Intermittent Last.fm scrobbling in 4.4.1

OS:
Windows 10 x64
Player ver: 4.4.1
Issue Descriptions:
Unreliable last.fm scrobbling, either Maximised / or minmised (should it really matter?) Play through entire albums with nothing showing up in last.fm. 2 machines (work and home) having the same issue.
Shows I'm currently logged into last.fm via GPMDP.
Not sure how to debug the issue.

I think it's something to do with this, the 'change:track:scrobble` event doesn't seem to be firing or it's not passing the check for playtime or something? I haven't actually tested it but as far as I can tell the scrobbling now event is always sent and updates for every playing track, but the event for sending a scrobbled track does not always fire

I confirm. Same issue is happening with one particularity on my end: last.fm page says it is actually scrobling the current song, but it never finishes to add it to my list of recently played.
At the screenshot attached you'll be able to see this behavior.
Songs from Sep 13th where played from spotify.
Primus song has been the only one added since I've downloaded this app.

In #2740 Samuel mentions it has been fixed in master; we're just waiting for the next release.

In #2740 Samuel mentions it has been fixed in master; we're just waiting for the next release.

👍


Add JWKS endpoint for exposing JWT public key

See: https://auth0.com/docs/jwks

Don't know if this is really needed (to keep it simple)

Nick and I were talking about this and agree we should remove this requirement.


[REF-723] Progress Display for rx.upload

Describe the bug
rx.upload allows a user to upload files to a reflex app but buffers a bunch when large files are being selected to upload (expectedly), however as it stands now, reflex apparently does not have any support for progress display, like a progress bar that shows how much of the selected data has been uploaded vs how much is left
To Reproduce
this issue is not reproduceable as it is a request for a new feature
Expected behavior
a method, any method, to allow the end user to track how much of a file has been uploaded and how much is left

REF-723

bump

The code is done and in review, but we're a small team.


Bug: Case for copy/pasting text of list item moving the cursor to end of the line.

Lexical version: lexical version of lexical playground as of 2022-08-11
Test Environment (can reproduce):

Google Chrome 103.0.5060.114
Safari 15.5 (176<IP_ADDRESS>.8)
macOS 12.4

Steps To Reproduce

Go to lexical playground
Make a new list item.
Insert any text in the list item.
Copy text of the list item, make sure to include the first character which also copies the list item node.
Paste the copied content in the middle of text(paragraph) outside the list.

Link to code example:

maybe relevant code
https://github.com/facebook/lexical/blob/abcdd57f0dca304a12cbcd4ffc5bc54369bb0419/packages/lexical-clipboard/src/clipboard.ts#L168

https://github.com/facebook/lexical/blob/abcdd57f0dca304a12cbcd4ffc5bc54369bb0419/packages/lexical/src/LexicalSelection.ts#L1445-L1452
Seems like while pasting a list item node with text in the middle of text nodes, the cursor offset goes haywire.
The current behavior

When copying and pasting as described above, the cursor moves to the end of the line.

The expected behavior

The cursor should be at the end of a pasted text after the paste

I am trying to debug this issue but having trouble to do so.
The code below is part of $insertDataTransferForRichText, where lexical string is transformed into nodes.
  if (lexicalString) {
    try {
      const payload = JSON.parse(lexicalString);
      if (
        payload.namespace === editor._config.namespace &&
        Array.isArray(payload.nodes)
      ) {
        const nodes = $generateNodesFromSerializedNodes(payload.nodes);
        return $insertGeneratedNodes(editor, nodes, selection);
      }
      // eslint-disable-next-line no-empty
    } catch {}
  }

As far as I understand, returned nodes after $generateNodesFromSerializedNodes gets inserted into current selection value.
However, I am having trouble finding where the textNode goes.
When I console.log payload.nodes contain all the items in clipboard: list, list item, text.
but after $generateNodesFromSerializedNodes it only shows list item
What am I missing here?
My initial thought was  it happens because by the time it logs, it shows mutated values. I tried stringifying it to log the run time value but the result was the same.
Can anyone help?

I am trying to debug this issue but having trouble to do so.
The code below is part of $insertDataTransferForRichText, where lexical string is transformed into nodes.
  if (lexicalString) {
    try {
      const payload = JSON.parse(lexicalString);
      if (
        payload.namespace === editor._config.namespace &&
        Array.isArray(payload.nodes)
      ) {
        const nodes = $generateNodesFromSerializedNodes(payload.nodes);
        return $insertGeneratedNodes(editor, nodes, selection);
      }
      // eslint-disable-next-line no-empty
    } catch {}
  }

As far as I understand, returned nodes after $generateNodesFromSerializedNodes gets inserted into current selection value.
However, I am having trouble finding where the textNode goes. When I console.log payload.nodes contain all the items in clipboard: list, list item, text. but after $generateNodesFromSerializedNodes it only shows list item What am I missing here?
My initial thought was it happens because by the time it logs, it shows mutated values. I tried stringifying it to log the run time value but the result was the same.
Can anyone help?

I think that generateNodesFromSerializedNodes returns an array of node subtrees - in other words, is the text node a child of the returned ListItem?


bugfix: change the sequence of generating MountPoints

Signed-off-by: Eric Li<EMAIL_ADDRESS>
Ⅰ. Describe what this PR did
change the sequence of generating mountpoints.

generate MountPoints from other containers
generate MountPoints from binds
generate MountPoints from images
generate MountPoints from Config.Volumes

Ⅱ. Does this pull request fix one issue?

Ⅲ. Describe how you did it
Ⅳ. Describe how to verify it
Ⅴ. Special notes for reviews

Codecov Report

Merging #1541 into master will increase coverage by 23.67%.
The diff coverage is 50%.

@@            Coverage Diff             @@
##           master   #1541       +/-   ##
==========================================
+ Coverage   16.83%   40.5%   +23.67%
==========================================
  Files         211     254       +43
  Lines       14062   16750     +2688
==========================================
+ Hits         2367    6785     +4418
+ Misses      11533    9099     -2434
- Partials      162     866      +704

Impacted Files
Coverage Δ

daemon/mgr/container.go
49.21% <50%> (+49.21%)
:arrow_up:

cri/v1alpha1/cri.go
0% <0%> (ø)
:arrow_up:

cri/v1alpha2/cri.go
0% <0%> (ø)
:arrow_up:

apis/metrics/metrics.go
100% <0%> (ø)

storage/volume/error/errors.go
28.57% <0%> (ø)

cri/stream/errors.go
0% <0%> (ø)

cri/stream/remotecommand/httpstream.go
0% <0%> (ø)

cri/v1alpha2/service/cri.go
0% <0%> (ø)

storage/quota/set_diskquota.go
9.09% <0%> (ø)

cri/stream/remotecommand/attach.go
0% <0%> (ø)

... and 116 more

Could you tell us more about the reason why you change the sequence? @shaloulcy

LGTM

@allencloud  I have explain the reason in PR Description


Updating jest to fix vulnerbility

60 vulnerabilities are cause by an outdated braces version. This brings the version of jest the current version in which the braces version is updated to fix it.

This is a dupe of #6278


smpcall: we directly call the function to handle local smpcall

Summary
smpcall: we directly call the function to handle local smpcall
some arch do not support issuing interrupts to the local CPU.
This commit fixes the regression from https://github.com/apache/nuttx/pull/14656
Impact
smpcall
Testing
ci ostest
Build Host:

OS: Ubuntu 20.04
CPU: x86_64
Compiler: GCC 9.4.0

Configuring NuttX and compile:
$ ./tools/configure.sh -l qemu-armv8a:nsh_smp
$ make
Running with qemu
$ qemu-system-aarch64 -cpu cortex-a53 -smp 4 -nographic
-machine virt,virtualization=on,gic-version=3
-net none -chardev stdio,id=con,mux=on -serial chardev:con
-mon chardev=con,mode=readline -kernel ./nuttx

[Experimental Bot, please feedback here]
This PR appears to mostly meet the NuttX requirements, but is missing some key information. Here's a breakdown:
Strengths:

Clear Summary: The summary explains the "why," "what," and "how" of the change, and links a related PR.  This is good.
Testing Information: Includes build host details and target architecture.  The configuration and build commands are helpful.  Including the qemu command line is excellent.

Weaknesses:

Missing Issue Reference:  While a related PR is linked, if this fixes a reported issue, that issue should be linked as well.
Incomplete Impact Assessment:  The impact section is extremely brief.  While "smpcall" is mentioned,  it needs more detail.  Explicitly state YES/NO for each impact category and provide descriptions where necessary.  For example:

Is new feature added? Is existing feature changed?  Existing feature changed (smpcall functionality)
Impact on user: NO (unless they rely on the broken behavior)
Impact on build: NO
Impact on hardware: YES (affects architectures that don't support self-interrupts)  Specify which architectures.
Impact on documentation:  NO/YES - Justify.
Impact on security: NO/YES - Justify.
Impact on compatibility:  Potentially YES.  Since this reverts a regression,  describe compatibility regained.

Insufficient Testing Logs: The "Testing logs before change" and "Testing logs after change" sections are empty. These are crucial to demonstrate the fix. Show specific commands and their output that demonstrate the problem before the change and the correct behavior after.  For example, demonstrate that an SMP-related command now works that previously failed.

Recommendation:
To fully meet the NuttX requirements, the PR needs to:

Link any related NuttX issues.
Expand the Impact section significantly. Provide YES/NO answers for each item and justifications. Be specific about affected architectures.
Populate the Testing Logs sections with concrete examples.  Show commands and output demonstrating the bug and the fix.  Ideally, the logs should demonstrate the regression introduced by the linked PR and how this PR fixes it.

By addressing these points, the PR will be much stronger and easier for reviewers to evaluate.

@masayuki2009 could you verify this patch whether fix your problem?


Be explicit about Boost dependency in io subsystem

Using find_package(Osmium REQUIRED io) and any_input/output.hpp fails at compile time if Boost is not installed:
/home/travis/build/mapbox/rewrite-exit-destination-signage/third_party/libosmium/include/osmium/io/detail/debug_output_format.hpp:44:25: fatal error: boost/crc.hpp: No such file or directory

 #include <boost/crc.hpp>

Shold FindOsmium.cmake check early for all required dependencies? As in:
find_package(Boost REQUIRED)
(Maybe even with components and a minimum version)

This is difficult to do right, because basically all dependencies are optional, some are only needed for some tiny functionality in some corner of libosmium. In this case the dependency is only needed for the debug output, which most people probably don't need. Still, the way it is now, the code might not compile, so it is good you found this problem. We probably have to be more systematic in the way we test for dependencies and then either fail the compile or disable some functionality. Not sure how to best do this, though.


