Cannot complete OAuth process. Could not find an OAuth cookie for shop url:

Issue summary
Hello,
I'm reporting an error I can't seem to resolve with my own skills, so I'll be trying to explain it the best I can, I am currently getting the following error:
CookieNotFound [Error]: Cannot complete OAuth process. Could not find an OAuth cookie for shop url:
I've gone through the issues and did notice that there was a similar error to this and it stated that the issue had been resolved in the ticket #686, but I'm not sure if it resolved the issue I'm having.
I am building the oauth process using nextjs's api routing for context and during the first oauth process the install works fine with no issues when there are no existing shopify cookies, however, this is where the problem begins.
When the application is uninstalled and reinstalled I get the CookieNotFound error, I added a console log in the oauth.js file to see what the cookies are logging and it looks like the shopify app state is undefined during the reinstall. When I delete the cookies using the browser and reinstall the application the oauth process works fine again with no issue.
This might be a non issue, but if a customer uninstalls the application and tries to reinstall, the install will fail.

@shopify/shopify-api version: 7.2
Node version: v18.14.2
Operating system: MacOS

Cookies during first install in the callback function in the oauth.js file:

Cookies {
  response: {},
  receivedCookieJar: {
    shopify_app_state: { name: 'shopify_app_state', value: '114866830438584' },
    'shopify_app_state.sig': {
      name: 'shopify_app_state.sig',
      value: '/2SjTZ8YYjN2CJLCUx2OkmtDKb0OyTk+X1M4oD8XHuc='
    }
  },
  outgoingCookieJar: {},
  keys: [ 'api secret key' ]
}

Cookie during reinstall:

Cookies {
  response: {},
  receivedCookieJar: {
    shopify_app_state: { name: 'shopify_app_state', value: '' },
    'shopify_app_state.sig': {
      name: 'shopify_app_state.sig',
      value: 'kkC08jokPy+2pn7uEmIMaPsf95bK0++X13ZaRm+B1kU='
    },
    '01 Jan 1970 00:00:00 GMT': { name: '01 Jan 1970 00:00:00 GMT', value: undefined },
    auth_session: {
      name: 'auth_session',
      value: 'auth session token'
    },
    shopify_app_session: {
      name: 'shopify_app_session',
      value: 'shopify app session'
    },
    'shopify_app_session.sig': {
      name: 'shopify_app_session.sig',
      value: 'BSRRmq79QKShL/hUEfDVdL25NgSiktTVoyPFFeef3/c='
    }
  },
  outgoingCookieJar: {},
  keys: [ 'api secret key' ]
}

Expected behavior
Oauth process should complete without a hitch
Actual behavior
CookieNotFound [Error]: Cannot complete OAuth process. Could not find an OAuth cookie for shop url:
Steps to reproduce the problem

Not stale. Please turn off the bot.


GaussianMixtureModel

Created GMM prototype. This prototype measures the training and evaluation speed of GMM on CPU and GPU. To compare the speed with scikit-learn, I referenced the sklearn code for the most part. Although this current version probably has some redundant parts and has to be recreated later, you can confirm the the speed of GPU.

I'll add some document. Please wait to merge.

Thank you for the review. I added plain document.

Thank you !
@unnonouno Can you check and merge?

Thank you for the review. I've changed CPU and GPU to use same random parameters.

OK, LGTM


Scorecard basic checks is not considering the scenarios where the CRD can be without spec

Bug Report
What did you do?
Check a project where I have the CRD only to share status across the components and without spec defined
What did you expect to see?
Not fail because is missing spec
Not warning because is missing the examples for an API that does not have specs
Possible Solution
The following suggestion should only appear only when a spec is provided
"suggestions": [
              "Warning: Value binding.operators.coreos.com/v1alpha1, Kind=BindableKinds: provided API should have an example annotation"
            ]

We ought to not raise the error: https://github.com/operator-framework/operator-sdk/blob/master/internal/scorecard/tests/basic.go#L49-L60

Lets make this Error into a Warning with a clear explanation (not mandatory but strongly suggested) so it can still pass since the spec is not strictly required but this test is an important part of the pipeline.

/lifecycle frozen

I am taking look into it.


Script explanation

Hello, could you explain really short what this script does? I've read the README and it says something about creating a new socket for each mpv instance. But why would you create a socket for playing videos and why is it so important to create a new one for each instance?

Hi,

could you explain really short what this script does?

what this script does is only add an argument (input-ipc-server) as if you launched mpv with that argument like mpv --input-ipc-server <path_to_socket>, the path is /tmp/mpvSockets/+<the process ID of the just started instance of mpv the script is running in> this path is where the socket will be created.

But why would you create a socket for playing videos

sockets are used to communicate between programs, Unix sockets are just like files and have paths, Windows sockets have names and are not files, you can use this socket to control an mpv instance by sending it commands and control from other scripts e.g bash scripts.

why is it so important to create a new one for each instance

so you can control each instance (in case you're watching multiple videos at the same time) separately.


core dump

Hi,
I'm getting the following error, not sure if the source is lgogdownloader or gog.
2020-Dec-13 13:02:11 [Thread #1] Begin download: the_bards_tale_iv_barrows_deep_extras_instruction.zip
2020-Dec-13 13:02:11 [Thread #3] Retry 1/3: secure (HTTP response code said error)
2020-Dec-13 13:02:13 [Thread #3] Retry 2/3: secure (HTTP response code said error)
2020-Dec-13 13:02:13 [Thread #3] Retry 3/3: secure (HTTP response code said error)
terminate called after throwing an instance of 'boost::filesystem::filesystem_error'
what():  boost::filesystem::remove: Permission denied: "/home/mathieu/gog/./the_bards_tale_iv_directors_cut/dlc/the_bards_tale_iv_directors_cut_deluxe_edition_bonus/extras/secure"e_iv_barrows_deep_extras_instruction.zip
zsh: abort (core dumped)  lgogdownloader --ignore-dlc-count --platform 5 --download --save-changelogs

nevermind I found the source, the samba share was misconfigured


feat: support multple dotenv files

Types of changes

[ ] Bug fix (a non-breaking change which fixes an issue)
[x] New feature (a non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to change)

Description

This feature allows to have multiple dotenv files in projects. This will not only allow developers more flexibility in customizing their environment, but also provide parity between Nuxt and Vue CLI or Vite, since they already has such a feature. By default, it will scan for following files:
.env                # loaded in all cases
.env.local          # loaded in all cases, ignored by git
.env.[mode]         # only loaded in specified mode
.env.[mode].local   # only loaded in specified mode, ignored by git

Checklist:

[x] My change requires a change to the documentation.
[x] I have updated the documentation accordingly. (PR: https://github.com/nuxt/nuxtjs.org/pull/1905)
[x] I have added tests to cover my changes (if not applicable, please state why)
[x] All new and existing tests are passing.

Hi @leon0399 and thanks for PR. Despite that vite and vue-cli support this convention, it is not a good practice to use multiple .env files in your setup. You probably can instead set dev defaults in nuxt.config (runtimeConfig)

No. We strongly recommend against having a "main" .env file and an "environment" .env file like .env.test. Your config should vary between deploys, and you should not be sharing values between environments.
In a twelve-factor app, env vars are granular controls, each fully orthogonal to other env vars. They are never grouped together as “environments”, but instead are independently managed for each deploy. This is a model that scales up smoothly as the app naturally expands into more deploys over its lifetime.


update docker compose file to v3

https://github.com/edgexfoundry/blackbox-testing/issues/76

I am looking into this, I have a new arm64 image to test out soon.  I'll ping here when I have a job created in the jenkins sandbox.

@weichou1229 Can you get in touch with the folks at Cavium and find out which docker-compose and docker are running?

I found a file which you add on ci-management.
https://github.com/edgexfoundry/ci-management/blob/master/jenkins-config/clouds/openstack/Primary/ubuntu18.04-docker-arm64-4c-2g.cfg
I think you can use the latest version. It seems support ubuntu arm64.
Official document:
https://docs.docker.com/install/#supported-platforms
https://docs.docker.com/compose/compose-file/

The versions of docker and docker compose:
docker-compose --version
docker-compose version 1.8.0, build unknown

docker version
Client:
Version: 17.03.2-ce
API version: 1.27
Go version: go1.8.3
Git commit: f5ec1e293
Built: Thu Nov 30 14:20:39 2017
OS/Arch: linux/arm64

Server:
Version: dev
API version: 1.36 (minimum version 1.12)
Go version: go1.9.3

recheck


This is amazing!

I just love this repo, and wanted to share this love with you, and thank you for open sourcing it and seeing the value in open source, despite this being a serious differentiator in your own app!
My "issue" here is that this is not part of UIKit on iPad! Apple introduced the iPad Pro, and we still have silly 5x4 SpringBoard grids with such limited UI.

Thanks for the kind words!
Feel free to file a radar to let Apple know you'd like panels in UIKit 🙂.


Compiled js map can be a null

Describe the bug
Cannot import plugin if compilerOptions -> enableSourcemap is set to false.
Error: [plugin: vite-plugin-svelte:optimize-svelte] Cannot read properties of null (reading 'toUrl') at compileSvelte
The problem line of plugin: import RenderTemplate from './RenderTemplate.svelte';"
Full code of problem file:
import RenderTemplate from './RenderTemplate.svelte';

export { RenderTemplate };
export * from './Template.js';

Because of https://github.com/sveltejs/vite-plugin-svelte/blob/main/packages/vite-plugin-svelte/src/utils/esbuild.js#L109 compiled.js.map is null
If compilerOptions -> enableSourcemap is true, everything works fine.
Reproduction URL
https://stackblitz.com/edit/vitejs-vite-9dzyn1?file=vite.config.js
Reproduction
No response
Logs
No response
System Info
System:
    OS: Linux 5.15 Manjaro Linux
    CPU: (12) x64 AMD Ryzen 5 5600G with Radeon Graphics
    Memory: 16.78 GB / 30.70 GB
    Container: Yes
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.5.0 - /usr/bin/node
    npm: 9.8.1 - /usr/bin/npm
  npmPackages:
    @sveltejs/vite-plugin-svelte: ^2.4.5 => 2.4.5
    svelte: ^4.1.2 => 4.2.0
    vite: ^4.4.9 => 4.4.9

The optimizer is only used during dev and having sourcemaps is  better in dev. You can use the function arg of defineConfig to disable sourcemaps only on build.
import { defineConfig } from 'vite';
import { svelte } from '@sveltejs/vite-plugin-svelte';

// https://vitejs.dev/config/
export default defineConfig(({ command }) => ({
  plugins: [
    svelte({
      compilerOptions: {
        enableSourcemap: command !== 'build',
      },
    }),
  ],
}));

That being said we should either be able to handle missing sourcemaps on dev or force it to true. @bluwy what do you think?

I think we could handle missing sourcemaps in dev, rather than forcing it to true 🤔  We do force some options but maybe we should do it sparingly and only when needed, in this case, it's probably fine if there's no sourcemaps if that's what the user wanted.

I don't know why I disabled sourcemaps, but when I installed a 3rd party package, this error appeared and it was hard to detect the problem. Imho a better error message would have sufficed.

