why it disconnects


remove direct use of localStorage in tipping context

messes up the page showing the popup in various states
see: loadMockedStates.tsx

[ ] remove localStorage direct usage
[ ] mock needs set complement to Pick<StorageService, 'get'>

Direct use of localStorage:
https://github.com/coilhq/web-monetization-projects/blob/main/packages/coil-extension/src/popup/context/routerContext.tsx#L61
Current Storage interface used with just get:
https://github.com/coilhq/web-monetization-projects/blob/main/packages/coil-extension/src/popup/context/routerContext.tsx#L17
https://github.com/coilhq/web-monetization-projects/blob/main/packages/coil-extension/src/popup/mocks/loadMockedStates.tsx#L21

closed in #2864


Visual Studio: unexistent file causes ambiguous error

TypeScript Version:  master branch
Repro:

Make a new empty JS project
Add any two new TS files on VS
Remove one of the TS file outside of VS (via File Explorer, PowerShell, or anything)
Build

Expected behavior:
An error with "File not found" message
Actual behavior:
Code: MSB6006
Description: "tsc.exe" exited with code 1.
Project: App1
File: C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v14.0\TypeScript\Microsoft.TypeScript.targets
Line: 242

This bit me really badly last week. Took me forever to figure out what was going on.

Running tsc.exe directly issues two messages:
Cannot open file 'c:\users\mhegazy\documents\visual studio 2015\Projects\TypeScriptHTMLApp45\TypeScriptHTMLApp45\file1.ts'.
error TS6053: File 'c:/users/mhegazy/documents/visual studio 2015/Projects/TypeScriptHTMLApp45/TypeScriptHTMLApp45/file1.ts' not found.

only one should be issues, the second. the first is not well formatted, and that throws off msbuild.


Jobs: UI become invisible while in instance

Description
The Jobs overlay makes "sound" but not visible while in instance. (sound with /countdown)
This may be Korean server only bug.
I should "Refresh" overlay when I get in to an instance area to make it visible.
This happened in e5s ~ e8s (more than 20 times)
(Also, Copied Factory)
This didn't happen when I unsynced level and go o8s alone.
Additional information
#1752(jobs: Hide CP bar when not crafting) is working fine though.

I think this class="hide" make the problem.

https://github.com/quisquous/cactbot/blob/4edded91f973069b409d47c43fae105169809478/resources/translations.js#L76-L99
I think it can happen when there are some logs match these regexes.
@Echoring (and I) made this work but we forgot to limit it only execute when you are a crafting job.
But I am curious about what is matched. Echoring and I are not familiar with Korean (and we don't have Korean server account, too), can you provide some related log file or lines?

Log: https://1drv.ms/u/s!ArFh2dBXj3ULiNoPD_UepKtBlT_n5g?e=dCrTMw
This log is too long, so just see near line 408162, 00|2020-09-10T21:58:13.0000000+09:00|0839||희망의 낙원 에덴: 공명편(영웅) 4 공략을 시작합니다.|f79fd368e13a42270a55b0b7156f286a

<other player name> 님이 취은 덩어리를 완성했습니다! log makes this bug.

Oh I see, so it is the same problem that we trapped in CN and JP too.
Shall @Echoring has time to fix it?

Ummm.. this would not happen in JP/CN I think.
When I added (?<player>\\y{Name}) on front, KR is fixed.

Yes, we are once meet this problem, but finally fix it.


How can I speed up the startup of the software?

And when the software starts up, it flashes, then goes white, then zooms out.

Which software are you referring to? Are you talking about egui_demo_app? If so, web or native? On which platform?

Which software are you referring to? Are you talking about egui_demo_app? If so, web or native? On which platform?

h
egui_demo_app，win10 native.

I really like this project！

h
egui_demo_app，win10 native.

I really like this project！

That sounds like a windows-specific glium and/or winit problem. Do you get the same problems with the examples at https://github.com/glium/glium ?

That sounds like a windows-specific glium and/or winit problem. Do you get the same problems with the examples at https://github.com/glium/glium ?

That sounds like a windows-specific glium and/or winit problem. Do you get the same problems with the examples at https://github.com/glium/glium ?

That sounds like a windows-specific glium and/or winit problem. Do you get the same problems with the examples at https://github.com/glium/glium ?

I tested every example of glium.The same problem occurred!
But other GUI frameworks don't have this problem,such as druid iced.

