warn message about restart will reset

Hey there,
I'm using a script which messages me via. Signal, when something is wrong with ioBroker. The script checks the log entries.
Everyday the adapter creates this log entry:

klf200.0 | 2022-11-03 03:00:02.245 | warn | Restart initiated
-- | -- | -- | --

When I change the log level of the instance, it will get resettet after a day. How is it possible to either change the log level or the log entry itself?
Thank you and best regards :)

It seems that you restart the gateway or the adapter at 3am. You can change the log level in the advanced view of the instances.

Hey @MiSchroe that is the main problem. When I change the Log level it will changed every night, only for this adapter.


failed to upload

Please paste the output of the following command here:

E: Package 'xbindkeys' has no installation candidate
Failed to complete chroot setup.
Unmounting /mnt/stateful_partition/crouton/chroots/kali-rolling...
chronos@localhost / $
Please describe your issue:
I input this first step and the out come was that of the output
chronos@localhost / $ sudo sh -e ~/Downloads/crouton -r kali-rolling -t xfce
sh: 0: /home/chronos/user/Downloads/crouton: warning: script from noexec mount; see https://chromium.googlesource.com/chromiumos/docs/+/master/security/noexec_shell_scripts.md
Downloading latest crouton installer...
################################################################################################################################################ 100.0%################################################################################################################################################ 100.0%
WARNING: Signed boot verification is disabled; enabling it for security.
You can disable it again using: sudo crossystem dev_boot_signed_only=0
Installing kali-rolling-amd64 chroot to /usr/local/chroots/kali-rolling
Downloading bootstrap files...
If known, describe the steps to reproduce the issue:
how can i mitigate this or is there another way or input i have Acer chromebook spin 11
i downloaded crouton and crouton extension i need assistance if any.

Duping this to https://github.com/dnschneid/crouton/issues/4153#issuecomment-560190450
Check out that comment for a workaround.


Front End technology to check out at a later stage - https://github.com/angular-ui/ui-sortable

Got introduced to Ziggeo this weekend. It's a super slick , easily embedded video recorder/ player.
Consider for AV idea later.


Crypto wallet integration for dapp e2e tests

Hi checkly, team. Congrats for continuing to innovate with a great product.
Have you been able to look at integrating interactions with crypto wallet Chrome extensions such as MetaMask? It would help a great deal improving UX for web3 apps.
Possibly through integration with dappetter?
https://github.com/sriharikapu/dappetter
Related blog post with more context:
https://mirror.xyz/jjpa.eth/Nt6oojn6WcnmDzV97CL1XFGXkNkyWekAGaCEO5SYpXE
There is a parallel discussion with wallet and browser providers:
https://community.brave.com/t/e2e-testing-for-web3-app-interactions-with-brave-wallet/318181/6
Thank you,
Ivelin

Hi @ivelin, thanks for your question. We don't have any plan for this soon but looks quite interesting, we will keep it on our radar.

Any updates on adding ability to test web3 apps via chrome extensions like metamask? Maybe via dappeteer

hey @ivelin, is still in consideration but not in our roadmap (for now). Sorry I don't have better news at the moment

hey @ivelin, is still in consideration but not in our roadmap (for now). Sorry I don't have better news at the moment

Thank you for the prompt  response, @ianaya89 . I will keep an eye out for future updates. In the meantime, we are able to get some of this done with Synpress, a Cypress extension for web3.
https://user-images.githubusercontent.com/2234901/184508838-e5aefa05-8b3f-4121-9c4b-160d93a78bc2.mp4
Project source repo here:
https://github.com/ivelin/sweat-token/tree/fix-pm-gas-v2/e2e-tests

https://github.com/checkly/headless-recorder/issues/232


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Visualize decoder and encoder attention

Hello,
I tried to code the visualization of decoder and encoder attention on images as in detr example in https://colab.research.google.com/github/facebookresearch/detr/blob/colab/notebooks/detr_attention.ipynb but didn't succeed.
Could you provide similar examples?
Thanks

Hello,
I tried to code the visualization of decoder and encoder attention on images as in detr example in https://colab.research.google.com/github/facebookresearch/detr/blob/colab/notebooks/detr_attention.ipynb but didn't succeed.
Could you provide similar examples?
Thanks

Hi, have you success in this model? If so could you provide  your code?

@vankhoa21991 Hi, have you success in the visualization of decoder and encoder attention on images? If so could you release your code?

@vankhoa21991 @EllieSeven Hi, have you success in the visualization of decoder and encoder attention on images? If so could you release your code?

@vankhoa21991 @EllieSeven Hi, have you success in the visualization of decoder and encoder attention on images? If so could you release your code?

Actually, I did not finish the visualization. But I make some progress. You can refer to online tutorials on visualizing  attention map in transformer, and replace the formula of computing self attention with the formula in DETR. And I notice that there exist two attention formula in this paper, including self-attention and cross-attention. You can choose which one you need to visualize ( I guess it maybe cross-attention).

@vankhoa21991 @EllieSeven Hi, have you success in the visualization of decoder and encoder attention on images? If so could you release your code?

Actually, I did not finish the visualization. But I make some progress. You can refer to online tutorials on visualizing attention map in transformer, and replace the formula of computing self attention with the formula in DETR. And I notice that there exist two attention formula in this paper, including self-attention and cross-attention. You can choose which one you need to visualize ( I guess it maybe cross-attention).
Can you do it? I'm also stuck on the Attention visualisation!

@vankhoa21991 @EllieSeven Hi, have you success in the visualization of decoder and encoder attention on images? If so could you release your code?

Actually, I did not finish the visualization. But I make some progress. You can refer to online tutorials on visualizing attention map in transformer, and replace the formula of computing self attention with the formula in DETR. And I notice that there exist two attention formula in this paper, including self-attention and cross-attention. You can choose which one you need to visualize ( I guess it maybe cross-attention).

Can you do it? I'm also stuck on the Attention visualisation!


Add a testing help API for accumulating listeners

Testing a Sodium system require quite a bit of boilerplate currently, particularly because tests are not inherently reactive, and so making assertions is a bit convoluted.
The typical pattern used inside the library is to create an Arc<Mutex<Vec<T>> and share this between a listener to accumulate results from the end Stream, and the code outside the system that will manipulate the tests.
It would be highly convenient if you could basically treat a Sodium system as an iterator essentially.
One possible solution would be to provide an async interface such that a Sodium Stream presents an AsyncIterator interface.

Another possibility that is closer to the current API would be to just provide an accumulating listener that returns the collected values on demand or when you call unlisten. Under the hood this could basically work the same way as the standard test pattern.


Set target images for Azure based on commit SHA

In https://github.com/broadinstitute/gatk-sv/pull/477 the target images were manually set to a small image rebuit for development and testing purposes, which was not corrected before the PR was merged. This PR fixes that by setting the target images of the ACR action based on the commit SHA .

Excellent, thank you, @mwalker174!


Invisible/uninstallable app

Hi,
Since last update, headless-keyboard is not visible in settings or anywhere. Thought I could try reinstall, but it is also not uninstallable. Se screen...

Version 0.2+ uses a patch for maliit. A similar problem is discussed here.
Please try the following steps:

The openrepos installer app is blocking the uninstallation of the application (the extension applies a patch which is undone during deinstallation. Openrepos seems to block unreversions of patches per default). Did you install the app through the openrepos installer or through manual file download and installation? If you did the later one, just press and hold on the icon on homescreen and remove the app this way. If you used the former method, reinstall the headless keyboard extension again by opening the sailfish-wlan-keyboard app, navigating to configuration/headless-mode  and pressing the download button to download the latest *.rpm file of the extension. After the reinstallation, remove the application as described above by press and holding the icon.

Thanks! Uninstall/Reinstall went fine but still no headless-keyboard visible.

No headless-keyboard layout is necessary anymore. The latest version works with any installed keyboard layout.

Wow.. works amazingly well. Guess I'll have to read release notes more carefully from now.
Thanks for your time! :+1:


rework to use next.js

Total redesign of the site to use next.js.
Beta can be found here beta.wtfhappenedinfeb2023.com
to fix :

YouTube integration
Twitter integration
Drop-down menu persistence for installation instructions
Links between the different sections
Footer

This is great 🔥
I'm not sure I can help fixing what's missing, but I'm all for it!


CanvasTexture can't use AtlasTexture as an input for either Diffuse, Normal nor Specular maps

Tested versions

Reproducible in Godot v4.3.stable.official [77dcf97d8]

System information
Windows 11; Godot 4.3-stable; Forward+
Issue description
When creating a CanvasTexture and placing an AtlasTexture as one of the input inside the CanvasTexture, it will only generate a white rectangle (that sometimes disappears). CanvasTexture works well with a regular CompressedTexture2D.
Steps to reproduce

Create Sprite2D
Assign it a new CanvasTexture
In the CanvasTexture assign a new AtlasTexture as Diffuse
Configure the AtlasTexture by dragging in a .png file and choosing a region
BAM! White rectangle :(

Minimal reproduction project (MRP)
So basic that it's not really needed.

AtlasTexture isn't supported in every case, this is a limitation that needs to be documented better, for more context, see:

https://github.com/godotengine/godot-proposals/issues/1708

Thank you for the explanation @AThousandShips !


Added JCasC support for Octopus global configuration

This changes allow to configure plugin as a code with this plugin: https://plugins.jenkins.io/configuration-as-code/. By default you can configure only tools, but not global configuration. Guide how to do that you can find here: https://github.com/jenkinsci/configuration-as-code-plugin/blob/master/docs/PLUGINS.md. Configuration as a code in Jenkins settings looks like this:

With this you can simply configure many Jenkins instance at once without manual intervention.

 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.Piotr Janik seems not to be a GitHub user. You need a GitHub account to be able to sign the CLA. If you have already a GitHub account, please add the email address used for this commit to your account.You have signed the CLA already but the status is still pending? Let us recheck it.

Any update to when this PR might be merged?  I am running in to this exact issue this morning.  Our Jenkins instances use JCasC too.  Thanks.

Our team still waiting for any feedback. We want to use pushBuildInformation step.


Fix Terse English in User Guide

Description
Troubleshooting guide, not Troubleshoot guide.

This is not to worry. Is extremely terse and sounds like Shakespeare or whatever.
Context

Checklist

[x] I have self-reviewed my changes.
[ ] I have added JavaDocs to all relevant methods.
[ ] I have updated the documentation:

User Guide Table of Contents, Description and Summary.
Developer Guide, if applicable.

[x] I have ran ./gradlew test or ./gradlew check and all checks pass.
[x] I have updated my project portfolio with what I have contributed.

Looks good to me. Grammar is important.