I was also caught by this problem today when trying to extract a component from a sveltekit app to a separate package. I actually prefer to have compilerOptions.enableSourcemap as false because it's easier to understand what svelte is doing behind the scenes.
I tried to fix the problem in different ways, and an alternative that seems to work is to add this to svelte.config.js:
const config = {
    ...
    vitePlugin: { prebundleSvelteLibraries: false }
}

This way I can import svelte components from external packages and still have source maps disabled.
Either way, it would be great if this could be fixed in src/utils/esbuild.js.
Thanks.


⚠ ClamAV has degraded performance

In a769743, ClamAV (https://spamassassin.apache.org/) experienced degraded performance:

HTTP code: 200
Response time: 67 ms

Resolved: ClamAV performance has improved in 60ac32d.


fastlane command not found

Fast lane command not found Error while running from Xcode bot
Issue Description
I have successfully setup fast-lane in my project.I have tried running fast-lane action from terminal and it works correctly.

And on Trigger i am adding the same command on Post script trigger

Error Description
The error i get after integrating Xcode bot is fast lane command not found

Output of fastlane Env (Note: Executed command from terminal)
🚫 fastlane environment 🚫
Stack

Key
Value

OS
10.12.4

Ruby
2.2.4

Bundler?
false

Git
git version 2.9.3 (Apple Git-75)

Installation Source
~/.fastlane/bin/bundle/bin/fastlane

Host
Mac OS X 10.12.4 (16E195)

Ruby Lib Dir
~/.fastlane/bin/bundle/lib

OpenSSL Version
OpenSSL 1.0.2g  1 Mar 2016

Is contained
true

Is homebrew
false

Is installed via Fabric.app
false

Xcode Path
/Applications/Xcode.app/Contents/Developer/

Xcode Version
8.1

System Locale

Variable
Value

LANG
en_US.UTF-8
✅

LC_ALL
en_US.UTF-8
✅

LANGUAGE
en_US.UTF-8
✅

fastlane files:
`./fastlane/Fastfile`
# Customise this file, documentation can be found here:
# https://github.com/fastlane/fastlane/tree/master/fastlane/docs
# All available actions: https://docs.fastlane.tools/actions
# can also be listed using the `fastlane actions` command

# Change the syntax highlighting to Ruby
# All lines starting with a # are ignored when running `fastlane`

# If you want to automatically update fastlane if a new version is available:
# update_fastlane

# This is the minimum version number required.
# Update this, if you use features of a newer version
fastlane_version "2.28.5"

default_platform :ios

platform :ios do
  before_all do
    # ENV["SLACK_URL"] = "https://hooks.slack.com/services/..."
  end

  desc "Submit a new Beta Build to Apple TestFlight"
  desc "This will also make sure the profile is up to date"
  lane :betaUpload do
    # match(type: "appstore") # more information: https://codesigning.guide
    gym # Build your app - more options available
    testflight

    # sh "your_script.sh"
    # You can also use other beta testing services here (run `fastlane actions`)
  end

  # You can define as many lanes as you want
 lane :inc_build do
  # Ensure that your git status is not dirty
  ensure_git_status_clean

  # Increment the build number (not the version number)
  # Providing the xcodeproj is optional
  increment_build_number(xcodeproj: "Sms-testproject.xcodeproj")

  # Commit the version bump
  commit_version_bump(xcodeproj: "Sms-testproject.xcodeproj")

  # Add a git tag for this build. This will automatically
  # use an appropriate git tag name

  # Push the new commit and tag back to your git remote
  push_to_git_remote
end

  error do |lane, exception|
    # slack(
    #   message: exception.message,
    #   success: false
    # )
  end
end

# More information about multiple platforms in fastlane: https://github.com/fastlane/fastlane/blob/master/fastlane/docs/Platforms.md
# All available actions: https://docs.fastlane.tools/actions

# fastlane reports which actions are used
# No personal data is recorded. Learn more at https://github.com/fastlane/enhancer

`./fastlane/Appfile`
app_identifier "com.***.***” # The bundle identifier of your app
apple_id “sometexthere” # Your Apple email address

team_id “*****” # Developer Portal Team ID

# you can even provide different app identifiers, Apple IDs and team names per lane:
# More information: https://github.com/fastlane/fastlane/blob/master/fastlane/docs/Appfile.md

fastlane gems

Gem
Version
Update-Status

fastlane
2.28.5
🚫 Update available

Loaded fastlane plugins:
No plugins Loaded
Loaded gems

Gem
Version

CFPropertyList
2.3.5

addressable
2.5.1

babosa
1.0.2

bigdecimal
1.2.6

bundler
1.14.6

claide
1.0.1

colored
1.2

colored2
3.1.2

commander-fastlane
4.4.4

domain_name
0.5.20170404

dotenv
2.2.0

excon
0.55.0

faraday
0.12.1

faraday-cookie_jar
0.0.6

faraday_middleware
<IP_ADDRESS>

fastimage
2.1.0

gh_inspector
1.0.3

google-api-client
0.9.28

googleauth
0.5.1

highline
1.7.8

http-cookie
1.0.3

httpclient
2.8.3

hurley
0.2

io-console
0.4.3

json
1.8.1

jwt
1.5.6

libxml-ruby
3.0.0

little-plugger
1.1.4

logging
2.2.2

memoist
0.15.0

mime-types
3.1

mime-types-data
3.2016.0521

mini_magick
4.5.1

minitest
5.4.3

multi_json
1.12.1

multi_xml
0.6.0

multipart-post
2.0.0

nanaimo
0.2.3

nokogiri
1.5.6

os
0.9.6

plist
3.2.0

power_assert
0.2.2

psych
2.0.8

public_suffix
2.0.5

rake
10.4.2

rdoc
4.2.0

representable
2.3.0

retriable
2.1.0

rouge
1.11.1

rubygems-update
2.5.2

rubyzip
1.2.1

security
0.1.3

signet
0.7.3

slack-notifier
1.5.1

sqlite3
1.3.13

terminal-notifier
1.7.1

terminal-table
1.7.3

test-unit
3.0.8

tty-screen
0.5.0

uber
0.0.15

unf
0.1.4

unf_ext
<IP_ADDRESS>

unicode-display_width
1.1.3

word_wrap
1.0.0

xcodeproj
1.4.4

xcpretty
0.2.6

xcpretty-travis-formatter
0.0.4

generated on: 2017-04-29

Can't find where i missed or any way to set the path to my fast lane folder?

I personally haven't integrated into xcode build steps, but you may want to specify the path of fastlane.
Find the path with which fastlane or use what's described in your env output (~/.fastlane/bin/bundle/bin/fastlane)

Yeah, Xcode by default, doesn't set the required environment / path variables to make it work. One way to solve it is what @PetrosIchor said 👍

@PetrosIchor  @KrauseFx  I just tried and still not working.Tried setting the path in Environmental variable.

@anishparajuli555 Try setting ~/.fastlane/bin/bundle/bin/fastlane inc_build instead of just fastlane in_build or if you have an older installation of fastlane try /usr/local/bin/fastlane inc_build
One of them should work.
Also, Xcode server is a huge pain, if you're looking for alternative CI servers, try Jenkins + fastlane.

@thebugcode  I tried it...Now the error is as command not found..It has successfully reached to the path of fastlane but cannot get the command inc_build

Okay. So this is not a fastlane issue, it's just Xode Server can't find fastlane. I suggest following this stackoverflow answer http://stackoverflow.com/a/39256822/978510 and my best bet is that you need to call this before calling fastlane inc_build:
export PATH="/Users/Anish/.fastlane/bin:$PATH"


Need change in Config parameters to log into Qliksense Enterprise Edition

The current config parameters only allow logging into Qlik Cloud environment.  Qlik Enterprise edition log in requires a few other parameters.  How to make those changes?  Cloning repository and npm run build with changes doesn't work - npm run build fails on motor-ui.  Errors like  ../motor-ui/src/lib/components/visx/components/axis/BaseAxis.tsx(49,24): semantic error TS2554: Expected 3 arguments, but got 2.
src\lib\components\visx\components\axis\BaseAxis.tsx
I can make changes and request a pull.  Not sure how @motor-js/core works when the repository is named motor-ui

npm run build should now work fine

We couldn't connect to QlikSense Enterprise using JWT or certificates from a react app.  using a JWT token requires sending a header in the Websocket.    Finally was able to connect using the Engima.js example application where they use the redirect.html in the host name - see here https://github.com/qlik-oss/enigma.js/tree/master/examples/complete/car-models.  You have to upload the redirect.html to the Default content library in Qliksense qmc.
Essentially we had to modify the useEngine.jsx to include these lines:
const reloadURI = encodeURIComponent(${location.origin}/content/Default/redirect.html);
const url = ${location.origin.replace(/^http/, 'ws')}/app/engineData?reloadURI=${reloadURI};
also use this session.on for authentication:
session.on('notification:OnAuthenticationInformation', (authInfo) => {
if (authInfo.mustAuthenticate) {
location.href = authInfo.loginUri;
}
I am giving this detail so that it could help others to connect to Qliksense Enterprise.  You could also make a change in the library to accomodate this.  I can make the appropriate and post a pull request - you could see my code and decide on how best to accomodate these changes.

Great, thanks for this. I'll create a branch and implement this into the main library. I'll probably add a new prop to accommodate for this additional log in type.
Worth noting that you can pass the engine object directly to the Motor component. So potentially you can connect via node.js, grab the engine object  and pass this to the Motor component in your React app.

My starter works with localserver but it fails on netlify

I runned the starter locally and it works! But when I deploy it on Netlify the Websocket connection fails.
https://6078dc30aca5fadfaeaad644--laughing-mccarthy-d3be37.netlify.app/

Hey, please can you post your config object and the motor-js version you are using.

export const config = {
//Enter your app config here..
  host: 'qap.sebrae.com.br',
  secure: true,
  port: 443,
  prefix: '',
  appId: 'd183a25e-de1d-47a0-b2a0-459dfbbc20d1'

};

Version of motor: 0.1.8


Run tile should be more informative

Intention

I'm submitting a feature request

I believe that it would be cool to change the glyph from the triangle to a yellow square, that should subsequently turn into a green square when app is loaded. As things are now, click on Run, followed by a click on the browser tile shows the This site can’t be reached error in the browser.

While I like the idea, for the implementation we would know when the workflow is done but not finished (the web server started but the gulp watch process is still running). For the Run workflow we do know this, but for custom workflows (the ones the user will create in addition to the run workflow) we do not. So the indicator would stay yellow even though some is done already. So this is not the best solution
I will change the behavior so that the taskmanager is opened when starting a workflow so tha the user can monitor the progress of the task and click the URL to open the application. I will create a setting in the preferences so you can decide whether or not to show the taskmanager when starting a workflow

The fix "show taskmanager when starting workflow" seems like the most obvious choice. In order to make absolutely precise, I would label this change as "show taskmanager when clicking on the Run tile" as this was the scenario in which we started this discussion.
I would also like to comment on few statements from @JeroenVinke's post above:

For the Run workflow we do know this to some degree

What means "some degree"? - Monterey is fully aware what is going on, proven by the fact that it will show the application URL when gulp watch reached the required state.

for custom workflows (the ones users will create in addition to the run workflow) we do not (know when "ready")

Can you please explain this with more details? It seems as if you created a design for "custom workflows" that I know nothing about, where I would really like to know everything about 😏

What means "some degree"?

