Key 'cores' not found in GAPI structure. Install a compatible version with 'pip3 install --user -r python-requirements.txt'.

the following cmd is what i run, i just can not run the test, i am very confused, who knows what the problem is, help me please~
[xiaotu@xiaotu-eda ~/Desktop/work/git_test/opentitan]$pip3 install --user -U -r python-requirements.txt
Collecting fusesoc>=1.11.0
Cloning https://hub.fastgit.org/lowRISC/fusesoc.git (to revision ot) to /tmp/pip-install-lrrps_3d/fusesoc_cb2252644cc04b66ac23a56c5d185eae
Running command git clone -q https://hub.fastgit.org/lowRISC/fusesoc.git /tmp/pip-install-lrrps_3d/fusesoc_cb2252644cc04b66ac23a56c5d185eae
Running command git checkout -b ot --track origin/ot
Switched to a new branch 'ot'
Branch ot set up to track remote branch ot from origin.
WARNING: Requested fusesoc>=1.11.0 from git+https://hub.fastgit.org/lowRISC/fusesoc.git@ot#egg=fusesoc >= 1.11.0 (from -r python-requirements.txt (line 30)), but installing version 1.11.dev57+g1fb8c93
Collecting edalize>=0.2.0
Cloning https://hub.fastgit.org/lowRISC/edalize.git (to revision ot) to /tmp/pip-install-lrrps_3d/edalize_0b3a8054769b4e76ba4cba443b1fe151
Running command git clone -q https://hub.fastgit.org/lowRISC/edalize.git /tmp/pip-install-lrrps_3d/edalize_0b3a8054769b4e76ba4cba443b1fe151
Running command git checkout -b ot --track origin/ot
Switched to a new branch 'ot'
Branch ot set up to track remote branch ot from origin.
Requirement already satisfied: enlighten in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 6)) (1.9.0)
Requirement already satisfied: flake8 in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 7)) (3.9.0)
Requirement already satisfied: gitpython in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 8)) (3.1.14)
Requirement already satisfied: hjson in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 9)) (3.0.2)
Requirement already satisfied: ipyxact>=0.2.4 in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 10)) (0.2.4)
Requirement already satisfied: isort in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 11)) (5.8.0)
Requirement already satisfied: libcst in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 12)) (0.3.18)
Requirement already satisfied: livereload in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 13)) (2.6.3)
Requirement already satisfied: mako in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 14)) (1.1.4)
Requirement already satisfied: meson<=0.54,>=0.53.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 15)) (0.54.0)
Requirement already satisfied: mistletoe>=0.7.2 in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 16)) (0.7.2)
Requirement already satisfied: premailer in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 17)) (3.7.0)
Requirement already satisfied: pycryptodome in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 18)) (3.10.1)
Requirement already satisfied: pyelftools in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 19)) (0.27)
Requirement already satisfied: pyftdi in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 20)) (0.52.9)
Requirement already satisfied: pyserial in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 21)) (3.5)
Requirement already satisfied: pygments in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 22)) (2.8.1)
Requirement already satisfied: pytest in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 23)) (6.2.3)
Requirement already satisfied: pytest-timeout in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 24)) (1.4.2)
Requirement already satisfied: pyyaml in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 25)) (5.4.1)
Requirement already satisfied: tabulate in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 26)) (0.8.9)
Requirement already satisfied: yapf in /home/xiaotu/.local/lib/python3.6/site-packages (from -r python-requirements.txt (line 27)) (0.31.0)
Requirement already satisfied: Jinja2!=2.11.0,!=2.11.1,>=2.8 in /home/xiaotu/.local/lib/python3.6/site-packages (from edalize>=0.2.0->-r python-requirements.txt (line 33)) (2.11.3)
Requirement already satisfied: pyparsing in /usr/local/python3.6.5/lib/python3.6/site-packages (from fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (2.4.7)
Requirement already satisfied: simplesat>=0.8.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (0.8.2)
Requirement already satisfied: MarkupSafe>=0.23 in /home/xiaotu/.local/lib/python3.6/site-packages (from Jinja2!=2.11.0,!=2.11.1,>=2.8->edalize>=0.2.0->-r python-requirements.txt (line 33)) (1.1.1)
Requirement already satisfied: okonomiyaki>=0.16.6 in /home/xiaotu/.local/lib/python3.6/site-packages (from simplesat>=0.8.0->fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (1.2.0)
Requirement already satisfied: six>=1.10.0 in /usr/local/python3.6.5/lib/python3.6/site-packages (from simplesat>=0.8.0->fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (1.14.0)
Requirement already satisfied: attrs>=17.4.0 in /usr/local/python3.6.5/lib/python3.6/site-packages (from simplesat>=0.8.0->fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (19.3.0)
Requirement already satisfied: jsonschema>=2.5.1 in /home/xiaotu/.local/lib/python3.6/site-packages (from okonomiyaki>=0.16.6->simplesat>=0.8.0->fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (3.2.0)
Requirement already satisfied: zipfile2>=0.0.12 in /home/xiaotu/.local/lib/python3.6/site-packages (from okonomiyaki>=0.16.6->simplesat>=0.8.0->fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (0.0.12)
Requirement already satisfied: pyrsistent>=0.14.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from jsonschema>=2.5.1->okonomiyaki>=0.16.6->simplesat>=0.8.0->fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (0.17.3)
Requirement already satisfied: setuptools in /usr/local/python3.6.5/lib/python3.6/site-packages (from jsonschema>=2.5.1->okonomiyaki>=0.16.6->simplesat>=0.8.0->fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (39.0.1)
Requirement already satisfied: importlib-metadata in /usr/local/python3.6.5/lib/python3.6/site-packages (from jsonschema>=2.5.1->okonomiyaki>=0.16.6->simplesat>=0.8.0->fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (1.6.0)
Requirement already satisfied: blessed>=1.17.7 in /home/xiaotu/.local/lib/python3.6/site-packages (from enlighten->-r python-requirements.txt (line 6)) (1.18.0)
Requirement already satisfied: prefixed>=0.3.2 in /home/xiaotu/.local/lib/python3.6/site-packages (from enlighten->-r python-requirements.txt (line 6)) (0.3.2)
Requirement already satisfied: wcwidth>=0.1.4 in /usr/local/python3.6.5/lib/python3.6/site-packages (from blessed>=1.17.7->enlighten->-r python-requirements.txt (line 6)) (0.1.9)
Requirement already satisfied: mccabe<0.7.0,>=0.6.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from flake8->-r python-requirements.txt (line 7)) (0.6.1)
Requirement already satisfied: pycodestyle<2.8.0,>=2.7.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from flake8->-r python-requirements.txt (line 7)) (2.7.0)
Requirement already satisfied: pyflakes<2.4.0,>=2.3.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from flake8->-r python-requirements.txt (line 7)) (2.3.1)
Requirement already satisfied: gitdb<5,>=4.0.1 in /home/xiaotu/.local/lib/python3.6/site-packages (from gitpython->-r python-requirements.txt (line 8)) (4.0.7)
Requirement already satisfied: smmap<5,>=3.0.1 in /home/xiaotu/.local/lib/python3.6/site-packages (from gitdb<5,>=4.0.1->gitpython->-r python-requirements.txt (line 8)) (4.0.0)
Requirement already satisfied: typing-inspect>=0.4.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from libcst->-r python-requirements.txt (line 12)) (0.6.0)
Requirement already satisfied: typing-extensions>=<IP_ADDRESS> in /home/xiaotu/.local/lib/python3.6/site-packages (from libcst->-r python-requirements.txt (line 12)) (<IP_ADDRESS>)
Requirement already satisfied: dataclasses>=0.6.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from libcst->-r python-requirements.txt (line 12)) (0.8)
Requirement already satisfied: mypy-extensions>=0.3.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from typing-inspect>=0.4.0->libcst->-r python-requirements.txt (line 12)) (0.4.3)
Requirement already satisfied: tornado in /home/xiaotu/.local/lib/python3.6/site-packages (from livereload->-r python-requirements.txt (line 13)) (6.1)
Requirement already satisfied: lxml in /home/xiaotu/.local/lib/python3.6/site-packages (from premailer->-r python-requirements.txt (line 17)) (4.6.3)
Requirement already satisfied: cssutils in /home/xiaotu/.local/lib/python3.6/site-packages (from premailer->-r python-requirements.txt (line 17)) (2.2.0)
Requirement already satisfied: cachetools in /home/xiaotu/.local/lib/python3.6/site-packages (from premailer->-r python-requirements.txt (line 17)) (4.2.1)
Requirement already satisfied: cssselect in /home/xiaotu/.local/lib/python3.6/site-packages (from premailer->-r python-requirements.txt (line 17)) (1.1.0)
Requirement already satisfied: requests in /home/xiaotu/.local/lib/python3.6/site-packages (from premailer->-r python-requirements.txt (line 17)) (2.25.1)
Requirement already satisfied: pyusb>=1.0.0 in /home/xiaotu/.local/lib/python3.6/site-packages (from pyftdi->-r python-requirements.txt (line 20)) (1.1.1)
Requirement already satisfied: pluggy<1.0.0a1,>=0.12 in /usr/local/python3.6.5/lib/python3.6/site-packages (from pytest->-r python-requirements.txt (line 23)) (0.13.1)
Requirement already satisfied: packaging in /usr/local/python3.6.5/lib/python3.6/site-packages (from pytest->-r python-requirements.txt (line 23)) (20.3)
Requirement already satisfied: toml in /home/xiaotu/.local/lib/python3.6/site-packages (from pytest->-r python-requirements.txt (line 23)) (0.10.2)
Requirement already satisfied: iniconfig in /home/xiaotu/.local/lib/python3.6/site-packages (from pytest->-r python-requirements.txt (line 23)) (1.1.1)
Requirement already satisfied: py>=1.8.2 in /home/xiaotu/.local/lib/python3.6/site-packages (from pytest->-r python-requirements.txt (line 23)) (1.10.0)
Requirement already satisfied: zipp>=0.5 in /usr/local/python3.6.5/lib/python3.6/site-packages (from importlib-metadata->jsonschema>=2.5.1->okonomiyaki>=0.16.6->simplesat>=0.8.0->fusesoc>=1.11.0->-r python-requirements.txt (line 30)) (3.1.0)
Requirement already satisfied: chardet<5,>=3.0.2 in /home/xiaotu/.local/lib/python3.6/site-packages (from requests->premailer->-r python-requirements.txt (line 17)) (4.0.0)
Requirement already satisfied: idna<3,>=2.5 in /home/xiaotu/.local/lib/python3.6/site-packages (from requests->premailer->-r python-requirements.txt (line 17)) (2.10)
Requirement already satisfied: certifi>=2017.4.17 in /home/xiaotu/.local/lib/python3.6/site-packages (from requests->premailer->-r python-requirements.txt (line 17)) (2020.12.5)
Requirement already satisfied: urllib3<1.27,>=1.21.1 in /home/xiaotu/.local/lib/python3.6/site-packages (from requests->premailer->-r python-requirements.txt (line 17)) (1.26.4)
[xiaotu@xiaotu-eda ~/Desktop/work/git_test/opentitan]$python3 /home/xiaotu/Desktop/work/git_test/opentitan/hw/ip/prim/util/primgen.py /home/xiaotu/.cache/fusesoc/generated/lowrisc_prim_prim_pkg-impl_0.1/impl_input.yml
Key 'cores' not found in GAPI structure. Install a compatible version with 'pip3 install --user -r python-requirements.txt'.