That sounds like a windows-specific glium and/or winit problem. Do you get the same problems with the examples at https://github.com/glium/glium ?

That sounds like a windows-specific glium and/or winit problem. Do you get the same problems with the examples at https://github.com/glium/glium ?

I tested every example of glium.The same problem occurred!
But other GUI frameworks don't have this problem,such as druid iced.

I'm gonna close this as it is a glium bug and I plan to move away from glium: https://github.com/emilk/egui/issues/93

I'm gonna close this as it is a glium bug and I plan to move away from glium: https://github.com/emilk/egui/issues/93


Compare JuiceFS with LakeFS

LakeFS - Atomic versioned data lake.  Run parallel pipelines for experimentation and CI/CD for your data.
What's different with JuiceFS?

Simple conclusion:

LakeFS: NOT POSIX-compatible. Users have to interact with it through certain CLIs or APIs. The usage pattern is more like object storage.
JuiceFS: POSIX-compatible. Users can mount it and operate files through system calls. The usage pattern is more like local file systems.


Ctrl-O prefixed commands not working in jupyterlab>=4.1.0

Description
Vim command shortcuts that start with Ctrl-O (i.e., Cut Cell, Copy Cell, Paste Cell, Insert Cell Below, Insert Cell Above, Select First Cell, Select Last Cell, Center Cell) are not working since jupyterlab 4.1.0.
At the moment, I am requiring versions jupyterlab==4.0.9 and jupyterlab-vim==4.1.0 to keep these bindings working.
Reproduce

Fresh install:
pip install 'jupyterlab>=4.1.0,<5.0.0a0' jupyterlab-vim

In new notebook, any selected cell, edit mode, press Ctrl-O, O or Ctrl-O, Ctrl-O, or Ctrl-O, G, etc… the expected jupyter shortcut doesn't happen (i.e., insert cell below/above, select first cell).
However, the editor does respond with the vim command mapped to the keys after the Ctrl-Os. For example, Ctrl-O, O inserts a new line and switches to insert mode, as if the ^O prefix was never pressed.

Context

Python version 3.12.2

jupyterlab==4.1.2
jupyter_server==2.12.5
jupyterlab-vim==4.1.3

Operating System and its version: CentOS 7
Browser and its version: Chrome 121.0.6167.139

Let me know if can provide any additional information.

I can confirm this bug. @krassowski is there any chance this is related to the shortcut changes again? from https://jupyterlab.readthedocs.io/en/latest/extension/extension_migration.html#change-of-notebook-focus-handling-impacting-command-mode-shortcut-selectors

Please note that :not(:read-write) fragment disables shortcuts when text fields (such as cell editor) are focused to avoid intercepting characters typed by the user into the text fields, however if your shortcut does not correspond to any key/typographic character (e.g. most shortcuts with Ctrl modifier) you may prefer to drop this fragment if you want the shortcut to be active in text fields.

we aren't using that tag, but maybe the auto conversion of things somehow got us?

we aren't using that tag, but maybe the auto conversion of things somehow got us?

I do not think so. It seems like the events are not properly intercepted so it might be the fallout from the change of the keydown capture mode in jupyterlab 4.1.

Any update on this?


在服务器上如何部署seata集群

注册中心是eureka，请问要怎么部署seata集群

Please check it in https://seata.io/zh-cn/docs/ops/deploy-ha.html. I will close this issue later, if you had any problem, you can report to us in any time.


System unit tests

Added unit tests for system module

Codecov Report

Merging #279 into master will increase coverage by 0.94%.
The diff coverage is 100%.

@@            Coverage Diff             @@
##           master     #279      +/-   ##
==========================================
+ Coverage    91.4%   92.35%   +0.94%
==========================================
  Files         204      204
  Lines       10359    10361       +2
==========================================
+ Hits         9469     9569     +100
+ Misses        890      792      -98

Impacted Files
Coverage Δ

malcolm/modules/system/parts/iociconpart.py
96.29% <100%> (+61.68%)
:arrow_up:

malcolm/modules/system/parts/dirparsepart.py
96.15% <100%> (+74.79%)
:arrow_up:

malcolm/modules/ca/util.py
92.85% <0%> (+2.97%)
:arrow_up:

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Implementing inspect command

Summary
Implementing notation inspect command according to the spec #213
Intended Outcome
notation inspect command works as defined in the spec
Additional context