Render custom components when the bar is pressed

Hi, I'm trying to render different  components only  when the bar and the rightbutton are  pressed (they don't render the same components) but no matter what I try, the components never render, although the functions that render them are being called successfully. I want to know how to render components only when the bar and the rightbutton are  pressed.

Solved, the problems were not related with this library.


improve Flatten derivations, add ToGeneric

Codecov Report

Merging #6 into master will decrease coverage by 6.25%.
The diff coverage is 58.33%.

@@            Coverage Diff            @@
##           master      #6      +/-   ##
=========================================
- Coverage   98.75%   92.5%   -6.25%
=========================================
  Files           9      10       +1
  Lines          80      80
=========================================
- Hits           79      74       -5
- Misses          1       6       +5

Impacted Files
Coverage Δ

...cala/org/hammerlab/shapeless/hlist/ToGeneric.scala
0% <0%> (ø)

.../scala/org/hammerlab/shapeless/hlist/Flatten.scala
100% <100%> (ø)
:arrow_up:

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 6dc7e8d...03c2e04. Read the comment docs.


Can't attach an EKS node to the cluster 1.17

What happened:
Attaching an EKS node to the cluster with maximum characters for hostname (64), but it's failing to attach to the cluster because of limit of 63 symbols for hostname:
"causes": [
                {
                    "reason": "FieldValueInvalid",
                    "message": "Invalid value: \"i-xxxxxxxxxxxxxxxxx-xxx-xxxxxxx-xxxx-xxxxxxxxxx-1-17-xxxx-xxxxxx\": must be no more than 63 characters",
                    "field": "metadata.labels"
                }
            ]

What you expected to happen:
Expecting to attach the cluster when hostname = 64 symbols long.
How to reproduce it (as minimally and precisely as possible):
Change instance's hostname with name long 64 symbols and try to attach it to the cluster
Anything else we need to know?:
Environment:

AWS Region: eu-west-1
Instance Type(s): c5.2xlarge
EKS Platform version (use aws eks describe-cluster --name <name> --query cluster.platformVersion): "eks.5"
Kubernetes version (use aws eks describe-cluster --name <name> --query cluster.version): 1.17
AMI Version:  amazon-eks-node-1.17-v20201126
Kernel (e.g. uname -a):  Linux xxxx 4.14.203-156.332.amzn2.x86_64 #1 SMP Fri Oct 30 19:19:33 UTC 2020 x86_64 x86_64 x86_64 GNU/Linux
Release information (run cat /etc/eks/release on a node):

BASE_AMI_ID="ami-020d00da3ecaa9ae5"
BUILD_TIME="Thu Nov 26 00:57:53 UTC 2020"
BUILD_KERNEL="4.14.203-156.332.amzn2.x86_64"
ARCH="x86_64"

According to the Kubernetes names doc, Some resource types require their names to follow the DNS label standard and contain at most 63 characters. This is a limit enforced by Kubernetes upstream, so EKS clusters will enforce the same limits. You'll have to choose a hostname 63 characters or less.


Test ACL (user rights)

Well tested I think. Weaknesses (spam folder, and more advanced user self-creation) issuized but postponed to 2.0, since this is probably for a phase when InkV will be used by a broader community.


Caught an AmazonServiceException

When I tried to run this sample, I get this:
Error Message:    Access Denied (Service: Amazon S3; Status Code: 403; Error Code: AccessDenied; Request ID: <>)
HTTP Status Code: 403
AWS Error Code:   AccessDenied
Error Type:       Client
Request ID:       <>

Any help is appreciated.

Looks like an authentication problem.  Are you sure your AWS credentials are specified correctly and that your credentials are configured for S3 access?

I got my credentials from  https://console.aws.amazon.com/iam/home?#users I
am not sure how to configure for S3 access. This is not mentioned in the
README.
On Tue, Nov 24, 2015 at 3:20 PM, Jason Fulghum<EMAIL_ADDRESS>wrote:

Looks like an authentication problem. Are you sure your AWS credentials
are specified correctly and that your credentials are configured for S3
access?
—
Reply to this email directly or view it on GitHub
https://github.com/awslabs/aws-java-sample/issues/11#issuecomment-159394222
.

Never mind. I figured this out. In https://console.aws.amazon.com/iam/home?#policies, filter by the string "S3." Check on "AmazonS3FullAccess." On the top, click on "Policy Actions" and then "Attach" and the user you want to assign this policy to. Now, I am able to run the example.

PS: it is worthwhile updating the README for this. Let me know if you will let me open a pull request.

Glad you got it figured out so fast!  We'd be happy to accept a pull request for updated documentation.


parallelize find_circ

find_circ is using 10-12 hours ... mostly running python with just 100% CPU ... need to parallelize.

fixed v0.9.0


MySQL docs use Prism!!

https://dev.mysql.com/doc/refman/8.0/en/json.html
Wooo!!!

@RunDevelopment ???

Sorry, did you want to keep this open?

We haven't listed MySQL on the website yet, so it's unresolved.


Update README

The readme can use a few updates that I discovered while trying it out.

Closed by #2


for animeSeasonal, returns incorrect season

By default, if no season is inputted, it'll default to the current season. However there are 2 issues with how you're getting the current season:

Date().getMonth() returns a number 0-11 (dumb, I know). More info: https://stackoverflow.com/questions/18624326/getmonth-in-javascript-gives-previous-month. You need to add a +1 to get the actual month:  season = this.utils.getSeasonForNumberMonth(new Date().getMonth()+1)
Switch statements compare the value in the parentheses to the case values. So either put switch (true) or better yet use if/else. More info: https://stackoverflow.com/a/2312837/15238307

I can make these fixes and open a PR within the week, but just wanted to document the issues first.

Ah, actually forget the first "issue". This was already accounted for.


Removed RSS from gradle settings

Description
Removes rss plugin
Issues Resolved
resolves #2171
Check List

[ ] New functionality includes testing.
[ ] New functionality has been documented.

[ ] New functionality has javadoc added

[x] Commits are signed with a real name per the DCO

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.
For more information on following Developer Certificate of Origin and signing off your commits, please check here.

Codecov Report

Merging #2356 (63acabe) into 2.1 (8040898) will decrease coverage by 0.06%.
The diff coverage is n/a.

:mega: This organization is not using Codecov’s GitHub App Integration. We recommend you install it so Codecov can continue to function properly for your repositories. Learn more
@@             Coverage Diff              @@
##                2.1    #2356      +/-   ##
============================================
- Coverage     93.87%   93.81%   -0.06%
+ Complexity     1979     1978       -1
============================================
  Files           229      229
  Lines          5501     5501
  Branches        443      443
============================================
- Hits           5164     5161       -3
- Misses          228      230       +2
- Partials        109      110       +1

Impacted Files
Coverage Δ

...rwarder/discovery/AwsCloudMapPeerListProvider.java
92.85% <0.00%> (-2.39%)
:arrow_down:

...opensearch/dataprepper/pipeline/ProcessWorker.java
88.46% <0.00%> (-1.93%)
:arrow_down:

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.


Variable Never Used

https://github.com/google/graphicsfuzz/blob/c775138567a57fd45a2ae6b6f9506af8ecb7fe29/common/src/main/java/com/graphicsfuzz/common/util/Obfuscator.java#L288-L290

issue resolved.

Sir, I have resolved #1102 and #1103, Can I commit?

issue resolved Kindly add me in the contributor as to push my code

@QiAnXinCodeSafe issue resolved Kindly add me in the contributor as to push my code


cargo deb all

Currently cargo-deb can build .deb package for a specific binary in a workspace (-p), it would be nice to have cargo-deb option to build all packages that has deb metadata

I'm not sure if I want to support this. Command-line switches have package-specific meaning, so the next ask will be to support them, and to build all except one, and so on.
Running cargo deb multiple times is not hard.


Upgrade helm to v2.4.2

Helm released a new version and recommend upgrading from v2.4.1, we haven't released yet an upgrade path is not yet required.

LGTM!


Reset component data when using recycled ID

This bug isn't confirmed but it's highly the case that an entity using a recycled ID may reuse components from old entities that had the same ID.

I'm fairly sure this isn't the case (anymore). See ComponentManager::clearComponents. Closing.


ado2gh inventory-report does not include release pipelines

Description
The current version of the ado2gh inventory-report command only outputs classic and yaml pipelines in the pipelines.csv file. It would be nice to also include any release pipeline as well.

I can see the  value, but we don't currently have any automation that works against release pipelines in GEI (i.e. rewire-pipeline doesn't work with release pipelines AFAIK).

It would nice just to be consistent with what Valet does in its' assessment. At some point we should probably think about how to have rewire-pipeline also work against release pipelines but I understand that is definitely trickier to handle.

cc @timrogers for the feature request


Test process.cwd()

I believe the issue is that we are assuming cwd respects the current directory of node-file-trace when it should be base.
For example, when I run this test locally with nft print index.js it works correctly.
What do you think @guybedford ?
Related to https://github.com/zeit/now/discussions/4423

@styfle base could be a sensible option, although note that it restricts files below it. A custom option for processCwd could be useful too.

I think the root cause was mistaken. We are actually hitting an issue with webpack outputs not including assets similar to #111.


Remove package from PACKAGES.md

Description
This removes the @fluid-example/bubblebench-shared-tree-flex-tree package from PACKAGES.md, which was not done when originally removing the package in #22004

Adding @tylerbutler because he might know how this file is generated, and if those steps do something else after we remove a package from the repo.

Yeah, there's a command to do it, and it's poorly documented in this impossible to find part of the readme:
https://github.com/microsoft/FluidFramework/blob/90ddf1ca7e916de30d4a4bfa8024665f2f0eae70/README.md?plain=1#L79
I opened #22011 to include it in the build, and I explain in the description why it hasn't been done before.


Added backend init container and better readme to Helm chart

Motivation and context

Trying to install and configure with helm was very painful, this PR tries to cover few things:

Better readme for first time users
Init container with automatically invoked db migration

How has this been tested?
Dry-run helm and released to brand new cluster.
Checked https certificates and frontend / backend connection.

Checklist

[x] I submit my changes into the develop branch
[x] I have added a description of my changes into CHANGELOG file
[x] I have updated the documentation accordingly
[x] I have added tests to cover my changes
[x] I have linked related issues (read github docs)
[x] I have increased versions of npm packages if it is necessary (cvat-canvas,
cvat-core, cvat-data and cvat-ui)

License

[x] I submit my code changes under the same MIT License that covers the project.
Feel free to contact the maintainers if that's a concern.
[x] I have updated the license header for each file (see an example below)

# Copyright (C) 2022 Intel Corporation
#
# SPDX-License-Identifier: MIT

@kbegiedza , thanks for your contribution! @azhavoro , could you please look?