@imphil

OpenTitan uses a modified version of fusesoc. Ensure you run pip with python-requirements.txt, e.g. pip3 install --user -r python-requirements.txt See https://docs.opentitan.org/doc/ug/install_instructions/#system-preparation for full system requirements.

OpenTitan uses a modified version of fusesoc. Ensure you run pip with python-requirements.txt, e.g. pip3 install --user -U -r python-requirements.txt See https://docs.opentitan.org/doc/ug/install_instructions/#system-preparation for full system requirements.

i do run the cmd "pip3 install --user -U -r python-requirements.txt" and it runs well but get an warning below,
WARNING: Requested fusesoc>=1.11.0 from git+https://hub.fastgit.org/lowRISC/fusesoc.git@ot#egg=fusesoc >= 1.11.0 (from -r python-requirements.txt (line 30)), but installing version 1.11.dev57+g1fb8c93
then i run fusesoc --version, it is 1.11.dev57+g1fb8c93

OpenTitan uses a modified version of fusesoc. Ensure you run pip with python-requirements.txt, e.g. pip3 install --user -U -r python-requirements.txt See https://docs.opentitan.org/doc/ug/install_instructions/#system-preparation for full system requirements.

i do run the cmd "pip3 install --user -U -r python-requirements.txt" and it runs well but get an warning below,
WARNING: Requested fusesoc>=1.11.0 from git+https://hub.fastgit.org/lowRISC/fusesoc.git@ot#egg=fusesoc >= 1.11.0 (from -r python-requirements.txt (line 30)), but installing version 1.11.dev57+g1fb8c93
then i run fusesoc --version, it is 1.11.dev57+g1fb8c93

and i see lowRISC the newest tag of fusesoc is 1.10.0, there is not 1.11.0 version


add more capabilities

false

https://github.com/project-chip/connectedhomeip/blob/d0cbf834ccb8d466970de2456e61b5f6412d9bdc/src/access/AccessControl.h#L322-L327

This issue was generated by todo-issue based on a TODO comment in d0cbf834ccb8d466970de2456e61b5f6412d9bdc.

This is covered by issue #14455

Closing this as a duplicate


Minor JSDoc improvements

Minor JSDoc improvements for several classes.
Also contains editorconfig changes about comments wrapping and maximal line size.
Note: Konstantin is actually me, but on the different machine. I forgot that I have different default git configuration for pushing.

@Kolonsky also, can you check editorconfig entries for maximal line size and wrapping long comment blocks for VSCode?


Incompatibilities on the credentials plugin

The cert input fields on the credentials plugin are not compatible with dark mode:

probably needs similar changes to what I did in passwords.css in jenkins core, (they're basically the same control)

This is actually hosted in core,
Fixed now:


bit manipulation instructions

are you going to support these?

This is not in the near term plan. It won't be too hard to support it as the instructions are mostly arithmetic types.  My main concern is that the spec is still work in progress, and the toolchain/ISS support might not be mature enough.

We have them in RTL already ...

I understand that, I can take a look at the effort and the toolchain support. I may need to talk to the working group to understand their plan as well.

Get some feedback from the folks working on bit manipulation support. The spec is still constantly changing and not ratified yet. There are some support on the toolchain and ISS side. However, since the spec is still evolving, these toolchain and ISS are subject to change as well. We'd like to add the support once it's ratified. We need to get other stuff like floating point, coverage model ready first before implement bit manipulation extension.
BTW, if you have interest to add bit manipulation extension to riscv-dv shortly, we can discuss how we can collaborate on this effort.

Closing this issue as I don't think there's any immediate action in the near term. Will file a new bug once we start working on this extension.


How to scrollToView - into FlatList.Item ?

I am writing comments-section and want to scroll to the new item onSend().
The KeyboardAwarScrollView is wrapped around a Flatlist.
      <KeyboardAwareScrollView
        enableOnAndroid={true}
        viewIsInsideTabBar={true}
        extraScrollHeight={Platform.OS === "ios" ? 70 : -53}
      >

              <FlatList
                data={this.state.task_comments}
                keyExtractor={comment => comment.commentID}
                scrollEnabled={false}
                style={{ marginTop: 10 }}
                renderItem={({ item: comment }) => (
                  <CommentItem comment={comment} isSubComment={false} />
                )}
                initialNumToRender={3}
                maxToRenderPerBatch={10}
              />

     </KeyboardAwareScrollView>

Please don't use nested scroll views. Instead, use only KeyboardAwareFlatList and navigate either to the top or the bottom of your list.


dart fix not detecting flutter issues

Describe the issue
Hello, I'm encountring some weired behaviour with dart analyze and dart fix this might be bug or my misconfiguration.
To Reproduce
Running dart analyze detect problems
➜  mobile-app git:(feature/5823) dart analyze
Analyzing mobile-app...                3.0s

   info • lib/hubber_app.dart:6:8 • The import of 'package:flutter/services.dart' is unnecessary because all of the used elements are also provided by the import of 'package:flutter/cupertino.dart'. Try removing the import directive. •
          unnecessary_import
   info • lib/managers/notification.dart:3:8 • Unused import: 'package:hubber/firebase_options.dart'. Try removing the import directive. • unused_import
   info • lib/views/pages/inbox_page.dart:3:8 • Unused import: 'package:flutter/services.dart'. Try removing the import directive. • unused_import
   info • lib/views/pages/inbox_page.dart:7:8 • Unused import: 'package:hubber/utils/constants.dart'. Try removing the import directive. • unused_import

4 issues found.

But running dart fixx --apply doesn't fix anything.
➜  mobile-app git:(feature/5823) dart fix --apply
Computing fixes in mobile-app... 15.2s
Nothing to fix!

Expected behavior
I'd expect dart linter to fix the problems that it has found.
Additional context
additional info:
analysis_options.yml
include: package:flutter_lints/flutter.yaml

linter:
  rules:

flutter doctor:
[✓] Flutter (Channel stable, 2.8.1, on macOS 12.1 21C52 darwin-arm, locale en-US)
    • Flutter version 2.8.1 at /Users/mehrdad/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 77d935af4d (2 weeks ago), 2021-12-16 08:37:33 -0800
    • Engine revision 890a5fca2e
    • Dart version 2.15.1

[✓] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
    • Android SDK at /Users/mehrdad/Library/Android/sdk
    • Platform android-31, build-tools 31.0.0
    • Java binary at: /Applications/Android Studio.app/Contents/jre/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7249189)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 13.2.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • CocoaPods version 1.11.2

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2020.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7249189)

[✓] IntelliJ IDEA Ultimate Edition (version 2020.3.3)
    • IntelliJ at /Applications/IntelliJ IDEA.app
    • Flutter plugin version 62.0.1
    • Dart plugin version 203.8452

[✓] VS Code (version 1.62.3)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension can be installed from:
      🔨 https://marketplace.visualstudio.com/items?itemName=Dart-Code.flutter

[✓] Connected device (1 available)
    • Chrome (web) • chrome • web-javascript • Google Chrome 96.0.4664.110

• No issues found!

We recently added support to dart fix to remove unused and unnecessary imports, but I don't believe that those changes have yet made it into any dev or stable builds. I'm not sure which build those changes can first be expected to be a part of (they might have landed too late for the next build), but this functionality ought to start working at some point in the future.

@mehrdad-shokri , are you still  having problems running dart fix?

This issue has been fixed. Tested at head
dart fix --apply
Computing fixes in test_p2...  1.4s
Applying fixes...                      0.0s

lib/test_p2.dart
  unused_import • 1 fix

1 fix made in 1 file.


chore: add bootstrap address for Stilucky

Description
Briefly describe the changes introduced by this pull request.
Related issue(s)
If this Pull Request is related to an issue, mention it here.

Fixes #(issue number)

@stilucky Please check why your node is not responding ...

@stilucky
Please enable relay and auto nat services. Read here for more information:
https://github.com/pactus-project/pactus/blob/main/docs/bootstrap.md#bootstrap-node-configuration

@stilucky
Merged with Thanks.
Please monitor your node to ensure it has good connectivity.
Read here for more information: https://github.com/pactus-project/pactus/blob/main/docs/bootstrap.md#bootstrap-node-configuration


Different animation for scroll top and scroll down?

The option repeat: true don't work well for all animation types.
It's possible set some classes when element pass in viewportChecker scrolling down and other classes when we scrolling up?

I am also interested in finding if this is at all possible.


Defer docker image URL accessibility check to srun when not caching locally

Summary
Defer docker image URL accessibility check to srun when not caching locally. This PR is created to fix a bug reported by @srivatsankrishnan. CloudAI has an install mode to install test templates. In the install stage, docker images are cached locally when a user sets cache_docker_images_locally to true. Even if cache_docker_images_locally is set to false, the accessibility of the given docker image URL is tested. The problem arises when the head node does not have enroot. In install mode, CloudAI calls DockerImageCacheManager's check_docker_image_exists. check_docker_image_exists uses enroot, and when the head node does not have enroot, it fails to check and then reports an unknown error as shown below.
[ERROR] Accessibility check failed for Docker image URL: .... Error: Failed to access Docker image URL: .... Unknown error.