Since we know what to look for in the output of certain commands, we can often detect that something has happened. Take a look at https://github.com/monterey-framework/monterey/issues/309#issuecomment-247108455 where the output of the gulp watch command of a project was different than what we expected, causing monterey not to know what URL the project is running under. If you decide to use a different web server than what the skeleton uses, or the output of a command is a little bit different than expected, then this detection will fail, so I see this as unreliable (but still very useful)

Can you please explain this with more details? It seems as if you created a design for "custom workflows" that I know nothing about, where I would really like to know everything about 😏

A workflow is the definition of a set of commands and every workflow has a name (such as "Run" or "Deploy" or something else). When a workflow is started, the commands defined in the workflow areto executed in a particular order, so you can see it as a tree of commands.
When you create a skeleton-esnext project, Monterey will create a workflow called Run with the following "tree" of commands:
-- gulp watch
Note that this is just one command, but see this as a tree nonetheless.
If you create a skeleton-typescript-apsnetcore project, Monterey creates a workflow called Run with this tree of commands:
-- gulp watch
-- dotnet run
Note that these commands are at the same level in the tree, causing them to be started at the same time (there is no dependency between the two).
If you were to create your own workflow (lets call it the "Deploy" workflow):
-- gulp build
    -- gulp deploy
then it means that you want the gulp build command to finish executing before starting gulp deploy.
The Run tile we have now is a tile for a workflow with the name Run. If you were to create a workflow called Deploy then you would see a tile called Deploy too that would work in the same way as the Run tile.
When clicking on such tile, all commands in the workflow definition are added to the TaskManager. You could say that the Run tile does not know how to start the application, it only knows that it must start gulp watch when clicked.
Right now we have only the Run workflow, but later users could compose workflows themselves). Given the complexity of the UI we decided to hide this "Workflow editor" tile for now: https://github.com/monterey-framework/monterey/issues/323

The Run tile we have now is a tile for a workflow with the name Run.

This is where I got lost - as I was under the impression that Run is completely generic (run whatever workflow is being defined so far). I also remain pretty sure that this would be a better definition for the Run tile. In this case explanation like

You could say that the Run tile does not know how to start the application, it only knows that it must start gulp watch when clicked.

would not be accurate and thus not needed. Since I know that you know how to think straight, you must have some reasons to make it different from what feels "normal" to me.
Thank you for such nice explanation - all such write-ups will come really handy for our documentation efforts, of course.

This is where I got lost - as I was under the impression that Run is completely generic (run whatever workflow is being defined so far)

Let me say it this way, if you were to rename the Run workflow to Start app then you would end up with a tile called Start app.

In the above sreenshot there are two workflows: "Start app" (which runs gulp watch) and "Deploy(which runsgulp deploy`).

In my view of Monterey from the day one (which I know that it matches yours as well), Workflow is the center piece, despite the humble beginning, where there was a panel in the wizard that would show just the list of commands like
npm install
jspm install
gulp watch

I insisted in calling this Workflow - at least in the documentation which I wrote in parallel with Monterey development. In addition to the concept of tiles, which supports the concept of extensibility, it is the Workflow concept that adds programmability. These two concepts are key to Monterey's success and we all know that.
So, I disagree with your opinion stated as

Let me say it this way, if you were to rename the Run workflow to Start app then you would end up with a tile called Start app.

Run is a shorthand for Run workflow - and this is a completely well defined situation, as even if the user forgot what the workflow will do, he/she can click on the Workflow tile and find out.
In our current situation (where there is no Workflow tile yet), click on the Run tile has still the same semantic - Run the damn workflow, regardless of the possible perception of few users that would think that we are pretentious (calling a sequence of commands "workflow").

So you don't want users to be able to create their own workflows? So for example if you run the same three commands each day it isn't possible to create a tile for this?

Well, it seems that I am off by a foot somewhere, as I do not see my statement leading to such conclusion - which comes as a consequence of the fact that I am way behind your concept of what Monterey workflow really is (note that I am not implying anything else but my ignorance, at the moment 😏 )
I believe that you started the work on workflow design based on my use of that word in the context of the definition of the set of commands needed to build and run something (build a library - as pertinent to the type of work that Rob does every day, build and run some application, etc; we never discussed the concept of deployment as this is the key portion of the Docker integration with Monterey - design of which has yet to start).
Since we are not showing the workflow tile, this discussion is a few days premature, as we both want to release this current "beast". So, for the record: of course I want to be able to provide the ability to declare aliases for a workflow, this current discussion only shows that we did not sufficiently discuss the workflow implementation - a fact that we both know 😄
As it might be good to clarify my view of my role in this whole "circus", let me do that as well: I want to participate in "Monterey everything", design included - not as a dictator, but as a participant that will seek consensus - just like other team members expect. Due to my experience, I might beat on something more forcefully than I would if I had no idea what is being discussed - but in that case I am pretty confident that other team members will tell me that directly 😏

Well, it seems that I am off by a foot somewhere, as I do not see my statement leading to such conclusion - which comes as a consequence of the fact that I am way behind your concept of what Monterey workflow really is (note that I am not implying anything else but my ignorance, at the moment 😏 )

This makes sense, so we should figure out whether or not we are on the same page and I believe that understanding the current implementation is key.

I believe that you started the work on workflow design based on my use of that word in the context of the definition of the set of commands needed to build and run something (build a library - as pertinent to the type of work that Rob does every day, build and run some application, etc; we never discussed the concept of deployment as this is the key portion of the Docker integration with Monterey - design of which has yet to start).

I am not proposing to add the Deploy workflow/tile. I am trying to explain how the current implementation is, so that we can use that as a starting point for further discussions. I will give it another shot 😄
As currently implemented, every workflow has two things: a name and a set of commands. The following are all valid workflows:
Run
Name: Run
Commands: ['gulp watch']
Build
Name: Build
Commands: ['gulp build-css', 'gulp build-typescript']
Reinstall JSPM packages
Name: Reinstall JSPM packages
Commands: ['jspm cc', 'rmdir jspm_packages', 'jspm install']
These are all valid workflow definitions. I could give you a million of these examples just to indicate that a workflow is a collection of any commands. Right now we only have the Run workflow, which has commands that start an application.
In order to start workflows, we have tiles.

Because we only have one workflow at the moment (and the user cannot add their own workflows yet) there is only one tile that looks like this.
The text in the top part of the tile reflects the name of the workflow. The play/stop indicator displays whether or not the workflow is currently running or not. If you would have 3 workflows, then you would have 3 separate tiles that can all be started and stopped independently.
A very simplified version of all this: when you click on a tile with a start/stop indicator (a workflow tile), Monterey will execute the commands that are defined in the workflow.

As it might be good to clarify my view of my role in this whole "circus", let me do that as well: I want to participate in "Monterey everything", design included - not as a dictator, but as a participant that will seek consensus - just like other team members expect. Due to my experience, I might beat on something more forcefully than I would if I had no idea what is being discussed - but in that case I am pretty confident that other team members will tell me that directly

I am not sure why this needed to be reiterated, I believe https://github.com/monterey-framework/monterey/issues/284#issue-175734165 was pretty clear on what problem I thought "workflows" would solve, and I would have expected you to hit the breaks if that was far away from what you had in mind 😄 I definitely did not exclude you from the design process

First thing first : we are pretty much in sync with everything; the only difference that I could see is that you see a workflow as a "set of commands", where is see it as a "structured set of commands and verbs" - a mini language, that would eventually be able to have loops and conditional commands. At this time, it is not important to discuss these issues.
Then, there is one (probably just created) misunderstanding - as you write:

I would by no means call this "docker integration"

So, you must have incorrectly interpreted my view that means to say that the deployment tasks will be best implemented once we add Docker - see the screenshot below:

I might be exceeding your expectations of what a workflow could be - as I see the possibility where we have a workflow engine, an extensive library of workflows with the workflow editor that allows the users to create their own workflows (making the library extensible as well) and the support for assigning workflows to projects. Note my cautious approach: I see the possibility where ... - leaving all this to future discussions.
In summary: my "intervention" was meant to ensure alignment between what you believe that we should do, and what I believe we should do. This of course includes other team members (current and future) - they should pitch in at any time ...

First thing first : we are pretty much in sync with everything; the only difference that I could see is that you see a workflow as a "set of commands", where is see it as a "structured set of commands and verbs" - a mini language, that would eventually be able to have loops and conditional commands. At this time, it is not important to discuss these issues.

Good 👍

Then, there is one (probably just created) misunderstanding - as you write:

I would by no means call this "docker integration"

No need to discuss this any further. I was using the Deploy workflow as an example for what a workflow could do, not as a proposal to actually create the deploy workflow. Deployment is something we still need to start the design work on, yes

I might be exceeding your expectations of what a workflow could be - as I see the possibility where we have a workflow engine, an extensive library of workflows with the workflow editor that allows the users to create their own workflows (making the library extensible as well) and the support for assigning workflows to projects. Note my cautious approach: I see the possibility where ... - leaving all this to future discussions.

Understood, and I will definitely point back to this issue when we get the "signal" for us to improve/extend the current implementation to something more advanced

Democracy at its best 😄

Closing this issue as we fixed the problem and the info in here is still available when closed


improve SQ to adapt optimum-intel 1.16.1

Type of Change
feature or bug fix or documentation or others
API changed or not
Description
detail description
JIRA ticket: xxx
Expected Behavior & Potential Risk
the expected behavior that triggered by this PR
How has this PR been tested?
how to reproduce the test (including hardware information)
Dependency Change?
any library dependency introduced or removed

https://inteltf-jenk.sh.intel.com/view/nlp-toolkit-validation/job/nlp-toolkit-validation-top-mr-extension/1632/


_encode_var does not know how to handle ImmutableVar.

Describe the bug
It raises AttributeError: 'ImmutableVarData' object has no attribute 'dict'
Expected behavior
No error.
Possible fixes
Register a serializer (Uiuiui, preserve the calling order, because ImmutableVar is subclass to Var)

Or fix it in _encode_var

Can you share a reproducible example ?

Is this still happening in main?

_encode_var is removed for now. Let us know if a similar issue still persists.


Create Takeda as a Sponsor

Requested by Ray over slack on 2022-02-01.

João Luís (PDM)  há 1 minuto
Hi! You can already login on the sponsor app in the TST environemnt at https://ctr.pharmaledger.pdmfc.com/

with username
<EMAIL_ADDRESS>
password
123456

This sponsor has no trials (so far).The image logo of this sponsor will be broken, and the username will only appear in the release notes on the next release.

Logo and release notes will only appear on v0.11.2 or higher.


CalendarDateGroupingExpr

https://nanopay.atlassian.net/browse/NP-6296

@microArtur how and where is this being used?