@kbegiedza Hello, what issue does the init container you added in this patch solve?

@azhavoro Thanks for question.
It simplifies helm deployment by removing manual process (migration on first deployment).
Without it, I had to manually exec manage.py migrate inside pod, because database was empty.

@azhavoro Thanks for question. It simplifies helm deployment by removing manual process (migration on first deployment).
Without it, I had to manually exec manage.py migrate inside pod, because database was empty.

The back-end container startup process invokes the migration on every run, including the first https://github.com/openvinotoolkit/cvat/blob/develop/supervisord.conf#L62 and I don't see the command is overridden in the deployment https://github.com/openvinotoolkit/cvat/blob/develop/helm-chart/templates/cvat_backend/deployment.yml#L44-L117 and it seems that this init container looks unnecessary. Your changes to README.md look ok, but I think it's better to understand why the migration is not run on first deployment in your case.

Thanks for review @azhavoro, will remove init container from PR and investigate it further (and open new one if needed).

@azhavoro fix'd


Removing the requirement for same vNet in Kubernetes

As per https://github.com/Azure/acs-engine/issues/272 - this is no longer necessary.

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

This change is

acs-bot test this please


vuejs support

Hi,
when I try use your example "Vue.js docker-compose.yml" and run: docker-compose up then I get errors:

vue-dev  |
vue-dev  | > @ watch /var/www/app
vue-dev  | > cross-env NODE_ENV=development node_modules/webpack/bin/webpack.js --watch --progress --hide-modules --config=node_modules/laravel-mix/setup/webpack.config.js
vue-dev  |
vue-dev  |  10% building modules 2/2 modules 0 active
vue-dev  | Webpack is watching the files…
vue-dev  |
95% emitting ERROR  Failed to compile with 2 errors09:40:02
vue-dev  |
vue-dev  |  error  in ./resources/assets/sass/app.scss
vue-dev  |
vue-dev  | Module build failed: Error: Missing binding /var/www/app/node_modules/node-sass/vendor/linux-x64-57/binding.node
vue-dev  | Node Sass could not find a binding for your current environment: Linux 64-bit with Node.js 8.x
vue-dev  |
vue-dev  | Found bindings for the following environments:
vue-dev  |   - OS X 64-bit with Node.js 8.x
vue-dev  |
vue-dev  | This usually happens because your environment has changed since running npm install.
vue-dev  | Run npm rebuild node-sass --force to build the binding for your current environment.
vue-dev  |
vue-dev  |  @ ./resources/assets/sass/app.scss 4:14-266
vue-dev  |  @ multi ./resources/assets/js/app.js ./resources/assets/sass/app.scss
vue-dev  |
vue-dev  |  error  in ./resources/assets/sass/app.scss
vue-dev  |
vue-dev  | Module build failed: ModuleBuildError: Module build failed: Error: Missing binding /var/www/app/node_modules/node-sass/vendor/linux-x64-57/binding.node
vue-dev  | Node Sass could not find a binding for your current environment: Linux 64-bit with Node.js 8.x
vue-dev  |
vue-dev  | Found bindings for the following environments:
vue-dev  |   - OS X 64-bit with Node.js 8.x
vue-dev  |
vue-dev  | This usually happens because your environment has changed since running npm install.
vue-dev  | Run npm rebuild node-sass --force to build the binding for your current environment.

Could you fix it?

I also got problems with node-sass in version 8 of nodejs. I decided to switch to the nodejs version for 7.
Change your 'docker-composer.yaml' line to the image below.
image: ambientum/node:7

It worked for me.

Thank you for your reply. I changed to node:7 but I have the same error:

vue-dev  | Webpack is watching the files…
vue-dev  |
95% emitting ERROR  Failed to compile with 2 errors12:44:23 PM
vue-dev  |
vue-dev  |  error  in ./resources/assets/sass/app.scss
vue-dev  |
vue-dev  | Module build failed: Error: Missing binding /var/www/app/node_modules/node-sass/vendor/linux-x64-51/binding.node
vue-dev  | Node Sass could not find a binding for your current environment: Linux 64-bit with Node.js 7.x
vue-dev  |
vue-dev  | Found bindings for the following environments:
vue-dev  |   - OS X 64-bit with Node.js 8.x
vue-dev  |
vue-dev  | This usually happens because your environment has changed since running npm install.
vue-dev  | Run npm rebuild node-sass --force to build the binding for your current environment.
vue-dev  |
vue-dev  |  @ ./resources/assets/sass/app.scss 4:14-266
vue-dev  |  @ multi ./resources/assets/js/app.js ./resources/assets/sass/app.scss
vue-dev  |
vue-dev  |  error  in ./resources/assets/sass/app.scss
vue-dev  |
vue-dev  | Module build failed: ModuleBuildError: Module build failed: Error: Missing binding /var/www/app/node_modules/node-sass/vendor/linux-x64-51/binding.node
vue-dev  | Node Sass could not find a binding for your current environment: Linux 64-bit with Node.js 7.x
vue-dev  |
vue-dev  | Found bindings for the following environments:
vue-dev  |   - OS X 64-bit with Node.js 8.x
vue-dev  |
vue-dev  | This usually happens because your environment has changed since running npm install.
vue-dev  | Run npm rebuild node-sass --force to build the binding for your current environment.

:(

Thank you for your response.
Yes, my system i OSX and I know these solutions but it works only for local machine (if I run npm run watch on local environment).
When I run docker: Vue.js docker-compose.yml then problem is the same. IMHO the solution should be implemented in docker container.
What are you thinking about it?

How is your docker-compose.yml?

my docker-compose.yml is the same as example of your package:

version: '3'
services:
dev:
image: ambientum/node:7
container_name: vue-dev
command: npm run watch
volumes:
- .:/var/www/app
ports:
- 8080:8080

Try this settings
version: '2'

volumes:
  vue-dev-config:
    driver: local
  vue-dev-cache:
    driver: local
  vue-dev-local:
    driver: local
  vue-dev-yarn:
    driver: local
  vue-dev-npm:
    driver: local

services:
  dev:
    image: ambientum/node:7
    container_name: vue-dev
    command: npm run watch
    volumes:
      - .:/var/www/app
      - vue-dev-config:/home/ambientum/.config
      - vue-dev-cache:/home/ambientum/.cache
      - vue-dev-local:/home/ambientum/.local
      - vue-dev-yarn:/home/ambientum/.yarn
      - vue-dev-npm:/home/ambientum/.npm
    ports:
      - 8080:8080

In this way, the previously proposed solutions will persist in the configured volumes.

I left as '2' version docker-composer.yaml, since I did not see any configuration that needed the '3' version of it.

Applying the docker containers, the commands would be as follows:
$ rm -rf node_modules
$ docker-composer run {SERVICE_NAME} npm install
$ docker-composer run {SERVICE_NAME} npm rebuild node-sass

(maybe need sudo)
Another solution if all fails is to reinstall all the .node file bindings using:
$ docker-composer run {SERVICE_NAME} npm install bindings

References
sass/node-sass#1585
sass/node-sass#1527

Thank you, now is working!

Quiet, good that the problem was solved. Can we close the issue, and give it as completed?

Yes you can :) Thank you.

As a General tip: Try Yarn.
Yarn provides a much more isolated experience than NPM.
NPM, even newer versions always assume full control of the environment, which sucks a lot.
I'll double test everything but, as a general tip: use Yarn


fix: random_string('crypto') may return string less than $len or ErrorException

Description
Fixes #6330
Checklist:

[x] Securely signed commits
[x] Component(s) with PHPDoc blocks, only if necessary or adds value
[ ] Unit testing, with >80% coverage
[x] User guide updated
[x] Conforms to style guide

Added the docs.


Sagemaker model tag updates not applied by resource sync

Describe the bug
A model is created and managed by Sagemaker ACK controller. We are trying to update the tags of this model. The changes to the model tag are not reflected in AWS console. But the live manifest of this model shows Resource synced successfully
Steps to reproduce

Create a model manifest with some tags specified. Apply the manifest.
Edit the live manifest to add an additional tag.
Check the model tags in the AWS console

Expected outcome
Model tags in the AWS console should be updated
Environment

EKS 1.22
AWS service targeted: Sagemaker

HI @MatthewHou, please refer to https://github.com/aws-controllers-k8s/community/issues/1732. Is this issue also from one of your colleague?

@surajkota #1732 appears to be a different issue. I'm working with a newly created Sagemaker model / endpoint, not a migrated one. Is tag updating a know limitation in all resources managed by Sagemaker ACK controller?

Yes


Opacity

Is there a way to set the opacity (alpha value)?

No, there is not, but I implemented it in my forked repo with this commit:
https://github.com/m-mohr/leaflet-geotiff/commit/b2ca50cb7d44e9060a9f0fea4e39b8616a74610f
You should be able to adapt this easily.

Sent the PR #17, which allows setting the opacity after merging (see README for usage examples).

@m-mohr do you have a working example hosted? setting the globalAlpha does not seem to work for my use case.

@kcjonesevans No, sorry, I haven't. If you are using the code from my fork you don't need to set the globalAlpha manually, just set the opacity in the options like this:
    var windDirection = L.leafletGeotiff(
            'https://stuartmatthews.github.io/leaflet-geotiff/tif/wind_direction.tif',
            {
				band: 0,
                name: 'Wind direction',
				opacity: 0.5,
                renderer: L.LeafletGeotiff.vectorArrows({
					arrowSize: 20
				})
            }
        ).addTo(mymap);

It works in the demo files from Stuart. If this doesn't help, could you send me your use case so that I can fix it?

Also can not reproduce a working case with the opacity setting

Just saying that it doesn't work doesn't really help to reproduce a problem.
Anyway, I just found out that it doesn't work in some raster use cases, a fix has been pushed to my repo and the PR #17 has been updated, too.
Here is a demo: http://mamo-net.de/feature/leaflet-geotiff/demo.html

This works for my use-case. Since the fix is using image.style, is it safe to assume other style attributes could be changed on the geotiff with a similar command, i.e. applying desaturation or greyscaling?