While DockerImageCacheManager has _check_prerequisites to check prerequisites like enroot and srun, it is only called in cache_docker_image and not in check_docker_image_exists. Therefore, if check_docker_image_exists is called directly, _check_prerequisites is not called, and it fails to check the accessibility of the URL. This PR fixes the error by always returning True in check_docker_image_exists. This is the rationale: if a docker image URL is not accessible, it will be identified by the actual sbatch or srun command. Therefore, DockerImageCacheManager does not need to check it.
Test Plan

CI passes
Install: https://nvidia.slack.com/archives/C076DHMN402/p1722365382659189?thread_ts=1722362106.248499&cid=C076DHMN402
NCCL-test run: https://nvidia.slack.com/archives/C076DHMN402/p1722366327291599?thread_ts=1722362106.248499&cid=C076DHMN402

It seems we have a mess of several features:

Checking docker image availability
Caching docker image locally
Using head node's enroot or not

IMO we should control all of them separately:

SystemTOML.cache_docker_image_locally - whether to cache docker image locally
SystemTOML.use_head_node_enroot - whether to use head node's enroot
TestScenarioTOML.check_docker_image_availability - whether to check docker image availability before running the test

Scenarios:

If (1) is true, it automatically implies (3) is true as well. We can raise a warning, if (3) is false and (1) is true.
If (3) is true, but (1) is false, we check the availability of the docker image, but do not cache it locally.

(2) is independent of the other two. This is about the way we check availability and/or cache the docker image. When (1) or (3) is set to true, we check this flag to decide whether to use head node's enroot or use srun for that.
Note, that if we can check availability without enroot or srun, that could simplify the approach as we would not need (2) at all.

@amaslenn, yes, your point makes sense. My concern is that your proposal may present too many options to users, which could be confusing. Perhaps we should discuss this in our design meeting, but the issue is that this is quite urgent. Do you have any suggestions, @srinivas212?


fix(types): add mutateOptions on MutationFunction

Hello!
Just add missing second argument on MutationFunction.

:tada: This PR is included in version 1.5.9 :tada:
The release is available on:

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:tada: This PR is included in version 2.0.0-next.8 :tada:
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Update get-started.md

Hi reviewers,
Great library, it's been a pleasure to work with Xamarin.Essentials.
Hopefully this PR isn't against the guidelines but I thought users of Xamarin.Essentials would find some additional teaching resources useful. It is a commercial course which is why I've separated it under a different heading, although there are free 10 day trials available.to Pluralsight
Feel free to change the wording  to suit. I also understand if you can't include commercial sources.
Thanks
David

@dlbroadfoot : Thanks for your contribution! The author(s) have been notified to review your proposed change.

Thanks for the PR, however I don't believe we usually add commercial resources in our documentation.
We would simply add a link to Xamarin.Essentials API of the Week: https://channel9.msdn.com/Tags/xamarin.essentials

No worries, thanks for considering it!


Bumping pre-commit from 2.12.1 to 2.13.0

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Unable to access local server running on docker

I am trying to setting up heroku java app locally using docker. Both container running fine. 1) java web app and 2) postgresql
$ docker logs ottoserver_web_1
...............
INFO  [2016-01-05 17:15:27,477] org.eclipse.jetty.server.handler.ContextHandler: Started i.d.j.MutableServletContextHandler@5d3b58ca{/admin,null,AVAILABLE}
INFO  [2016-01-05 17:15:27,499] org.eclipse.jetty.server.ServerConnector: Started otto-server@2620e717{HTTP/1.1}{<IP_ADDRESS>:40014}
INFO  [2016-01-05 17:15:27,499] org.eclipse.jetty.server.Server: Started @5974ms

Tried to ping web app running on docker-machine (port 2204 set in docker-compose.yml file)
$ open "http://$(docker-machine ip default):2204"
docker container status
$ docker ps
CONTAINER ID        IMAGE               COMMAND                  CREATED             STATUS              PORTS                              NAMES
f06362ad29cb        ottoserver_web      "bash -c 'java -Djava"   51 minutes ago      Up 15 minutes       <IP_ADDRESS>:2204->2204/tcp, 8080/tcp   ottoserver_web_1
1d1dcc7f84e4        postgres            "/docker-entrypoint.s"   4 weeks ago         Up 15 minutes       5432/tcp                           ottoserver_herokuPostgresql_1

Please let me know if you need any other details.

If you are reporting a new issue, make sure that we do not have any duplicates already open. You can ensure this by searching the issue list for this repository. If there is a duplicate, please close your issue and add a comment to the existing issue instead.
If you suspect your issue is a bug, please edit your issue description to include the BUG REPORT INFORMATION shown below. If you fail to provide this information within 7 days, we cannot debug your issue and will close it. We will, however, reopen it if you later provide the information.
For more information about reporting issues, see CONTRIBUTING.md.
You don't have to include this information if this is a feature request
(This is an automated, informational response)

BUG REPORT INFORMATION
Use the commands below to provide key information from your environment:
docker version:
docker info:
Provide additional environment details (AWS, VirtualBox, physical, etc.):
List the steps to reproduce the issue:
1.
2.
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Describe the results you received:
Describe the results you expected:
Provide additional info you think is important:
----------END REPORT ---------
#ENEEDMOREINFO

check if that port is listening on host, and then try curl related if work. If you can not access that url with curl.  please attach strace logs for that curl.
It is needed to check what blocked that url access.

Have you change port listening from 8080 to 2204 ? And use netcat command to check whether your docker container is listening on specific port.
nc -zv "ip-address" "port number"

Your logs show;
Started otto-server@2620e717{HTTP/1.1}{<IP_ADDRESS>:40014}

Which seem to indicate it's listening on port 40014, not 2204
I'm going to close this issue, because this doesn't look like a bug, but a configuration issue in your container. Feel free to continue the discussion here though, after I've closed

@HackToday I checked with curl, here is output:
Bipins-MacBook-Pro:otto-server bipinvaylu$ docker-machine ip default
<IP_ADDRESS>
Bipins-MacBook-Pro:otto-server bipinvaylu$ curl -v http://<IP_ADDRESS>:2204/ping
*   Trying <IP_ADDRESS>...
* connect to <IP_ADDRESS> port 2204 failed: Connection refused
* Failed to connect to <IP_ADDRESS> port 2204: Connection refused
* Closing connection 0
curl: (7) Failed to connect to <IP_ADDRESS> port 2204: Connection refused
Bipins-MacBook-Pro:otto-server bipinvaylu$ curl -v http://<IP_ADDRESS>:40014/ping
*   Trying <IP_ADDRESS>...
* connect to <IP_ADDRESS> port 40014 failed: Connection refused
* Failed to connect to <IP_ADDRESS> port 40014: Connection refused
* Closing connection 0
curl: (7) Failed to connect to <IP_ADDRESS> port 40014: Connection refused
Bipins-MacBook-Pro:otto-server bipinvaylu$

@bipinvaylu 40014 is the port that the server listens on, so you need to remap that to port 2204 if you want to use that as a port, e.g. docker run -p 2204:40014 .....

Thanks, @Aamir010 i checked with nc -zv "ip-address" "port number" command. Looks like it's not listening on that port.
 Any idea how can i know which port is listening or bound with default docker.

you also need to forward port from your container to your host, using docker run -p flag

@thaJeztah and @Aamir010 , I tried to run docker container using docker run -p flag but it's get exited with 0 and logs is also not showing. Here is output.
Bipins-MacBook-Pro:otto-server bipinvaylu$ docker run -p 2204:40014 --name ottoserver_web_1 ottoserver_web
Bipins-MacBook-Pro:otto-server bipinvaylu$ docker ps -a
CONTAINER ID        IMAGE               COMMAND                  CREATED             STATUS                     PORTS               NAMES
91f635db1773        ottoserver_web      "/bin/bash"              8 seconds ago       Exited (0) 8 seconds ago                       ottoserver_web_1
1d1dcc7f84e4        postgres            "/docker-entrypoint.s"   4 weeks ago         Up 23 hours                5432/tcp            ottoserver_herokuPostgresql_1
Bipins-MacBook-Pro:otto-server bipinvaylu$ docker logs 91f635db1773
Bipins-MacBook-Pro:otto-server bipinvaylu$ docker logs ottoserver_web_1
Bipins-MacBook-Pro:otto-server bipinvaylu$

@bipinvaylu looks like you didn't add -d (detached)

@thaJeztah still having same issue with -d too
Bipins-MacBook-Pro:otto-server bipinvaylu$ docker run -d -p 2204:40014 --name ottoserver_web_2 ottoserver_web
13aae7355a486658d7c8f619d2e36074d45adb5804aed50297020714fcb2691d
Bipins-MacBook-Pro:otto-server bipinvaylu$ docker ps
CONTAINER ID        IMAGE               COMMAND                  CREATED             STATUS              PORTS               NAMES
1d1dcc7f84e4        postgres            "/docker-entrypoint.s"   4 weeks ago         Up 24 hours         5432/tcp            ottoserver_herokuPostgresql_1
Bipins-MacBook-Pro:otto-server bipinvaylu$ docker ps -a
CONTAINER ID        IMAGE               COMMAND                  CREATED             STATUS                      PORTS               NAMES
13aae7355a48        ottoserver_web      "/bin/bash"              12 seconds ago      Exited (0) 10 seconds ago                       ottoserver_web_2
91f635db1773        ottoserver_web      "/bin/bash"              8 minutes ago       Exited (0) 8 minutes ago                        ottoserver_web_1
1d1dcc7f84e4        postgres            "/docker-entrypoint.s"   4 weeks ago         Up 24 hours                 5432/tcp            ottoserver_herokuPostgresql_1
Bipins-MacBook-Pro:otto-server bipinvaylu$

Here i am attaching docker-compose.yml file, if it can help to figure out issue.
docker-compose.yml file:
web:
  build: .
  command: 'bash -c ''java $JAVA_OPTS -jar target/otto-server-0.0.2-SNAPSHOT.jar db migrate config.yml && java $JAVA_OPTS -Ddw.server.connector.port=$PORT -jar target/otto-server-0.0.2-SNAPSHOT.jar server config.yml'''
  working_dir: /app/user
  environment:
    PORT: 2204
    DATABASE_URL: 'postgres://postgres:@herokuPostgresql:5432/postgres'
  ports:
    - '2204:2204'
  links:
    - herokuPostgresql
shell:
  build: .
  command: bash
  working_dir: /app/user
  environment:
    PORT: 2204
    DATABASE_URL: 'postgres://postgres:@herokuPostgresql:5432/postgres'
  ports:
    - '2204:2204'
  links:
    - herokuPostgresql
  volumes:
    - '.:/app/user'
herokuPostgresql:
  image: postgres

Looks like your compose file is using a completely different command, and you're not specifying a command on the commandline when using docker.
I suggest looking at the logs for that container, also check if the server is listening on the right ports etc.