Fixed in:
commit 68a5aa2c3209c831c43feb1cf8aef7642fb8a092
Author: Kevin Greer<EMAIL_ADDRESS>Date:   Wed Jul 20 14:14:47 2022 -0400
Fixes NP-6296, Notifications not grouped correctly.


Add toposort to ensure outputs are printed in valid order

Currently, cuetsy prints its outputs in alphabetical order. TS is sensitive to ordering in its constant declarations, however, meaning that this:
interface Bar {
  N: number;
}

const defaultBar: Bar = {
  N: defaultFoo,
}

type Foo = number;
const defaultFoo: Foo = 4;

Is invalid because defaultFoo is declared after it is referenced in defaultBar. Consequently, we have to add a (stable) toposort to cuetsy such that its const outputs are in an acceptable order.
It'll also mean erroring on circular references, if any.

we can re-discuss this later because if things are declared in order in the CUE file then it's not an issue


Create language selector

Create a language switch which allows the user to change the language of the user interface.

Switch created inside new settings tab.


ISPN-5620 Create PendingLockManager

https://issues.jboss.org/browse/ISPN-5620
PendingLockManager will be responsible to check for older topology id transaction that may have locks acquired. Newer transactions would have to wait for them to complete before proceeding in lock acquisition.

Looks good in general to me, however @danberindei would want to look this over, I am not as familiar with the locking code.

@danberindei @wburns updated!

@danberindei @wburns updated! removed the notifier

@danberindei updated! (I think)

hey @danberindei , is there something missing?

@danberindei updated!

Integrated, thanks for your patience Pedro!


Dualshock Controller Double Input

Godot version
3.3.4 (also found on 3.5.1)
System information
Windows 10
Issue description
I tried to simulate hold press button of controller to move around a list of button. When I press Down Arrow on keyboard once, the focus button move down once. But when I press DPAD Down of DualShock4 once, it moves twice or thrice more often than once. I tried using XBOX Controller and it worked as intended (like how it is on the keyboard press). I tried using DS4Windows with HIDHide program and it flawlessly with no double/echo input. I also tried using the Steam's DualShock4 Controller Support but alas it didn't work like the DS4Windows + HIDHide combo. Is there a workaround for this behavior on DualShock 4?
Steps to reproduce

Connect DualShock4 controller to computer
Run project
Press down

Minimal reproduction project
Test.zip

I did try using _process like you suggested, but the issue still persist which is the focus moves twice. (Also happens when I use keyboard input).

I can't reproduce this on 3.5.1. Using a regular Dual Shock 4 with no wrappers, just plain DirectInput. Have you tried other controllers?

Actually, after playing around with it a bit more, I DO rarely get a double down input, but it is not consistent and hard to reproduce.

Sorry for the late reply. How to use DirectInput on DualShock4? Do I need to change some specific windows setting or you can do it by code?

Also, I did try using different DualShock4 controller but the problem still persist.

Sorry for the late reply. How to use DirectInput on DualShock4? Do I need to change some specific windows setting or you can do it by code?

I just plugged in the dualshock without steam running or any wrappers installed.

I just plugged in the dualshock without steam running or any wrappers installed.

I tried but the double input still persist. I also try it on different PC (both without steam running or other third party software).


Hotfix/1.10.1

Please make sure that you've checked the following before submitting your pull request. Thanks!

[] Check that you pass the basic style checks and unit tests by running mvn clean install

Re-starting one build

Re-starting one build


[Question] Pipeline behaviour not being called in .NET Framework (MVC 5) + Unity

I have created a custom pipeline behaviour class for the MediatR pipeline to attempt to handle some authorisation routines that I need to run. However, it seems to be getting ignored and does not seem to be getting called in the chain of execution.
I have created a very basic test piepline behaviour class just to see if that gets hit and had the exact same issue.
I am using .NET Framework 4.6 (MVC 5) and Unity (IoC) in my application, so not sure if compatability could be an issue here? There are certainly no errors or information that would be lead me to beleive this is the case!
I am also using version 9.0.0 of the MediatR package.
My basic pipeline behaviour:
public class RequestTestBehavior<TRequest, TResponse> : IPipelineBehavior<TRequest, TResponse>
    where TRequest : IRequest<TResponse>
{
    public async Task<TResponse> Handle(TRequest request, CancellationToken cancellationToken, RequestHandlerDelegate<TResponse> next)
    {
        // My breakpoint is here and is never being hit by any request...
        Console.WriteLine("Custom behaviour has been hit!");

        return await next();
    }
}

Registering the pipeline behaviour wtih Unity:
container.RegisterMediator(new HierarchicalLifetimeManager());
container.RegisterType(typeof(IPipelineBehavior<,>), typeof(RequestTestBehavior<,>));

var assemblies = AppDomain.CurrentDomain.GetAssemblies().ToList();
assemblies.ForEach(assembly => container.RegisterMediatorHandlers(assembly));

My request/handler setup:
public class MyFeature
{
    public class Command : IRequest<Result<Scheme>>
    {
          // Some request properties..
    }

    public class Handler : IRequestHandler<Command, Result<Scheme>>
    {
        public Task<Result<Scheme>> Handle(Command request, CancellationToken cancellationToken)
        {
            // Some work which should only be hit once my RequestTestBehaviour handler has been hit!
        }
    }
}

So it seems this issue must have been a compatibility issue as I managed to fix this issue by upgrading my version of unity to latest version (5.11.X). The custom pipeline behaviour now seems to be getting hit with no problems at all!


Limit of 32 frames to create an animation

Thank you for your new project.
It reminds me of the beginning steps of AnimateDiff which then had a limit of 32 frames per production. Today this limitation no longer exists.
I don't understand why you set us back in this respect.

Thank you for your reminder. I will check the 30 frames codes you mentioned,

Thank you for your reminder. I will check the 30 frames codes you mentioned,

For example I set video_length to 36 and got this error:
File "E:\ComfyUI_4ALL\ComfyUI\custom_nodes\ComfyUI_ID_Animator\animatediff\models\motion_module.py", line 244, in forward
x = x + self.pe[:, :x.size(1)]
^~~~~~~~~~~~~~~~~~~~~~
RuntimeError: The size of tensor a (36) must match the size of tensor b (32) at non-singleton dimension 1
Prompt executed in 99.81 seconds

I have fix it, now max flames is 32

Thanks!!! Work's perfect


Adapt homepage, add documentation URL, use newest version

the repo has been moved to the pytest-dev organization

Checklist

[x] Used a personal fork of the feedstock to propose changes
[x] Reset the build number to 0 (if the version changed)
[x] Re-rendered with the latest conda-smithy (Use the phrase @conda-forge-admin, please rerender in a comment in this PR for automated rerendering)

This PR supersedes the other currrently open PRs.

@conda-forge-admin please rerender

@mrbean-bremen do you want to add yourself as a maintainer?

Sure, that would make sense!

@hadim - I guess you have to request to add me as a maintainer, right? I'm not quite familiar with conda-forge yet.

Simply add yourself to the meta file of that PR at the very end and i will merge it.

Thanks - sorry, I only just saw that the maintainer list is also there...


Refactor object names.

Remove the suffix obj from object instances wherever applicable as the information is irrelevant.

Changes pushed under commit:
https://rchgit01.rchland.ibm.com/gerrit1/c/120341/

Updated with PR # 9


in a for loop, from a Batch script, '--verbose' output doesn't produce an STDERR error. And for some reasons need redirectors.

Checklist

[X] I'm reporting a bug unrelated to a specific site
[X] I've verified that I'm running yt-dlp version 2022.05.18 (update instructions) or later (specify commit)
[X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
[X] I've checked that all URLs and arguments with special characters are properly quoted or escaped
[X] I've searched the bugtracker for similar issues including closed ones. DO NOT post duplicates
[X] I've read the guidelines for opening an issue

Description
I guess to understand my issue you need to know a bit of Batch, I don't really know how to explain differently, if you have questions, feel free to ask me.
@echo off

::Not working, displaying the full '-v' output outside of the 'do' statemennt:
for /f "delims=" %%A in ('yt-dlp.exe -f "CREATE_AN_STDERR" -v "https://www.youtube.com/watch?v=dQw4w9WgXcQ"') do (
    echo 1.%%A
)

::using the redirectors: '2>&1' kindda makes it working:
::Work-around, displaying the full '-v' output inside the 'do' statemennt, BUT colored STDERR doesn't happen outside of the 'do' statemennt:
for /f "delims=" %%A in ('2^>^&1 yt-dlp.exe -f "CREATE_AN_STDERR" -v "https://www.youtube.com/watch?v=dQw4w9WgXcQ"') do (
    echo 2.%%A
)

pause
exit /b 0

Verbose log
[debug] Command-line config: ['-f', 'CREATE_AN_STDERR', '-v', 'https://www.youtube.com/watch?v=dQw4w9WgXcQ']
[debug] Encodings: locale cp1252, fs utf-8, pref cp1252, out cp1252 (No ANSI), error utf-8, screen cp1252 (No ANSI)
[debug] yt-dlp version 2022.05.18 [b14d523] (win_exe)
[debug] Python version 3.8.10 (CPython 64bit) - Windows-10-10.0.19043-SP0
[debug] Checking exe version: ffprobe -bsfs
[debug] Checking exe version: avprobe -bsfs
[debug] Checking exe version: ffmpeg -bsfs
[debug] Checking exe version: avconv -bsfs
[debug] exe versions: none
[debug] Optional libraries: Cryptodome-3.14.1, brotli-1.0.9, certifi-2021.10.08, mutagen-1.45.1, sqlite3-2.6.0, websockets-10.3
[debug] Proxy map: {}
[debug] [youtube] Extracting URL: https://www.youtube.com/watch?v=dQw4w9WgXcQ
[debug] Sort order given by extractor: quality, res, fps, hdr:12, source, codec:vp9.2, lang, proto
[debug] Formats sorted by: hasvid, ie_pref, quality, res, fps, hdr:12(7), source, vcodec:vp9.2(10), acodec, lang, proto, filesize, fs_approx, tbr, vbr, abr, asr, vext, aext, hasaud, id
ERROR: [youtube] dQw4w9WgXcQ: Requested format is not available. Use --list-formats for a list of available formats
Traceback (most recent call last):
  File "yt_dlp\YoutubeDL.py", line 1395, in wrapper
  File "yt_dlp\YoutubeDL.py", line 1479, in __extract_info
  File "yt_dlp\YoutubeDL.py", line 1535, in process_ie_result
  File "yt_dlp\YoutubeDL.py", line 2622, in process_video_result
yt_dlp.utils.ExtractorError: [youtube] dQw4w9WgXcQ: Requested format is not available. Use --list-formats for a list of available formats