Opacity is supported out of the box in https://github.com/GeoTIFF/georaster-layer-for-leaflet


Enhance templates variables definition

I would like to be able to add env variables not only with input fields, but with more types.
We develop an internal tool for this purpose, and we could abandon it for portainer if we have this feature.
I'll try to describe it with examples :
Today we have a mysql template, like that :
{
    "title": "MySQL",
    "description": "The most popular open-source database",
    "categories": ["database"],
    "platform": "linux",
    "logo": "https://cloudinovasi.id/assets/img/logos/mysql.png",
    "image": "mysql:latest",
    "env": [
      {
        "name": "MYSQL_ROOT_PASSWORD",
        "label": "Root password"
      }
    ],
    "ports": [
      "3306/tcp"
    ],
    "volumes": ["/var/lib/mysql"]
  }

I imagine something like that :
{
    "title": "MySQL",
    "description": "The most popular open-source database",
    "categories": ["database"],
    "platform": "linux",
    "logo": "https://cloudinovasi.id/assets/img/logos/mysql.png",
    "image": "mysql:latest",
    "env": [
      {
        "name": "MYSQL_ROOT_PASSWORD",
        "label": "Root password"
      },
      {
        "name": "MYSQL_VAR_1",
        "label": "var 1",
        "type": "select",
         "values": [
           "value1",
           "value2"
         ]
      },
      {
        "name": "MYSQL_VAR_2",
        "label": "var 2",
        "type": "select",
         "values_from": "https://mywebservice/mysql/var2"
      },
      {
        "name": "MYSQL_VAR_3",
        "label": "var 3",
        "type": "radio",
         "values": [
           "value1",
           "value2"
         ]
      }
    ],
    "ports": [
      "3306/tcp"
    ],
    "volumes": ["/var/lib/mysql"]
  }

This will generate form according to json description
We already do that here to deploy stacks from compose templates, with var values comming from other webservices, and it's powerful
This can be added for container templates as well as for WIP stack templates
Thanx

Somehow related to https://github.com/portainer/portainer/pull/1187
I agree with this, with some limitations. I don't think that we need to support multiple UI types (e.g. a select can do the same job as a radio functionally speaking).
I'm keen to add this, tho we need to keep the old (actual) template format compatible. I'd also like to see the ability to add an optional description that could be added for each input (like in #1187).
I've actually added this already in #1346 where the following format is supported:
{
    "title": "MySQL stack",
    "description": "MySQL deployed as a service",
    "note": "Description",
    "categories": ["database"],
    "platform": "linux",
    "logo": "https://cloudinovasi.id/assets/img/logos/mysql.png",
    "repository": {
      "url": "https://github.com/deviantony/st-e-aks",
      "stackfile": "docker-stack.yml"
    },
    "env": [
      {
        "name": "MYSQL_ROOT_PASSWORD",
        "label": "Root password",
        "description": "Password used by the root user."
      },
      {
        "name": "VAR2",
        "set": "some_value"
      },
      {
        "name": "VAR3",
        "label": "Root password",
        "select": [
          {
            "text": "Yes, I agree",
            "value": "Y"
          },
          {
            "text": "No, I disagree",
            "value": "N"
          },
          {
            "text": "Who cares?",
            "value": "YN"
          }
        ],
        "description": "Some var."
      }
    ]
  }

As you can see here, the env property can have the following formats:
      {
        "name": "MYSQL_ROOT_PASSWORD",
        "label": "Root password",
        "description": "Password used by the root user."
      }

Here, we want to create a standard input where the entered value will be associated to the env var named MYSQL_ROOT_PASSWORD. An optional description is added that will generate a tooltip close to the label in the UI.
      {
        "name": "VAR2",
        "set": "some_value"
      }

Here we use the set property to automatically bind the value some_value to the env var VAR2 without creating any element in the UI.
      {
        "name": "VAR3",
        "label": "Root password",
        "select": [
          {
            "text": "Yes, I agree",
            "value": "Y"
          },
          {
            "text": "No, I disagree",
            "value": "N"
          },
          {
            "text": "Who cares?",
            "value": "YN"
          }
        ],
        "description": "Some var."
      }

Here, we introduce the select property that will generate a select inside the UI. The select property content is an array containing objects with mandatory text and value properties. The text property will be used to display the associated text as a selectable choice and the value property will be bound to the VAR3 env var.

Nice description, we should add default values too I think.
For text input, the value can be prefilled with that default.
For select, this will auto select the default value
If no default set, text input is empty, and select is the first item
And what about the select values from external source ?
Maybe in an other issue as an evolution :smile:

Agree for default values, something like:
{
        "name": "VAR3",
        "label": "Root password",
        "select": [
          {
            "text": "Yes, I agree",
            "value": "Y",
            "default": true
          },
          {
            "text": "No, I disagree",
            "value": "N"
          },
          {
            "text": "Who cares?",
            "value": "YN"
          }
        ],
        "description": "Some var."
      }

And for the input:
      {
        "name": "MYSQL_ROOT_PASSWORD",
        "label": "Root password",
        "default": "databasepassword",
        "description": "Password used by the root user."
      }

Closed via #2017


Add verbose mode

It should be possible to:

pass a --verbose (or -v) argument when executing gulp and have that trigger additional logs (e.g., files in streams, etc)
configuration an option to enable debug/verbose mode (cfr #8)

The args could be retrieved at the entry point using the yargs module (https://www.npmjs.com/package/yargs) and passed within the options object (e.g., options.args)


[WIP] Topology proposal

This is a basic implementation of topology proposals with small molecules, where p(i | j) is proportional to tanimoto(i, j), which is symmetric. It currently lacks a map from the system/topology atoms to the small molecule atoms-- this may be a good reason to go with #11 and add more functionality to the proposal.
I'm going to write a basic script to run it as well, so that other parts can be tested.

Hm, looks like I've imported the geometry stuff too...

Cool!
Would be good to get the geometry stuff in at some point, but maybe through a separate PR?

Ok, I think I'm going to close this PR since it somehow got tangled with the geometry stuff, and open a new one with the topology proposal stuff...


Upgrade PHPUnit to v9.0

Upgrade:

PHP language support to v8.0 (v7.x is unmaintained anymore)
Using PHPUnit 9

done


Redo Distribution Email to show Payout and Recontribute options

Renamed link to be "Recontribute or pay out"


beta tech debt

Alaska Airlines Pull Request
Please include a summary of the change and which issue is fixed. Please also include relevant motivation and context. List any dependencies that are required for this change.
Resolves: # (issue, if applicable)
Summary:
Please summarize the scope of the changes you have submitted, what the intent of the work is and anything that describes the before/after state of the project.
Type of change:
Please delete options that are not relevant.

[x] New capability
[x] Revision of an existing capability
[ ] Infrastructure change (automation, etc.)
[x] Other (please elaborate)

Checklist:

[x] My update follows the CONTRIBUTING guidelines of this project
[x] I have performed a self-review of my own update

By submitting this Pull Request, I confirm that my contribution is made under the terms of the Apache 2.0 license.
Pull Requests will be evaluated by their quality of update and whether it is consistent with the goals and values of this project. Any submission is to be considered a conversation between the submitter and the maintainers of this project and may require changes to your submission.
Thank you for your submission!
-- Auro Design System Team
Summary by Sourcery
Refactor component registration to utilize a new utility class for handling tag renaming and registration. Update documentation and remove unused scripts. Adjust GitHub label configurations by removing color attributes.
Enhancements:

Introduce a new utility class, AuroLibraryRuntimeUtils, to handle component tag renaming and registration.
Refactor the component registration process to use the new RuntimeUtils for registering custom elements.

Build:

Remove color attributes from GitHub label configurations in settings.yml.

Documentation:

Update documentation to reflect changes in component registration using RuntimeUtils.

Chores:

Update CDN links in README.md to use newer versions of design tokens and web core stylesheets.
Delete unused scripts: generateDocs.mjs, postCss.mjs, and staticStyles-template.js.

:tada: This PR is included in version 3.0.0-beta.1 :tada:
The release is available on:

npm package (@beta dist-tag)
GitHub release

Your semantic-release bot :package::rocket:


End-to-End test

Investigate the possibility of writing an E2E test that would run after the tool has generated the types file.
Can we have a (either in this project or staged in another repository) the ability to:

Generate the types
Consume them in the compilation of another runtime execution
Have this test the types by reading in an OSCAL component definition - processing the data in memory - and possibly comparing the write to disk of another file (checking for file provenance after read/write)

Brainstorming:

E2E Test
make build
go-oscal  -i latest-compdef-schema -o some/test/dir/types.go
cd some/test/dir (containing a test code)
compile new program that ingests an oscal compdef document -> unmarshall -> marshall into new document
Compare for lost data

#55

Closed by #90


Libc6 cross compilation dependancy issue

I think I discovered an issue with Gramps-GodotSteam in regards to a dependency. Buddy of mine exported his game and it won't run on my machine (Ubuntu 18.04).
The output I get by running the game (with full permissions et al using "./game-name") is:

./game-name: /lib/x86_64-linux-gnu/libm.so.6: version 'GLIBC_2.29' not found
(required by ./game-name)

A third party was able to run the game in arch, where they have libc6 2.29, but they were unable to run the game in their ubuntu partition in which they had libc6 2.27, which is what I also have.
libc6 is not something we can easily update on ubuntu, it could cause crashes and brick systems. From what I was able to discover online, this is a cross-compilation user. If this library could be compiled using an earlier version of libc6, many linux users would be greatly appreciative.

Hmm, that's pretty interesting and luckily pinned down to a specific thing.
Was he using pre-compiled version of the editor / template from the release section of the repo?  Was he compiling it himself?
I will check my Ubuntu (19.10) installation to see about libc6.  So this is basically an issue where older versions of libc6 won't work with newer ones.  If that is the case, then I would need to VM a copy of Ubuntu 16.04 to do compilations from.
I will export a test project and upload it to this issue to see if you can run it.

I used the pre-compiled linux files, I believe they were from the Godot 3.x - Steamworks 1.48 - GodotSteam 3.3.2  release

Rokasv is the person in particular who's game I had encountered this problem with, just to be clear about their presence.
Something to note is that without going into sensitive material, steam had run their own testing on rokas' game and it passed their review, which I found odd. I take it that their linux testing, if any, may be limited to steamOS or something else, but somehow this issue wasn't caught. Furthermore, it looks to me like they "officially supports Ubuntu running Ubuntu 12.04 LTS or newer and SteamOS".
@Gramps I was happy to see the suggestion to go as far back as Ubuntu 16.04 for compilation, but perchance 12.04 might be the best target overall if that's what steam "officially supports", 12.04 having libc6-2.15
I think that might be all the useful and actionable information I have, hope it's of some help to y'all. Goodluck!