Hey @thaJeztah, you are right it's something port mapping issue, i fixed it.
Thanks @thaJeztah @Aamir010 @HackToday
Bipins-MacBook-Pro:otto-server bipinvaylu$ curl --verbose http://<IP_ADDRESS>:8080/ping
*   Trying <IP_ADDRESS>...
* Connected to <IP_ADDRESS> (<IP_ADDRESS>) port 8080 (#0)
> GET /ping HTTP/1.1
> Host: <IP_ADDRESS>:8080
> User-Agent: curl/7.43.0
> Accept: */*
>
< HTTP/1.1 200 OK
< Date: Wed, 06 Jan 2016 19:53:49 GMT
< Content-Type: application/json
< Content-Length: 17
<
* Connection #0 to host <IP_ADDRESS> left intact
{"reply": "pong"}Bipins-MacBook-Pro:otto-server bipinvaylu$

Cool! Good to hear you got it working :+1:

@bipinvaylu how you fixed that ?

@wesleyvicthor Fixed my mapping port. On mac, use export to set PORT value.

did any of the things above you tried fixed or just exporting PORT value did it? Kindly explain

This is what worked for me. Opening up the port. Thanks.
docker run --name my-web  -p 8080:80

Yup, that's it. Great @prasanth223344 👍

i'm a newbie: am encountering same error (after iterm updated)
"<IP_ADDRESS> refused to connect."
Kitematic Beta even shows ports listed. But they refuse to connect.
System was working fine thru Docker Quickstart.
what are the parameters -name and my-web in the following command
is name the name of the container?
docker run --name my-web -p 8080:80

@bipinvaylu
Can you please let me know how u fixed the mapping port issue.
I tried below command. still no luck
docker run --name my-web -p 8080:80

is 8080 on your local free?

hey @prasanth223344, i think just setting PORT environment variable will work. On mac i am running command like export PORT=8080.
@thaJeztah said before: look at the logs for that container, also check if the server is listening on the right ports etc.
Please provide some more details with logs.

please tell me how to set export port  on linux

how you set export port please tell me ?

@abhinavkorpal please follow this link : https://www.cyberciti.biz/faq/set-environment-variable-linux/

@bipinvaylu when i runed the set in terminal to address i found one is DOCKER_HOST=tcp://<IP_ADDRESS>:2376
DOCKER_HOST_IP=<IP_ADDRESS>

hey @abhinavkorpal DOCKER_HOST and DOCKER_HOST_IP should be same, can you please elaborate your issue (with logs if any).

<IP_ADDRESS> could not connect to 8080
and what should i do to make docke_host and docker_host_ip same. tired and not able to find solution any were

Hey @abhinavkorpal sorry for delay, actually i haven't came across this type of issue and checked out by googling but can't get any proper fix. I think if you try to delete virtual box default machine and recreate it. Not sure but that might help.

this is sooo annoying, been trying everything here and still no response

please what else can i do, i have tried it all or am i missing something?


Update changelogs for version 3.5.0

[x] Searchkit
[x] Indexer
[ ] Userguide

Toni has already updated the changelogs for the aggregator

No changes were made to the validator, so it has been removed from the list


Need image update for Development Rhythm Series Foundation Article

Need a better image for the foundations article
First image should convey a theme around "flow" or "rhythm".


[FEATURE] Observability

Is your feature request related to a problem? Please describe.
Right now it is fun to experiment with different function descriptions, system messages, templates etc. but using AiServices we only get to see the end result, not the process of how the LLM got to that message. There is only logging that can be enabled, but that is meant for developers. It would be nice to have a listener that receives the ongoing messages from the LLM and be able to show that in a UI to the users, so that the inputs can be improved.
Describe the solution you'd like
The AiServices builder could receive a ChatMessageListener that gets the individual messages from conversations in simple text form.
Describe alternatives you've considered
Logging is currently an option, but it's meant for developers, not users.
Does this make sense? There could be different kind of listeners as well, maybe a RetrieverListener which reports about individual TextSegments being found, or a CostListener which reports the cost response from the conversation.
I think this is simple enough for me to implement as well, if this feature request gets accepted and there is no other alternative that I don't know of right now.
Edit: I think this is kind of what langchain python does with Callbacks: https://python.langchain.com/docs/modules/callbacks/

@nooone this feature is in our pipeline with the high priority, will update you once we have it.

Would be so cool if we could somehow connect it with:
https://github.com/Arize-ai/phoenix

Related:
https://github.com/langchain4j/langchain4j/issues/246
https://github.com/langchain4j/langchain4j/issues/214

What's the progress on this feature? Is anyone currently working on it

@Glarme I will be working on it this week

Related: https://github.com/langchain4j/langchain4j/discussions/883

Related: https://github.com/langchain4j/langchain4j/discussions/881

https://langfuse.com/ is also another open source LLM monitoring tool

Related: https://github.com/langchain4j/langchain4j/issues/1349

Related (Spring Boot events): https://github.com/langchain4j/langchain4j/issues/1566

https://langfuse.com/ is also another open source LLM monitoring tool

A Langchain4J integration with Langfuse would be a big step ahead.

@ruizrube would you like to help with this?

I would love to but I don't have enough time to do it. I am learning to use
the framework in my spare time. If I had the chance and nobody had done it
before, I would let you know.
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I commented this on a closed ticket, but the ability to get tokenusage from an AIService would be very helpful. I'm aware you can return Response in an AIService, but you can't do so on any POJO or more structured return.

Hi @jrsperry, please check the documentation, you can return Result<T> from AI Service and both have token usage and parsed T

Hi @ruizrube, I have created a seprate issue for Langfuse tracing, I think it is quite important at this point. It would be great if you could contribute it or help with it in any way (analysis/definition/etc). Thank you a lot in advance and happy holidays! 🙏


Fix minor typo in scenario 2

 Thank you for your submission, we really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.


Logos broken

The logo of UTwente is not correctly shown, e.g. at https://www.research-software.nl/software/nlppln.

Same for Koninklijke Bibliotheek https://www.research-software.nl/software/ochre

Going to switch to base64 encoded blob in database for organization logos and avatar for persons.

https://github.com/research-software-directory/frontend/commit/ecd9a2b22d11d80b2cb19bacabba9033bd62e6ba


Better error reporting

Logging has been improved, and we should make errors clearer and easier to understand so problems are easier to fix.

Store errors in segments and then check all segments for errors at the end of the split process, informing the user appropriately what failed and why

this was implemented in #24

Yee. Thoynksh.


Fix import issue

What does this PR implement/change/remove?
This fixes importing the lastest v2 version.
Checklist

[ ] Tests added
[ ] Similar commits squashed

The HW vendor this change applies to (if applicable)
The HW model number, product name this change applies to (if applicable)
The BMC firmware and/or BIOS versions that this change applies to (if applicable)
What version of tooling - vendor specific or opensource does this change depend on (if applicable)
Description for changelog/release notes

Hey @joelrebel , this fixes a breaking change i introduced in my last PR. So sorry!


[MQTT] Main topic length limitation and definition

Hi,
Is there a reason why the length of "HASP Node Name" is limited to 16 characters? I would need it longer.
What about making configurable the main topic "hasp/" ? That would add more flexibility to this nice software!
Thanks,
Jorge

Both of these can be adjusted, but you will need to change compile the firmware yourself.
"hasp/" is configurable via  MQTT_PREFIX in the user_config_override.h file.
The node name length has no such configuration option, so you need to update it in the appropriate places.
You say 16 is not enough, but I'm missing why you need longer and what would be an acceptable default length?

Thanks for your quick reply.
Regarding main topic prefix, it would be great to have the option in the web panel, just a suggestion.
Regarding length, I use the following format to identify my devices: MAC address (12 characters) + scheme ID (6 characters).
Based on your comment, I can compile my own version supporting 18 characters without any issue.
Thanks again!

Cool, thanks.
Do you still have an issue or does this answer your question?

It is fine. Thanks a lot for your help and your development!


Ignacio br0

remove misleading headers from the UI
add training_args, training_output and training_duration to the training_response

@alvarolopez if you are fine with the changes you can close #74

PR fails to pass PEP8 tests because a very indented line. But I don't how to break it more without compromising readability. Feel free to modify it.


Rotation enums need to be redefined / clarified

Right now the flip rotation is not defined correctly.
For a cleaner rotation definition consider explicity defining 90, 180, 270, flip-horz and flip-vert.
The "flip" rotation now is actually a 180 rotation which isnt necessarily a flip, depending on what the caller had in mind for the image.
This will be a breaking change so it will require a major release num chnage.
Ex http://code.google.com/appengine/docs/java/images/overview.html

Fixed in 4.0 -- all of this was redefined and corrected.


Change version to django 1.4.18.

@glogiotatidis or @johngian r?

Coverage increased (+7.08%) when pulling b66ffe13329460b0c8b5486d0c93e9d631d3d059 on akatsoulas:django-1.4.18 into 71e2d0c0e76511d2f8466bba5c620307b219296b on mozilla:master.