Closed as released in rc.2


This is an old version electron

This is an old version electron

This is an old version electron

yes


More doc

Hi,
I can't understand how to use your plugin (yet it looks terrific).
I'd like to create a veeeery simple, one-line, static text snippet, but I don't understand how to do so.
I've read the readme, but it only describes more complex use-cases. I tried to create ~/.config/snippets/stuff.j2 with some name and description headers, but snip still says "No snippet" (of course I have changed the snippets directory in Ulauncher's config)
How could I do?
I wished putting a single line plain text file in my snippets folder would do the trick, yet it doesn't.
Event better, maybe you could support a single snippet file where every line is a snippet.
Thanks

Can you try an absolute path by expanding the "~" to "/home/{your_username}"?

You can start ulauncher from the termina to enable the verbose mode: ulauncher -v

There is not much in the logs
2021-03-23 15:54:53,477 | INFO | ulauncher.api.server.ExtensionController: handleConnected() | Extension "com.github.mikebarkmin.ulauncher-snippets" connected
2021-03-23 15:54:53,478 | DEBUG | ulauncher.api.server.ExtensionController: _send_event() | Send event PreferencesEvent to "com.github.mikebarkmin.ulauncher-snippets"
2021-03-23 15:54:57,425 | DEBUG | ulauncher.ui.windows.UlauncherWindow: show_results() | render 9 results
2021-03-23 15:54:57,427 | DEBUG | ulauncher.ui.windows.UlauncherWindow: show_results() | render 2 results
2021-03-23 15:54:57,474 | DEBUG | ulauncher.ui.windows.UlauncherWindow: show_results() | render 1 results
2021-03-23 15:54:57,631 | DEBUG | ulauncher.ui.windows.UlauncherWindow: show_results() | render 2 results
2021-03-23 15:54:58,097 | DEBUG | ulauncher.api.server.ExtensionController: _send_event() | Send event KeywordQueryEvent to "com.github.mikebarkmin.ulauncher-snippets"
2021-03-23 15:54:58,298 | DEBUG | ulauncher.ui.windows.UlauncherWindow: show_results() | render 1 results

My config sets /home/jerome/.config/snippets as the snippets directory.
Here is the content of /home/jerome/.config/snippets/stuff.j2 :
---
name: Word Count
description: Count the words in the clipboard.
---
snip snip

I am facing the same issue, the moment I click on the snippet  I get a loading text that never goes away

@mikebarkmin can you please have a look at this issue, i am facing the issue as @daladim, so might be others are also facing and there is not other alternative to this

I would really like to solve the issue, but I can not replicate it.

If that helps, I am using Ubuntu 20.04 with the regular Gnome shell. I could give you a list of the very few Gnome extensions I have installed if you want (I'm not currently in front of my computer)

https://user-images.githubusercontent.com/36405030/112592223-a6e9a500-8e2b-11eb-83bf-a4ee8daa0305.mp4
Here is the screen record, tried all the three copying methods but none is working

This is now merged. If the issue still exists, please comment.


handle library updates

As partially discussed in #35, we need to properly handle library updates.
Currently the Cargo.lock file is not committed (it's git-ignored), meaning that shared "reproducible" builds are not possible.
As described here committing the lock file is important when the library has to be built directly by a user (as in the case of building the android bindings).
The only drawback I see in doing this is that the project developers will have to commit eventual updates of the file.
As an alternative, we should document that running cargo update may be necessary when re-building an updated version of this library.
The drawback here is that a user could still incur in issues when re-building the library and then have to check the documentation looking for a solution.

Seems like a good idea to me to check Cargo.lock in git.

The only drawback I see in doing this is that the project developers will have to commit eventual updates of the file.

Can you elaborate on this a little? Will the lock file update every time devs build and push in master? What can be the major problem in workflow that devs need to keep in mind because of this?

Ok, let's try commit Cargo.lock; I will do this

Closed with https://github.com/LNP-BP/rust-lnpbp/commit/411e307886b919943b9acf389e209c28aa837be6

Seems like a good idea to me to check Cargo.lock in git.

The only drawback I see in doing this is that the project developers will have to commit eventual updates of the file.

Can you elaborate on this a little? Will the lock file update every time devs build and push in master? What can be the major problem in workflow that devs need to keep in mind because of this?