@rokasv  Thanks for the info.  Is there any way you can export a test project using that setup and attach it to this issue?  Just something that is a blank scene with just the SteamInit() process and a print output.
@SubSage  Yeah, I noticed on my Ubuntu 19.10 I am running libc6 2.30 (thanks Synaptic).  I attached a basic test which will probably fail but worth a shot... for science.
If I remember correctly, when I had my game go through testing, they actually use Ubuntu; I think either 16.04 or 18.04.  I had asked them their test setup so I could resolve the issue since their feedback was pretty lacking.  Yeah, I'm not sure how much else we are supposed to talk about with that process but I learned a fair amount about it I had no idea of prior.
There is a good chance their SteamOS documentation is out-of-date, I know some other areas are.  Current SteamOS is based on Debian Jessie... not sure what that translates to in Ubuntu, but it's pretty dated.  I know 12.04 has already passed EOL a while ago and no one should be using it currently.  Plus if the GCC / G++ versions are too old there will probably be other compiling issues.
From what I gather SteamOS is using libc6 2.19 but I am currently downloading SteamOS to check it out myself.   Feels like they've kind of abandoned it, but might just be a small team with other projects going on or on Valve Time.
The Godot documentation on Linux compiling suggests using Ubuntu 16.04 for best compatibility so I may have to start targeting that for pre-compile builds on the repo.
Thanks again!  All of that was very helpful and very useful.  Especially since I was unaware this was even a problem!

Your test needs the .so file "libsteam_api.so", can't run because that file doesn't exist.

Here's an empty project being exported the same way: https://rokasv.itch.io/hidden (bin.zip)
Sage confirmed it crashes the same way.

@SubSage   Ah, I thought you had all that stuff from @rokasv's test.  Here they are.
test-libs.zip
@rokasv  Thanks for the file.  Works fine for me, but I do have libc6 2.30 installed on Ubuntu 19.10.  The file that I uploaded, however, can you run that?  Or do you get a similar error to what @SubSage was talking about?

I don't have a Linux machine setup, only found the issue through Sage.
Like he said, the export seemed to pass steam testing and another guy confirmed it worked on one of his machines and didn't on another.

Ah, OK.  Well, I'll do some further testing and see what I can dig up.

Sorry, I've been busy; I downloaded the extra files and here are the results, which are the same bug

Hey there.  All good and understandable given everything going on.
Well, we presumed that would be the outcome but good to confirm it.  Only odd thing is I compile it with libc6 2.30 not 2.29.  Not sure what that means, but doesn't work either way.
I'll get a 16.40 VM set up and SteamOS and do some more experimental exports to try out.

Well, never could get SteamOS installed for whatever reason.  I think my created ISO was bad.  Nonetheless, I got a version of GodotSteam compiled with Ubuntu 16.04 then exported a test project.  Seems libc6 version in 16.04 is 2.23.
See if these work for you.  If they are successful then I will add them in the release section.

Test project zip (using files below)
Test editor and template (libc6 2.23 compiled)

Weirdly, when I try to run @rokasv's test export in my 16.04 VM it fails to find both GLIBC_2.27 and GLIBC_2.29.  So that's only slightly more confusing.
@SubSage  I'm not sure why if @rokasv used the pre-compiled templates and editor, both compiled with libc6 2.30, his exported example would be looking for both 2.27 and 2.29 but not 2.30.  Or why it would be looking for 2.29 on your system.  I feel like I'm missing something.

@Gramps That test project runs for me; caveats to it are that it closes quickly if steam is not running. If I have steam running, it seems to run as intended, icons, data, achievements all working.

Yeah, it should close if Steam isn't on; I think.  Well, good to know that version of the pre-compile works.  I'll get it added to the release section today.

New pre-compiles with libc6 version 2.23 are now up in releases.  Future pre-compiles will be done in Ubuntu 16.04 LTS until it hits EOL, then I'll move up to the next release.
At this point I guess I'll close the issue.  Let me know if there is anything else and we will re-open it!

Hi, I'm having this issue when trying to run my game on Ubuntu Bionic with the latest GodotSteam (Godot v.3.5.2)

./game.64: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.29' not found (required by ./game.64)
./game.64: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.28' not found (required by ./game.64)

ldd --version
ldd (Ubuntu GLIBC 2.27-3ubuntu1.6) 2.27

lsb_release -a
No LSB modules are available.
Distributor ID: Ubuntu
Description:    Ubuntu 18.04.6 LTS
Release:        18.04
Codename:       bionic

Yeah, I was worried about this.  Our Github Actions uses 20.04 which is bad.  We can switch to 18.04 which I guess Github is removing in April.  Ideally we'd be using 16.04 but that's not possible with Github Actions.  I may have to switch back to compiling manually since Github isn't ideal for this.

I can switch out the runner and issue a new release for that.  Or do it manually and just update it.

Can you give it another go with this version?
https://github.com/SapphireMH/GodotSteam-actions-test/releases/download/g352-s155-gs319/linux64-g352-s155-gs319.zip

My second idea has fallen through and ain't gonna work.
We'll need some more time to consider and research ideas.

Out of curiousity, what is your reason for staying on Ubuntu 18.04?

Well, it is not my main box. I use this machine mainly to test Steam builds of our games, therefore I decided not to upgrade the distro, because some Steam users can have old machines too :)
Also I always fear such thing as apt-get dist-upgrade :)

That can definitely break things!


[Bug]  LLMServer Generate Error, Please CheckErrorInfo.: HTTP code 403 from API

Search before asking

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

Operating system information
Linux
Python version information
3.10
DB-GPT version
main
Related scenes

[ ] Chat Data
[ ] Chat Excel
[ ] Chat DB
[ ] Chat Knowledge
[ ] Model Management
[ ] Dashboard
[ ] Plugins

Installation Information

[X] Installation From Source

[ ] Docker Installation

[ ] Docker Compose Installation

[ ] Cluster Installation

[ ] AutoDL Image

[ ] Other

Device information
cpu，centos7.6.
Models information
LLM:chatgpt_proxyllm
EMBEDDING:m3e-base
What happened
using chatgpt api ,when start to ask question, a error in web:
LLMServer Generate Error, Please CheckErrorInfo.: HTTP code 403 from API (
Please enable cookies.
Sorry, you have been blocked
What you expected to happen
get  the chatgpt response
How to reproduce
1、python pilot/server/dbgpt_server.py
2、open 5000 port to ask question like"讲个笑话"
3、the web will response the error。
Additional context
log:
INFO  [pilot.model.proxy.llms.chatgpt] Model: <pilot.model.proxy.llms.proxy_model.ProxyModel object at 0x7f77060be230>, model_params:
=========================== ProxyModelParameters ===========================
model_name: chatgpt_proxyllm
model_path: chatgpt_proxyllm
proxy_server_url: https://api.openai.com/v1/chat/completions
proxy_api_key: s******d
proxy_api_base: None
proxy_api_app_id: None
proxy_api_type: None
proxy_api_version: None
http_proxy: http://X.X.X.X:50054
proxyllm_backend: None
model_type: proxy
device: cuda
prompt_template: None
max_context_size: 4096
======================================================================
INFO  [pilot.model.proxy.llms.chatgpt] Send request to real model gpt-3.5-turbo, openai_params: {'api_type': 'open_ai', 'api_base': 'https://api.openai.com/v1', 'api_version': None, 'proxy': 'http://xxxxx:xxxx'}
payloads: {'temperature': 0.6, 'max_tokens': 1024, 'stream': True, 'model': 'gpt-3.5-turbo'}
headers: {'Content-Type': 'application/json', 'Authorization': 'Bearer sk-XXXXXXXXXXXXXXXXXXXXXXXX'}
INFO:     <IP_ADDRESS>:57146 - "GET /cdn-cgi/styles/cf.errors.css HTTP/1.1" 404 Not Found
Are you willing to submit PR?

[ ] Yes I am willing to submit a PR!

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llm


Update type script definition

I made some change in typescript definition file in order to use fn and aggr see here

Looks really good. Thank you so much for your help !


MMCM decoding support

MMCM decoding support.
Missing advanced MMCM features like:

CLK*_USE_FINE_PS features,
CLKOUT4_CASCADE feature,
Spread spectrum clock generation

@acomodi @litghost I updated prjxray and prjxray-db submodules plus locked fasm to the same commit as it is under prjxray/third_party/fasm. Now I'm getting an error with the existing IDDR test. Could you guide me how to tackle the issue?

I've issued a separate PR https://github.com/SymbiFlow/symbiflow-xc-fasm2bels/pull/43 with non-MMCM related stuff. Once it lands I'll rebase this one.


WIP: HCrystalBall wrapper

Reference Issues/PRs

What does this implement/fix? Explain your changes.

Brings the possibility to use HCrystalBall wrappers as time-series forecasters (fbprophet, theta, ensembles, pmdarima, sklearn, statsmodels, tbats, ...)
Does your contribution introduce a new dependency? If yes, which one?
hcrystalball>=0.1.8

PR checklist

For all contributions

[x] I've added myself to the list of contributors.
[x] Optionally, I've updated sktime's CODEOWNERS to receive notifications about future changes to these files.
[x] I've added unit tests and made sure they pass locally.

For new estimators

[ ] I've added the estimator to the online documentation.
[x] I've updated the existing example notebooks or provided a new one to showcase how my estimator works.

Any other comments?

Note: An idea of interfacing a HolidayTransformer or other ones (Seasonality, ...) came up in the middle of discussions - selected to be postponed now, but might have a later look.
HolidayTransformer (uses https://pypi.org/project/workalendar/ inside)

@mloning Can you check the factored out part now?
Still more tests to be written and make a nicer showcase notebook (incorporate to 01_forecasting or create a separate one?)

I think it looks much better now, much more readable! Regarding the notebooks, I'd prefer a separate one, something like forecasting_with_hcrystalball.ipynb.
I'll review more thoroughly over the next few days!

CI tests are failing because you need to add the hcrystalball dependency to the build_tools/requirements.txt (check the dependency section in the CONTRIBUTING.md)

@mloning any idea how to solve a missing version of HCrystalBall in CI pipelines?
Here I see only old versions of hcrystalball (yet the current release is 0.1.8) (pypi). Side note we support python>=3.7.

@mloning Where would you see the best fit for HCrystalballForecaster in the online documentation of estimators?

@mloning There is one fix I need to do in HCrystalBall, but otherwise test, that still keep failing, are caused by not supported Int based index, which is something we do not plan to support. What would be the best way of dealing with these failures?

Hi @MichalChromcak, I had a quick look, everything looks quite nice now I think. I need to look into the int index issue a bit more in detail to see how we can fix that. Thanks for working on this! 👍

@MichalChromcak not really sure what's happening with the CI now:

ERROR: Could not find a version that satisfies the requirement hcrystalball>=0.1.8 (from -r build_tools/requirements.txt (line 3)) (from versions: 0.1a0, 0.1a12, 0.1a13, 0.1.0, 0.1.1, 0.1.2)

It does seem to work locally. Have you seen this before? Otherwise I'll play around to debug.

@mloning I had similar problem right after the release was created even locally, but thought it was just solved by time. Also is there any chance it refers to python3.6 environment? Wouldn't have a specific recommendation on how to solve it.