It tested it locally and it seems to be working fine. We still need to check for details, but after some casual browsing basic functionality looks good to me.
r+ :rocket:


Feature/main menu

Update the new content model design with the next release header

SonarQube isn't quite intelligent enough to understand HTML within a function doesn't need to be enclosed in tags when that happens outside the function.


SAK-29797 - Adding css for date-time picker

Is needed to fix some of the additional fields appearing

LGTM


Indexed node client for Fleet SDK

This is a lightweight node client for Fleet SDK to allow to fetch data from the blockchain and retreive the results typed as fleet SDK objects when applicable.
The first version covers most of the "/blockchain" API end points and several others I thought useful for a dApp.
The client also allows to make non-typed queries for not-supported node URLs.
Integration tests using a real node are running fine in the EWC project with a local import of the node client fleet package: https://github.com/ThierryM1212/ewc/tree/fleetNodeClient
Please let me know if this could be merged or if some improvements would need to be done.

Codecov Report

Merging #76 (19ffa6c) into master (6c15dc3) will not change coverage.
The diff coverage is 100.00%.

@@             Coverage Diff             @@
##            master       #76     +/-   ##
===========================================
  Coverage   100.00%   100.00%
===========================================
  Files          105       108      +3
  Lines        15057     17312   +2255
  Branches      1355      1401     +46
===========================================
+ Hits         15057     17312   +2255

Files
Coverage Δ

packages/_test-vectors/nodeMocks.ts
100.00% <ø> (ø)

packages/node-client/src/nodeClient.ts
100.00% <100.00%> (ø)

packages/node-client/src/utils/rest.ts
100.00% <100.00%> (ø)

:mega: Codecov offers a browser extension for seamless coverage viewing on GitHub. Try it in Chrome or Firefox today!


[iOS] No errors but notifications still don't show up

I've followed every step and did not manage to get notifications to work, I've managed to make them work before for few other application but since firebase updated to 4.5.0 I can't make them work. I get no errors what so ever. When I send notification to single device using token Firebase returns success but no notification is received on device. Have no idea what to do. And yes I did upload .p12 certificates to firebase in order to make them work. I'm stuck.
So app gives no errors and firebase gives no errors. I do get token from fcm.
Using react native 0.43.4

can you reproduce the error with example project?
If you have it worked earlier, it is likely some issue with firebase. have you tried to downgrade?

This has happened to us too. After upgrading Firebase/Messaging to 4.2.0 notifications have stopped working for iOS.
I've checked our APNs settings, certificates are the same and still valid. I've debugged it sending manually an APNs notification to my device token and it works. However through FCM API nothing gets displayed.
I'm guessing something has changed in iOS SDK that's breaking it. I'm gonna try to debug it

@evollu Didn't have time to try reproduce with example project and didn't try downgrading. I'll let you know tomorrow how it turns out.

Finally got it working after upgrading with pod update. The combination that works for me is:
  - Firebase/Core (4.5.0)
  - Firebase/Messaging (4.5.0)
  - FirebaseInstanceID (2.0.5)
  - FirebaseMessaging (2.0.6)

The most important part is FirebaseInstanceID which fixes some Firebase bugs: https://github.com/firebase/quickstart-ios/issues/327


Release library

As a user I can upload Snapshots and release of Pillarbox
Acceptance criteria

Publish SNAPSHOTS to github packages
Publish release to github packages

Tasks

[ ] Publish snapshot and release to the same "github repository"

Nothing to do. Was a bug in the packages, the 0.1.0 already existed.


Most recent project is no longer highlighted when going back to home

Seen on Minecraft /beta

Please move it pxt-minecraft


Added the presumed missing function keys F26-F32

This change enables a 20-key auxiliary keyboard to return keycodes that are not produced by a normal keyboard, so it can be used to input new letters, not just duplicates of existing letters.

thanks a ton!

I just joined GitHub (to do this), so I had no idea how it works.
What is the relationship between the github code and the site keycode.info?
On Thu, Mar 12, 2020 at 9:22 PM Wes Bos<EMAIL_ADDRESS>wrote:

thanks a ton!
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The site is hosted straight from github on something called github pages, so it should be live already :)

:( Then my keyboard isn't working.
On Thu, Mar 12, 2020 at 9:28 PM Wes Bos<EMAIL_ADDRESS>wrote:

The site is hosted straight from github on something called github pages,
so it should be live already :)
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My physical keyboard is working, and even the hack I installed to get it to
produce these extra keycodes is probably working.   But the OS or the
browser is not passing them to the keycode.info JS code.
I'll try reading them with Java, in case it's the browser.
Anyway, thanks for your help.  I hope those extra codes are useful to
someone.
On Thu, Mar 12, 2020 at 9:37 PM Peter Cyrus<EMAIL_ADDRESS>wrote:

:( Then my keyboard isn't working.
On Thu, Mar 12, 2020 at 9:28 PM Wes Bos<EMAIL_ADDRESS>wrote:

The site is hosted straight from github on something called github pages,
so it should be live already :)
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/wesbos/keycodes/pull/281#issuecomment-598404005, or
unsubscribe
https://github.com/notifications/unsubscribe-auth/AOZRYCHNS4GHWW6I7YYIVFTRHFAXLANCNFSM4LGUQRZA
.

okay let me know - there might be a cached version.


fix(swc): Prepare v1.2.48

Tasks
spack:

Re-enable multi-entry tests.

@kdy1 is multi-entry currently broken? I was trying to use it and I get a hang followed by a:
FATAL ERROR: MarkCompactCollector: young object promotion failed Allocation failed - JavaScript heap out of memory

@wycats Yes, but JavaScript heap out of memory  seems unrelated to the bug.

@kdy1 is there anything I can do to help you reproduce it?

@wycats Is your project open source?
If not, can you share your spack.config.js?


Exception: DNS resolution failed

I've built the server and client according to the directions.  It worked fine.  I then built another set using .Net Core 3.0 (rather than 3.1 I had used in the successful server/client).  The Grpc.net.client package requires .Net 3.1 so I used the Grpc package.  This compiles, but when run I get this result:  Grpc.Core.RpcException: Status(StatusCode=Unavailable, Detail="DNS resolution failed").  I get this result using both localhost and an explicit IP address.  I need to support .net core 3.0/standardlib 3.0 at the present.  Any ideas on a way forward?

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

ID: 1d298a6c-8ddc-dbc8-d219-0fa7138442c2
Version Independent ID: b96be346-958a-cfcd-d80a-c352d64223e8
Content: Create a .NET Core gRPC client and server in ASP.NET Core
Content Source: aspnetcore/tutorials/grpc/grpc-start.md
Product: aspnet-core
Technology: aspnetcore-tutorials
GitHub Login: @JunTaoLuo
Microsoft Alias: johluo

Hi, how did you fix this bug then?

Sounds like a networking issue. I don't have any specific advice other than to search for that error but in the context of HttpClient.


Prevent to generate classes without methods

Some classes generates without methods like this
class Format extends \App\Helpers\Format {}
namespace App\Helpers {
    class Format {

    }
}

But App\Helpers\Format contains methods

So does it fail, or what is the problem?

I made example repo with readme how to reproduce it
https://github.com/xakzona/laravel-ide-helper-example

Where are any questions? I will repeat trouble here

Check config/app.php

'Format' => \App\Helpers\Format::class
Class \App\Helpers\Format contains real method "exampleMethod"
I have commited _ide_helper.php where you can see class without any methods (but it should contain exampleMethod)
That's why than you are making your code like this \Format::exampleMethod(); IDE doesn't know about this method because class is empty (in _ide_helper.php)

No reasons to generate dublicate classes without any methods

I have a similar problem on a project that uses Laravel Horizon

I have a similar problem, please fix it ASAP

I have a similar problem on a project that uses Laravel Horizon

I have similar problem with Horizon, Any one can fix it? I update ide-helper to 2.6.x, but the problem persist. Generate a empty class like:
namespace Laravel\Horizon {

    /**
     *
     *
     */
    class Horizon {

    }

}

I dont know the reason.. :/


updated composer

I updated required versions for Laravel 8.

The error returns;

Boolxy\Trendyol\Tests\OrderServiceTest::testSplitShipmentPackage
Failed asserting that two arrays are equal.
--- Expected
+++ Actual
@@ @@
Array (

'supplierId' => 120874

'supplierId' => ''
'shipmentPackageId' => 11650604
)


Constructor taking a IList<ICurve> and the Append is the method to add single curves.

Maybe this one could be a constructor taking a IList<ICurve> and the Append is the method to add single curves.
Here you can do the checks to validate the Polyline, also because one curve is not a Polyline.
Originally posted by @sonomirco in https://github.com/GSharker/G-Shark/pull/278#discussion_r694542145

@cesarecaoduro is this solve the issue?
https://github.com/GSharker/G-Shark/blob/38fa71781bde9f3a5b60c3310d93540e810e7af8/src/GShark/Geometry/PolyCurve.cs#L95
Or is it something else?

Yes it does


not working about Viewer.exe *.fpx /P

I want to use View.exe *.fpx /P to print report, but no response after running this command. Also running command View.exe /P directly.

In the OpenSource version, you are not able to print with a viewer or designer, only browser and web report. https://fastreports.github.io/FastReport.Documentation/COMPARISON.html

😄 thanks for your prompt reply. I got it!


Comment on prosody ports

I think it'd be nice if the guide mentioned that the values for the ports are placeholders that need to be replaced :) A link to the uberspace documentation on how the firewall selects ports for you would be great!

Good point. I will mention it and link to the wiki page. The original guide mentioned getting ports assigned manually how it used to be when it still was a thing at uberspace.

Hmpf, I completely read over your comment wrt to the ports. Multiple times d'oh Link is still nice. Thx!


[Bug] [Kafka source STREAMING] Kafka source connector doesn't capture new data from topic

Search before asking

[X] I had searched in the issues and found no similar issues.