1.[youtube] dQw4w9WgXcQ: Downloading webpage
1.[youtube] dQw4w9WgXcQ: Downloading android player API JSON
2.[debug] Command-line config: ['-f', 'CREATE_AN_STDERR', '-v', 'https://www.youtube.com/watch?v=dQw4w9WgXcQ']
2.[debug] Encodings: locale cp1252, fs utf-8, pref cp1252, out cp1252 (No ANSI), error cp1252 (No ANSI), screen cp1252 (No ANSI)
2.[debug] yt-dlp version 2022.05.18 [b14d523] (win_exe)
2.[debug] Python version 3.8.10 (CPython 64bit) - Windows-10-10.0.19043-SP0
2.[debug] Checking exe version: ffprobe -bsfs
2.[debug] Checking exe version: avprobe -bsfs
2.[debug] Checking exe version: ffmpeg -bsfs
2.[debug] Checking exe version: avconv -bsfs
2.[debug] exe versions: none
2.[debug] Optional libraries: Cryptodome-3.14.1, brotli-1.0.9, certifi-2021.10.08, mutagen-1.45.1, sqlite3-2.6.0, websockets-10.3
2.[debug] Proxy map: {}
2.[debug] [youtube] Extracting URL: https://www.youtube.com/watch?v=dQw4w9WgXcQ
2.[youtube] dQw4w9WgXcQ: Downloading webpage
2.[youtube] dQw4w9WgXcQ: Downloading android player API JSON
2.[debug] Sort order given by extractor: quality, res, fps, hdr:12, source, codec:vp9.2, lang, proto
2.[debug] Formats sorted by: hasvid, ie_pref, quality, res, fps, hdr:12(7), source, vcodec:vp9.2(10), acodec, lang, proto, filesize, fs_approx, tbr, vbr, abr, asr, vext, aext, hasaud, id
2.ERROR: [youtube] dQw4w9WgXcQ: Requested format is not available. Use --list-formats for a list of available formats
2.Traceback (most recent call last):
2.  File "yt_dlp\YoutubeDL.py", line 1395, in wrapper
2.  File "yt_dlp\YoutubeDL.py", line 1479, in __extract_info
2.  File "yt_dlp\YoutubeDL.py", line 1535, in process_ie_result
2.  File "yt_dlp\YoutubeDL.py", line 2622, in process_video_result
2.yt_dlp.utils.ExtractorError: [youtube] dQw4w9WgXcQ: Requested format is not available. Use --list-formats for a list of available formats
Appuyez sur une touche pour continuer...

Verbose log is always written to stderr and for loop does not capture stderr by default.
As for the color, there is a feature request for forcing it #3643

Would you be able to add a setting where we can choose where we want to write the verbose log please?

Verbose log is printed to stderr for a long time (since the start?). I don't see much point in adding an option to change where it goes since we are pigeon-holed to printing info, --print, verbose, warning and error into just 2 streams (stdout/err) anyway.
Why not just look for the [verbose]  prefix to distinguish them?

i will do that then, thank you for the suggestion. I didn't think about it before.


Plugin unresponsive when running multiple windows of vscode using cmake-tools

Hi,
When you have multiple windows of vscode open (using File -> New Window), vscode-cmake-tools becomes unresponsive. Running commands via Ctrl+Shift+P does nothing, keyboard shortcuts for vscode-cmake-tools do nothing either. When opening each window, I get a separate log for either one indicating that the CMake server is launched correctly:
Window 1:
Loading CMake Tools from c:\foo\bar\.vscode\.cmaketools.json
Detected available environment "Visual Studio Professional 2017 - x86
Detected available environment "Visual Studio Professional 2017 - amd64
Detected available environment "MinGW - C:\MinGW
Started new CMake Server instance with PID 14832

Window 2:
Loading CMake Tools from c:\another\foo\bar\.vscode\.cmaketools.json
Detected available environment "Visual Studio Professional 2017 - x86
Detected available environment "Visual Studio Professional 2017 - amd64
Detected available environment "MinGW - C:\MinGW
Started new CMake Server instance with PID 27528

But after that, none of configuring/generating/building/installing/cleaning work.
Having multiple projects open is common when working on two or more different projects that depend on each other (e.g application depending on a custom library, a game and its engine, etc).

This is really strange. I've used the extension with multiple windows frequently. I can't imagine how two separate instances are interacting in such a strange way. Is this a recent development? Has it worked for you in the past?

I forgot to mention that I'm using the CMake 3.10.0-rc5 release candidate (for C++17 support). I just downgraded to CMake 3.9.6, which is the current release (although the first download on their downloads page is the RC, which is curious), and it works with the current release version.
I think it's still a bug worth fixing to prevent the 3.10 release from breaking things for everyone.

Made a new issue #261

Going to continue in that issue


Upgraded to Angular 17

Upgraded to Angular 17

Would be nice to merge :)

@tamas-torjek here is the worked version 17: https://www.npmjs.com/package/@make-lynxwork/ng2-tooltip-directive


Godot w/Mono fails before reaching MSBuild call

Godot version: 3.1 Beta 11 (custom build from commit 2940475c716eab517ca52957acc8714f195d32cb)
OS/device including version: Gentoo Linux, Kernel 4.19.23, KDE 5, GTX 1080 w/NVidia proprietary drivers 415.27, Mono <IP_ADDRESS>
Issue description:
On both my Linux and my Windows systems, I have (starting from Godot 3.0.0) so far not been able to make Godot w/Mono work - using both official releases and git builds.
My Linux environment is as follows:
mono -V
Mono JIT compiler version <IP_ADDRESS> (tarball Sat Feb 16 17:29:33 CET 2019)
Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com
        TLS:           __thread
        SIGSEGV:       altstack
        Notifications: epoll
        Architecture:  amd64
        Disabled:      none
        Misc:          softdebug
        Interpreter:   yes
        LLVM:          supported, not enabled.
        Suspend:       preemptive
        GC:            sgen (concurrent by default)

xbuild /version
XBuild Engine Version 14.0
Mono, Version <IP_ADDRESS>
Copyright (C) 2005-2013 Various Mono authors

msbuild /version
Microsoft (R) Build Engine version <IP_ADDRESS> for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.

nuget | grep -i version
NuGet Version: <IP_ADDRESS>

When I open a Mono project in Godot, I get a message box saying "Failed to build GodotSharp solution."
The "Builds" panel shows "GodotSharp [Release]" on the left side and nothing on the right side. Clicking "View log" causes a KDE message saying that the file or folder /home/cygon/.local/share/godot/mono/build_logs/bignumber_Release/msbuild_log.txt doesn't exist.
The is no build_logs directory, only a mono_logs directory. The files in mono_logs contain some details about Mono working, but no error messages or indications that it attempted to build anything.
Going into /home/cygon/.local/share/godot/mono/solutions (where the GodotSharp solution is stored) reveals two projects, GodotSharp and GodotSharpEditor. Both had no build artifacts (so likely no attempt to compile them was made by Godot), but they compile successfully if I invoke msbuild myself from the shell.
Setting GODOT_DEBUG_MSBUILD=1 as recommended by @neikeq prints the following output into the console:
System.IO.IOException: Invalid handle to path "/mnt/devel/GameDev/MonoTest/[Unknown]"
  at System.IO.FileStream.ReadData (System.Runtime.InteropServices.SafeHandle safeHandle, System.Byte[] buf, System.Int32 offset, System.Int32 count) [0x0002d] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.FileStream.ReadInternal (System.Byte[] dest, System.Int32 offset, System.Int32 count) [0x00026] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.FileStream.Read (System.Byte[] array, System.Int32 offset, System.Int32 count) [0x000a1] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.StreamReader.ReadBuffer () [0x000b3] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.StreamReader.Read () [0x00021] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.TermInfoDriver.GetCursorPosition () [0x00048] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.TermInfoDriver.Init () [0x002dc] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.ConsoleDriver.Init () [0x00000] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.Console.add_CancelKeyPress (System.ConsoleCancelEventHandler value) [0x00007] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at Microsoft.Build.CommandLine.MSBuildApp.Execute (System.String[] commandLine) [0x00067] in <784c80f67d6847369ca02438ab3612f4>:0

Unhandled Exception:
System.IO.IOException: Invalid handle to path "/mnt/devel/GameDev/MonoTest/[Unknown]"
  at System.IO.FileStream.ReadData (System.Runtime.InteropServices.SafeHandle safeHandle, System.Byte[] buf, System.Int32 offset, System.Int32 count) [0x0002d] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.FileStream.ReadInternal (System.Byte[] dest, System.Int32 offset, System.Int32 count) [0x00026] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.FileStream.Read (System.Byte[] array, System.Int32 offset, System.Int32 count) [0x000a1] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.StreamReader.ReadBuffer () [0x000b3] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.StreamReader.Read () [0x00021] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.TermInfoDriver.GetCursorPosition () [0x00048] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.TermInfoDriver.Init () [0x002dc] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.ConsoleDriver.Init () [0x00000] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.Console.add_CancelKeyPress (System.ConsoleCancelEventHandler value) [0x00007] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at Microsoft.Build.CommandLine.MSBuildApp.Execute (System.String[] commandLine) [0x003be] in <784c80f67d6847369ca02438ab3612f4>:0
  at Microsoft.Build.CommandLine.MSBuildApp.Main (System.String[] args) [0x00029] in <784c80f67d6847369ca02438ab3612f4>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.IO.IOException: Invalid handle to path "/mnt/devel/GameDev/MonoTest/[Unknown]"
  at System.IO.FileStream.ReadData (System.Runtime.InteropServices.SafeHandle safeHandle, System.Byte[] buf, System.Int32 offset, System.Int32 count) [0x0002d] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.FileStream.ReadInternal (System.Byte[] dest, System.Int32 offset, System.Int32 count) [0x00026] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.FileStream.Read (System.Byte[] array, System.Int32 offset, System.Int32 count) [0x000a1] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.StreamReader.ReadBuffer () [0x000b3] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.StreamReader.Read () [0x00021] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.TermInfoDriver.GetCursorPosition () [0x00048] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.TermInfoDriver.Init () [0x002dc] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.ConsoleDriver.Init () [0x00000] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.Console.add_CancelKeyPress (System.ConsoleCancelEventHandler value) [0x00007] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at Microsoft.Build.CommandLine.MSBuildApp.Execute (System.String[] commandLine) [0x003be] in <784c80f67d6847369ca02438ab3612f4>:0
  at Microsoft.Build.CommandLine.MSBuildApp.Main (System.String[] args) [0x00029] in <784c80f67d6847369ca02438ab3612f4>:0

Steps to reproduce:

Install a Gentoo Linux AMD64 system, Mono, MSBuild, NuGet
Run Godot on it
Create a Mono project

Can you try building #26713 and writing here the MSBuild command Godot is running? It should print the MSBuild command in addition to the output.
You could also try running the same command and seeing if it works.

Just tried it.
The command line for MSBuild is this
/usr/bin/msbuild "/home/cygon/.local/share/godot/mono/solutions/bignumber/GodotSharp.sln" /v:normal /t:Build "/p:Configuration=Release" "/l:GodotSharpTools.Build.GodotBuildLogger,/opt/godot-3.1-beta11-git-mono-2/bin/GodotSharp/Tools/GodotSharpTools.dll;/home/cygon/.local/share/godot/mono/build_logs/bignumber_Release" "/p:NoWarn=1591"

When I run the same command from shell, I get
Microsoft (R) Build Engine version <IP_ADDRESS> for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.