The lock file will update each time one runs cargo update. Each time it changes, the developer that is updating should check that the sw still works correctly with the new dependencies. This could mean just running tests (if they have a good coverage) or manually testing the sw (to stimulate function calls from those updated libraries). If any problem arises an issue should be opened to fix library upgrades.
A little more maintenance in exchange for consistency across developers

Can you add this info to README please?


[WIP] add replication feature

What this PR does / why we need it:
add replication feature
Which issue this PR fixes (optional, in fixes #<issue number>(, fixes #<issue_number>, ...) format, will close that issue when PR gets merged): fixes #
Special notes for your reviewer:
Release note:

@xxwjj Please fix the build errors.  Thanks.

Coverage decreased (-4.9%) to 53.248% when pulling 4ed03200a35b2f0f48d2195e5aaf3629dcad378d on xxwjj:replication into 5786c513bbd541385f05e1f0d0099ff806c72111 on opensds:replication.

Coverage decreased (-4.9%) to 53.248% when pulling 4ed03200a35b2f0f48d2195e5aaf3629dcad378d on xxwjj:replication into 5786c513bbd541385f05e1f0d0099ff806c72111 on opensds:replication.

Coverage decreased (-4.9%) to 53.248% when pulling 4ed03200a35b2f0f48d2195e5aaf3629dcad378d on xxwjj:replication into 5786c513bbd541385f05e1f0d0099ff806c72111 on opensds:replication.

Coverage decreased (-4.9%) to 53.248% when pulling 4ed03200a35b2f0f48d2195e5aaf3629dcad378d on xxwjj:replication into 5786c513bbd541385f05e1f0d0099ff806c72111 on opensds:replication.

Coverage decreased (-4.9%) to 53.248% when pulling 4ed03200a35b2f0f48d2195e5aaf3629dcad378d on xxwjj:replication into 5786c513bbd541385f05e1f0d0099ff806c72111 on opensds:replication.

@xxwjj Since this has passed all checks, I'm going to merge this so you can move forward.  Please take a look of my review comments.  Thanks.

@stmcginnis Good point.  Removed [WIP] now:).


Identifying element(s) "moved out of the way" by dragging/dropping a neighboring/new element

I need to b able to identify/log (i.e. update HTML5 data attributes for [persisted] layout ordering of elements, e.g.: data-row="1" data-col="2") when a neighboring dragula element is "moved out of the way" as a result of another element being dragged n moving into its position.
i need to b able to persist the new ordering of elements in a row, in json, using ajax--that part i can manage myself, i just need to know how to "capture" that "moved out of the way" event of the element(s) NOT being dragged.
ideas?

the elements i'm dropping into- or dragging around in- the row (container) r inline ckeditor instances, so here's some metacode i sketched out for a possible solution/implementation:
on.drop {

	ckeditorDivsArray = container.getchildren().find('.wysiwyg')
	// r these returned sequentially/in order? "metacode" below assumes that
	loop(ckeditorDivsArray) {
		// get previous HTML5 data attribute values for elem
		oldColNum = data-col.val
		oldRowNum = data-row.val

		// update HTML5 data attributes
		newColNum = loop var iterator current val // colNum
		newRowNum = container.data('row') // rowNum
		data-col.val(newColNum) // set
		data-row.val(newRowNum) // set

		// impl ajax>json save
			// TODO new php function: updateElemCoordinates(oldColNum, oldRowNum, newColNum, newRowNum)
			// do ajax post
	}

}

You can use accepts to update those attributes.

i figured out how to get the "sibling" element, in the "drop" event:
// sibling to the left of moved/inserted item ("drop" parameter: "el")
var previousSibling = el.previousElementSibling;      // returns "null" if new col position == 1; else, entire sibling DOM node
then use jQuery to get the data attributes, e.g.:
// ...if-test code to check for null...
// get new col number/position
var newColNum = $(previousSibling).data('col');


Configure a timeout on SenderBase.

Helps with Issue-16

@mopaul,
Thanks for your contribution.
To ensure that the project team has proper rights to use your work, please complete the Contribution License Agreement at https://cla.microsoft.com.
It will cover your contributions to all Microsoft-managed open source projects.
Thanks,
Microsoft Pull Request Bot

Can you retarget this against the develop branch? Thanks!

Thanks for looking into this. When will it be pulled into master and patch released?

@mopaul We don't currently have an ETA for a new master release

@mopaul @OsvaldoRosado I just started getting #16 issue which this commit is supposed to fix.