Cross platform desktop audio recording?

Hello @AldaronLau !
I am following your answer you made at the exact same question I am asking now but on reddit Cross platform desktop audio recording, do you know if it's already doable with your crate ? And if not do you know any other way to do it without configuring the audio output as input, maybe with https://github.com/RustAudio/rust-jack ?
I am asking this mainly because I can't run modprobe snd-aloop to create a loopback in my environment (bc its linux container on an arbitrary kernel that will not support module snd-aloop and netiher its host).
Thanks for your work !
I tried with no luck this adaptation of your test code:
use fon::{stereo::Stereo32, Sink, Audio};
use pasts::{exec, wait};
use wavy::{Speakers, SpeakersSink};

enum Event<'a> {
    Record(SpeakersSink<'a, Stereo32>),
}

struct State {
    buffer: Audio<Stereo32>,
}

impl State {
    fn event(&mut self, event: Event<'_>) {
        match event {
            Event::Record(microphone) => self.buffer.extend(microphone),
        }
    }
}

/// Program start.
fn main() {
    let mut state = State { buffer: Audio::with_silence(48_000, 0) };
    let mut speakers = Speakers::default();

    exec!(state.event(wait! {
        Event::Record(speakers.play().await),
    }));
}

@nestarz I believe there are different ways to setup audio output as an input, but they vary based on whether you're using Jack, PulseAudio or Pipewire.  You will likely have to have one of them installed in your container, or maybe there's even an ALSA configuration that works (although maybe not since you can't do modprobe snd-aloop).
Your example is based on the playback example - so it doesn't actually record anything.  You will have to use the Microphone type even though it's not an actual microphone (it's application audio output emulating a microphone).
If it's an issue with wavy, I'd like to fix it - so, can you provide information on what kind of container setup / host OS you are using?
Personally, I have done the desktop recording with a PulseAudio setup, which turns ALSA's default microphone to the application's audio output, allowing it to work with wavy.


Run Docker Daemon in a Resource-only Container

This has the Kubelet monitor the Docker daemon and place it on a top-level container with no limits. This will let us better share CPU and to monitor the resource usage of the Docker daemon.
To come:

Guidelines of how we isolate resources
Enabling hierarchical memcg and move charge at immigrate
Expected resource usage of our stack with number of pods

Part of #7815
/cc @dchen1107 @rjnagal

Running e2e now. Clusters come up and daemons are containerized as expected.

LGTM, will merge on green.

e2e passes:
Ran 39 of 45 Specs in 1605.451 seconds
SUCCESS! -- 39 Passed | 0 Failed | 1 Pending | 5 Skipped I0512 11:59:17.734241    7418 driver.go:96] All tests pass

and Shippable is green :)


Enable linear type support

This has been in the repo for months, but had to be disabled in the build until
Cabal 3.8 was available.

Replaced by #100.


NIFI-13962

Summary
NIFI-00000
Tracking
Please complete the following tracking steps prior to pull request creation.
Issue Tracking

[ ] Apache NiFi Jira issue created

Pull Request Tracking

[ ] Pull Request title starts with Apache NiFi Jira issue number, such as NIFI-00000
[ ] Pull Request commit message starts with Apache NiFi Jira issue number, as such NIFI-00000

Pull Request Formatting

[ ] Pull Request based on current revision of the main branch
[ ] Pull Request refers to a feature branch with one commit containing changes

Verification
Please indicate the verification steps performed prior to pull request creation.
Build

[ ] Build completed using mvn clean install -P contrib-check

[ ] JDK 21

Licensing

[ ] New dependencies are compatible with the Apache License 2.0 according to the License Policy
[ ] New dependencies are documented in applicable LICENSE and NOTICE files

Documentation

[ ] Documentation formatting appears as expected in rendered files

Hello - we very strongly want and will avoid adding dependencies to this component so the pom change must not occur.
We also do not intend to restore bypassing hostname verification or weakening it at this point.  We'd need to more fully articulate the why/motivation and how it doesn't weaken security.  See comments on the JIRA.
We'll plan to close this PR as-is unless pending further discussion and/or modification.

This proposal introduces security issues that bypass the cryptographic guarantees of TLS certificate verification. This kind of approach may be considered for specialized use cases in a custom component, but this is not something that can be considered for inclusion in the project itself due to the inherent security risks.

Going to close for now as this is not on a path to merging.


Provide a simpler example using egui?

Hi
I have been trying to use egui for several hours and days and I don't understand how to use egui simply.
I'm not a pro dev but I've already buid UI with python.
I can compile the actual egui_template but can you provide a (the most?) simpler and complete example using egui?
Another option could be a basic tutorial? I didn't found one on the web.
Thanks anyway, the actual egui example is very convincing!

There are simpler examples for various framework integrations. For example:

For eframe, see "Hello World" example at https://github.com/emilk/egui/blob/master/eframe/examples/hello_world.rs
For bevy_egui, see "Hello World" example at https://github.com/mvlabat/bevy_egui/blob/main/examples/simple.rs

As you can see these examples depend a lot on what framework you're using egui with, which might be why they're not included with egui itself.

I've simplified the code in this template a bit, but it is hard to keep it both simple and complete, as I want this template to work both for native and for web.
If you only want to compile for native, than the first link @bjorn posted is as simple as it gets.


chore: bdd-spring-1574432802 to 0.0.1

chore: Promote bdd-spring-1574432802 to version 0.0.1

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Updates to Error messages

Micah,
Here is a pull request that I've done straight from the github site.  Do a quick test when a timeout error condition exists,  Also test the case where you have a non-200 status code.  You should now get json with an error message.
--Tom
Updated Time Out Error message so that error message makes it clear that this is a Time Out Error
Fixes non- 200 status errors so that it does not error out and actual message and actualy returns error in Json

Micah,
I'm sure that I'm not getting this pull request exactly the way it should be done.  But, here are my proposed changes to Tessitura-tools


[test/e2e] Use v1 series for e2e tests

What does this PR do?

Force Agent to use v1 series endpoint on e2e tests.
Motivation

Mock server does not support v2 series endpoint, so tests were broken since #12638
Reviewer's Checklist

[ ] If known, an appropriate milestone has been selected; otherwise the Triage milestone is set.
[ ] Use the major_change label if your change either has a major impact on the code base, is impacting multiple teams or is changing important well-established internals of the Agent. This label will be use during QA to make sure each team pay extra attention to the changed behavior. For any customer facing change use a releasenote.
[ ] A release note has been added or the changelog/no-changelog label has been applied.
[ ] Changed code has automated tests for its functionality.
[ ] Adequate QA/testing plan information is provided if the qa/skip-qa label is not applied.
[ ] At least one team/.. label has been applied, indicating the team(s) that should QA this change.
[ ] If applicable, docs team has been notified or an issue has been opened on the documentation repo.
[ ] If applicable, the need-change/operator and need-change/helm labels have been applied.
[ ] If applicable, the k8s/<min-version> label, indicating the lowest Kubernetes version compatible with this feature.
[ ] If applicable, the config template has been updated.

Will force merge once the test passes on CI

Job passed https://gitlab.ddbuild.io/DataDog/datadog-agent/-/jobs/187328553


[Question] Last images not loading

New Issue Checklist

[x] I have read the Documentation
[x] I have searched for a similar issue in the project and found none

Issue Info

Info
Value

Platform Name
ios

Platform Version
8.0

SDWebImage Version
3.8.2

Integration Method
cocoapods

Repro rate
all the time

Issue Description and Steps
I have several UIImageView's in a UITableView.
The first images are loading well, but the images that appear after scrolling never load, and the placeholder is always shown.
I tried to use:
    let block: SDWebImageCompletionBlock = {(image, error, cacheType, imageURL) -> Void in
        categoriesTableView.reloadData()
    }

But within that block, the attributes of the class can't be used. So I can't use the categoriesTableViewreference.
There is some option parameter to always load all the images?
The sd_setImage is called for each image url, but it is not working for the images that are not shown initially.
Thank you in advance. Please give me some ideas.

can you replicate the problem with the demo project?

@mythodeia The demo project is in Objective-C, right?
I am learning Swift but I have never used Objective-C.
I read that the images that are after scrolling are not loading because iOS stops the loading for performance.
So I am trying to avoid that and load all the images initially:
    public func tableView(_ tableView: UITableView, prefetchRowsAt indexPaths: [IndexPath]) {
        let urls = indexPaths.map { categories[$0.row].image }
        print(urls)
        SDWebImagePrefetcher.shared().prefetchURLs(urls)
    }

Only the latest images are not loading.
Can you give me some idea please?

just clone the demo project and try it on a device or the simulator.
if the issue does not appear there then please check your code for anything that might be causing this. closing this for now. please reopen if you still encounter issues


chore(licence): add licence file to repository

I found this repository has no licence, so it's hard for people to use the learnings from it and apply them. I used choosealicense.com to propose a simple, permissive one. Feel free to choose any other.  Issues are not open, so making a PR was the only way to discuss this topic.
Cheers!

Sure. Thank you!


Add metrics dashboard #173119847

Metrics is password protected when envs have AUTH_USERNAME/PASSWORD

[#173119847]
Co-authored-by: Alex Gonzalez<EMAIL_ADDRESS>

Thanks for catching that AUTH_USERNAME/PASSWORD issue, @MatthewSchultz. Because this feature is meant primarily for production (which won't have sitewide auth), I think we should keep a second set of ENV vars since we wouldn't care about setting them for demo and staging. I suggest METRICS_USERNAME and METRICS_PASSWORD. Then this MetricsController can have its own auth check rather than using the sitewide concern.

That certainly can work, yes, and the sitewide concern still functions in this case.


Linux binaries are too big

When I compile on Linux the binaries and my GDNative library are too big(over 60mb), but Windows binaries are very small, how can I fix this?.

I removed the -g flag from SConstruct that made the binaries about 5mb, still bigger than on windows but much smaller than before

The smaller binaries don't seem to work

I ran into the same problem - removing "-g" helped, and puts it as 6,9 MB.

Adding -s to g++ link flags will strip unused symbols. This works for resulting GDNative libraries, but I'm not sure if it would make godot-cpp libs unusable.

:wave: +1 to this issue

First I was very surprised that godot-cpp's "release" build had debugging symbols, resulting is a  39MB hello world library. Using -g shrinks the lib size down to 3.2MB which is much more reasonable, but not ideal yet.
Then, I think there must be a way to avoid compiling so much base code in every lib. This could be done by only using the required parts of the lib or by having a shared lib that bridges native code to Godot engine. The latter sounds much cleaner and efficient.