Ah yes - forgot about the Python 3.6 issue - I think that's what's causing it. What was the reason again for not supporting version 3.6?
So we need to figure out how to

[ ] skip hcrystalball for Python 3.6 (that one may be tricky without changing the CI scripts)
[ ] skip the unit tests that use int indices

I'll try to look into it.

@mloning I added support for python 3.6 and created v0.1.9 release (might take a while until it's out there). You might try against it maybe....?

Thanks @MichalChromcak will try again later today!

Okay, tests now run and we hit the NotImplementedError for int indices as expected, will try to fix this over the next couple of days.

Hi @MichalChromcak - I've changed the default time index type we use for unit testing to pd.Datetime but annoyingly we now run into a few other errors (some are related to in-sample predictions), I had a look but wasn't really sure how to best fix this. To make things a bit simpler perhaps, I think it's fine if we only support date time indices and leave it to the user to get it into the required format.

@mloning I agree. I might try to have a look next week into the issues if you won't find the time/solution - what is your plan?

@MichalChromcak okay sounds good, I'll take another look over the next few days. How do you handle in-sample predictions in hcrystalball?

Hi @MichalChromcak - so this is a minimal working version (no support for in-sample predictions, prediction intervals, or index types other than date-time). The code is however a lot simpler.
I'd suggest we merge this for now and then add more support when needed. What do you think?

Hi @mloning, yes happy to merge it

thanks again @MichalChromcak!

thanks again @MichalChromcak!

Big thanks to you @mloning, especially for taking over and finishing it up.


Add devenv-like services (starting with postgresql)

Devenv's services for flake-parts,  as an optional buy-in feature.

[x] Prototype hello world
[x] Flesh out some basic services (porting from devenv git)
[x] Write nixosTest's

Postgres service is not thoroughly tested, will merge anyway (this feature is not documented yet).


helm_remote: make all the tests pass on windows

cc @KOGI
what do you think of this as an alternative to https://github.com/tilt-dev/tilt-extensions/pull/56 ? does it work inside your mingw setup?

(i ran the test script under msys/mingw and it seemed to work ok...)

@nicks I haven't had a chance to dig into it, yet, but this is what I'm getting on my machine:
Traceback (most recent call last):
  D:\code\lis-workspace\Tiltfile:17:8: in <toplevel>
  <builtin>: in include
  D:\code\lis-workspace\api-gateway\Tiltfile:3:12: in <toplevel>
  D:\code\lis-workspace\tilt_modules\helm_remote\Tiltfile:88:17: in helm_remote
  D:\code\lis-workspace\tilt_modules\helm_remote\Tiltfile:107:17: in install_crds
  <builtin>: in k8s_yaml
Error: json: line 0: invalid character '{' looking for beginning of object key string

And if we inspect the contents of the files variable, we have a list:
["D:\\code\\workspace\\.helm\\gloo\\1.3.28\\gloo/crds/auth_config.yaml", "D:\\code\\workspace\\.helm\\gloo\\1.3.28\\gloo/crds/gateway.yaml", "D:\\code\\workspace\\.helm\\gloo\\1.3.28\\gloo/crds/proxy.yaml", "D:\\code\\workspace\\.helm\\gloo\\1.3.28\\gloo/crds/route_table.yaml", "D:\\code\\workspace\\.helm\\gloo\\1.3.28\\gloo/crds/settings.yaml", "D:\\code\\workspace\\.helm\\gloo\\1.3.28\\gloo/crds/upstream.yaml", "D:\\code\\workspace\\.helm\\gloo\\1.3.28\\gloo/crds/upstream_group.yaml", "D:\\code\\workspace\\.helm\\gloo\\1.3.28\\gloo/crds/virtual_service.yaml", "D:\\code\\workspace\\.helm\\gloo\\1.3.28\\gloo/templates/100-crds.yaml"]

@nicks see this comment

@KOGI ah! good catch! I changed the test to use the gloo helm chart, which is more complex and tests this logic. Using -L in the grep command didn't work for me, but i guess we can just do this filtering in starlark

@nicks that seems to have done the trick!

yay! thanks for checking


Use MaterialPropertyBlock for tile material properties

Fixes #180. This replaces the Instantiate(material) call with MaterialPropertyBlock instead, allowing for changes to the opaque material to be propagated to already-loaded tiles.
I did some initial profiling of the difference between Material and MaterialPropertyBlock. This is on the first sample scene, with just Cesium World Terrain and OSM Buildings. It's true that using the property block disables SRP batching, and it does have a noticeable performance difference:

Material
MaterialPropertyBlock

In this scene, SRP batching allows us to stay just under 7ms per frame drawing. Without SRP batching, the drawing time fluctuates constantly between 9-12ms per frame.
Here's the performance on the second sample scene, with CWT and Melbourne Photogrammetry.

Material
MaterialPropertyBlock

For this scene, the MaterialPropertyBlock does increase the GPU time per frame, but not as drastically. And I'm not sure what makes Melbourne Photogrammetry more stable than other datasets?
Finally, I made a third sample scene with a view of San Francisco Photogrammetry and CWT.

Material
MaterialPropertyBlock

This looks more similar to the first sample scene's performance, though the difference is not as bad. There's fluctuation between 9-12ms per frame. San Francisco is probably not as "batchable" as Cesium OSM Buildings because it has more differences between tile material properties. Hence why the performance of OSM buildings is so much better with batching, but is relatively the same with the MaterialPropertyBlock approach.
Also, it seems like something is consistently generating 368B of GC every frame, but I can't imagine what. It doesn't seem to be related to this PR.

I did attempt one more approach -- Material.ComputeCRC is a function that computes a hash for the contents of the material. In Cesium3DTileset.Update() I added a check that compared the opaque material's CRC to the last one, and if it was different (e.g., the base color changed), it would destroy the tileset. This does not have any affect on the GPU time per frame, and it seems to have a barely noticeable effect on the CPU time as well. Here's the profiler with the CPU time before and after adding an opaque material to Cesium World Terrain (the spike is the tileset recreating itself):

The downside is that whenever a user changes a property on the material, it has to refresh the entire dataset. This may not be ideal if a user wants to, say, toggle a tileset's color at runtime, without refreshing everything. I don't know what the answer is because I'm not sure what users will want most out of using materials? There is a performance penalty for using MaterialPropertyBlock, but a nice responsiveness that doesn't require the tileset to refreshed, and that might be a bigger win...

Based on offline discussion with @kring, we decided that the benefit of MaterialPropertyBlock doesn't justify the added performance overhead. On the other hand, refreshing the tileset every time a property is changed on a material may not be desirable. Outside of the Editor, this is undesirable for applications that dynamically update tileset materials.
We compromised on having the Editor refresh the material whenever the hash changes. But it is expected behavior that changing the opaque material's properties at runtime will not update existing tiles. It falls on the user to implement this in their own script. When they change a material's property, they'll have to iterate over all of the tileset's children and manually change the setting on those materials.
Here's the commit hash for the MaterialPropertyBlock approach, in case we ever want it again: https://github.com/CesiumGS/cesium-unity/pull/307/commits/18538079ad3ecb722b6efcbcbcccea7bd401a069

@kring done! Thanks for the catch


[Standalone] Update dashboard favicon

consider if this can be done at build time, otherwise code base would differ

This can be done with https://github.com/rancher/dashboard/pull/6080 and the ui-backend returning a built in favicon

.ico & .png. I personally never use the .ico anymore
Result:

favicon.zip


package cl-gtk4

UI toolkit bindings https://github.com/bohonghuang/cl-gtk4

See
https://github.com/Uthar/nix-cl/tree/cl-gtk4
https://github.com/Uthar/nix-cl/commit/fed9832b42a5c412b149b4977ba2826cb98c6c42

implemented in https://github.com/Uthar/nix-cl/commit/21024b0ce0e16afe228a4696de51eb34f42ab95c


Is there a way I can use this repo in React app ?

This is not an issue, but a feature request

simply do
import 'offline-js';

console.log(Offline)


Assertion failed: (isa(Val) && "cast() argument of incompatible type!

This code fails to compile and only gives the error below. I don't have any special flags set. Just compiling with crystal test.cr
struct Foobar
    @value = "foobar"
end

def foo()
    _ = Foobar.new
end

foo()

Assertion failed: (isa(Val) && "cast() argument of incompatible type!"), function cast, file /tmp/llvm20150726-78491-1dqz88o/llvm-3.6.2.src/include/llvm/Support/Casting.h, line 237.

Crystal 0.9.1 (Fri Oct 30 16:14:17 UTC 2015)

I think this is a regression, it seems to work in 0.9.0.

@kirbyfan64 it doesn't show up in the playground but I've verified it in 0.9.0 as well

Interesting, thanks for reporting :-)
What should be the return type and value of foo? Foobar.new is assigned to _ so you are clearly not interested in its value, but should that value still "leak" and be the value of the method, or should we set it to nil?
/cc @jhass

I would imagine nil would make sense. If one wanted to return the object, they'd drop the _.
I use _ = as a way of reminding myself that I'm explicitly and knowingly ignoring a return value that I would normally utilize.

Mmm... that's not idiomatic code at all, that just adds noise. We might eventually allow writing def foo : Nil or def foo : Void to make it clear the return value is of no interest, but generally you just don't do anything fancy about it (like in Ruby).

@asterite Sorry, I forgot that I had a reduced example.
In the real world code, Foobar.new is obj.some_method. So it's the .some_method return value that I'm ignoring.

I'm not sure _ = exp is useful. If you want to return nil just do this:
def foo
  obj.some_method
  nil
end

Or take a look at #1393
In fact I think I can make the formatter change _ = exp to just exp because it's just noise in the code.

Well, I probably won't make the formatter change that because it'll be obtrusive, but I still find that expression kind of redundant.

@asterite
I think I'm not explaining myself very well. It doesn't have anything to do with the return value of foo. It has only to do with the fact that I'm ignoring the return value of obj.some_method.
Think of obj.some_method as something really important that returns a value that needs to be used 99% of the time. In that 1% when we need to call it but ignore the return value, I assign it to _ in order to show that I'm ignoring it for a reason.

So you do _ = ... for any expression you'd like to ignore the return value? Not assigning an expression to a variable is already ignoring the value... or not?

@asterlite Yes, not assigning to a variable is already ignoring it. Assigning to _ makes it explicitly clear that I'm intentionally discarding it and not just making a mistake.
so to be clear, it seems  _ = "any expression" needs a return value, and nil would seem to make sense as a default but it ultimately doesn't matter to me. Only brought it up because of the error

I see the usefulness of it, kinda.
Even though this is idiomatic in Go (and maybe other languages), it's not very idiomatic for Ruby (and thus Crystal) code. I'd actually prefer adding a comment expression # ignored on purpose rather than having a _ = expression because it looks strange (in the context of Ruby/Crystal).
I'll also admit that I'd go what does this even mean for a moment, if I came across it even if I'm familiar with that practice.