What happened
SeaTunnel 2.3.8 + Apache Flink Flink engine + Streaming mode.
Kafka source connector doesn't capture new data from topic, but there are no exception while execution.
New data appears in topic, but doesn't transfer to Redis.
In Batch mode everything works, but we need streaming mode with flink.
SeaTunnel Version
SeaTunnel 2.3.8
SeaTunnel Config
# Defining the runtime environment
env {
  parallelism = 1
  job.mode = "STREAMING"
  job.name=SeaTunnel_Job_Kafka_Redis_Streaming
  shade.identifier = "base64"
  execution.checkpoint.interval = 60000
}

source {
  Kafka {
    schema = {
      fields {
        age = "int"
      }
    }
    format = text
    field_delimiter = "#"
    topic = "registrations"
    bootstrap.servers = "_"
    commit_on_checkpoint=false
    poll.timeout = 1000
    start_mode = "earliest"
    kafka.config = {
      auto.offset.reset = "earliest"
      enable.auto.commit = "false"
      client.id = client_1
    }

  }
}

sink {
  Redis {
    host = "_"
    port = 6379
    key = age
    data_type = hash
    auth = "_"
    batch_size = 1
  }
}

Running Command
slatunnel flink 15 command

Error Exception
No errors, task work without error, but there no new data

Zeta or Flink or Spark Version
Apache Flink
Java or Scala Version
No response
Screenshots
No response
Are you willing to submit PR?

[ ] Yes I am willing to submit a PR!

Code of Conduct

[X] I agree to follow this project's Code of Conduct

I have encountered the same problem, have you solved it?

give more log info

same problem,but i use rocketmq->starrocks  and mongo-cdc->starrocks,only few table have this problem

give more log info

This pr seems to have been fixed in  7871.

give more log info

This pr seems to have been fixed in 7871.

@AceGain @maerman13 ok , If it has been resolved, please close it

same problem,but i use rocketmq->starrocks and mongo-cdc->starrocks,only few table have this problem

@eee27 Open an new issue, describe the problem and configuration clearly, preferably with logs


Monochrome vision is affected by "Darkness Level" slider.

PF2e. After updating today, monochrome vision for actors with darkvision in scenes without global illumination is fully there when Darkness Level = 1, completely non-existent when Darkness Level = 0, and smoothly increases or decreases the amount of color in the scene as the slider is moved.

It's an intended change. If Darkness Level is 0, it's full daylight, and it doesn't make much sense that the vision would still be monochrome, I think. I'd like to hear feedback on this change though.

It's an intended change. If Darkness Level is 0, it's full daylight, and it doesn't make much sense that the vision would still be monochrome, I think. I'd like to hear feedback on this change though.

I greatly preferred the previous behaviour. I feel like it allowed more flexibility, and Darkness level feels like flavor, while light level is the more rules-functional setting. I see what's being done here, but I'd like for it to be a toggleable option somewhere.

I greatly preferred the previous behaviour. I feel like it allowed more flexibility, and Darkness level feels like flavor, while light level is the more rules-functional setting. I see what's being done here, but I'd like for it to be a toggleable option somewhere.

Same here. I also quite confused when the monochrome vision was not available anymore in full intensity for < 1 darkness level. I second @beefor in thinking that darkness is more flavor and global illumination is the actual "light".
I also would be glad to be able to toggle this behavior.
Apart from that: Thank you for this great module! :D

Same here. I also quite confused when the monochrome vision was not available anymore in full intensity for < 1 darkness level. I second @beefor in thinking that darkness is more flavor and global illumination is the actual "light".
I also would be glad to be able to toggle this behavior.
Apart from that: Thank you for this great module! :D

I don't think Darkness Level is just flavor: 0 is daylight, 1 is darkness, and in between dusk/dawn. It seems like you want to have brighter nights and therefore lower the Darkness Level, but maybe it would be better to change the darkness color/brightness instead, which is currently not exposed in the settings (see _configureChannels in Foundry's code).

It is definitely possible to utilize the Darkness Level for this (and I think some to many people do so). Personally I prefer having the monochrome vision always fully active while having only about 0.25-0.5 darkness, because I do not want to have a very dark (explored) fog of war.
If you want, you can use my Pull Request, which adds a setting for toggling this behavior, so that GMs can decide which setting they prefer most.

Sure, it's possible, but not best way to do it, I think. If I exposed the darkness color/brightness, you could just set it to your preferred brightness and work wit the full 0 to 1 range. If you only ever use 0 to 0.5, the day-night transition buttons are useless, for example. There might also be modules out there assume that 0 is daylight and 1 is night for whatever reason, but these would not work properly for you either. So I think the right approach is to set the preferred darkness brightness. Then with Darkness Level 1 the monochrome vision would be fully active as well.

Sure, it's possible, but not best way to do it, I think. If I exposed the darkness color/brightness, you could just set it to your preferred brightness and work wit the full 0 to 1 range. If you only ever use 0 to 0.5, the day-night transition buttons are useless, for example. There might also be modules out there assume that 0 is daylight and 1 is night for whatever reason, but these would not work properly for you either. So I think the right approach is to set the preferred darkness brightness. Then with Darkness Level 1 the monochrome vision would be fully active as well.

This is true if Global Illumination is a thing. If Global Illumination is turned off, the Darkness Level is (at least for me) just flavor, because there is no global light source and therefore it is total darkness, no matter the Darkness Level (which Foundry also treats like this by reducing the token vision to 0 if there is no light or Bright Vision).
In caves the day and night buttons are therefore useless anyways. Outside of caves they are very nice and I plan on using them frequently, don't get me wrong here.
I agree that the brightness of the fow is no concern of this module and can be controlled using other modules. What I can definitively see in this module though, is the use-case to toggle between discrete and continuous increasing/decreasing monochrome vision. The reasoning for this would be to 1:1 implement rules:
At least D&D 3.5 and Pathfinder 1e state, that Darkvision is monochrome. So per rules it is either on or off. For example, if a Pathfinder 1e dwarf has a torch he has a 20 ft radius of normal (in Foundry bright) light and another 20ft of dim light in total darkness. Since the dwarf has 60ft Darkvision, he can see the remaining 20ft monochrome in black and white. Now if I have a dungeon with, say 0.5 Darkness Level, the dwarf could see the last 20ft in 50% color, although the plain rules are not granting him this. If the whole group would be Darkvision creatures there would not be any (potential) problem. Although, it can be unfair because his accompanying elven buddy can not see anything in the last 20ft, regardless of the Darkness Level (if Global Illumination is off).
For me as a DM I would either rule, that the dwarf can see black and white no matter the Foundry Darkness Level if Global Illumination is off (implementing plain rules) or that the elf could also see 50% of its surroundings (maybe inverse scaling monochrome), since it is not too dark (implementing logic). I can see room for both rulings to be honest.

This is true if Global Illumination is a thing. If Global Illumination is turned off, the Darkness Level is (at least for me) just flavor, because there is no global light source and therefore it is total darkness, no matter the Darkness Level (which Foundry also treats like this by reducing the token vision to 0 if there is no light or Bright Vision).
In caves the day and night buttons are therefore useless anyways. Outside of caves they are very nice and I plan on using them frequently, don't get me wrong here.
I agree that the brightness of the fow is no concern of this module and can be controlled using other modules. What I can definitively see in this module though, is the use-case to toggle between discrete and continuous increasing/decreasing monochrome vision. The reasoning for this would be to 1:1 implement rules:
At least D&D 3.5 and Pathfinder 1e state, that Darkvision is monochrome. So per rules it is either on or off. For example, if a Pathfinder 1e dwarf has a torch he has a 20 ft radius of normal (in Foundry bright) light and another 20ft of dim light in total darkness. Since the dwarf has 60ft Darkvision, he can see the remaining 20ft monochrome in black and white. Now if I have a dungeon with, say 0.5 Darkness Level, the dwarf could see the last 20ft in 50% color, although the plain rules are not granting him this. If the whole group would be Darkvision creatures there would not be any (potential) problem. Although, it can be unfair because his accompanying elven buddy can not see anything in the last 20ft, regardless of the Darkness Level (if Global Illumination is off).
For me as a DM I would either rule, that the dwarf can see black and white no matter the Foundry Darkness Level if Global Illumination is off (implementing plain rules) or that the elf could also see 50% of its surroundings (maybe inverse scaling monochrome), since it is not too dark (implementing logic). I can see room for both rulings to be honest.

I have to agree with the other comments.  The darkness slider is just flavour when Global Illumination is off.  I much preferred the old version where monochrome vision would display correctly if the darkness slider is at 0.

I have to agree with the other comments.  The darkness slider is just flavour when Global Illumination is off.  I much preferred the old version where monochrome vision would display correctly if the darkness slider is at 0.

Well, there is also Global Illumination Threshold, which also suggests that Darkness Level is not just flavor even with Global Illumination turned off.
In caves and dungeons however, I agree, there's no day/night cycles, so Darkness Level is just flavor. With the new setting I'm suggesting you would be able to achieve exactly the same results as before, you would just need to adjust a different slider and leave Darkness Level at 1.
I don't really want to solve this problem by adding an option to toggle it because it wouldn't really solve the problem for people that want old behavior like you but also want non-monochrome fog of war for world maps (see last comments of #18).

Well, there is also Global Illumination Threshold, which also suggests that Darkness Level is not just flavor even with Global Illumination turned off.
In caves and dungeons however, I agree, there's no day/night cycles, so Darkness Level is just flavor. With the new setting I'm suggesting you would be able to achieve exactly the same results as before, you would just need to adjust a different slider and leave Darkness Level at 1.
I don't really want to solve this problem by adding an option to toggle it because it wouldn't really solve the problem for people that want old behavior like you but also want non-monochrome fog of war for world maps (see last comments of #18).

You are right. In conjunction with Issue 18 the slider solution would be best.

You are right. In conjunction with Issue 18 the slider solution would be best.

Check out the new Daylight and Darkness Color settings in v1.6.0, and let me know what you think.

Check out the new Daylight and Darkness Color settings in v1.6.0, and let me know what you think.

@dev7355608 I think that this addition is really great and better than just toggling on/off. Thank you!
Am I right when I assume, that #ffffff is treated as transparency and the brighter a color gets, the more transparent it is? Maybe it is worth adding a separate alpha channel? Furthermore, it might be convenient to have user generated defaults in the module settings so that each scene can default on creation to those custom defaults.