Remove cmd_execute_and_stream_data() returned debug message.

We have seen no reports of broken subprocess output handling, and this message is very spammy. Given that we still have a few messages that direct end users at --debug that seems reason enough to remove spammy messages like this.

This would have been helpful to disambiguate some errors we were seeing with our asset cache tool. +1

I am against removing this debug statement. I find it super helpful when analyzing why things don't work as expected.

I am against removing this debug statement. I find it helpful when analyzing why things don't work as expected. But I would prefer a human readable time format :D

I think any such cases should be replaced by adding EchoInDebug to the right places rather than discussing return values of ReadFile

At least on Unix it prints the exit code of the command that failed. And EchoInDebug would be spammy I guess 😅

At least on Unix it prints the exit code of the command that failed.

No, it prints the errno of the read call. This 'exit code' is not the child process' exit code.

Wait, this is the wrong one...

This is not the spam I thought it was; perhaps I already removed it a while ago. Thanks to @autoantwort for pointing this out.


added the leaderboards and updated README

I have added the UX for two leaderboards, added a badge for the gameServer-build and linked modding instruction from wiki to README

Also, the pull request could be more descriptive. The description should mention the specific issue using the closes keyword.
For some reason, I can't see the DOD criteria.

The buttons are working and the Leaderboard screen can be seen. The screens are not swipeable which will be implemented during Sprint 3 . To approve it to be merged, I would like you to fix the merge conflicts in android manifest. And maybe have placeholders instead of dummy data in the leaderboard.

I think the problems is that the branch has conflicts with the main which need to be resolved before we can merge it.
In this case is that the manifest was changed with the introduction of the splash animation. Which is the one that we need to keep.

The buttons are working and the Leaderboard screen can be seen. The screens are not swipeable which will be implemented during Sprint 3 . To approve it to be merged, I would like you to fix the merge conflicts in android manifest. And maybe have placeholders instead of dummy data in the leaderboard.

I wil also say that you  should also add that explanation in the commit comment above. the explanation regarding the acceptance criteria of the swipe will be implemented later.

I have resolve the conflicts of this branch that were related because there are related to the manifest. I also renamed the class control_choice to ControlChoice to avoid problems in case the JoystickBranch is merge with the master before this one, which will lead to new conflicts to resolve.
@faisal1201  the reason for why you couldn't see the DOD criteria was that the branch had conflicts with the master branch.
Now that they are resolved we can see them again.
But @itsdanesh the feedback provided from @faisal1201 and I remains.

[x] Maybe have placeholders instead of dummy data in the leaderboard
[x] The description should mention the specific issue using the closes keyword and include
the explanation regarding the acceptance criteria of the swipe will be implemented later.

@Quinstedt  I still can't see the DoD criteria even after the conflicts are resolved.

@faisal1201 I have added it here aswell now.

@faisal1201 @Quinstedt I was thinking the same at the beggining but for some unknow reason it did not work. I ended up using cardView which have similar methods as Placeholder

@itsdanesh I will fix your conflicts but you should make sure that you dont have conflicts, you avoid this by using pull in git.
The conflicts are created because you branch is behind, you try to merge your branch with the master before pushing.
If you dont know how to solve your conflict tag me or someone to get help.

Honestly I have no Idea how that ended there. How do I delete a subModule?

Strange then that it was somehow added. Try these instructions.

@itsdanesh Maybe you can answer Dimitrios question regarding the submodule?

But from what Im reading online there is something that we shouldnt use

I am closing this pull request to fix the branch and will try to make pull request again.

Did you try Dimitrios link on how to delete the subModule from git before closing this pull request?


Do not use strncpy to truncate string

Issue # (if available):
gcc 9 warns on copying a truncate string using strncpy
"    inlined from ‘main’ at s2n_str_test.c:48:5:
/usr/include/x86_64-linux-gnu/bits/string3.h:120:10: error: ‘__builtin_strncpy’ output truncated copying 9 bytes from a string of length 12 [-Werror=stringop-truncation]
120 |   return __builtin___strncpy_chk (__dest, __src, __len, __bos (__dest));". As a result, travis failed.
Description of changes:
Do not use strncpy to truncate string
By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.

Codecov Report

:exclamation: No coverage uploaded for pull request head (strncpy_fix@5bc5fe2). Click here to learn what that means.
The diff coverage is n/a.


eventmux: each observer receives its own clone of the event

We trade performance for correctness and safety.