What do you think?

wave +1 to this issue
1. First I was very surprised that `godot-cpp`'s "release" build had debugging symbols, resulting is a  39MB hello world library. **Removing `-g` shrinks the lib size down to 3.2MB** which is much more reasonable, but not ideal yet.

2. Then, I think **there must be a way to avoid compiling so much base code in every lib**. This could be done by only using the required parts of the lib or by having a shared lib that bridges native code to Godot engine. The latter sounds much cleaner and efficient.

What do you think?

can we use -s flag?


Irregular Polygon Positioning

I have been trying to position a polygon using Bodies.fromVertices() with a vertexSet defined similar to the following:
[{x: 0, y: 800},{x: 0: y: 500}, {x: 1800, y: 300}, {x: 1800, y: 800}, {x: 0, y: 800}]

The problem appears to be in Body.setVertices() on line 374 where the vertices are translated by the values returned from Vertices.centre() which finds the "centre of mass" as opposed to the centre of the object.  So despite defining my polygon based on the inner width and height of the document and using the following code to set the x, y position of the Body... the drawn body is offset by a fair few pixels on the x axis.
    terrain = Bodies.fromVertices(width / 2, height / 2 + (height / 4), vertexSets, {
        isStatic: true,
        render: {
            fillStyle: '#2e2b44',
            strokeStyle: '#2e2b44',
            lineWidth: 1
        }
    }, true);

I tried creating a new function as follows:
    Vertices.centreOfObject = function(vertices) {
        let xMin = Infinity;
        let xMax = -Infinity;
        let yMin = Infinity;
        let yMax = -Infinity;

        for (let i = 0; i < vertices.length; i++) {
            xMin = Math.min(xMin, vertices[i].x);
            xMax = Math.max(xMax, vertices[i].x);
            yMin = Math.min(yMin, vertices[i].y);
            yMax = Math.max(yMax, vertices[i].y);
        }

        return {
            x: (xMax - xMin) / 2 + xMin,
            y: (yMax - yMin) / 2 + yMin
        };
    };

... then instead of calling Vertices.centre(), I tried calling Vertices.centreOfObject() in Body.setVertices() on line 373 which gave the following result...

This change appears to have resolved the positioning issue I was having but I'm not sure if it will have adverse effects elsewhere.
I don't believe that any translation should be performed on an object based on it's "centre of mass" which is what Vertices.centre() is designed to evaluate.
The issue prior to any changes to matter.js is available to view and inspect at:
http://procasti.net/dev/atirion.net2/
And the result after my changes is available to view and inspect here:
http://procasti.net/dev/atirion.net4/

this is somewhat confusing. what is your desired effect?

Thanks for reporting this and providing a test case. It's a known issue, but I'll leave this open as it's a good reference and get back here when it's resolved.

Thanks for reporting this and providing a test case. It's a known issue, but I'll leave this open as it's a good reference and get back here when it's resolved.

Thank you for getting back to me.  The change I suggested that uses a new function Vertices.centreOfObject() does work correctly but I can't really suggest that it be changed until you have had time to check if that has an adverse effect on the physics.  I'm not a physician, just a developer :P

Just stumbled into this myself. That fix didn't seem to work for me.


CMake Build Type Not Passed to Configure

Brief Issue Summary
I am trying to build my project with build type RelWithDebInfo, using the build variant button at the bottom of VSCode.
Expected:
CMake configures with the appropriate build type (via -DCMAKE_BUILD_TYPE=) and builds with the appropriate build type (--config ), in my case RelWithDebInfo.
Apparent Behavior:
CMake does not configure with the appropriate build type, causing it to always default to Debug. However, the builds do use the appropriate build type, in my case RelWithDebInfo. Since this does not match the incorrectly-used Debug type from configure time, I get an error that the build files are not set up properly.
Platform and Versions

Operating System: Windows 10 x64
CMake Version: 3.14.7
VSCode Version: 1.44.2
CMake Tools Extension Version: 1.3.1
Compiler/Toolchain: Visual C++ 2017 x64

Other Notes/Information
The current workaround that I am using is manually passing the correct build type to the configure command manually via the cmake.configureArgs setting in VSCode. I use -DCMAKE_BUILD_TYPE=RelWithDebInfo and it seems to work. However, every time I want to change build types between Debug and RelWithDebInfo, I have to make sure this configure argument is kept in sync with the build variant button/setting, which makes it far less convenient than if it were handled automatically.

@P-N-L, I don't reproduce this with CMake Tools 1.3.1 on a simple project (created via Quick Start). Maybe there is something specific in your code base that is causing the configuration process to not work correctly. If you can share that, maybe it will help.
Also, let us see a verbose "CMake/Build" log (from Output pane in VSCode). Maybe we will notice something.
Does the same happen for a clean reconfigure (command ">CMake: Delete cache and reconfigure")?

Thanks for your reply. I set up a really simple test project and realized that it did not have the same problem as my actual project, so I did a bit more looking around and think I understand my issue a bit better.
For reasons that I only partially understand, my project is set up to only be configured with one build type allowed allowed at a time, which is achieved by taking in the CMAKE_BUILD_TYPE (which we assume is Debug by default) and setting the CMAKE_CONFIGURATION_TYPES to match only the CMAKE_BUILD_TYPE. So, if you want to build Debug, you configure Debug; and if you want to build RelWithDebInfo, you configure RelWithDebInfo. There is no way to configure once and be able to build for both.
I do believe that this use case runs into a little trouble with #128, but that is a fairly minor inconvenience, because once our build type has been set, we want it to be locked to that single value anyways. No big deal.
The real issue for my project is that since the build variant is not passed to CMake at configure time, my project can't use that information, which is why I have to provide it manually as a configuration argument. I do not think that it would cause any problems for other projects to add -DCMAKE_BUILD_TYPE=<current_build_variant> at configure time, since it is just additional information. If that does not seem unreasonable and the CMake Tools folks would like, I can take a shot at putting that change together.
If you need more information or my explanation didn't make sense, I can spend more time getting that example put together.
Thank you.
PS - When I was fiddling with verbose output, I did notice a typo (that I assume is in CMake Tools): "[driver] Runnnig pre-configure checks and steps", "Running" is spelled wrong. =)

If it's not too inconvenient, a repro would help us debug and identify the root cause faster.  Your explanation sounds reasonable.

No problem. Please see the link to the repo below. I tried to add enough commentary and logs to explain the problem.
Please let me know if there is anything else I can do to help, and thanks!
https://github.com/P-N-L/dummy-project

Just checking... are you using the Ninja generator?
According to https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html, this value is only needed for single-config generators.  I suspect we can always provide it as long as we make sure it doesn't affect the Visual Studio generator incorrectly.

Unfortunately, I am trying to handle Visual Studio (as well as Make for other platforms). We are more or less trying to make Visual Studio behave in a similar manner to those single-configuration generators by setting the CMAKE_CONFIGURATION_TYPES to only match the CMAKE_BUILD_TYPE.

I reproduce how the defines in CMakeLists are ignored (which is the other bug) but I don't reproduce the configure versus build mismatch you mention. Also, in the logs I produce with your repro, I am seeing that the first "message" you wrote does return something, is not empty like in your logs.
I have no other generator special settings anywhere. I tried several kits, 2017, 2019, x86, amd64.
Also, from your RelWithDebInfo log, the build fails because of toolset old version.
What kit do you have, when you mention "Visual C++ 2017 x64", that is Community? When you installed VS did you change default inclusion of components?

Interesting... not sure how you would be getting a CMAKE_BUILD_TYPE for the first message when I don't... It looks like I missed the actual cmake command used for the Debug Configure command, I have added that to the repo and pushed. When I added the missing lines, the files' contents are now identical; no information about the build type is passed at configure time. Does the "Executing command" line when you configure with different build types have something extra/different?
The old toolset version is an odd manifestation of a build type mismatch that I have seen before when I have made a mistake configuring and building. It occurs when the project is configured for (and limited to) one build type, but a build is attempted for another. Since the RelWithDebInfo configure incorrectly defaults to a Debug build type, when the RelWithDebInfo build is started, it gets confused because the RelWithDebInfo files that it expects to find do not exist.
For this example, I am using Visual Studio Professional 2017 x64. However, I have the same issue for Visual Studio Professional 2015 x64. I have added these files to the repo as well. They were both installed for my by the IT department, and with the exception of installing updates, I do not believe that either of them has been modified from their original installations.

Ok, comparing the two lines I realized I did have Ninja generator picked, but not because I set it anywhere. All releases up to 1.3.1 had a bug that if Ninja is installed, it's always picked even if a preferred generator is defined. We fixed this in 1.4. You did not have Ninja installed but that could be a workaround for you?
What's important is that I reproduced the problem and we are going to fix it.
Thanks.

Thank you, that is great news!
I do not have Ninja installed but can definitely look into that as a temporary workaround. Good to know about the bug and upcoming fix.
If there is anything else I can do to support, please let me know. I appreciate the effort and responsiveness.

Hi
Try to add following CMake configure setting into setting.json:
"cmake.configureSettings": {
    "CMAKE_BUILD_TYPE": "${buildType}"
},

It helped for me.

This issue has not been resolved yet.

@P-N-L Does this suggestion: https://github.com/microsoft/vscode-cmake-tools/issues/1197#issuecomment-825449848, work for you? Thanks!

@P-N-L Are you using Kits or Presets?

I am selecting a Kit in the VSCode UI for Visual Studio Build Tools 2022. I set up my example project again today to test it and the behavior is the same. I did notice that the problem appears to be Windows-specific; the CMAKE_BUILD_TYPE variable was correctly populated on Linux.

@P-N-L Thank you for your github issue! We are trying to reproduce your problem but it is not reproducing, the reproduction steps are as follows, could you help us to see if it is a problem with the steps?
Repro steps:

Open this project https://github.com/P-N-L/dummy-project
Click CMake> Configure> Debug> RelWithDebInfo to configure this project
Check what the CMake-Build-Type is the Output window

Actual result:
The CMake-Build-Type is RelWithDebInfo
Repro steps video: https://microsoft-my.sharepoint.com/:i:/p/v-frankwang/EVev9GTRdDRKszlojOlqgysBWtauVf9z_zy2yNdWLsE29w?e=HZbaJu

Thanks for reaching out. I am having trouble accessing your video.
I tried again today on a Windows Server 2022 machine (which I expect would behave equivalently to Windows 10 or 11) and followed these steps:

Clone the repo.
Ensure the appropriate kit is selected (I am using Visual Studio Build Tools 2022).
Select RelWithDebInfo, Release, or MinSizeRel(anything other thanDebug`).
Click "Delete Cache and Reconfigure"

The output is below, showing that the CMAKE_BUILD_TYPE variable is not populated at configure time. If it were, there would be RelWithDebInfo at the end of the first message, and it would not default to Debug in the next message.