@dev7355608 I think that this addition is really great and better than just toggling on/off. Thank you!
Am I right when I assume, that #ffffff is treated as transparency and the brighter a color gets, the more transparent it is? Maybe it is worth adding a separate alpha channel? Furthermore, it might be convenient to have user generated defaults in the module settings so that each scene can default on creation to those custom defaults.

It's not alpha blending, it's multiply blending. Somewhere on this line you should find the color that gives you the same result as lowering Darkness Level.

It's not alpha blending, it's multiply blending. Somewhere on this line you should find the color that gives you the same result as lowering Darkness Level.

I see! Thank you for the explanation!
I tried some settings together with my players and all of us where convinced, that this is a very good solution, which also enables some freedom in terms of "ambient" (e.g. adding dark red for volcanic ashen areas or white blue for snowy mountains). 👍

I see! Thank you for the explanation!
I tried some settings together with my players and all of us where convinced, that this is a very good solution, which also enables some freedom in terms of "ambient" (e.g. adding dark red for volcanic ashen areas or white blue for snowy mountains). 👍

This is a weird issue that I've kind of already discussed with Atropos because it is kind of an issue with the naming of Darkness to begin with. Ostensibly, the "Darkness" setting isn't darkness at all, it is more accurately "light intensity in this scene". So it is possible for a scene with no lights at all the be at "darkness" 0. But any lights you add to the scene will be at their biggest brightness. The Global Lighting feature is designed to say "Is there light everywhere in this scene?"
So, in theory with global lighting turned off and darkness set to 0, it just means for some reason all torches in that area are SUPER intense. There's not a lot of reason for that, but it is there as a feature.

This is a weird issue that I've kind of already discussed with Atropos because it is kind of an issue with the naming of Darkness to begin with. Ostensibly, the "Darkness" setting isn't darkness at all, it is more accurately "light intensity in this scene". So it is possible for a scene with no lights at all the be at "darkness" 0. But any lights you add to the scene will be at their biggest brightness. The Global Lighting feature is designed to say "Is there light everywhere in this scene?"
So, in theory with global lighting turned off and darkness set to 0, it just means for some reason all torches in that area are SUPER intense. There's not a lot of reason for that, but it is there as a feature.

It's not alpha blending, it's multiply blending. Somewhere on this line you should find the color that gives you the same result as lowering Darkness Level.

This is what I have the issue with, because the change makes it essentially that instead of having the Monochrome work when Global Illumination is disabled, and changing the shading of the scene with Darkness, now you must set Darkness to 1, and very manually try to follow a slanted line up a spectrum of colors to reduce the effect applied by the Darkness slider. It has simply moved the configuration to what is arguably a more difficult to work with slider.

It's not alpha blending, it's multiply blending. Somewhere on this line you should find the color that gives you the same result as lowering Darkness Level.

This is what I have the issue with, because the change makes it essentially that instead of having the Monochrome work when Global Illumination is disabled, and changing the shading of the scene with Darkness, now you must set Darkness to 1, and very manually try to follow a slanted line up a spectrum of colors to reduce the effect applied by the Darkness slider. It has simply moved the configuration to what is arguably a more difficult to work with slider.

Think about it like this: A light source emits always the same amount of light (regardless of Darkness Level). But the light mixes with the scene/background/daylight/moon/... light. That's why the final light intensity/color is different. Of course the calculation isn't physically accurate. With Darkness Level 0 we see a light source in full daylight, and that's why it seems so bright. With Global Illumination disabled we see only areas illuminated by light sources even if the scene/background light is the same as dim light (technically the background light is brighter than dim light if Darkness Level is below 0.6, so we don't even see the dim light anymore, link). So it still appears as if it's supposed to be darkness, but just because sight is restricted doesn't mean it's not daylight. I can see why many use Darkness Level simply as a brightness slider, because it's not quite clear at first glance if it's supposed to be more than that, and the daylight/darkness colors settings are not exposed normally.

Think about it like this: A light source emits always the same amount of light (regardless of Darkness Level). But the light mixes with the scene/background/daylight/moon/... light. That's why the final light intensity/color is different. Of course the calculation isn't physically accurate. With Darkness Level 0 we see a light source in full daylight, and that's why it seems so bright. With Global Illumination disabled we see only areas illuminated by light sources even if the scene/background light is the same as dim light (technically the background light is brighter than dim light if Darkness Level is below 0.6, so we don't even see the dim light anymore, link). So it still appears as if it's supposed to be darkness, but just because sight is restricted doesn't mean it's not daylight. I can see why many use Darkness Level simply as a brightness slider, because it's not quite clear at first glance if it's supposed to be more than that, and the daylight/darkness colors settings are not exposed normally.

Think about it like this: A light source emits always the same amount of light (regardless of Darkness Level). But the light mixes with the scene/background/daylight/moon/... light. That's why the final light intensity/color is different. Of course the calculation isn't physically accurate. With Darkness Level 0 we see a light source in full daylight, and that's why it seems so bright. With Global Illumination disabled we see only areas illuminated by light sources even if the scene/background light is the same as dim light (technically the background light is brighter than dim light if Darkness Level is below 0.6, so we don't even see the dim light anymore, link). So it still appears as if it's supposed to be darkness, but just because sight is restricted doesn't mean it's not daylight. I can see why many use Darkness Level simply as a brightness slider, because it's not quite clear at first glance if it's supposed to be more than that, and the daylight/darkness colors settings are not exposed normally.

Right, but that further highlights my point. You tied the Monochrome vision to the Darkness slider, which caused undesired results, and resulted in you NEEDING to expose the daylight/darkness colors in order to make is usable again.
Further, consider something like a mixed outdoor/cave scene. Half the map is lit, as with Daylight (say, in example, some light sources to light it instead of Global Illumination, because the cave interior shouldn't be globally illuminated). So for the little light that gets inside, normal vision. But without going too far into the cave, now the Darkvision-havers should see Monochrome, and PURE monochrome, because the cave is dark.
In essence, I think there is a hang-up on the perception of what the Darkness slider should be. It worked so beautifully before, where there was no light + Darkvision (or Dim Sight rather I suppose) awesome Monochrome, no matter what the Darkness slider said. Now, perfect, beautiful Monochrome can't be achieved unless Darkness = 1 (which again, makes no sense for a mixed scene), and to achieve desired results, I've been forced to configure scenes like this:

Also plays into what @Zamrod has discussed with Atropos, as right above my comments.

Think about it like this: A light source emits always the same amount of light (regardless of Darkness Level). But the light mixes with the scene/background/daylight/moon/... light. That's why the final light intensity/color is different. Of course the calculation isn't physically accurate. With Darkness Level 0 we see a light source in full daylight, and that's why it seems so bright. With Global Illumination disabled we see only areas illuminated by light sources even if the scene/background light is the same as dim light (technically the background light is brighter than dim light if Darkness Level is below 0.6, so we don't even see the dim light anymore, link). So it still appears as if it's supposed to be darkness, but just because sight is restricted doesn't mean it's not daylight. I can see why many use Darkness Level simply as a brightness slider, because it's not quite clear at first glance if it's supposed to be more than that, and the daylight/darkness colors settings are not exposed normally.

Right, but that further highlights my point. You tied the Monochrome vision to the Darkness slider, which caused undesired results, and resulted in you NEEDING to expose the daylight/darkness colors in order to make is usable again.
Further, consider something like a mixed outdoor/cave scene. Half the map is lit, as with Daylight (say, in example, some light sources to light it instead of Global Illumination, because the cave interior shouldn't be globally illuminated). So for the little light that gets inside, normal vision. But without going too far into the cave, now the Darkvision-havers should see Monochrome, and PURE monochrome, because the cave is dark.
In essence, I think there is a hang-up on the perception of what the Darkness slider should be. It worked so beautifully before, where there was no light + Darkvision (or Dim Sight rather I suppose) awesome Monochrome, no matter what the Darkness slider said. Now, perfect, beautiful Monochrome can't be achieved unless Darkness = 1 (which again, makes no sense for a mixed scene), and to achieve desired results, I've been forced to configure scenes like this:

Also plays into what @Zamrod has discussed with Atropos, as right above my comments.

Mixed scenes have its problems without Perfect Vision as well, no? First, we don't really have the right light type for localized global illumination. And second, the lights are way too bright if Darkness Level is 0: bright light is barely different from dim light, and we don't have a nice dark-bluish tint. So entering the cave wouldn't feel like it's dark necessarily. To make it work properly, we would need to be able to mark indoor/outdoor areas, and have a separate Darkness Levels for each, or something like that.
@Aeristoka Is the new behavior a problem for you only in mixed scenes or in non-mixed scenes as well?

Mixed scenes have its problems without Perfect Vision as well, no? First, we don't really have the right light type for localized global illumination. And second, the lights are way too bright if Darkness Level is 0: bright light is barely different from dim light, and we don't have a nice dark-bluish tint. So entering the cave wouldn't feel like it's dark necessarily. To make it work properly, we would need to be able to mark indoor/outdoor areas, and have a separate Darkness Levels for each, or something like that.
@Aeristoka Is the new behavior a problem for you only in mixed scenes or in non-mixed scenes as well?

Mixed scenes have its problems without Perfect Vision as well, no? First, we don't really have the right light type for localized global illumination. And second, the lights are way too bright if Darkness Level is 0: bright light is barely different from dim light, and we don't have a nice dark-bluish tint. So entering the cave wouldn't feel like it's dark necessarily. To make it work properly, we would need to be able to mark indoor/outdoor areas, and have a separate Darkness Levels for each, or something like that.
@Aeristoka Is the new behavior a problem for you only in mixed scenes or in non-mixed scenes as well?

Definitely have the issue for both. This mostly comes down to the fact that the amazing maps the community makes are WILDLY varied in how "bright" the scene is natively. This is where the Monochrome "just on" is very helpful, because then I can shade dark scenes gently (to get a nice "lit by torches, it looks good", or shade the much brighter maps much darker, so they also look good in some kind of light, with Monochrome on for those just using Darkvision.