MSBUILD : Logger error MSB1029: The "GodotSharpTools.Build.GodotBuildLogger" logger could not be instantiated from the assembly "/opt/godot-3.1-beta11-git-mono-2/bin/GodotSharp/Tools/GodotSharpTools.dll". Please verify the logger assembly has been built using the same version of the Microsoft.Build.Framework assembly as the one installed on your computer and that your host application is not missing a binding redirect for Microsoft.Build.Framework. Specified cast is not valid.

I also tried removing the logger in BuildInstance::BuildArguments(), but even without the logger, MSBuild runs into the same error when launched from Godot:
Running: "/usr/bin/msbuild" "/home/cygon/.local/share/godot/mono/solutions/bignumber/GodotSharp.sln" /v:normal /t:Build "/p:Configuration=Release" "/p:NoWarn=1591"
;1RMSBUILD : error MSB1025: An internal failure occurred while running MSBuild.
System.IO.IOException: Invalid handle to path "/mnt/devel/GameDev/MonoTest/[Unknown]"

I'm having the same issue as Cygon when trying to build using 3.1 beta 11 on Ubuntu. Running that first msbuild command by hand succeeds for me with a newer msbuild, however: Microsoft (R) Build Engine version <IP_ADDRESS> for Mono

I've tried with /v:diagnostic but it doesn't change much about the output:
"/usr/bin/msbuild" "/home/cygon/.local/share/godot/mono/solutions/1652704978954919024_7_1551979185/GodotSharp.sln" /v:diagnostic /t:Build "/p:Configuration=Release" "/p:NoWarn=1591"
WC: "/tmp"
;1RMSBUILD : error MSB1025: An internal failure occurred while running MSBuild.
System.IO.IOException: Invalid handle to path "/tmp/[Unknown]"
  at System.IO.FileStream.ReadData (System.Runtime.InteropServices.SafeHandle safeHandle, System.Byte[] buf, System.Int32 offset, System.Int32 count) [0x0002d] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.FileStream.ReadInternal (System.Byte[] dest, System.Int32 offset, System.Int32 count) [0x00026] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.FileStream.Read (System.Byte[] array, System.Int32 offset, System.Int32 count) [0x000a1] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.StreamReader.ReadBuffer () [0x000b3] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.IO.StreamReader.Read () [0x00021] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.TermInfoDriver.GetCursorPosition () [0x00048] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.TermInfoDriver.Init () [0x002dc] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.ConsoleDriver.Init () [0x00000] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at System.Console.add_CancelKeyPress (System.ConsoleCancelEventHandler value) [0x00007] in <88bf9a9916c3444d928dbbd1370328e5>:0
  at Microsoft.Build.CommandLine.MSBuildApp.Execute (System.String[] commandLine) [0x00067] in <784c80f67d6847369ca02438ab3612f4>:0

I can find mentions of this error message with Mono on Linux in different scenarios, so maybe it's a generic Mono issue. I still don't see what's different between me invoking MSBuild by hand (or via JetBrains' Rider IDE) and Godot invoking it, though.

I'll move to 3.2 as it seems system-specific and quite unlikely to be fixed for 3.1 within a couple of days. If a fix is found after 3.1, it can be cherry-picked to the stable 3.1 branch and make it in a 3.1.x release.

@Cygon Is this issue still reproducible with latest 3.2 builds?

The specified command could not be executed. The file or folder /home/rodrigot/.local/share/godot/mono/build_logs/42e063ca4a4306376d04af131f188009_Tools/msbuild_log.txt does not exists.
I'm facing it too...
Godot 3.2 stable

Can anyone still reproduce this bug in Godot 3.2.3 or any later release?

Can anyone still reproduce this bug in Godot 3.2.3 or any later release?

This was reproduced in 3.4beta4 by https://github.com/godotengine/godot/issues/52780.

Does this only happen when the selected build tool in the editor settings is MSBuild (Mono)? Can anyone reproduce this with the build tool set to dotnet CLI?

Moving to the 3.x milestone, since it seems the issue may only be reproducible using MSBuild (Mono) as the build tool which is only available in 3.x. In 4.0 the only supported build tool is dotnet CLI. If anyone is able to reproduce this issue with the build tool set to dotnet CLI in 3.x or 4.x, feel free to leave a comment.


Move mod_loader_setup.gd to mod_loader/setup

A bit unrelated, but we can move mod_loader_setup.gd and the vendor directory to mod_loader/setup as well.
What do you think @Qubus0 ?

Originally posted by @KANAjetzt in https://github.com/GodotModding/godot-mod-loader/issues/144#issuecomment-1446307280

I will close this, I think that --script addons/mod_loader/mod_loader_setup.gd is already used or planed to be used in the Thunderstore Mod Manager.
Not worth to break this.


test_operator_gpu.test_cuda_rtc failure - Jetson TX2 (GPU/CUDA)

Description
The test test_operator_gpu.test_cuda_rtc is consistently failing on a Jetson TX2.
Environment info (Required)
Jetson TX2, aarch64, Ubuntu 16.04, Jetpack 3.1 full install.
What to do:
1. Flash your Jetson TX2 with Jetpack 3.1, full install.
2. Modify make/config.mk to indicate use of Openblas.
3. Compile MXNet locally and install.
4. Run nosetests --verbose  test_operator_gpu:test_cuda_rtc

Package used (Python/R/Scala/Julia):
Python package, compiled from source.
Build info (Required if built from source)
Compiler (gcc/clang/mingw/visual studio): gcc
MXNet commit hash:
050d30452eb7421045bacbc29d27622a96d8aff9
Build config:
Config diff:
-ADD_CFLAGS =
+ADD_CFLAGS = -DMSHADOW_OLD_CUDA=1

 #---------------------------------------------
 # matrix computation libraries for CPU/GPU
 #---------------------------------------------

 # whether use CUDA during compile
-USE_CUDA = 0
+USE_CUDA = 1

 # add the path to CUDA library to link and compile flag
 # if you have already add them to environment variable, leave it as NONE
-# USE_CUDA_PATH = /usr/local/cuda
-USE_CUDA_PATH = NONE
+USE_CUDA_PATH = /usr/local/cuda
+#USE_CUDA_PATH = NONE

 # whether use CuDNN R3 library
-USE_CUDNN = 0
+USE_CUDNN = 1

 # whether use opencv during compilation
 # you can disable it, however, you will not able to use
@@ -92,11 +92,7 @@ USE_NNPACK = 0
 # can be: mkl, blas, atlas, openblas
 # in default use atlas for linux while apple for osx
 UNAME_S := $(shell uname -s)
-ifeq ($(UNAME_S), Darwin)
-USE_BLAS = apple
-else
-USE_BLAS = atlas
-endif
+USE_BLAS = openblas

Error Message:
(Paste the complete error message, including stack trace.)
======================================================================
ERROR: test_operator_gpu.test_cuda_rtc
----------------------------------------------------------------------
Traceback (most recent call last):
  File "/home/nvidia/.local/lib/python3.5/site-packages/nose/case.py", line 198, in runTest
    self.test(*self.arg)
  File "/home/nvidia/incubator-mxnet-512/tests/python/gpu/test_operator_gpu.py", line 1408, in test_cuda_rtc
    module = mx.rtc.CudaModule(source)
  File "/home/nvidia/incubator-mxnet-512/python/mxnet/rtc.py", line 106, in __init__
    ctypes.byref(self.handle)))
  File "/home/nvidia/incubator-mxnet-512/python/mxnet/base.py", line 146, in check_call
    raise MXNetError(py_str(_LIB.MXGetLastError()))
mxnet.base.MXNetError: [11:05:39] src/common/rtc.cc:55: nvrtc: error: failed to load builtins

Stack trace returned 6 entries:
[bt] (0) /home/nvidia/incubator-mxnet-512/python/mxnet/../../lib/libmxnet.so(_ZN4dmlc15LogMessageFatalD1Ev+0x44) [0x7f86bccb3c]
[bt] (1) /home/nvidia/incubator-mxnet-512/python/mxnet/../../lib/libmxnet.so(_ZN5mxnet3rtc10CudaModule5ChunkC2EPKcRKSt6vectorINSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEESaI
[bt] (2) /home/nvidia/incubator-mxnet-512/python/mxnet/../../lib/libmxnet.so(MXRtcCudaModuleCreate+0x4d4) [0x7f8857b524]
[bt] (3) /usr/lib/python3.5/lib-dynload/_ctypes.cpython-35m-aarch64-linux-gnu.so(ffi_call_SYSV+0x64) [0x7f8aee0980]
[bt] (4) /usr/lib/python3.5/lib-dynload/_ctypes.cpython-35m-aarch64-linux-gnu.so(ffi_call+0xc0) [0x7f8aee01e0]
[bt] (5) /usr/lib/python3.5/lib-dynload/_ctypes.cpython-35m-aarch64-linux-gnu.so(_ctypes_callproc+0x448) [0x7f8aed8f68]

Strace output shows test is attempting to load a .so that does not exist on my system.
test_operator_gpu.test_cuda_rtc ... openat(AT_FDCWD, "/usr/local/cuda-8.0/lib64/libnvrtc-builtins.so", O_RDONLY|O_CLOEXEC) = 3
[16:46:47] /home/nvidia/incubator-mxnet-512/dmlc-core/include/dmlc/./logging.h:308: [16:46:47] src/common/rtc.cc:55: nvrtc: error: failed to load builtins

I don't see anything obviously wrong here on the MXNet side.  I'll see if I can get a minimal reproduction that excludes MXNet code.

Jetson cuda probably doesn't support rtc

Verified rtc gives the same error with a minimal (non-mxnet) example.

Is there any tutorial or blog indicates how to build mxnet on tegra TX2, I really hope mxnet can be built on ARM such as TX2 and RaspberryPi. Any links or resources would be very appreciated!

@piiswrong The problem is that we're passing a default compute capability of 30 which works on p2 instances, but will fail for most generations of GPUs.  I'm looking into adding a switch to detect this and use the correct values.
Have verified that:
module = mx.rtc.CudaModule(source, options='--gpu-architecture=compute_30')

and
module = mx.rtc.CudaModule(source, options='--gpu-architecture=compute_37')

Work on P2 instances (K80), and additionally that
module = mx.rtc.CudaModule(source, options='--gpu-architecture=compute_62')

Works on a Jetson TX2.

@jinfagang Totally agree jinfagang, more documentation will be coming for ARM devices.  There's a guide here that walks through how to build on a PI, however this takes ~3 hours.  A quicker method is to crosscompile to ARM with this handy tool running from an x86 machine, then copy over the .so files to your target device.

Please remove the label: Need Triage
Please add the label: Operator, Test, Cuda

Resolving. Please reopen if closed in error.


Feature/cypress dashboard

Please check the following

[ ] Do the tests still pass? (see Run the Tests)
[ ] Is the code formatted properly? (see Linting (Formatting))
For New Features:

[ ] Have tests been added to cover any new features or fixes?
[ ] Has the documentation been updated accordingly?

Please describe additional details for testing this change
Configure cypress tests to run in parallel and record runs in cypress dashboard

Closing this because presently, the total runtime consumption (which parallelization doubles) is more important than the linear execution time (which parallelization cuts in half)


update repository description with the proper website link

Follow the link to check if everything is fine - you should see your index.html content.

link updated


Possible to manually change dashboard panel?