@omninonsense Yeah, I'm not a Ruby developer. Since Crystal does have _ for the purpose of discarding a value, it would seem necessary as an expression-based language to give it a value.
Code comments are useful too but if I need to search for discarded values, it can fail unless I'm perfectly consistent.
But I'm not on a mission here either. In that trailing position, I'm going to adopt x! = _ = obj.some_method or something. It's ugly but sufficient for this rare case.

We introduced _ to allow things such as:
# I don't use the second value
x, _ = method_returning_two_values

# I don't use the first value
method_that_yields_two_values do |_, x|
end

Because of how the parser works, we also accidentally made _ = exp a possible expression, but in my opinion it doesn't make much sense. I never saw anyone writing Ruby code like that, and the few times I saw an underscore was in the cases I showed above.
I also don't quite understand how doing _ = exp is safer than just doing exp. Can you provide an example?

I would argue to treat _ as a regular variable, just don't warn or error on reassignments. That would mirror Ruby's behaviour and there's nothing really special to learn about it.

@asterite
It isn't safer; it's a visual indicator. Helps indicate to me that I didn't do something untoward while under the influence of beer and cold pizza.

Thanks @asterite. I didn't realize the discardable _ = expression syntax wasn't intentional, so the questions about why I would use it were confusing.
If it's now just a regular variable, I'd be satisfied using something else. I didn't need the underscore in particular. Just thought I was using it as intended.

The _ is not a regular variable: you can assign to it but not read it. In Ruby you can assign to it but read it, although I guess nobody reads it (except in irb it has the value of the last expression).
I fixed the bug, and the semantic of _ = exp is the same as before, only that the whole expression's type and value is that of exp (previously only the type was of exp, but the value was undefined, and that produces the crash).

Understood. Thanks again.


Add Shell Autocompletion

When working with kapp outside of CI (e.g., working locally to develop a process that can be used in CI), it would be nice to have shell autocompletion to allow for a user to tab to autocomplete commands. This would be similar to what is outlined for kubectl.
When a user tabs after having kapp, all possible commands should be displayed:
kapp \t

delete deploy inspect ...

When typing a command that has been started, autocomplete should complete the command:
kapp dep \t -> kapp deploy

Describe alternatives you've considered
I could generate the autocompletion scripts myself and maintain outside the project, but I feel like it's a pretty common use case that should be simple to support.
Additional context
Cobra docs

added https://github.com/k14s/kapp/commit/09e930d0a7267398435772533a08e7bd31d7df9b and https://github.com/k14s/kapp/commit/c4fb76958fc73e6709a8952aa1c9822fef88e9e7

Works great. Thank you!


Fix e2e test names

Description of changes:
Fix e2e test names
Testing (if applicable):

make
By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

/lgtm
/approve


Develop a simple data preprocessing pipeline for a specific dataset.

Create a basic data preprocessing pipeline for a specific bioinformatics dataset to prepare it for LLM training. The pipeline should include steps for data cleaning, tokenization, and formatting

this is a big rock


Hint 2 and 3 are wrong way round

Need to make hint 2 and 3 switch positions when full screen compared to mobile.

Thanks! I've reordered but we'll need to look at the mobile version as the hints will now be 1, 3, 2 in mobile view.

Fixed in the latest pull.


x64 stack walking is broken

The NuGet version works fine, but with master I'm getting UNKNOWN frames for any managed method in a 64-bit process. After running git bisect I was able to pinpoint https://github.com/Microsoft/clrmd/commit/3a6a4303c54092ad2e9efee6fad5d68e33663b6e as the problematic commit. I assume it's part of the move to the CorDebug interfaces.

It's suspicious that as part of that commit it only does BitConverter.ToUInt32 on what looks to be a pointer. Might be truncating 64 bit adresses. Old code used BitConverter.ToUInt64 at least in one of the places.

Switching to BitConverter.ToUInt64 did the trick for me 👍
Thanks guys.


Lots of errors when trying to compile

Describe your problem here.
tried to compile for the first time and I got all of these errors:
source/TitleState.hx:31: characters 8-29 : Type not found : flixel.sound.FlxSound
source/Alphabet.hx:10: characters 8-29 : Type not found : flixel.sound.FlxSound
source/editors/ChartingState.hx:33: characters 8-29 : Type not found : flixel.sound.FlxSound
source/editors/ChartingState.hx:150: characters 13-21 : Type not found : FlxSound
source/InitState.hx:9: lines 9-51 : ... Defined in this class
source/CoolUtil.hx:9: characters 8-29 : Type not found : flixel.sound.FlxSound
source/PlayState.hx:30: characters 8-29 : Type not found : flixel.sound.FlxSound
source/FunkinLua.hx:21: characters 8-29 : Type not found : flixel.sound.FlxSound
source/FunkinLua.hx:39: characters 8-46 : Type not found : flixel.addons.display.FlxRuntimeShader
source/PlayState.hx:64: characters 8-46 : Type not found : flixel.addons.display.FlxRuntimeShader
source/PlayState.hx:110: characters 40-48 : Type not found : FlxSound
source/WeekData.hx:31: lines 31-267 : ... Defined in this class
source/TypedAlphabet.hx:9: characters 8-29 : Type not found : flixel.sound.FlxSound
source/FunkinLua.hx:2850: characters 40-56 : Type not found : FlxRuntimeShader
source/WeekData.hx:31: lines 31-267 : ... Defined in this class
source/animateatlas/AtlasFrameMaker.hx:50: characters 14-22 : Class<PlayState> has no field instance
source/Character.hx:370: characters 103-107 : Class<PlayState> has no field SONG
source/editors/MasterEditorMenu.hx:14: characters 8-29 : Type not found : flixel.sound.FlxSound
source/editors/WeekEditorState.hx:14: characters 8-29 : Type not found : flixel.sound.FlxSound
source/editors/MenuCharacterEditorState.hx:14: characters 8-29 : Type not found : flixel.sound.FlxSound
source/editors/DialogueCharacterEditorState.hx:14: characters 8-29 : Type not found : flixel.sound.FlxSound
source/editors/DialogueEditorState.hx:14: characters 8-29 : Type not found : flixel.sound.FlxSound
source/FreeplayState.hx:17: characters 8-29 : Type not found : flixel.sound.FlxSound
source/FreeplayState.hx:235: characters 27-35 : Type not found : FlxSound
source/editors/MasterEditorMenu.hx:21: lines 21-189 : ... Defined in this class
source/MusicBeatState.hx:59: characters 17-21 : Class<PlayState> has no field SONG
source/MusicBeatState.hx:173: characters 16-20 : Class<PlayState> has no field SONG
source/MusicBeatState.hx:173: characters 42-46 : Class<PlayState> has no field SONG
source/MusicBeatState.hx:173: characters 90-94 : Class<PlayState> has no field SONG
source/MusicBeatState.hx:92: characters 27-31 : Class<PlayState> has no field SONG
source/MusicBeatState.hx:94: characters 18-22 : Class<PlayState> has no field SONG
source/LoadingState.hx:140: characters 31-35 : Class<PlayState> has no field SONG
source/LoadingState.hx:145: characters 33-37 : Class<PlayState> has no field SONG
source/MainMenuState.hx:163: characters 21-27 : Class<FreeplayState> has no field vocals
source/MainMenuState.hx:163: characters 51-57 : Class<FreeplayState> has no field vocals
source/ModsMenuState.hx:17: characters 8-29 : Type not found : flixel.sound.FlxSound
source/ModsMenuState.hx:463: characters 22-28 : Class<FreeplayState> has no field vocals
source/ModsMenuState.hx:465: characters 20-26 : Class<FreeplayState> has no field vocals
source/ModsMenuState.hx:466: characters 20-26 : Class<FreeplayState> has no field vocals
source/StoryMenuState.hx:57: characters 13-24 : Class<PlayState> has no field isStoryMode
source/StoryMenuState.hx:410: characters 13-22 : Class<PlayState> has no field storyWeek
source/WeekData.hx:236: characters 46-55 : Class<PlayState> has no field storyWeek
source/CoolUtil.hx:39: characters 35-50 : Class<PlayState> has no field storyDifficulty
source/StoryMenuState.hx:312: characters 14-27 : Class<PlayState> has no field storyPlaylist
source/StoryMenuState.hx:313: characters 14-25 : Class<PlayState> has no field isStoryMode
source/StoryMenuState.hx:319: characters 14-29 : Class<PlayState> has no field storyDifficulty
source/StoryMenuState.hx:321: characters 14-18 : Class<PlayState> has no field SONG
source/StoryMenuState.hx:321: characters 49-62 : Class<PlayState> has no field storyPlaylist
source/StoryMenuState.hx:321: characters 100-113 : Class<PlayState> has no field storyPlaylist
source/StoryMenuState.hx:322: characters 14-27 : Class<PlayState> has no field campaignScore
source/StoryMenuState.hx:323: characters 14-28 : Class<PlayState> has no field campaignMisses
source/StoryMenuState.hx:327: characters 19-40 : Class<FreeplayState> has no field destroyFreeplayVocals
source/FunkinLua.hx:3184: characters 24-32 : Class<PlayState> has no field instance
source/FunkinLua.hx:3219: characters 13-21 : Class<PlayState> has no field instance
source/FunkinLua.hx:3221: characters 13-21 : Class<PlayState> has no field instance
source/FunkinLua.hx:3233: characters 13-21 : Class<PlayState> has no field instance
source/FunkinLua.hx:3233: characters 66-73 : Arrays of mixed types are only allowed if the type is forced to Array<Dynamic>
source/FunkinLua.hx:3233: characters 66-73 : Float should be String
source/FunkinLua.hx:3235: characters 13-21 : Class<PlayState> has no field instance
source/FunkinLua.hx:3235: characters 70-77 : Arrays of mixed types are only allowed if the type is forced to Array<Dynamic>
source/FunkinLua.hx:3235: characters 70-77 : Float should be String
source/FunkinLua.hx:3240: characters 13-21 : Class<PlayState> has no field instance
source/FunkinLua.hx:3268: characters 42-50 : Class<PlayState> has no field instance
source/FunkinLua.hx:3276: characters 44-60 : Unknown identifier : FlxRuntimeShader
source/FunkinLua.hx:3276: characters 44-60 : ... For function argument 'value'
source/FunkinLua.hx:3283: characters 14-22 : Class<PlayState> has no field instance
source/FunkinLua.hx:3288: characters 17-25 : Class<PlayState> has no field instance
source/FunkinLua.hx:3288: characters 69-77 : Class<PlayState> has no field instance
source/FunkinLua.hx:3293: characters 17-25 : Class<PlayState> has no field instance
source/FunkinLua.hx:3295: characters 15-23 : Class<PlayState> has no field instance
source/WeekData.hx:231: characters 30-39 : Class<PlayState> has no field storyWeek
source/psychlua/LuaUtils.hx:96: characters 14-22 : Class<PlayState> has no field instance
source/psychlua/LuaUtils.hx:84: characters 44-52 : Class<PlayState> has no field instance
source/psychlua/LuaUtils.hx:85: characters 48-56 : Class<PlayState> has no field instance
source/psychlua/LuaUtils.hx:86: characters 22-30 : Class<PlayState> has no field instance
source/CoolUtil.hx:55: characters 33-48 : Class<PlayState> has no field storyDifficulty
source/Character.hx:259: characters 37-45 : Class<PlayState> has no field instance
source/Rating.hx:27: characters 30-38 : Class<PlayState> has no field instance
source/Rating.hx:27: characters 73-81 : Class<PlayState> has no field instance
source/StrumNote.hx:49: characters 16-28 : Class<PlayState> has no field isPixelStage
source/StrumNote.hx:57: characters 45-56 : Class<PlayState> has no field daPixelZoom
source/StrumNote.hx:163: characters 57-69 : Class<PlayState> has no field isPixelStage
source/StrumNote.hx:38: characters 16-20 : Class<PlayState> has no field SONG
source/StrumNote.hx:38: characters 52-56 : Class<PlayState> has no field SONG
source/StrumNote.hx:38: characters 96-100 : Class<PlayState> has no field SONG
source/StrumNote.hx:139: characters 56-68 : Class<PlayState> has no field isPixelStage
source/Note.hx:258: characters 21-25 : Class<PlayState> has no field SONG
source/Note.hx:274: characters 16-28 : Class<PlayState> has no field isPixelStage
source/Note.hx:287: characters 45-56 : Class<PlayState> has no field daPixelZoom
source/Note.hx:293: characters 69-80 : Class<PlayState> has no field daPixelZoom
source/Note.hx:123: characters 33-37 : Class<PlayState> has no field SONG
source/Note.hx:217: characters 18-30 : Class<PlayState> has no field isPixelStage
source/Note.hx:225: characters 18-26 : Class<PlayState> has no field instance
source/Note.hx:227: characters 36-44 : Class<PlayState> has no field instance
source/Note.hx:230: characters 18-30 : Class<PlayState> has no field isPixelStage
source/Note.hx:238: characters 17-29 : Class<PlayState> has no field isPixelStage
source/Note.hx:239: characters 26-37 : Class<PlayState> has no field daPixelZoom
source/Conductor.hx:38: characters 38-46 : Class<PlayState> has no field instance
source/TitleState.hx:636: characters 15-23 : Type not found : FlxSound