Mixed scenes have its problems without Perfect Vision as well, no? First, we don't really have the right light type for localized global illumination. And second, the lights are way too bright if Darkness Level is 0: bright light is barely different from dim light, and we don't have a nice dark-bluish tint. So entering the cave wouldn't feel like it's dark necessarily. To make it work properly, we would need to be able to mark indoor/outdoor areas, and have a separate Darkness Levels for each, or something like that.
@Aeristoka Is the new behavior a problem for you only in mixed scenes or in non-mixed scenes as well?

Definitely have the issue for both. This mostly comes down to the fact that the amazing maps the community makes are WILDLY varied in how "bright" the scene is natively. This is where the Monochrome "just on" is very helpful, because then I can shade dark scenes gently (to get a nice "lit by torches, it looks good", or shade the much brighter maps much darker, so they also look good in some kind of light, with Monochrome on for those just using Darkvision.

Couldn't this behavior just be a checkbox in the settings screen or the scene settings?
"always use full monochrome regardless of darkness level" or something.
I know this probably means having two implementation running in the module but at least for users its the best of two worlds, letting you use what works best in any given scenario.

Couldn't this behavior just be a checkbox in the settings screen or the scene settings?
"always use full monochrome regardless of darkness level" or something.
I know this probably means having two implementation running in the module but at least for users its the best of two worlds, letting you use what works best in any given scenario.

As said above, my issue is that when darkness is set to 1, some maps are so dark you can't see them well. The grid is sometimes impossible to see at that Darkness level. Sometimes important details are missing. I want the people with Darkvision to still be able to SEE them, just in monochrome. So, I'll increase the darkness to 0.6/0.7 to make things more readable. But then the color starts to come back to everything.
To me, the thing that makes the most sense in terms of global illumination is:
Bright Light - Everything is bright, everything is color.
Dim Light - Everything is dim, everything is in color, just slightly darker, but brighter for those with dim vision.
Scene Darkness - The Darkness Level determines the amount of light in the scene. If you set it to 1, it is pitch black. Vision is limited to only areas with light sources and everything is monochrome for those with dim vision. If it is set to 0, the sun is out fully, vision isn't limited anywhere and everything is fully color. The higher the darkness level, the more everything looks monochrome to those with dim vision without another light source around. For those without dim vision, it just gets darker and darker until they can't see. (This is the default right now)
Global Illumination Disabled entirely - Everything is in monochrome for those with dim vision. Those without cannot see at all. The Darkness slider determines the brightness of anything that is visible in the scene. Lights on tokens or in the scene light the area more the less darkness there is, The monochrome color is brighter the less darkness there is. (This is the way it used to work until recently)

As said above, my issue is that when darkness is set to 1, some maps are so dark you can't see them well. The grid is sometimes impossible to see at that Darkness level. Sometimes important details are missing. I want the people with Darkvision to still be able to SEE them, just in monochrome. So, I'll increase the darkness to 0.6/0.7 to make things more readable. But then the color starts to come back to everything.
To me, the thing that makes the most sense in terms of global illumination is:
Bright Light - Everything is bright, everything is color.
Dim Light - Everything is dim, everything is in color, just slightly darker, but brighter for those with dim vision.
Scene Darkness - The Darkness Level determines the amount of light in the scene. If you set it to 1, it is pitch black. Vision is limited to only areas with light sources and everything is monochrome for those with dim vision. If it is set to 0, the sun is out fully, vision isn't limited anywhere and everything is fully color. The higher the darkness level, the more everything looks monochrome to those with dim vision without another light source around. For those without dim vision, it just gets darker and darker until they can't see. (This is the default right now)
Global Illumination Disabled entirely - Everything is in monochrome for those with dim vision. Those without cannot see at all. The Darkness slider determines the brightness of anything that is visible in the scene. Lights on tokens or in the scene light the area more the less darkness there is, The monochrome color is brighter the less darkness there is. (This is the way it used to work until recently)

My problem is that some maps are already colored to represent darkness, so when you put an additional darkness overlay on top, it becomes unusable. The darkness slider in foundry is only useful for a daylight-colored map that you want to change to nighttime, in my opinion.

My problem is that some maps are already colored to represent darkness, so when you put an additional darkness overlay on top, it becomes unusable. The darkness slider in foundry is only useful for a daylight-colored map that you want to change to nighttime, in my opinion.

My problem is that some maps are already colored to represent darkness, so when you put an additional darkness overlay on top, it becomes unusable. The darkness slider in foundry is only useful for a daylight-colored map that you want to change to nighttime, in my opinion.

Agreed, that's exactly my point.

My problem is that some maps are already colored to represent darkness, so when you put an additional darkness overlay on top, it becomes unusable. The darkness slider in foundry is only useful for a daylight-colored map that you want to change to nighttime, in my opinion.

Agreed, that's exactly my point.

I'm just here to throw my 2 cents in to back what DipsoNOR, Mattches77, and Aeristoka said. While having this whole "monochrome when darkness slider is up" setup is fine for some situations, if the map is already created to be dark having to lower the lighting more to have the monochrome vision on is annoying. A toggle checkbox to revert to old functionality would be much appreciated.

I'm just here to throw my 2 cents in to back what DipsoNOR, Mattches77, and Aeristoka said. While having this whole "monochrome when darkness slider is up" setup is fine for some situations, if the map is already created to be dark having to lower the lighting more to have the monochrome vision on is annoying. A toggle checkbox to revert to old functionality would be much appreciated.

I'd like to use map a map like this that is pre-darkened for an encounter.

The only way for me to get "darkvision" (monochromatic scale) is to turn this map even darker in Foundry and make it not usable anymore. Narratively it makes sense to tie the monochromatic option to the darkness scale, but in implementation all it does is reduce its usability where it was working perfectly before.

I'd like to use map a map like this that is pre-darkened for an encounter.

The only way for me to get "darkvision" (monochromatic scale) is to turn this map even darker in Foundry and make it not usable anymore. Narratively it makes sense to tie the monochromatic option to the darkness scale, but in implementation all it does is reduce its usability where it was working perfectly before.

It's not alpha blending, it's multiply blending. Somewhere on this line you should find the color that gives you the same result as lowering Darkness Level.

This is what I have the issue with, because the change makes it essentially that instead of having the Monochrome work when Global Illumination is disabled, and changing the shading of the scene with Darkness, now you must set Darkness to 1, and very manually try to follow a slanted line up a spectrum of colors to reduce the effect applied by the Darkness slider. It has simply moved the configuration to what is arguably a more difficult to work with slider.

Another strong argument like my one I linked above, all that tying the slider to the monochromatic scale has done is make use use a much harder to use "slider" on the color select.

I plan to add a tool that allows to paint on the map to mark areas of the map that are effectively already at Darkness Level 1 so to speak (per-darkened). These areas wouldn't be darkened any further, and full monochrome vision would be in effect always; the Darkness Level slider wouldn't have an effect on those areas anymore. This would make it possible to have proper in- and outdoor areas in the same scene like the cave example mentioned above. But I fear that the tool could be very confusing to use if not implemented in the right way. It would probably look something like the paint tools of the simplefog module. Feedback is appreciated.

For ease of use and understanding, I can't really help, I have no experience in UI/UX design. As for features, I would ask for the addition of a polygon tool alongside the paintbrush, for easier work with buildings rather than natural structures.

A painted area is well enough for pre-darkened areas, but what about maps entirely in darkness? Will there also be a setting to simply mark those as "Pre-darkened"?

I haven't been using Foundry for as long as others, but out of all of the repos I've looked into for the module I've been using (~40 at this point). This is by far the largest conversation on any single feature. I can understand where you were coming from when you made the change to tie darkvision directly to the darkness slider, but I think your use case is too narrow versus what everyone here is expecting.
I think the sheer number of responses here should indicate what the people using this mod want and satisfy your "request to hear feedback" that you asked for in your initial response.

Monochrome vision is unaffected by Darkness Level if you enable Force Monochrome Vision in v1.7.3.

Monochrome vision is unaffected by Darkness Level if you enable Force Monochrome Vision in v1.7.3.

Thank you for this!

I removed Force Monochrome Vision in PV 1.9.0 / FVTT 0.8.5+. This change comes in effect once you upgrade to FVTT 0.8.5+. The option is still present in FVTT 0.7.9.
Instead, I added the scene setting Saturation Level that gives you full control over the strength of the monochrome effect. Check the box and set it to 0 to achieve the same results as with Force Monochrome Vision.

I removed Force Monochrome Vision in PV 1.9.0 / FVTT 0.8.5+. This change comes in effect once you upgrade to FVTT 0.8.5+. The option is still present in FVTT 0.7.9.
Instead, I added the scene setting Saturation Level that gives you full control over the strength of the monochrome effect. Check the box and set it to 0 to achieve the same results as with Force Monochrome Vision.

With “Force Monochrome Vision” it only was monochrome while “Global Illumination” was turned off. It appears with this new Saturation Level check mark that it applies even if “Unrestricted Vision Range” is turned on.
Before, I used “Global Illumination/Unrestricted Vision Range” to simulate daylight across the whole map. So, it should be colour when that is turned on. Also, I used the “dim light” global illumination in my Rime of the Frostmaiden campaign where it should only be dim light even in the middle of the day. I changed the darkness based on the time of the day and “global illumination” would turn on when the brightness gets high enough and off when it got low enough.
Is there still a way to do this in the newest version? It works almost the same except I can’t specify that the global illumination is dim and colour doesn’t happen with Unrestricted Vision Range

Create a new light source with a very large dim radius so that the entire scene is covered. Set the light type to Local Light (Unrestricted). This gives you the same effect as the old global illumination setting. And you can set the Darkness Activation Range if you like to turn this light off at a certain threshold.
Since I added this new light type, you don't really need Unrestricted Vision Range (Global Illumination) anymore, I think, if you just want to have dim/bright global light. You can achieve with just with this light type. I think it also makes more sense to just work with light sources.
Since Global Illumination didn't actually illuminate anything, it was renamed to Unrestricted Vision Range, I assume, which makes much more sense. So Unrestricted Vision Range doesn't actually illuminate anything, and therefore I don't turn off the monochrome effect.

Because it was discussed in this issue, I thought I let you all know: Perfect Vision 2.8.0 offers a new feature that makes it possible to properly configure lighting and vision in maps with indoor and outdoor areas properly. And more.