#51  👈
main

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Join @jespert and the rest of your teammates on  Graphite

Merge activity

May 17, 2:51 PM EDT: @jespert merged this pull request with Graphite.


Refresh Examples

Our examples have been added somewhat haphazardly, and many are just updated with a new construct without really thinking about what the show as a whole.
We should look over all the examples, and figure out the right mix of ones that tell a coherent story. It'd be nice if some of them were more 'real', and/or if we used some consistent items / collections / catalogs. We should also be sure most all the constructs we talk about our represented in the examples in some way.
We could also consider a full self-contained collection that is a real stac catalog but can live in github, that shows how all the pieces come together.

I fully support this. When working on the EO example fixes for #829, some were really confusing.

Would be nice to verify href URLs are valid. As a particular case https://github.com/radiantearth/stac-spec/blob/master/item-spec/examples/landsat8-sample.json could be updated to point to a valid level-1 collection path such as https://landsat-pds.s3.amazonaws.com/c1/L8/139/045/LC08_L1TP_139045_20170304_20170316_01_T1/index.html from https://docs.opendata.aws/landsat-pds/readme.html. I could create PR for that specific example, just filling it out by hand?


Override the user model to make usernames case insensitive and allow semicolons.

Create a user bike account (not superuser) with username “test_u;” and password “sample”. Create a json fixture of this account . This is just an example you can modify as per the site.

can I try working on this issue? can you assign it to me?

can I try working on this issue? can you assign it to me?

Sure

Sure

I have updated some files please make the changes accordingly as well as remove duplicate of already created files

I have updated some files please make the changes accordingly as well as remove duplicate of already created files

ok I'll look into it?

ok I'll look into it?

ok

ok

Any update @Aniket118

Any update @Aniket118

I can try solving this issue, please assign this to me.


Debug area to the left of game area is not clickable

While in debug mode (i), the area to the left of the game viewport is not clickable, and the mouse cursor is an arrow instead of a text cursor.
This means that it's not possible to toggle most of the registers between hex/binary/decimal, only the top ones.
This was tested in Chrome and Firefox on Windows 10.

Should be fixed now.


Find x and y position of element

Description
I want to get the x and y position of element using html-agility pack.. Is it possible in html-agility pack?

Hello @roshan355 ,
No, HAP is an HTML parser.
You cannot do such a thing with the library.
Best Regards,
Jonathan

Performance Libraries
context.BulkInsert(list, options => options.BatchSize = 1000);
Entity Framework Extensions • Entity Framework Classic • Bulk Operations •  Dapper Plus
Runtime Evaluation
Eval.Execute("x + y", new {x = 1, y = 2}); // return 3
C# Eval Function • SQL Eval Function


Find an alternative to jsonify

jsonify doesn't have a proper license, which can be a huge blocker to use your library or your dependents (>1,000)

Try this - online converter Json to String - json to string


Upgrade dependencies

This project uses semver, please check the scope of this pr:

[ ] #patch# - backwards-compatible bug fix
[x] #minor# - adding functionality in a backwards-compatible manner
[ ] #major# - incompatible API change

CHANGELOG

Removed files from npm package that aren't necessary (all of the various config files).
Updated dependencies to latest versions.

:+1:

:+1:

:+1:


Recreate SecureVault database on corruption

Task/Issue URL: https://app.asana.com/0/1177771139624306/1201649423461236/f
Tech Design URL:
CC: @samsymons
Description:
Tries to recreate database file on corruption
see https://github.com/more-duckduckgo-org/macos-browser/pull/417

OS Testing:

[ ] iOS 13
[ ] iOS 14
[ ] iOS 15
[ ] macOS 10.15
[ ] macOS 11

Internal references:
Software Engineering Expectations
Technical Design Template

Changed recreation to happen only on db corruption and implemented error reporting


Add ViewComponentResult  guidance

From: Ryan Nowak
We should add this guidance to the docs rather than referring to an old functional test.
From: Kiran Challa I suppose the documentation is referring to RC1 milestone, the following link works:
https://github.com/aspnet/Mvc/blob/6.0.0-rc1/test/WebSites/ViewComponentWebSite/ViewComponentResultController.cs
Dan Roth recommended a customer look at https://github.com/aspnet/Mvc/blob/dev/test/WebSites/ViewComponentWebSite/ViewComponentResultController.cs

Should be covered by https://github.com/aspnet/Docs/issues/868


Fix contents

Having the readme change would have saved me a lot of time... :)

👍 thanks @tscanlin


Suggest going to the archive if workflow not found in UI

Summary
If you deep-link into a workflow, but the workflow is deleted you are shown this:

Add a link to the archive to see if it could be found there.
Use Cases
When would you use this?