Are you modding a build from source or with Lua?
Source
What is your build target?
Windows x64
Did you edit anything in this build? If so, mention or summarize your changes.
no I just tried to compile this for the first time

run haxelib update on the terminal then try again

awaiting for response

sorry about that I did update everything for this and I got 2 new errors:
source/PlayState.hx:1579: characters 9-18 : hxcodec.flixel._FlxVideo.VideoPlayer has no field playVideo
source/PlayState.hx:1580: characters 9-23 : hxcodec.flixel._FlxVideo.VideoPlayer has no field finishCallback

I set hxCodec back to 2.5.1 and it's compiling

sorry about that I did update everything for this and I got 2 new errors:
source/PlayState.hx:1579: characters 9-18 : hxcodec.flixel._FlxVideo.VideoPlayer has no field playVideo
source/PlayState.hx:1580: characters 9-23 : hxcodec.flixel._FlxVideo.VideoPlayer has no field finishCallback

try haxelib set hxCodec 2.6.1 then compile

I set hxCodec back to 2.5.1 and it's compiling

oh nice


Fixes IPAM result in cni result

Fixes IPAM result in cni result (which wasn't showing the result.ips object). Also removes duplicated interfaces assignment, just assigns it during initialization of the result object.
Previously, the IP addresses weren't present. This is a requirement for an IPAM CNI plugin, and in turn it was causing issues for other components that rely on having this IPAM result present in a Multus network-status results annotation (especially, Whereabouts IP Reconciliation which was clearing out assigned IP addresses due to this not being present)

lgtm

@killianmuldoon  @Eoghan1232 could you please take a look?


$auth.login promise does not callback on 401

Based on the suggested workflow for using custom logins with satellizer, a 401 status is returned if anything goes wrong with the authentication.
Problem is that the promise is not fulfilled or rejected on a 401 response so there is no easy way to handle the login error.
For example:
$auth.login({
  email: $scope.username,
  password: $scope.password
})
.then(function(response) {
  // This is never called for a 401 response, but does get called for a 200.
  console.log(response);
});

Is this expected, and if so what is the correct way to handle a login failure?

Nevermind, looking at the tests I can see using a catch is the way to go.
The right way to do this in case anyone else stumbles on it is this:
$auth.login({
  email: $scope.username,
  password: $scope.password
})
.then(function(response) {
  // Successful login
  console.log(response);
})
.catch(function(response) {
  if (response.status === 401) {
    // Invalid creds.
  }
  console.log(response);
});


Add bottom bar text for non-premium users

Player should scroll with message to non-Premium Spotify users that they may only save playlists

This is probably no longer relevant now that #225 etc are being done. It will be much easier and clearer to the user now what is going on.


Invoked widgets can not have dynamic w-ids

<invoke>ing a widget with a w-id (as in #46) only works when the w-id is static. Widgets invoked via taglib can have dynamic IDs, however, so that <widget w-id="${widgetName}" /> works, but <invoke function="..." w-id="${widgetName}" /> does not. Instead, it gives an entirely new w-id.

I'm not able to reproduce. I added a test case that I thought would reproduce the problem and the test case is passing: https://github.com/marko-js/marko-widgets/commit/0e0b85c4791ccc81c2d49b8eb3a84a79a6c6ed09
I suspect that maybe this was fixed by another change. I'm going to go ahead and close this issue, but please let me know if you still see this issue. Thanks.


test(client): run functional tests in Data Proxy simulator

It is now possible to use pnpm test:functional --data-proxy to run the functional tests in Mini-Proxy — the local Data Proxy simulator specifically made for use in tests (internal: repo).
It is similar to how, e.g., Cloudflare has Miniflare, but is an internal tool for now.
Although it doesn't share any code or architecture with the actual Data Proxy and is significantly simpler implementation of the Data Proxy API, the expectation is it should be a reasonable approximation for use in Prisma Client tests and allow us to have more confidence in the DataProxyEngine code and faster feedback loop. However, it is still essential to have ecosystem-tests running with the real Data Proxy.
Note: bash and openssl need to be installed and available in PATH for this to work on Windows.
Closes https://github.com/prisma/client-planning/issues/80

Use this to make some diffs in tests manageable to read:

Note:

packages/client/helpers/mini-proxy/index.js
packages/client/helpers/mini-proxy/mini-proxy.js
Seems to be build artifacts and could be removed from git?

@Jolg42 they are build artifacts, yes. I left comments about them above. They will be removed once mini-proxy is on npm.

@Jolg42

Could you run the tests here too?
https://github.com/prisma/prisma/blob/main/.buildkite/publish/run.sh#L24-L32
https://github.com/prisma/prisma/blob/main/.buildkite/test/run.sh#L40-L45

Good point about the publish pipeline.
I didn't run it in the test pipeline on Buildkite intentionally and added Node.js 14 to the matrix on GitHub Actions instead to avoid running it twice (once with PRISMA_CLIENT_ENGINE_TYPE=binary and once with PRISMA_CLIENT_ENGINE_TYPE=library, which would be irrelevant and only waste CPU time). But it still needs to be run in the publish pipeline I think.

Discussed offline:
We can ignore adding it to Buildkite, the only benefit would be that we run Node.js 14 on Buildkite but this will be tested on Node.js 14 on GitHub actions.


add unintended_html_in_doc_comment; rev to 5.1.0

add unintended_html_in_doc_comment
rev to 5.1.0
close https://github.com/dart-lang/lints/issues/192

[x] I’ve reviewed the contributor guide and applied the relevant portions to this PR.

Contribution guidelines:

See our contributor guide for general expectations for PRs.
Larger or significant changes should be discussed in an issue before creating a PR.
Contributions to our repos should follow the Dart style guide and use dart format.
Most changes should add an entry to the changelog and may need to rev the pubspec package version.
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Note that many Dart repos have a weekly cadence for reviewing PRs - please allow for some latency before initial review feedback.

The publishing validation failure is:
Validating package...
  Package validation found the following potential issue:
  The server may enforce additional checks.
  * Packages with an SDK constraint on a pre-release of the Dart SDK should themselves be published as a pre-release version. If this package needs Dart version 3.6.0-0, consider publishing the package as a pre-release instead.
    See https://dart.dev/tools/pub/publishing#publishing-prereleases For more information on pre-releases.

which is expected, given that the 3.6 sdk has not yet been released. We'll publish this as 5.1.0, depending on 3.6; on pub.dev, it'll appear as a 'preview' version. Once 3.6 becomes stable pub will automatically update 5.1.0 to be the latest (non-preview) version.


handleCopy question.

When copying data from a cell, I'd like to add quotes around it for cells that have multiple lines.
What's the best way to do this? I don't see anything in the docs about copying handlers but I do see something in the source code.
Thanks.

@patwalls Unfortunately handleCopy is not exposed as a prop. Feel free to make a PR for it


feat: update typer schema with target_module_type

@daogrady should be included before updating to 0.29.0

Good catch! The schema definition totally slipped my mind. Thanks for adding it in! 🙂


Announce Rakudo 2021.06

According to #34 we should announce Rakudo releases on rakudo.org again. This PR is the start with the Rakudo 2021.06 release.
We might even decide to retroactively add news entries for past releases, but that's for a separate discussion / PR.

@patrickbkr - Yes. rakudo.org should contain release items for all Rakudo releases. If you need help entering past releases, I don't mind donating some time.

Thanks!
LGTM, I'll follow this procedure from the next release.

@Altai-man Do you agree that we should add past release announcements as well?
If yes, @Xliff sure, any help is appreciated. Maybe it might even make sense to write a small script to automate adapting the top bits of the announcements...

Do you agree that we should add past release announcements as well?

I don't think it's strictly necessary, can just go so since current one.