Is it possible to manually change dashboard panel on button click or event?

Not in v1, but in v2 you've got a player

Is the player an extension? if so where can i find the source code?

Not an extension, it's part of @mozaik/ui package, source code for the component is available here.


fix(sort): using display: block to avoid overlap between UI elements

@azurebrd @pjhale there are multiple css issues that make the typeahead component disappear behind the row element. There is a fixed row height that prevents the row to expand when the component gets larger and all elements in the columns are display: flex, which is hard to manage. I created this draft PR with a possible solution. I removed all extra containers, set display: block for all columns and used line breaks to add more padding. Using css may be better but in this case I would avoid using display: flex to keep things simple

That's great, thanks @valearna !

I just looked at the webpage with the changes, and I think it's fantastic.  Should me make it a full PR and merge into main @valearna ?

Sounds good, thanks @azurebrd


Modify: Add function 'class.is_instance'.

Coverage increased (+0.07%) to 99.317% when pulling 9f5cafd6695a879717186cedb6d1787f74175620 on develop into 83ecde6d60a5b35dfd90ddcb299ca365c1154506 on master.


Support for image labels

Added methods for

Reading Labels from Image objects
Filtering image searches by Label:

Key only
Key=Value
Map of Key, Value pairs

Includes one test which creates images with labels and searches for them.
(This code is based almost entirely on the code for container labels. See PRs #285 and #313.)

Current coverage is 35.92%

Merging #341 into master will increase coverage by +0.37% as of 55e5218

@@            master    #341   diff @@
======================================
  Files           65      65
  Stmts         3144    3162    +18
  Branches       761     765     +4
  Methods          0       0
======================================
+ Hit           1118    1136    +18
- Partial        107     110     +3
+ Missed        1919    1916     -3

Review entire Coverage Diff as of 55e5218

Powered by Codecov. Updated on successful CI builds.

Thanks for your PR. Things look great other than the one unused import.

Fixed. Happy to contribute.

@johnflavin Great. Would you mind squashing into 1 commit? Then I'll merge.

I've never squashed commits before, but I think I made it work.


Update netty-buffer, netty-codec-http to 4.1.61.Final

Updates

io.netty:netty-buffer
io.netty:netty-codec-http

from 4.1.60.Final to 4.1.61.Final.
I'll automatically update this PR to resolve conflicts as long as you don't change it yourself.
If you'd like to skip this version, you can just close this PR. If you have any feedback, just mention me in the comments below.
Configure Scala Steward for your repository with a .scala-steward.conf file.
Have a fantastic day writing Scala!

Ignore future updates
Add this to your .scala-steward.conf file to ignore future updates of this dependency:
updates.ignore = [ { groupId = "io.netty" } ]

labels: library-update

Superseded by #4689.


Improve auto-labeling logic in PR Summary job

“ReadyForApiTest” auto labeling logic:

Mgmt. plane:
NOT(customer-reported)
AND ARMSignedOff
AND NOT(CI-FixRequiredOnFailure)
AND (TargetBranch IN [main, RPSaaSMaster])
Data-plane:
NOT(customer-reported)
AND APIStewardshipBoard-SignedOff
AND NOT(CI-FixRequiredOnFailure)
AND (TargetBranch == main)

consider trigger manually via label, depends on unified pipeline support validation task base trigger


[BUG] Can not read property 'bot' of undefined

As soon as I run a command, the bot returns the following error:
TypeError: Can not read property 'bot' of undefined
What I did:

Reinstall discord.js-commando
Check all my files

Other:

This error sends for all commands

An idea ??

Can you show your code?

Commando doesn't use the variable bot internally. This is a bug that is not inside the framework. I'm guessing the author isn't using this.client in their commands,


Suggestion : also list/display unsent or failed emails

Can we also list/display unsent or failed emails ?

Not at the moment, emails are captured as they are sent using an event listener. For failed emails they would need to be triggered on some automated way.


Add 'Qwt' package

I've followed this guide
step by step carefully. [Yes]

I've tested this package remotely and have excluded all broken builds.
Here is the links to the Travis/AppVeyor with status "All passed":

https://ci.appveyor.com/project/t0p4/hunter-7qcko/builds/20467945
https://travis-ci.org/t0p4/hunter/builds/458052093

I have submitted CI configs to https://github.com/ingenue/hunter targeting pkg.template branch,
see this merged pull request https://github.com/ingenue/hunter/pull/293

Testing:

https://ci.appveyor.com/project/ingenue/hunter/builds/20473022
https://travis-ci.org/ingenue/hunter/builds/458141769?utm_source=github_status&utm_medium=notification

Uploading:

https://ci.appveyor.com/project/ingenue/hunter/builds/20474606
https://travis-ci.org/ingenue/hunter/builds/458170278?utm_source=github_status&utm_medium=notification

Released: https://github.com/ruslo/hunter/releases/tag/v0.23.57

Could you make branch hunter-v6.1 as default


Added missing (contextual) keywords for VB.NET.

Most notably, the Async and Await contextual keywords were missing. Proper handling of those would require parsing, so using them as identifiers will be broken, as every other contextual keyword, but I don't think this can be improved considering how highlight.js handles parsing.

Thanks, merged!


Add AppendPath override that takes type long.

Description
Added AppendPath override for long type. Fixes #2250
Without this override the compiler would infer the AppendPath extension method that takes type float, resulting in the bug outlined in #2250
Checklist
To ensure a quick review and merge, please ensure:

[x] The PR has a understandable title and description explaining the why and what.
[x] The PR is opened in draft if not ready for review yet.

If opened in draft, please allocate sufficient time (24 hours) after moving out of draft for review

[x] The branch is recent enough to not have merge conflicts upon creation.

Ready to Land?

[x] Build is completely green

Submissions with test failures require tracking issue and approval of a CODEOWNER

[ ] At least one +1 review by a CODEOWNER
[ ] All -1 reviews are confirmed resolved by the reviewer

Override/Marking reviews stale must be discussed with CODEOWNERS first

@annelo-msft, I saw in another PR that you were cc'd for review. Sorry if this isn't the right way to go about it, but I'm not sure how else to get this moving along.

@jsquire Your review would be much appreciated :) when you get a moment of course.


save opus packet to ogg container

Hello!
I know it is off-topic. But it is related.
I have opus packets which is merged from 2 frames.
Size of packet can be great than 255 byte (max segment size in ogg page)
I can split this packet into two packets with single frame and save each in separated segment.
But... Can we simple split packet into parts\chunks 255 bytes + last part less then 255
ang put it in sequence segments into ogg page?
It doesnt work to me (maybe incorrect code). But I am interesting how to handle it properly? We really need to repack doubled packets to separated packet? or not?
Sorry for my bad english.

Hey there. I apologize for not being able to answer, but I wanted to respond as quickly as possible. I would recommend StackOverflow for any questions relating Ogg that are not specific to the code in this repository

thank you


Version cadet

fixes wrong version in js console startup message

Pull Request Test Coverage Report for Build 2481

1 of 2 (50.0%)  changed or added relevant lines in 2 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 34.848%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

src/index.tsx
0
1
0.0%

Totals

Change from base Build 2468:
0.0%

Covered Lines:
2183

Relevant Lines:
5554

💛  - Coveralls


Issues resolving OpenAPI references

Here is the error in VSCode:

Here is the path in the file referenced:

Additionally the web docs path for the vacuum linting error sends me here:
https://quobix.com/vacuum/rules/schemas/resolving-references/
But this link goes right to a 404

This failure is happening because of the x- prefix, it looks like an extension, so it's not indexed, which means it cannot be looked up. This is actually an issue in libopenapi
And the 404, yeah I know about that one - thanks for the nudge. I will address it.

If you look here: https://spec.openapis.org/oas/v3.1.0#header-object
You can see that Header objects can be extended with extensions, which means anything with x- as a prefix is considered an extension and is excluded .

Should that still be parsed that way when its at the name level of the object and not a property?

Also if its exlusively the x- that is the problem, how about these references?

Have you configured vacuum when using the VSCode plugin? And set a base path?

Wouldn’t the base path be the pwd of the current document?
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Have you configured vacuum when using the VSCode plugin? And set a base
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Well, not out of the gate, it's why there is a --base  / -p flag to tell vacuum where to look as people tend to scatter things all over the place.
Check out the configuration options and set a base path. Let me know how that works, and then perhaps we can look at tuning the VScode plugin to try and set it automatically.

Just a note that adding a vacuum.conf.yaml with a base of ""` does not resolve this issue.

does it work when you use vaccum outside of VSCode just as a CLI tool?

It seems to be, or at least its not providing the same errors.
It's now saying the below for most of these $refs
 a `$ref` cannot be placed next to any other properties

But this seems to go against the documentation for $refs being able to include a description.
https://www.speakeasyapi.dev/openapi/references

I recognize these latest errors are also mentioned here: #484


Caddy not logging real IP address

using proxy_header X-Real-IP {remote}, but still doesn't work, just getting e..g gbids.xyz - [29/Feb/2016:19:44:56 +0000] "GET /heartbeat HTTP/1.1" 200 138, which doesn't help

Anything I could help with Scott?

thanks for dropping by! Here's the entry for this API
gbids.xyz {
  gzip
  log gbids.log

  proxy / localhost:8877 {
    proxy_header X-Real-IP {remote}
    proxy_header X-Forwarded-For {host}
    proxy_header Host {host}
  }
}

turns out I am getting real IPs sometimes, but sometimes just gbids.xyz.

Hmm, not sure. Is that log entry made by Caddy or by the upstream server?

Not sure how to tell whether its from Caddy or from unicorn, i'll see if I can determine which


Add compatibility for pandas 2

Looks like the upstream constraints on pandas in our CI environment have been removed such that we're now pulling in pandas 2, which is raising some new errors.
Noting that after unblocking these failures, we should probably explore a combination of upstream testing for pandas along with erroring on certain warnings in our Python tests, which should allow us to more gradually follow these breaking changes as their introduced (IIUC this is the approach that Dask/Distributed take).

Codecov Report

Merging #1184 (7adc32e) into main (f8bf06c) will decrease coverage by 0.52%.
The diff coverage is 100.00%.

:exclamation: Your organization is not using the GitHub App Integration. As a result you may experience degraded service beginning May 15th. Please install the Github App Integration for your organization. Read more.
@@            Coverage Diff             @@
##             main    #1184      +/-   ##
==========================================
- Coverage   81.48%   80.97%   -0.52%
==========================================
  Files          78       78
  Lines        4511     4514       +3
  Branches      828      828
==========================================
- Hits         3676     3655      -21
- Misses        653      667      +14
- Partials      182      192      +10

Impacted Files
Coverage Δ

dask_sql/mappings.py
73.88% <100.00%> (+1.22%)
:arrow_up:

dask_sql/physical/rel/custom/analyze_table.py
88.00% <100.00%> (-1.29%)
:arrow_down:

dask_sql/physical/rex/core/call.py
89.10% <100.00%> (ø)

dask_sql/server/presto_jdbc.py
88.67% <100.00%> (ø)

... and 8 files with indirect coverage changes
:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more


npmjs.com latest version is outdated

https://www.npmjs.com/package/zoid has v9.0.86 as the latest published version

The latest Github release is v10.2.4 as of right now.