I am using:
VSCode IDE:
Version: 1.88.1 (user setup)
Commit: e170252f762678dec6ca2cc69aba1570769a5d39
Date: 2024-04-10T17:41:02.734Z
Electron: 28.2.8
ElectronBuildId: 27744544
Chromium: 120.0.6099.291
Node.js: 18.18.2
V8: 12.0.267.19-electron.0
OS: Windows_NT x64 10.0.20348

CMake Tools extension:
Name: CMake Tools
Id: ms-vscode.cmake-tools
Description: Extended CMake support in Visual Studio Code
Version: 1.17.17
Publisher: Microsoft
VS Marketplace Link: https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools

CMake extension:
Name: CMake
Id: twxs.cmake
Description: CMake langage support for Visual Studio Code
Version: 0.0.17
Publisher: twxs
VS Marketplace Link: https://marketplace.visualstudio.com/items?itemName=twxs.cmake

Based on what I see in your screenshot, you are using one of the Visual Studio generators (-G "Visual Studio 17 2022").  These generators are "multi-config" generators, so you cannot set CMAKE_BUILD_TYPE during "Configure."  The build type can only be set during the Build.
The option you have available to influence build types during Configure for a multi-config generator is CMAKE_CONFIGURATION_TYPES.  This lets you select which build types you want the generator to make available for the Build.
If you want to do something with CMAKE_BUILD_TYPE in your CMakeLists.txt for the Configure step you will have to use a "single-config" generator like "Ninja" for those to take effect.

@bobbrow Thanks for responding. I think I understand what you are saying and why the behavior is how it is. I don't have much experience with using multi-config generators (or at least it seems like we have not been using them correctly!), but it makes sense that at configure time you would not have a single explicit build type since that would be used at build time instead.
I think this issue can be closed.


_WIN32 in vulkanexamplebase.h

I have a 64x bit system, but the compiler says I can support _WIN32. The question is, this may somehow affect the performance of the program, because after studying some part of the code, I realized that support for several platforms is taken into account here (this is very cool) and some functions, methods, etc. are replaced accordingly. For example, the Instance creation function: // Enable surface extensions depending on os #if defined(_WIN32) 	instanceExtensions.push_back(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
I understood that initially the VK_KHR_SURFACE_EXTENSION_NAME extension goes into the vector, which is 64x, and after that if _WIN32, then it goes too. As far as I understand, the fact that _WIN32 on 64x has a value of 1 means in VulkanSwapChain. I am interested in this code from VulkanSwapChain.cpp:// Create the os-specific surface #if defined(VK_USE_PLATFORM_WIN32_KHR) 	VkWin32SurfaceCreateInfoKHR surfaceCreateInfo = {}; 	surfaceCreateInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR; 	surfaceCreateInfo.hinstance = (HINSTANCE)platformHandle; 	surfaceCreateInfo.hwnd = (HWND)platformWindow; 	err = vkCreateWin32SurfaceKHR(instance, &surfaceCreateInfo, nullptr, &surface);
er = vkCreateWin32SurfaceKHR(instance, &surface Create Info, null ptr, &surface); - not how it will affect system performance, since we define surface with Win32? In addition to _WIN32, there is also _WIN64, for which Vulkan does not have prefixes, they say, vkCreateWin64SurfaceKHR, but there is no vkCreateSurfaceKHR. As I understand it, the creation of swapchain took into account the fact that _WIN32 has a value of 1 at 64x and therefore there is a definition for initsurface only for _WIN32 to reduce the code, but I ask, will this not affect performance in any way? I just started implementing my project using the reverse engineering methodology and immediately fell into it)))
Also, VK_KHR_WIN32_SURFACE_EXTENSION_NAME compiler complains that it is undefined, although I tried to do so:
#if defined(_WIN32) 		instanceExtensions.push_back(VK_KHR_WIN32_SURFACE_EXTENSION_NAME); #endif

_WIN32 is always defined when compiling a 64-bit binary on Windows. There is no need separate code paths that use _WIN64.


[Phcode.dev Bot] Publishing Release 2.0.2 to Extension Store

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Vulkan: LightmapGI with Environment Mode set to a value other than Disabled exhibits light leaking through one-sided surfaces

Related to https://github.com/godotengine/godot/issues/63437 (but not the same, as that issue is about general light leaking).
Godot version
4.0.beta6
System information
Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT
Issue description
LightmapGI with Environment Mode set to a value other than Disabled exhibits light leaking, especially through one-sided surfaces. This light leaking is caused by environment lighting, which spreads incorrectly through corners.
While this can be worked around to an extent by ensuring all surfaces are two-sided (manifold), one-sided surfaces are fairly common in level design for optimization reasons.
Other things I've tried to no avail:

Increasing/decreasing Bias on LightmapGI
Disabling Use Denoiser
Enabling Interior
Increasing bake quality to Ultra

Environment Mode: Disabled
Environment Mode: Scene

(The little bit of light leaking that remains on the 3rd screenshot is from the shadow map, not the lightmap.)
Steps to reproduce

Import a 3D scene with its Light Baking property set to Static Lightmaps.
Add a DirectionalLight3D node and WorldEnvironment.
Add a LightmapGI node.
Bake lightmaps.

Minimal reproduction project
test_lightmapgi_leak.zip

This seems to be happening with direct light GI too. Here's a manifold structure with thick walls and environment set to "disabled" in the bake. The directional light is set to dynamic, so this is the GI leaking.

LightmapLeaking.zip

My theory was right, this is a fairly simple fix.
A half pixel offset needs to be added to gl_Position in the rasterization step.
vec2 half_pixel_offset = vec2(-1.0f, -1.0f) / vec2(params.atlas_size.xy);

Before

After

After of the scene above.

There's some leaking on the last one but to be honest I don't trust the denoiser (OIDN) is doing a good job there, as it exhibits no leaking when the denoiser is off (which wasn't the case before).

I'll open a PR with this change.

I am seeing significantly more leaking with this change. Should I open a new issue? Example project is attached.
I have also confirmed this behavior when cherry-picking this change onto 4.2-dev5.

LightmapTest.zip

The scene in the MRP doesn't load. Don't remove the .Lmbake and .exr files without clearing the LightmapGIData from the LightmapGI node first.

You sure it's not just because this thing is built out of several planes with slight protrusions towards the corners that can get light?

The texel resolution is also so low to the point it makes this even worse. If you increase the lightmap resolution you can see the issue pretty clearly fix itself.

You should model a proper inside out cube if you don't want leaks like that.

You'll want to be careful that you have enough texel density in these tests that the leak isn't occurring due to overlap in the lightmap image itself. That won't happen with a huge amount of padding between UV islands and a high texel density.
Intersecting planes pose an issue because if the edge of the planes are catching any light from outside, the low resolution of the lightmap will cause the light to bleed to the inside a lot more than it actually should physically.
This test would be better done with a cube with inverted normals, or a room with one wall removed and some thickness on the remaining walls.

I'm definitely a bit puzzled as to how it's even generating positions at the very edge of the planes at least at such low resolution, the half pixel offset is exactly meant to prevent that. I get the feeling there's some other mechanism at play on this scene.
At least all of these planes are just using a pretty plain independent UV2. I'll take a look at how the position texture is being generated next week.

Here is a version with an inverted cube. LightmapTestCube.zip I'm getting pretty similar results.

4.2-dev5 / before change / 0.2 texel size
4.1.2-rc1 / after change / 0.2 texel size

4.2-dev5 / before change / 0.05 texel size
4.1.2-rc1 / after change / 0.05 texel size

Increasing the texel density does help, though even with an increased texel density there is less leaking before this change.
I thought it was interesting how when you look at the lightmap textures for 4.2-dev5 (included in each screenshot above), it is only the top left edges that leak. The same is true for the plane version as well, where every face is on its own slice. On 4.1.2-rc1 with this change, there is uneven leaking on all 4 edges. Each face of the cube (or each plane) has two adjacent edges that leak worse than the other two.

Thanks for testing with the cube, that makes it easier to rule out the other possibilities.

I thought it was interesting how when you look at the lightmap textures for 4.2-dev5 (included in each screenshot above), it is only the top left edges that leak. The same is true for the plane version as well, where every face is on its own slice. On 4.1.2-rc1 with this change, there is uneven leaking on all 4 edges. Each face of the cube (or each plane) has two adjacent edges that leak worse than the other two.

Yes, this is why I'm inclined to believe this is not exactly a regression but uncovering some other bug where the other edge can somehow retrieve the position of the edge of the polygon, especially because one of the original test scenarios was very similar to this. In theory with the half-pixel offset, the rasterizer should never be writing coordinates that perfectly align like that when it's used... but something seems to be failing here.
I'll take a look at it on Monday by debugging the output position texture in the rasterization step.

I've been giving this a look and I'm unable to determine so far what's the reason behind the error. The half pixel offset is clearly doing the behavior I want it to do in proper meshes, but this mesh in particular seems to have something in its generation of the UV2 that makes the rasterization never generate the coordinate from the center as it should. Whenever I look at the position texture that it outputs, the values are pretty much at the very edge of the cube.
The size in the atlas itself is very weird and uneven. I noticed this was generated via ArrayMesh. Can we reproduce this behavior with something like a regular box instead? I'm just not sure where the difference lies yet that causes this behavior compared to regular scenarios.

Ah, it seems that an obj import works fine. LightmapTestObj.zip

4.2-dev5 / before change / 0.2 texel size
4.1.2-rc1 / after change / 0.2 texel size

Before I was using PlaneMesh and BoxMesh, so maybe there is something funny going on there with the uv2 generation.

cc @BastiaanOlij, as he implemented UV2 generation in primitive meshes.
The default padding is defined to 2 pixels, but maybe it's too high/low? You can configure it in the PrimitiveMesh resource inspector.

Ah, it seems that an obj import works fine. LightmapTestObj.zip
4.2-dev5 / before change / 0.2 texel size 	4.1.2-rc1 / after change / 0.2 texel size

Before I was using PlaneMesh and BoxMesh, so maybe there is something funny going on there with the uv2 generation.

Very interesting indeed. Sounds like this might warrant a close inspection of what UV2 values the primitive mesh ended up with.

I took a quick look at what is being passed to LightmapperRD::add_mesh() when lightmapping an obj plane and when lightmapping a PlaneMesh. The lightmapper generated size 16x16 slices for each plane. In summary, there's a half pixel offset difference between the two (not caused by this change).
For an obj plane, the image size was 14x14 and the uvs go from [0.035714, 0.035714] to 0.964286, 0.964286.