Message from the maintainers:
Love this enhancement proposal? Give it a 👍. We prioritise the proposals with the most 👍.

Thanks for creating this issue @alexec! This encapsulates issues #2890 and #5824. @JPZ13 or I will circle back once we have an ETA for this.

Should be done before 11pm AEST time tomorrow.

Done, addressed comment in #5824


nebula-graph run ci test, the storage can't stop,the rebuild index task entered an abnormal loop, causing it not to exit

How to reproduce ?

How to reproduce ?

run nebula-graph test

How to reproduce ?

run nebula-graph test

Strange
I run it about ten times and didn't show up.


Rich text formatting commands

There are a few different rich text formatting commands scattered around the place.
For example, our Slack support defines several of its own formatting commands:
https://github.com/knausj85/knausj_talon/blob/000015ed1bd4cb1109d7d6ddaaa4146821821d70/apps/slack/slack_mac.talon#L31-L39
If we search for justify, we can find some Figma and PowerPoint .talon files that, among other things, define commands for text alignment and common text styles.
https://github.com/knausj85/knausj_talon/blob/273b7c9a62de6c12fe9baae175843eb6f0caab2b/apps/platforms/mac/powerpoint/powerpoint.talon#L15-L22
https://github.com/knausj85/knausj_talon/blob/f44077d19aafb8aca35be6d152c73a1252dfb837/apps/figma/figma.talon#L41-L56
(above are in forks, links edited to unfurl)
Searching for strike nets us the rest of the Microsoft Office suite, Evernote, and some Markdown and org-mode. Searching for bold and italic also finds some LaTeX support.
We should probably come up with a consistent grammar for basic rich text formatting. We probably want at least:

bold
italics
underline
strikethrough (#528)
text alignment (left, centre, right, justify)
font size (up/down)?
lists (bullet and number)

I think we need a rich text formatting tag for it, something like this:
tag: user.rich_text
-

text left: user.text_align_left()
text right: user.text_align_right()
text center: user.text_align_center()
text justify: user.text_align_justify()

text bold: user.text_font_bold()
text italic: user.text_font_italic()
text underline: user.text_font_underline()
text strikethrough: user.text_font_strikethrough()

text (big | bigger): user.text_font_size_up()
text (small | smaller): user.text_font_size_down()
text thicker: user.text_font_weight_up()
text thinner: user.text_font_weight_down()

text high: user.text_line_height_up()
text low: user.text_line_height_down()

See previously #159

Usual typographical terms for bolder/less bold are "heavier"/"lighter". Could use those as synonyms or replacements for "thicker"/"thinner". Might also want more synonyms:
text [align] left: user.text_align_left()
text [align] right: user.text_align_right()
text [align] center: user.text_align_center()
text [align] justify: user.text_align_justify()

text bold: user.text_font_bold()
text italic: user.text_font_italic()
text underline: user.text_font_underline()
text strikethrough: user.text_font_strikethrough()

text (large | larger | big | bigger | size up): user.text_font_size_up()
text (small | smaller | size down): user.text_font_size_down()
text (thicker | heavier | weight up): user.text_font_weight_up()
text (thinner | lighter | weight down): user.text_font_weight_down()

text [line] height up: user.text_line_height_up()
text [line] height down: user.text_line_height_down()
text letter space up: user.text_letter_space_up()
text letter space down: user.text_letter_space_up()

@nriley I grabbed your PowerPoint commands as an example for this, any thoughts?

I can see how @rntz's suggestion with "text" would be useful in apps that might have additional ways to do things, and it'd be friendlier/less likely to cause conflicts in mixed mode than my single-word commands.
Here's another example (which I use daily) — formatting in OneNote.
https://github.com/nriley/knausj_talon/blob/nriley/apps/onenote/onenote_mac.talon#L10

Stumbled across some Notion commands too. https://github.com/mauricel/knausj_talon/blob/4fc283b6/apps/notion/notion.talon#L14