Hi @lmakarov, we moved zoid under the krakenjs npm scope. You can find the latest here: https://www.npmjs.com/package/@krakenjs/zoid


Defer import of pkg_resources if / until it is needed.

pkg_resources can be a fairly heavy dependency and, in our setup at least, isn't generally available. It's only actually needed on one code path which is often not executed anyway.

Thank you for your pull request. Before we can look at your contribution, we need to ensure all contributors are covered by a Contributor License Agreement.
After the following items are addressed, please respond with a new comment here, and the automated system will re-verify.

User @peterebden isn't covered by a CLA. They will need to complete the form at https://identity.linuxfoundation.org/projects/cncf

Regards,
The Linux Foundation CLA GitHub bot

Have signed the CLA.

Looks like this eventually got fixed by swapping to pkgutil \o/


No way to use current Firefox?

Using the hello world example I tried various versions of Selenium without any luck.
Selenium 2.53.1 (recommended in readme)
(snippet, the output was very long)
Caused by: org.openqa.selenium.WebDriverException: Failed to connect to binary FirefoxBinary(/usr/bin/firefox) on port 7055; process output follows:

app:
HttpExceptionRequest Request {
  host                 = "<IP_ADDRESS>"
  port                 = 4444
  secure               = False
  requestHeaders       = [("Accept","application/json;charset=UTF-8"),("Content-Type","application/json;charset=UTF-8")]
  path                 = "/wd/hub/session"
  queryString          = ""
  method               = "POST"
  proxy                = Nothing
  rawBody              = False
  redirectCount        = 10
  responseTimeout      = ResponseTimeoutDefault
  requestVersion       = HTTP/1.1
}
 ResponseTimeout
Received ExitFailure 1 when running

Selenium 3.141.59
app:
BadJSON "key \"ELEMENT\" not present"
Received ExitFailure 1 when running

Selenium 4.0.0-alpha-1
app:
BadJSON "key \"ELEMENT\" not present"
Received ExitFailure 1 when running

Firefox 67.0b2 (most recent in ubuntu repo)
Geckodriver: 0.24.0 (most recent version)
webdriver: 0.8.5 (most recent on stackage and hackage)

Am I missing something, or there is no working combination of Selenium and this library?

I believe #153 resolved that problem, and it hasn't been released yet.

Now released on Hackage as part of webdriver-0.9.


test failure in quasar.main.PrettifySpecs

[error] x round-trip all flat rendered values that aren't "" (787 ms)
[error]  Falsified after 96 passed tests.
[error]  > ARG_0: Id(063877087438042028614974)
[error]  > 'Some(63877087438042028614974)' is Some but '63877087438042028614974' is not equal to '063877087438042028614974' (prettify.scala:251)
[error] Actual:   []63877...
[error] Expected: [0]63877...

Looks like an issue with a leading 0.

The original value is a Data.Id which is constructed with a String, so it is incorrect to drop that leading zero. It could be being dropped in the source code or in the test.


Selenium2Driver - visit() doesn't resolve URL

In BaseMinkContext, I see visit() calls locatePath() which retrieves the base_url parameter.
With the Selenium2Driver, it doesn't appear that base_url is defined.

boggle it works now.


Error during import

Bad input file with latest lib.rus.ec dump. MyHomeLib with the same file works fine.

cmd: DotOPDS.exe import D:\library librusec_local_fb2.inpx

Any ideas?
DotOPDS v1.0.8-7b980a8-master, win 8.1 x64.

I debugged and figured out that I should provide full path to inpx file.
I suppose its name would be concatenated with library path.
Maybe you should log exceptions instead of swallowing them.


Stop converting latex command into symbols in markdown file automatically

VSCode Version: 1.52.1
OS Version: Windows 10

Steps to Reproduce:

Update VS Code to latest version
Type mathjax latex command, VS code will try to match some latex symbol and convert to some symbol which is not what you want. This is so annoying!

Does this issue occur when all extensions are disabled?: No

I manually disable all extensions and then enable one by one to exclude them. It's vscode-lean that made this trouble. Sorry for my false blame...


1.0.0

Using 0.18.0 release for this refactor.

@JorgeBucaran I made this compatible with the new API, but I'm not convinced it is still useful. Thoughts?

hi @okwolf it is nice to see this middleware, why do you think it isn't useful? could you elaborate?

Repurposing this project for v2 efforts.


global.properties no longer works in 2.6 and above

Variables in global.properties can no longer be called.
It seems that the addCommonFlowProperties in FlowRunner no longer loads global.properties.
    // Add a bunch of common azkaban properties
    Props commonFlowProps = PropsUtils.addCommonFlowProperties(null, flow);

Previously the null would be replaced with the global.properties
I also noticed something peculiar, went through the following code in JobTypeManager and found that the only time globalProperties is loaded is if and only if common.properties exists within 'plugins\jobtypes' directory.
// Load the common properties used by all jobs that are run
    Props commonPluginJobProps = null;
    File commonJobPropsFile = new File(jobPluginsDir, COMMONCONFFILE);
    if (commonJobPropsFile.exists()) {
      logger.info("Common plugin job props file " + commonJobPropsFile
          + " found. Attempt to load.");
      try {
        commonPluginJobProps = new Props(globalProperties, commonJobPropsFile);
      } catch (IOException e) {
        throw new JobTypeManagerException(
            "Failed to load common plugin job properties" + e.getCause());
      }
    } else {
      logger.info("Common plugin job props file " + commonJobPropsFile
          + " not found. Using empty props.");
      commonPluginJobProps = new Props();
    }

I'm assuming that common.properties supersedes global.properties, and that every job would reference commonPluginJobProps instead of global.properties from now on?
Found the commit that modified the global.properties behaviour 60eec245d5246b60c04c69f7e237e4b8d2fee7ff
Is anyone else experiencing the same issue?

Yes, also having this issue. Same here: https://github.com/azkaban/azkaban/issues/588

I am new to Azkaban (I started using it last week) and I have run into this same issue. I played around with some changes and I finally got the parameters in my Flows to use global.properties. In order for Azkaban to use my global.properties I had to do the following:

I had to create the file plugins/jobtypes/common.properties (for reasons mentioned by @deepbluesnow )
I had to make the following code change to public Job buildJobExecutor(String jobId, Props jobProps, Logger logger)in the JobTypeManager class. It appears that pluginSet.getCommonPluginJobProps() was not being called in buildJobExecutor, that is why the global properties were not being loaded into each job in a Flow.

Before
Props pluginJobProps = pluginSet.getPluginJobProps(jobType);
if (pluginJobProps != null) {
  for (String k : pluginJobProps.getKeySet()) {
    if (!jobProps.containsKey(k)) {
      jobProps.put(k, pluginJobProps.get(k));
    }
  }
}
jobProps = PropsUtils.resolveProps(jobProps);

After
Props pluginJobProps = pluginSet.getPluginJobProps(jobType);
if (pluginJobProps != null) {
  for (String k : pluginJobProps.getKeySet()) {
    if (!jobProps.containsKey(k)) {
      jobProps.put(k, pluginJobProps.get(k));
    }
  }
}

// added code
Props commonJobProps = pluginSet.getCommonPluginJobProps();
if (commonJobProps != null) {
  for (String k : commonJobProps.getKeySet()) {
    if (!jobProps.containsKey(k)) {
      jobProps.put(k, commonJobProps.get(k));
    }
  }
}

jobProps = PropsUtils.resolveProps(jobProps);


#12 Add license file (copied LICENSE from QuickPermissions, assuming should be the same)

I've added a LICENSE file to QuickPermissions-Kotlin for Apache 2. Please merge this, as my company requires all third-party code contain an explicit license.
Thanks in advance,
-- Scott

Thanks for grabbing my attention. I'm accepting the merge request.


Type-only/Emit-less TS files aren't being checked

Current Behavior
After creating a simple react-with-storybook tsdx project (using create), add the following files:
src/interfaces/test.ts:
export interface Foo {
  bar: asd; // should not compile!
}

src/interfaces/index.ts:
export * from './test';

src/index.tsx:
// ...
export * from './interfaces';

Using this setup, running npm run start "successfully" builds the package, although it should error out due to the above error.
In contrast, when I run tsc --noEmit, the error is successfully recognized.
Expected behavior
When running npm run start, I expect it to catch the error.
Your environment

Software
Version(s)

TSDX
0.13.2

TypeScript
3.9.3

npm
6.14.4

Node
14.1.10

Operating System
Win10

Find the minimal example from above here:
lib2.zip

Sounds like this might be similar to #527 which never provided a repro. test.ts is a type-only import and its type isn't used anywhere, so it might just be pruned out by rollup-plugin-typescript2 or rollup itself

Yeah, rollup prunes unused sources, so rtp2 plugin might never see something not imported by entry file.

I did some research on this in the past few weeks/months and found a reference to the original issue in rollup-plugin-typescript (https://github.com/rollup/rollup-plugin-typescript/issues/28) from @wessberg/rollup-plugin-ts's docs. That was then moved to https://github.com/rollup/plugins/issues/71 which was supposedly fixed in @rollup/plugin-typescript v3.0.0
We don't use @rollup/plugin-typescript, but that issue has references from other plugins, e.g. this one https://github.com/wessberg/rollup-plugin-ts/issues/29 which has a comment that refers to rollup-plugin-typescript2's issue: https://github.com/ezolenko/rollup-plugin-typescript2/issues/24 (which also referenced from the original issue).
@ezolenko thanks for responding here. Per that issue, I thought this was fixed by https://github.com/ezolenko/rollup-plugin-typescript2/commit/448913d411aa921c407240e517c43f041d65859b with the current code here? Does that only handle entry files? Can we workaround that? It seems like @wessberg/rollup-plugin-ts has fixed the emit-less/type-only issue in somehow.

@ezolenko following up about the above

Noting here that this type-only issue was reproduced upstream in https://github.com/ezolenko/rollup-plugin-typescript2/issues/298.
I became a maintainer of rpt2 a couple of months ago and fixed that in https://github.com/ezolenko/rollup-plugin-typescript2/pull/345 , which was released in rpt2 0.33.0

Not sure if ezolenko/rollup-plugin-typescript2#211 is related given mention of "entry file"

This was actually the root cause and all of my references were related.
https://github.com/ezolenko/rollup-plugin-typescript2/pull/345 allowed a specific workaround to function for many use-cases, but I later fixed the root cause issue in https://github.com/ezolenko/rollup-plugin-typescript2/pull/406, which was released in rpt2 0.34.0.


Get images function

Added a function named get_plot_image() that will return the images stored in a matplotcheck RasterTester obejct, and tests for that function. @lwasser

@lwasser should be good to merge!

@nkorinek to clarify this is a method correct? :) just want to ensure we are keeping terms straight... but i'm excited to have a look at it... heading off to class now!

@lwasser good catch, it is a method, not a function...oops! Updated the comment to reflect that

@nkorinek merging this!!! thank you!