For a PlaneMesh, the image size was 12x12 and the uvs go from [0, 0] to [0.833333, 0.833333]. The UV2 Padding was 2 so that explains the unused pixels on the bottom and right.

@jeffhube Thanks for the investigation.
I think what you've shown so far might explain why I've seen primitive meshes sometimes linearly interpolate the light-map on one edge of a shape and wrap around to the other side when rendering.
We might need more eyes from this on from more experienced parties as now I'm not entirely sure if it's the model importer the one that is wrong or the primitive generation depending on what else the engine expects. However, I'm inclined to say the OBJ is correct, as it matches the behavior of what I've seen happen in other engines and the half pixel offset is required when dealing with linear interpolation.

It's been a long time since I last looked into this but the primitive meshes take a fairly straight forward approach. It calculates the size of the image required based on the dimensions of the primitive shape, taking the texelsize into account. Then adds the required margins to this.
The margins are indeed added just to the right and bottom edge, so that bottom image for the plane is indeed correct.
For a box it will lay out a grid of 2 x 3 faces adding the margins again at the right and bottom edges to space them out.
You can see the UV unwrap with the mesh instance selected, pressing the Mesh button and then selecting View UV2:

We really should add a grid view to this :)
If we want a border on the left and top, we could change the logic fairly easily by just adding a single texel to all UV coords.


cross compile mxnet for android, without using Amalgamation?

Wondering anyone has tried to cross compile the whole mxnet to ARM platform, so that we can run python scripts. With Amalgamation, there's only .so generated and the python directory is not compiled I think.

@fye881: @larroy and I have worked on this a bit, and had pretty good success cross-compiling with docker.  We hope to merge in work once we get it a little more polished.  In the mean time was there a specific platform you were interested in?  I could probably create a gist with a Dockerfile for you.

Here's an example for ARMV6 and Linux https://gist.github.com/KellenSunderland/2ed6b52a16b403fdbc467259ff5cc355

https://github.com/apache/incubator-mxnet/pull/7792 Here's a dockerfile that builds for android.

@apache/mxnet-committers: This issue has been inactive for the past 90 days. It has no label and needs triage.
For general "how-to" questions, our user forum (and Chinese version) is a good place to get help.

Hello @fye881, Thank You for submitting the issue. Were you able to resolve it? I am requesting the MXNet community to add label "Pending Requester Info"

@sandeep-krishnamurthy can you please add "Android" and "Build" labels, and remove the "Need Triage" label?

Yes I think I get it compiled afterwards.
On Monday, June 11, 2018, 4:08:19 PM PDT, Kalyanee Chendke<EMAIL_ADDRESS>wrote:

Hello @fye881, Thank You for submitting the issue. Were you able to resolve it? I am requesting the MXNet community to add label "Pending Requester Info"
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub, or mute the thread.

@fye881 could you please resolve this issue in that case?


Using setget set with child node throws null instance error

Godot version
4.1 RC1
System information
Windows10
Issue description
Using setget set with child node to show or change the value throw null instance error when used with variable value other than default value.
Steps to reproduce

add control node and it's child with label node
create variable with set like float
set value in ready func other than default value, in this case like 10
show result in label node using set func

Minimal reproduction project
bugs.zip

Node named "Label10" does not exist. There is an error about this in the Errors tab, but the debugger cannot catch such errors and the next error is displayed (accessing a property on a null instance).
Please use the community channels to ask for help. This tracker is for reporting bugs in the engine.

I was testing something out so accidentally left the label name at label10, It's supposed to be Label and then it will show null instance error

I tested this, there is no error:

Please provide the correct MRP and steps to reproduce, otherwise we won't be able to help you.

Bug.zip
Try this

3.x has the same behavior:
extends Node

export var x: int setget set_x

func _init() -> void:
    prints("_init", get_child_count())

func _ready() -> void:
    prints("_ready", get_child_count())

func _notification(what: int) -> void:
    if what == NOTIFICATION_INSTANCED:
        prints("NOTIFICATION_INSTANCED", get_child_count())

func set_x(value):
    prints("set_x", get_child_count())
    x = value

_init 0
set_x 0
NOTIFICATION_INSTANCED 1
_ready 1


Laravel 11: Bump required illuminate/support to ^11

Hi there, I am not able to upgrade to Laravel 11 as it requires illuminate/support:^11 which is in conflict with Explorer's lower version constraints.
        "illuminate/support": "^9.0||^10.0",

Thanks.

I would welcome a PR that adds support for Laravel 11!

PR:
https://github.com/Jeroen-G/Explorer/pull/236


Fix security_connector.c formatting

Formatting broken by https://github.com/grpc/grpc/pull/10772
(sanity test broken on master)

No significant performance differences

Merging now to fix sanity on master.


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As the excitement builds, fans are actively sharing their reactions online, showcasing the powerful influence of social media in elevating creators like Oviya into the spotlight. With her unique style and creativity, she has quickly established herself as a notable figure in the digital landscape, leaving many curious about her upcoming projects and content.  Here is guaranteed original video link below👇👇👇
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Double scrollbar on Chrome

I'm running Chrome lastest release Version 62.0.3202.94 (Build officiel) (64 bits) on Windows10

Having the exact same issue.
Any help would be appreciated


Write a short Wiki page explaining dispaly.

I glanced through the code, I like the screenshots, I like the concept, but when I'm running it I don't really understand what is going on. :)

Yeah, everyone always asks me what it means, and that might be a good way to explain it.


Modify how provider response errors are handled

change public checkError into protected checkResponse
remove custom toString handling in IdentityProviderException
clean up tests

@ramsey after looking through the commits related to when checkError was introduced, I decided that using throwing the exception from the provider does make sense. What didn't make sense is that it was exposed as part of the public API, especially in light of the functionality in #275 for handling request/response cycle through the provider.
End result is mostly clean up of tests and making things more consistent internally.

Coverage increased (+3.42%) to 88.2% when pulling 4ab2201588b1e9226733ea6af4136e0811a897e7 on shadowhand:feature/v1-clean-up-response-errors into cd144882e62452f92028263c156b05704e2d3ccd on thephpleague:1.0.

Coverage increased (+3.42%) to 88.2% when pulling 4ab2201588b1e9226733ea6af4136e0811a897e7 on shadowhand:feature/v1-clean-up-response-errors into cd144882e62452f92028263c156b05704e2d3ccd on thephpleague:1.0.

@ramsey this one is ready to go when you have time to look at it.

Finally got a chance to review your changes and read your notes. Looks great. Thanks!


starting Shortcuts after Probing not working

Hello @terjeio
I'm using the Sender 7.1 from your Web Site.
You added the possibility to start the Macros while in the Probing tab.
That works great, but I think there is a little issue.
When the probing is done, for me it's not possible to start a macro (F1 / F2 and so on) or activate the "Jogging function" with the "Ctrl + Shift" key.
I've tried it with my Keypad and directly from my keyboard, both don't work directly
First I have to click on a button or change to other tabs, so that it will work.
Can you please have a look at this?

It works for me. Is this happening after any probing, e..g center finder, or just some probing actions?
Note that after probing G91 is active so all movements in a macro will be relative to the current position, add G90 to the start of the macro to avoid that for now. I'll fix that later.
I have uploaded a new edge version - only minor changes in that, the most important is that the Goto flyout buttons are disabled until the machine is homed.

It was not every time, sometimes it worked after the probing was complete.
Normally my workflow is the following one:

Go to Probing tab edge finder
Press „Ctrl + shift“ on XBOX Controller Button for jogging
Jog to desired position for heigth probing
Press „F1“ key and „Enter“ for Macro with Z-heigth probe
After that move to desired Probing position (Edge Finder)
Activate the desired Corner in the Sender Tab
Press „ALT + R“

After Probing I normally have to Offset my 3D-Finder for that I want to start my Macro „F2“
But often then the Software does not recognize any keypress. Even the „CTRL + SHIFT“ Shortcut doesn‘t work.
I have to click any button in the Software, then it works like it should.
Maybe I‘m doing something wrong, but I‘ll test your new Version at the weekend.
Thank you in advance :-)

Ok, something must be taking focus away from the tab. Can you try to click in one of the fields, say Rapids Feed Rate when this happens? Does the shorcuts work after doing that?
After testing I managed to replicate the behaviour - the main tabviewer got a dotted box around when it happened, this means the  it "stole" the focus. Seems like <Alt>+<R> triggers this but not always.

Hi @terjeio
Like I mentioned before, you're right. When I press in any field or a button, then I'm able to start the macros with Shortcuts.
I'm a little bit scared, that the "Start Probing" Button has the same Shortcut like the "Normal G-Code Start" Button, but I think it is not possible, that it will start the GCode while in Probing tab...
Because I have mapped the Key to my XBOX Controller and I have to be very careful, not to press this Button while taking the Controller in hands.
Maybe in the future you could add an extra Clickbox like for the Shortcuts (F1 / F2 etc.)
It could be usefull if this could be activated in the Settings. Because I think for me, it would be a great addition of Safety, but for most people it would be only one extra click without a positive benefit...

I have tried to fix this issue with no luck so far, I'll keep trying. Sometimes the WPF framework can be frustrating to work with...

I'm a little bit scared, that the "Start Probing" Button has the same Shortcut like the "Normal G-Code Start" Button, but I think it is not possible, that it will start the GCode while in Probing tab...

Not possible, shortcut handling is local to the tab that is active/visible and has focus.

Maybe in the future you could add an extra Clickbox like for the Shortcuts (F1 / F2 etc.)

I'll think about it - however, since two keys needs to be pressed at the same time to activate these commands I do not believe it is necessary.

I have tried to fix this issue with no luck so far, I'll keep trying. Sometimes the WPF framework can be frustrating to work with...

Thank you for this, maybe you‘ll find it in the future :-)

I'm a little bit scared, that the "Start Probing" Button has the same Shortcut like the "Normal G-Code Start" Button, but I think it is not possible, that it will start the GCode while in Probing tab...

Not possible, shortcut handling is local to the tab that is active/visible and has focus.

OK, that‘s a good point :-)

Maybe in the future you could add an extra Clickbox like for the Shortcuts (F1 / F2 etc.)

I'll think about it - however, since two keys needs to be pressed at the same time to activate these commands I do not believe it is necessary.

Yes, you‘re right, and that‘s why I said, for most Users it‘s just a click more.
In my case, I have mapped the Shortcut „ALT + R“ or what it is, to ONE Button on my XBOX Controller.
So I have to press only one key, and I don‘t have so much keys, that I can use it with two buttons...
And then maybe you can understand my thougths about the „extra Clickbox“ because I‘ve also mapped the „Enter“ Key to one XBOX Button and then I can validate that I WANTET to press the button g

And then maybe you can understand my thougths about the „extra Clickbox“ because I‘ve also mapped the „Enter“ Key to one XBOX Button and then I can validate that I WANTET to press the button

I did not think about that, I'll make confirmation an option later.
I believe I have managed to fix the shortcut issue, new edge version just uploaded for you to test.

I did not think about that, I'll make confirmation an option later.

Thank you for this :-) That would be really great, because when I‘m in the Probing tab, I need the Button for Probing, but in the „normal“ tab it‘s a bit scary, when the machine could start the job, when you touch the button, but it was not planned to touch it...

I believe I have managed to fix the shortcut issue, new edge version just uploaded for you to test.

I‘ll try it at the weekend, maybe I‘ll get some time before. That‘s always the Problem, when the machine is not standing at home :-(
Thank you for your great support 🥇

Hello @terjeio
Today I made a few tests with your new Version, and it seems, that it works now without any problems.
Last time it was around every second time, and today after 6 times it works every time.
Thank you for your support, so I‘ll close this issue now :-)


[Bug] During deserialization, the @JsonProperty annotation on the properties cannot be recognized by the @Serialized annotation

interface Strategy {
    @Serialized
    val config: List<StrategyConfig>
}

This is not bug, you used jackson in wrong way, the @JsonProperty must be used TWICE!

@field:JsonPropety("..."), for serialization
@param:JsonProperty("..."), for deserialization, all parameters must be decorated by that annotation when  non-default constructor is used to deserialize

This is not bug, you used jackson in wrong way, the @JsonProperty must be used TWICE!
1. `@field:JsonPropety("...")`, for serialization

2. `@param:JsonProperty("...")`, for deserialization, all parameters must be decorated by that annotation when  **non-default** constructor is used to deserialize

Okay, I got it...


zurawiki.gptcommit version 0.5.6

[x] Have you signed the Contributor License Agreement?
[x] Have you checked that there aren't other open pull requests for the same manifest update/change?
[x] This PR only modifies one (1) manifest
[x] Have you validated your manifest locally with winget validate --manifest <path>?

[x] Does your manifest conform to the 1.4 schema?

Note: <path> is the name of the directory containing the manifest you're submitting.

Microsoft Reviewers: Open in CodeFlow

Url validation error

manifests\z\zurawiki\gptcommit\0.5.6

https://github.com/zurawiki/gptcommit/releases/tag/v0.56

Http status code: NotFound
Here is 0.5.6:https://github.com/zurawiki/gptcommit/releases/tag/v0.5.6  , v0.56 is not in repo.


PR: Fix python 3 compatibility of batch mode

Fixes #89.

Thanks a lot for this @davidh-ssec! I'll release 0.3.3 with this fix in a couple of hours.


[Showcase] Add Flow Dashboard to showcase

Adding Flow Dashboard to showcase projects

[x] PR has tests / docs demo, and is linted.
[x] Commit and PR titles begin with [ComponentName], and are in imperative form: "[Component] Fix leaky abstraction".
[x] Description explains the issue / use-case resolved, and auto-closes the related issue(s) (http://tr.im/vFqem).

Thanks,.cool project!

I have just noticed that the dashboard is open sourced. We have a property to link a github projet.

Woops I missed that. PR for the source: https://github.com/callemall/material-ui/pull/6381


tracehints don't create pcb_trace_hint elements

https://github.com/tscircuit/circuit-json/blob/main/src/pcb/pcb_trace_hint.ts

we will probably need a phase that turns manual trace hints into trace hints instead of grabbing the prop of the subcircuit inside of Trace.ts


New bulbs fail discovery

I have just bought three new Tuya Smart Life bulbs, there's no clear manufacturer data on the box and the bulbs identify themselves simply as "Smart Bulb". I've never been able to get the MITM key discovery to work, so reactivated my Tuya developer account and used the API query to get the local keys for the three new devices. Entered them and then used Device Control Query Properties to check the DP values are the same as my older bulbs (they were). However restarting Homebridge results in this continuous looping error
[17/11/2024, 17:51:51] [TuyaLan] Discovery - UDP from <IP_ADDRESS>:6667<PHONE_NUMBER>000000000000000013000000f2cbd0e7039de16ef5da4161a4c894236e1a82f9c2e9acd5ddf4efdd2b11d0006adf783f0f6baa8a276f78df3d0fbc28bd08ee259e42d6d12d83b3dafea918e3cd90ab5d60632913dbef4cabec95721d6f16c80885358a9d4986ead8eb9f64422ee3b8f6d58d1c47e058facaa1a10386fca0682c3e290fe5f8e84557f77168632cec97116442af09fcff2440a4c89219ed202e33a2e89dcd20136da5f3bbfcfc0e0b369ac2cd48dd8a6ba9561542fb152313604aa250cc53ab57e29c2408ab3bc37bd7d399949f5189accc3c6b281382104deb495d465ba851a54d3cb07c8465b59f481b901487e4e40301f82f2d03bfb4d78700009966
[17/11/2024, 17:51:56] [TuyaLan] Discovery - UDP from <IP_ADDRESS>:6667<PHONE_NUMBER>000000000000000013000000f264e18b8a11809d81c11759101a5c8e9336f84a8de1d15d00ec392b0f6d90347b6188e6f5526c5be2d1e350cf591cb78dc08bb265ec364b9322dbc65ddd14792a3a067c9a320bf1d54547488a1041b8092b46dcf28f7feaceadc64055779946f5cea2a620ad60af97607a883bb14803608359de6ea6ff9f53e8e752faddddb8eb13f12c681f06b6868ea5f0112f625e0cb26954c46655804d123c4506a5d03745322c54e4fc36c2ccd701a0b0f4ce152a4dafafa65a6daab2ca5814f88c0c51fce376e6d06f4f09a79cd1526ced44b87e0521f233ade85e1799d57556ed7e0617a3e86190dea9dc627f8c230e91f78961825e00009966
[17/11/2024, 17:51:56] [TuyaLan] Discovery - UDP from <IP_ADDRESS>:6667<PHONE_NUMBER>000000000000000013000000f2ecabd472373f7152dd85561d77c2078db6f0fb9bba7e0022cd92abd1c49d2bd4ced4ca8f1bc4a7356b632f7322fd2991280c23d2ecda5741d566d9ed8395491d18f2f2aae731f5c6cbf8534e8b9cbde7e0541a799087ddc0781b9b38aabdcc3b3531c33b6cee1d5509ded73fa2b79e2278dbc18aeb2103abeef1fc71949496dd1955b05c6b85cb59704c0010454b99a23b590fec2d016903689b5bddc013b20c500ba55cf2f84ac8894949eb43d03a2221e0d4f10e82c4855a0eaa52000881878788599f8d6a13083c077dbf3672dac5cdf28f08bbd578b4c40c7b258f07726a2f102e1f0687fa529c41903022550529e4ff00009966
[17/11/2024, 17:51:56] [TuyaLan] Discovery - UDP from <IP_ADDRESS>:6667<PHONE_NUMBER>000000000000000013000000f25deeb6a82c17d5cb7ae7cd4207d9738a6d493dcf36338b51e05b5f7a87a9db4c2dba8e4b9617d7bd27d3dd4a37ed05a653bdbd6b9e83623318e3e6162c4d12bedf8d15a8b7089e2a6c8480ff50db13b9c2a685116e1a4a4b59b05502dfb52741477b16c53c839a9d392f364c357fdde3ab22f452d0a934d962f37d81609b2d5f9e0c0ce76a1e567077229c2638ea58409fe0d4f235da4363de1e5dfe3ac4e13c3734336954fff9da6fbd5614c3e567947255c98b7169338fa189bf0eb65538ca5fa6fca4864f3f70e9df92f30daca678006cf48a9109c3c82ea6ca96f946b752e9166bb0d64ddfecbedbc36fbcfd7d23c46800009966
The three bulbs should have IPs <IP_ADDRESS>/102/104, so it looks like the correct devices are being found and maybe the response is not recognised? The bulbs appear in the Tuya Smart app, with more controls than my previous bulbs, and also in the Tuya developer console.

Oh. This may be a duplicate of #481
That has no fix, merely a proposal to drop Homebridge and switch over to Home Assistant.

Hi, were you able to find a fix for this with Homebridge?


Fixing CMake on PowerPC and Windows

Windows examples are slow and unreliable without Release mode and full optimizations. Even on the other systems there is no reason to default to less optimized versions. They can be useful for the testing, but the default configuration built with our README.md should be -O2 or -O3.
Meltdown works on ppc64le. I don't know whether it works on ppc64 and unless we have tested it, we should not publish it.
Meltdown kernel module should be built iff meltdown is built.

Hm, this breaks the Travis build on Windows.
Quick Google gave me https://codeyarns.com/2015/05/14/build-types-in-cmake/

Note: Build types for Visual Studio cannot be set in CMakeLists.txt using CMAKE_BUILD_TYPE or any other method. It can only be set when CMake is invoked or later in the Visual Studio solution.

Which makes sense since Windows/VS is a "multi-configuration generator". Solution would be to update CMakeLists.txt not to set this if CMAKE_GENERATOR has a value that refers to Visual Studio. We might then want to change ci/build to add --config Release here, but only on Windows (ugh):
https://github.com/google/safeside/blob/d10bcf8e791e8ff7dfa8300252e7468b9736d123/ci/build#L15

... or can we just change -O1 in demos/CMakeList.txt to -O2?
It really feels like we're fighting with CMake by trying to set the build type from inside the build.

OK, I'm going to skip those first two lines for now.

... or can we just change -O1 in demos/CMakeList.txt to -O2?
It really feels like we're fighting with CMake by trying to set the build type from inside the build.

I'll try to set it to -O2. Let's see whether Travis accepts that.


Migrate admin pages to React

Overview
There is no major change in appearance or feature, and admin pages were migrated to React.
Changes

Migrated admin pages to React
Introduced partial SPA

Installed react-router
Make transitions within admin pages on one page
Remove swig templates & codes that are no longer used

Partial translation
Replacement text with the key for translation

Depends on
#420

@lightnet328 Can you resolve the conflict?

And the build failed.


Install errors showing when running php command line

Hi,
I have a strange issue.
Upon installing some extensions i had some problems.
I have since managed to get these extensions installed and they are now working correctly.
However, everytime i run any php command using command line, i am presented with these error messages before i get the result of the command line.
Any ideads?
php -v
**PHP Warning:  Module 'ftp' already loaded in Unknown on line 0
Warning: Module 'ftp' already loaded in Unknown on line 0
PHP Warning:  PHP Startup: Invalid library (maybe not a PHP library) 'pdo.so' in Unknown on line 0
Warning: PHP Startup: Invalid library (maybe not a PHP library) 'pdo.so' in Unknown on line 0**
PHP 7.1.4 (cli) (built: Jun  6 2017 10:32:25) ( ZTS )
Copyright (c) 1997-2017 The PHP Group
Zend Engine v3.1.0, Copyright (c) 1998-2017 Zend Technologies

because you have already compiled these extensions into the php binary (static extension), then you load the same extensions (shared extensions) using ini options.

thanks @jhdxr so how do i go about fixing this?

@jreason you can try disabling the shared extensions: phpbrew ext disable ftp, phpbrew ext disable pdo.

@morozov thanks, thats done the trick!


Don't pan during drag if an object is larger than the available screen bounds

Related to #1356, but a more specific case. If an object is larger than the available pan bounds, panning to keep it in view is awkward. The object is larger than the screen so it doesn't make sense to pan to try to keep it in view. Currently, the screen pans to try to keep the bounds minX on the left of the screen.
Here is an example of how this looks odd for very wide objects, just clicking on a wide ruler does this:

I propose that if a draggable object is wider than the available screen bounds we disable panning. In this case you need to drop the object and pan to where you want to go. Otherwise, panning during drag will behave like #1365.

This seems like a pretty simple change, I am proposing it in https://github.com/phetsims/geometric-optics/issues/367 to see if others agree it is acceptable.

Behavior in https://github.com/phetsims/geometric-optics/issues/367 was cleared by others on the team. Ill clean up the implementation and get it working better with alternative input (specifically KeyboardDragListener).

In the above commits I made it so that we don't pan if the object is too large with mouse/touch. But we DO pan to the center of the object with keyboard input. It was not easy with focus to "drop" the object and drag the screen to a different area. Since dragging with focus pans to the center of the object instead however far we need to keep the object in view, this still looks and works well.
I started a dev test after changes in this issue and in https://github.com/phetsims/scenery/issues/1356. But I did lots of fuzz testing with all forms of input and tested several sims manually. Closing this issue, we will finish up in #1356.


-fxied: issue with 'in' operator filter when array contains escaped sequence string

issue: when using 'IN' operator inside predicate when array contains escaped sequence string, the query failed, and query returns empty result set.
user case:
CREATE DATABASE remote:localhost/temp root 1234 memory graph
INSERT INTO cluster:default CONTENT { value:""" }
SELECT FROM cluster:default where value in ["""]

Thanks!

there are also issue with the escaped \uxxxx and comma inside a string example:
WHERE value IN [ "testing, command failure", "testing\u002c command failure"  ]
both of them will cause a parsing error. the parser, looking for a first ',' encounter for item split decision, without testing if it inside valid string phrase.
I saw from other posts, that you are working on new parser, do you have an ETA ?
if not I can try to fix this issue my self, and send pull request when I'm done


Text merge support

what
Ability to specify the use of a text merging algorithm such as a CRDT (e.g. Yjs, Peritext) for JSON string fields.
why
Text is the most researched and supported data type in the field of CRDTs.
Likely to be a frequent requirement in m-ld, e.g. for paragraph fields in collaborative form-filling.
May require:

#31
m-ld/m-ld-js#91

proposal
The CRDT instance is identified, i.e. it's a Subject, like a List.
A CRDT subject can have a @type, and so be subject to an extension filter.
The extension can behave any way it wants with respect to (non-reference) properties. All updates must resolve to the usual delete/insert, but can actually contain anything the extension decides.
Text content can be entailed using a known property, for querying.
The extension can leverage list syntax if the extension looks for it, thereby providing a common update API to app code.

API spec in progress here: https://github.com/m-ld/m-ld-spec/wiki/Explicit-Updates

To do:

[ ] current data LRU cache
[ ] undo, for voiding and txn rollback
[ ] custom fusions
[ ] compliance tests


Document setup.

Here we provide all the necessary instructions for serving the dynamic notebook in a slideshow format, using Voilà.

I was unfamiliar with Mamba so I did some reading up on it including the announcement blog post. Seems like a cool project! I haven't worked with Mamba and didn't already have Conda on my computer so I downloaded the installer from the repo you linked to in README.md. I didn't want to add anything to PATH so as to preserve the reference to my current installation of Python, so I created aliases for conda and mamba.
Should we include a reference to this in our repo instructions? The installer specifically recommends not adding anything to PATH so likely other people that do not previously have Conda installed might have to do something similar if they still wish to use conda and mamba commands. Maybe even some kind of brief statement like "If you do not add mambaforge to PATH, you will need to specify the location of each command/executable or set an alias for conda/mamba commands."

Actually, maybe making an alias was not the way to go. I see that the solidifcation-tracking environment was created (I see it when I run the command $ conda info --envs and it exists at C:\Users[user]\mambaforge\envs), but when I try to activate it using $ conda activate solidification tracking, (solidification-tracking) $ is not shown at the beginning of the command prompt and $ conda info --envs shows me still in the base environment. Any ideas for how to proceed?

I don't think we should enter into the details, because setting up a reproducible scientific computing environment is a very broad topic (it's not specific to this project). I added 89ad0c4 so people can guess that Mambaforge is comparable to Miniconda, which is well-established. Then they can follow the links to dig deeper.
You don't need aliases indeed; if you install Mambaforge as a user in your root directory, plus you didn't have any previous Conda installed, clearly there is no other place your system can look for when you run mamba/conda commands.

Okay sounds good! I will merge this now and try to do that.


Please update

I'm pretty sure that there are some new features since September but they are not listed. please update this page to help make it easier for us keep up with the changes

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

ID: ac42403c-4226-bec2-986d-2e8a67e7c66d
Version Independent ID: e8e0b323-ee46-f8e7-fe99-cbee91697213
Content: What's new in Microsoft 365 Defender - Microsoft 365 security
Content Source: microsoft-365/security/mtp/whats-new.md
Product: m365-security
Technology: m365d
GitHub Login: @mjcaparas
Microsoft Alias: macapara

@DeanGross Thank you for the feedback. I shall work with the author and get the details updated.
Thanks
Sri

Feb 2021 reflects the latest changes.


ref: add read_timeout and connect_timeout config options (remote add)

remote modify: remove duplicated config options for s3
remote modify: add timeout config options for http remote

Related:

iterative/dvc#8722
iterative/dvc-http#29

By the way @dtrifiro, unless there's a specific reason you tagged @jorgeorpinel, let's pick someone else from the dev team to review, or use @iterative/docs if there's nobody that's suitable, so we don't depend on @jorgeorpinel to be the primary reviewer for dvc docs. He will still review later if he thinks there's something important to mention.

Should we link to https://docs.aiohttp.org/en/stable/client_reference.html?highlight=clienttimeout#clienttimeout and mention which args these map to? Also, sorry that I'm late on this, but why not name them sock_connect and sock_read to match aiohttp?

@dberenbaum I think that's not really necessary, and it does not map 1-1. Regarding this and naming choices, see this discussion: https://github.com/iterative/dvc/pull/8722#discussion_r1056730462

Specifically for cmd/API ref updates, unless they seem related to releases or something like moving info that should be in GS or UG (example), indeed I am not usually able to respond in a timely manner, sry.


Fix contact page CSS contact3.jpg asset route

Noticed that a 404 was received when requesting for contact3.jpg:

Cause: Wrong asset route in CSS for contact3.jpg.
I would like to contribute to this project and participate in hacktoberfest 2024 by solving this issue.
@aslams2020

kindly please assign me with this task @aslams2020


Change major/minor format into version format

Addresses Issue here: https://github.com/project-machine/puzzlefs/issues/10
This PR replaces major/minor versionining to be a single version variable. u64 should be plenty for both rather than using 2 u64.

I've also noticed your sign-off is a bit weird:
Signed-off-by: Poxxy<EMAIL_ADDRESS>
You're not using your name and the email seems autogenerated. Is this intentional?

@jklott was this sign-off:
Signed-off-by: Poxxy<EMAIL_ADDRESS>
intentional?


No IRQ sharing among virtio devices

Expected behavior
Multiple virtio devices should be able to share the same IRQ
Actual behavior
Only one device succeeds with intrenable per IRQ
Not really a bug report, just comment on the recent ACPI related commits.
I forced the virtio devices to use IRQs 5 and 9 which are not occupied (see /dev/irqalloc below):
          3           0                    0                    0 trap     #BP
          7           0                    1                 1750 trap     #NM
          8           0                    0                    0 trap     #DF
         14           0                 1202<PHONE_NUMBER> trap     #PF
         15           0                    0                    0 trap     #15
         16           0                    0                    0 trap     #MF
         19           0                    0                    0 trap     #XF
         50          50                 9276<PHONE_NUMBER> lapic    APIC timer
         65           1<PHONE_NUMBER>8 ioapic   keyb
         73          12<PHONE_NUMBER>60 ioapic   mouse
         89          11                 2625            911411238 ioapic   ether0
        105           9                    0                    0 ioapic   virtio-net-0
        121           5                    0                    0 ioapic   virtio-9p-1

MADT contents (/dev/APIC/pretty):
acpi: MADT@fffffffff08d7230: lapic paddr fee00000 pcat 1:
        lapic pid 0 id 0
        ioapic id 0 addr fec00000 ibase 0
        intovr irq 0 intr 2 flags $0[polarity/trigger like in ISA,BOGUS TRIGGER]
        intovr irq 5 intr 5 flags $d[active high,level]
        intovr irq 9 intr 9 flags $d[active high,level]
        intovr irq 10 intr 10 flags $d[active high,level]
        intovr irq 11 intr 11 flags $d[active high,level]
        lnmi pid 255 lint 1 flags $0

PCI inventory printout:
interrupt 11 -> 9 ... Success
interrupt 10 -> 5 ... Success
interrupt 10 -> 5 ... Success
interrupt 11 -> 9 ... Success
interrupt 11 -> 9 ... Success
interrupt 10 -> 5 ... Success
interrupt 10 -> 5 ... Success
interrupt 11 -> 9 ... Success
bus dev type vid  did intl memory
0   0/0 06 00 00 8086 1237 x   0
0   1/0 06 01 00 8086 7000 x   0
0   1/1 01 01 80 8086 7010 x   0  4:0000c2a1 16
0   1/3 06 80 00 8086 7113 A   9
0   2/0 03 00 00 1b36 0100 A  10  0:f4000000 67108864 1:f8000000 67108864 2:fc090000 8192 3:0000c201 32
0   3/0 02 00 00 10ec 8139 A  11  0:0000c001 256 1:fc092000 256
0   4/0 02 00 00 1af4 1000 A   9  0:0000c221 32 1:fc093000 4096
0   5/0 00 02 00 1af4 1009 A   5  0:0000c101 64 1:fc094000 4096
0   6/0 00 02 00 1af4 1009 A   5  0:0000c141 64 1:fc095000 4096
0   7/0 07 80 00 1af4 1003 A   9  0:0000c241 32 1:fc096000 4096
0   8/0 01 00 00 1af4 1004 A   9  0:0000c181 64 1:fc097000 4096
0   9/0 01 00 00 1af4 1001 A   5  0:0000c1c1 64 1:fc098000 4096
0  10/0 00 ff 00 1af4 1005 A   5  0:0000c261 32
0  11/0 00 ff 00 1af4 1002 A   9  0:0000c281 32

But earlier it was possible to share the same interrupt line between several virtio devices, now it allows only one device per line.
I see in the boot log:
vq: found 8 devices

vq: device[0] port c220

vq: features 00000000

vq: found 3 queues
ioapicintrinit: success

vq: device[1] port c100

vq: features 00000000

vq: found 1 queues
ioapicintrinit: success

vq: device[2] port c140

vq: features 00000000

vq: found 1 queues
mutiple irq botch bus 0 0/5/24 lo 32768 vs 32889
Unable to build IOAPIC route for irq 5
intrenable: couldn't enable irq 5, tbdf 0xc003000 for virtio-9p-2

IRQ 10 is unused, so I could use it for one more virtio.
What am I doing wrong?
Thanks.
PS Again, this is using my uncommitted virtio driver code.

PR #286 appears to have fixed the issue, I am closing it.
Thanks.


Add support for the QUIC varint encoding

This PR adds a struct tag varint that can be included in the tls annotations, without any argument.  It causes the encoder to automatically select the minimal size varint.  The decoder will decode any varint that is smaller than the allowed size for the type of the field.
(I thought about allowing the annotation to specify the length of the varint, and it's possible, but it's a little hairy.  It works fine in the encode direction, but in the decode direction, you need an extra check to make sure you don't overflow.  And that seems kind of awkward for the caller to grok.  And in any case, if you need to specify the size of a varint, it's not very "var", is it?)
I also did some related cleanup due to discovering reflect.Type.Size() and bytes.Buffer.Next().  The former allowed some switch statements to be deleted; the latter shortens calls to Read() by a few lines.

Why does this need to be in mint? This seems like something that belongs into a QUIC implementation instead of a TLS implementation. The QUIC Transport Parameters don't even use varint encoding, so where would this code actually be used?

Merging based on EKR's prior r+
@marten-seemann I think EKR was thinking about using this module to encode/decode some other QUIC messages.


Validation

Adding validation of data posted to FDP
Validation uses SHACL files for specifing metadata schema

"Invalid format" is expected behaviour -- SHACL can be adjusted to make the schema more / less strict. At the moment not everything is type validated, and only required fields are included.
It should be possible to have more meaningful return errors. PySHACL validator returns a results_graph and results_text which could be used to provide more information.
Tests indeed need fixing & being extended to increase coverage.

@raar1 -- I've changed the error messages to be more meaningful. They are not so easy to read -- I am not sure how detailed are the messages returned by the java implementation, perhaps we should try to keep to the same format.


Folder and files preview like in qttabbar

What's the Problem?
No response
Solution/Idea
For years, I used the explorer with qttabbar and i really miss the feature to hover over folders and files to see a preview.
Alternatives
Right now I'm using the preview tab on the right, but it doesn't work with folders and also not with hovering like in qttabbar
Priorities

Capability
Priority

This proposal will allow developers to accomplish W
Must

This proposal will allow end users to accomplish X
Should

This proposal will allow developers to accomplish Y
Could

This proposal will allow end users to accomplish Z
Won't

Files Version
No response
Windows Version
No response
Comments
No response

Tracked in #7654


Merge changes to mainline

Description
This PR is to compare any and all changes different between IntegrationTesting1 and main branch.
Test Steps

Related Issue

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

Thank you @htibosch for that information.
I am not sure why would that happen. Because most of the functions are intact and have just been moved around.
The only module which was almost completely re-written from scratch is DNS module.
Let me know what comes up?

I found the problem and solved it in PR #481. It had to do with the TCP timer xTCPTimer.


Convert to Rails 3.x / 4.x

This is a Rails 2.3.x style plugin... I have started converting it to a Rails 3 engine but have gotten stuck on how to get the Isolated Engine working correctly.
I'll send a pull request with a separate branch 'rails3'.

Some resources I found to help:

https://github.com/synbioz/odata_server/ has Rails 5 support incoming (via https://github.com/synbioz/odata_server/pull/1), new features and bug fixes
https://github.com/timbogit/odata_server/commits/rails_5_2 has Rails 5 support (but the commit history makes it difficult to integrate changes back upstream)
https://github.com/lmcalpin/odata_server has Rails 4 support


Update embedded-hal & esp-hal

Thank you for creating this valuable crate. Since version 1.0.0 of embedded-hal has been released and esp32-hal has been deprecated, I have rewritten the crate to use the latest embedded-hal and esp-hal. Please check it!

Hi! Thank you for your PR. I definitely want this sort of change to be part of the project, but don't have time to properly get back into Rust on ESP at the moment.
You could help me by reviewing the other open PR ( #7  ), and I'll ask @KevinBeckers to review this one, and I'd be happy to merge this based on his review if you've also looked at his.

Thank you! Closed in 53b17892d2a596941ce00cbe848fa9e3453fef03


maint: change default for MaxSendMsgSize and MaxRcvMsgSize.

Which problem is this PR solving?

Fixes #1131
The default receive message size is smaller than Honeycomb accepts, which can be confusing. Change it, and the default send size, for better efficiency.

Short description of the changes

Change the defaults from 5MB to 15MB
This is technically a breaking change but only by the most pedantic definition -- there's no realistic situation in which this actually matters, so we're not going to stress over it.


Update README.md to correct git command

Simple change to add the instruction "clone" to the bash line for easier copying. Petty Pr :)

Done, thanks youu! :)


TweenAnimationBuilder is incompatible with ColorTween

Example code:
class MyAnimatedWidget extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return TweenAnimationBuilder<Color>(
      tween: ColorTween(begin: Colors.white, end: Colors.red),
      duration: const Duration(seconds: 2),
      builder: (_, color, __) {
        return Container(color: color);
      },
    );
  }
}

Error:
error: The argument type 'ColorTween' can't be assigned to the parameter type 'Tween<Color>'. (argument_type_not_assignable at REDACTED)

This was previously working before migrating to null sound Dart.
Here is a blog post with a similar code snippet: https://medium.com/flutter/custom-implicit-animations-in-flutter-with-tweenanimationbuilder-c76540b47185
❯ flutter doctor -v
[✓] Flutter (Channel stable, 2.0.6, on macOS 11.3.1 20E241 darwin-x64, locale en-US)
    • Flutter version 2.0.6 at /Users/maxlapides/flutter
    • Framework revision 1d9032c7e1 (13 days ago), 2021-04-29 17:37:58 -0700
    • Engine revision 05e680e202
    • Dart version 2.12.3

[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.2)
    • Android SDK at /Users/maxlapides/Library/Android/sdk
    • Platform android-30, build-tools 29.0.2
    • ANDROID_HOME = /Users/maxlapides/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6916264)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 12.5, Build version 12E262
    • CocoaPods version 1.10.1

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

[✓] Android Studio (version 4.2)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6916264)

[✓] IntelliJ IDEA Community Edition (version 2021.1)
    • IntelliJ at /Applications/IntelliJ IDEA CE.app
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart

[✓] VS Code (version 1.56.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.22.0

[✓] Connected device (3 available)
    • iPhone (mobile)        • 112e7dfc2522c2f1cbecdf1f11aa78dd60df9862 • ios            • iOS 14.5.1
    • iPhone 12 Pro (mobile) • E96DE64C-CA7B-40F6-B14C-B9626F737377     • ios            • com.apple.CoreSimulator.SimRuntime.iOS-14-5 (simulator)
    • Chrome (web)           • chrome                                   • web-javascript • Google Chrome 90.0.4430.212

• No issues found!

Never mind, here's the fix 😂
class MyAnimatedWidget extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return TweenAnimationBuilder<Color?>(
      tween: ColorTween(begin: Colors.white, end: Colors.red),
      duration: const Duration(seconds: 2),
      builder: (_, color, __) {
        return Container(color: color);
      },
    );
  }
}


Switch to use new CreateServiceReadyCondition

The current ExposeServiceReadyCondition can be confusing since it just reflects if the k8s service got created, but not the route to expose the public endpoint. This changes to a new CreateServiceReadyCondition to prevent this.
Jira: OSPRH-4164
Depends-On: https://github.com/openstack-k8s-operators/lib-common/pull/572

/retest


GetClaimsForAuthenticateResult vs. GetClaimsFromAccount

Please will you describe the use cases for these two methods?

GetClaimsFromAccount - Only used when calling the user profile.
GetClaimsForAuthenticateResult - Only used during AuthenticateLocalAsync

It's a virtual to map from the account class to claims.
It's a virtual to add claims to the AuthenticateResult.

hmmm.  Could you perhaps add a bit more color?

When I authenticate, I already get the claims that user has stored in their account claims.  Is this a way to add something that maybe isn't directly related to that account but needs to be in the claims?

I guess this is something specific for when a user authenticates but maybe you could provide an example?

Well, look at the implementations to see how they fit in (https://github.com/IdentityServer/IdentityServer3.MembershipReboot/blob/master/source/MembershipRebootUserService/MembershipRebootUserService.cs). It's not overly complicated, but if it's over engineered for what you want then perhaps just implement the IUserService directly.

Sorry, yes I looked at the implementation that's how I know that it works the way i described above.  I'm just trying to understand when I would want claims that are for AuthenticationResult vs. for  an Account.  A simple example to use to get my head around it.

GetClaimsFromAccount would be used if you added custom properties to the UserAccount-derived class that you needed to be included int he claims.
GetClaimsForAuthenticateResult is if you need anything beyond sub and name claims in the IdentityServer cookie, which are used to populate the claims principal passed to the other user service APIs (like IsActive, GetProfile, Logout, etc).

GetClaimsForAuthenticateResult - I think I see now.  For example if I needed some additional information to get the user's profile, I could pass it along in the cookie via this method then use it when getting profile information later.

Yep -- and that's less a feature of MR and more a feature of just how the user service works in IdSvr.

got it.  many thanks for sticking with it for me.


Docker image

Just a thought and more expanding on #395
I think it would be better to create a Docker Compose setup for goodwork so that it works on any server with Docker installed, from any provider.

there is already a docker-image in the app

Sorry didn't spot it the first time!