Automatically fade to Z far in environment depth fog

This is useful for open world games to smoothly fade out distant scenery in the fog. Exponential fog cannot do this on its own, so quadratic fog is combined with exponential fog using a max() function. The quadratic fog start distance is automatically set at 50% of the camera's Z far distance, which I've found to be the best compromise between visibility and smoothness.
If you don't want quadratic fog, you can increase the Camera's Z far property enough so that the linear fog starts outside the play area.
This closes https://github.com/godotengine/godot-proposals/issues/3429.
Testing project: test_fog_fade.zip
Set the editor camera's Z far distance to 50 in the View menu at the top of the 3D editor.
Preview
No fog

Exponential fog (current)

Exponential fog + quadratic fog (new)

Quadratic fog only (exponential density = 0)
This can be used for pure quadratic fog when having fog up close is undesired.

See also https://github.com/godotengine/godot/pull/54248

is fog result radial, or just standard linear fade?

If a particular game needs to use fog as a fade in mechanism, then they should override FOG in their spatial shaders.

In this case, we'll most likely need a better mechanism to globally extend/override StandardMaterial3D.

Personally I can totally see this as being useful, to games large and small, to hide the far distance clipping, which the current Fog system simply couldn't do in 4.0
Here are some examples of what I mean:
Small Game - desires Small view distances -> Uses Fog to hide a small Far, Previously in 4.0 it'd take a ton of Fog Tweaking, and wouldn't look all that great, as it'd introduce too much Fog on objects close up to hide the far end properly.
Large Game - desires a Large open world area, with Large view distances -> uses Fog to easily and subtly hide Far view distance, This could be previously done in 4.0 without major difficulties, but it would still take a little bit of Fog Tweaking, this wouldn't need as much

I have to agree with clayjohn that forcing this feature for everybody is a less than ideal solution. Imo it would be better if users were provided with the api and documentation they need to implement this (or another solution) themselves.
Making the shader and post processing pipeline more modular and customizable (without having to recompile the entire engine) is probably the best solution. Though that would most likely require reduz' input. The last time a new post processing pipeline was proposed (the current viewport based solution is terrible ux) he raised some valid performance and paralellisation concerns and hinted that he would do it himself for 4.x.
Is the depth buffer currently exposed to viewport shaders? Because if it is it should be possible to offer this effect as a viewport based addon instead.

I disagree with @clayjohn since every mobile game I worked on (and seen) in the past several years uses quadratic fog as LOD fade, and is by far the most common usecase when using fog in mobile games (and I've had an artist complain about the exponential fog in godot).
If one has to go for performance reasons, I would vote for exponential fog to be removed instead, since it's more atmospheric and only used for a specific type of ambience/art style (horror/suspence), whereas quadratic fog is more general purpose and dozens of times more likely to be used.

See also #54248
I don't think we should be adding hacks into the engine that are targeted for a specific hypothetical game's needs. If a particular game needs to use fog as a fade in mechanism, then they should override FOG in their spatial shaders.
Fog as an LOD tool is, to my knowledge, not widely used by open world games anymore. Instead alpha or dithered fade in is used. Forcing every user who has fog to use it as a fade in technique seems like it will cause more issues than it will solve.

Here is why The Fog in this PR is a must - 10km view distance on a Massive Dummy Terrain

It looks even worse when rotating the camera, with seriously multiple Square Kilometers of ground popping in and out of the view, something that wouldn't be a problem with this fog change, as Z-Far would be hidden, and as it is radial too, you will always see the same stuff from the same place, no matter your camera's rotation (if it is in your view ofc)

@mrjustaguy have you tried using instance fade or something similar to fade out objects as they approach zfar?
It was implemented in https://github.com/godotengine/godot/pull/54222

4 Problems with that:

Fade seems to be Linear, so it's basically just having a lower Z-far making the results much worse
Max distance is capped to 4096, I'm using 10000
Distance fade seems to be broken atm?
Distance fade (Alpha one lacks Shadows, the others have weird results probably broken)

Distance fade isn't a good idea for this, as it requires making the materials transparent (or using dithering).

4 Problems with that (Material):

Fade seems to be Linear, so it's basically just having a lower Z-far making the results much worse
Max distance is capped to 4096, I'm using 10000
Distance fade seems to be broken atm?
Distance fade (Alpha one lacks Shadows, the others have weird results probably broken)

Distance fade on Mesh Instance with HLOD seems to result in Bool like behavior, for the entire mesh. so it's Visible or it is not.

Fair enough, instance fading won't work for large terrains, its more suited for props. And the primary issue you are having is the terain hitting the far plane.
Re-reading the full comment thread, it sounds like the use-case for this feature is purely about making terrain (or other very large objects) blend into the background as they approach the far plane. In that case, wouldn't it make more sense to just have a custom shader for your terrain that includes this? Terrain needs a custom shader anyway. For small props, they can fade out using the instance fade (which is way more efficient).
I am very concerned about making every user pay for a feature that is only needed by some, also this feature drastically changes the appearance of fog for half of the view distance, so it may even create a visual problem for some games.

Re-reading the full comment thread, it sounds like the use-case for this feature is purely about making terrain (or other very large objects) blend into the background as they approach the far plane. In that case, wouldn't it make more sense to just have a custom shader for your terrain that includes this? Terrain needs a custom shader anyway. For small props, they can fade out using the instance fade (which is way more efficient).

The issue with a custom material shader is that you'd also need to use a custom shader for other large props (such as houses, large rock formations that can't be represented by a heightmap terrain, etc).

The use case for this is two fold, to Hide Z-Far, and to Make the view distance independent of camera angle. So far there have been a dozen people for this, and only a couple expressing any doubts regarding this, of which, none actually stated an actual problem it creates for them.
I honestly doubt there are many people who would be against this that are actually using the current fog, as one of the most common use cases for fogs are to hide Z-far, and LOD, or a Subtle effect over long distances which while it is stronger with this, it's only really stronger at values close to Z-far, which you want to hide anyhow.
Also, if someone doesn't like this solution, the current one could be made as a custom shader, like it was suggested for this, and if we have to pick this PR or stick with current fog, The current fog would be suited for a much, much more niche set of requirements and thus should be the one to require doing such a "workaround" if you desire it specifically over this PR.

The use case for this is two fold, to Hide Z-Far, and to Make the view distance independent of camera angle. So far there have been a dozen people for this, and only a couple expressing any doubts regarding this, of which, none actually stated an actual problem it creates for them.

I have been expressing doubts because this will hurt performance of the core scene renderer. It adds extra calculations and (more importantly) extra VGPR usage to a core part of the scene renderer. This will decrease performance for every object in the scene regardless of how close they are to the far plane. That may be an acceptable trade off for your game. But I am unsure that it is a tradeoff that the engine should be making for users.
That impacts every users that uses 3D. Its also not fair to expect people to to be aware of this PR. People who aren't having issues with the current implementation would have no reason to search for this PR and test it out.

I honestly doubt there are many people who would be against this that are actually using the current fog, as one of the most common use cases for fogs are to hide Z-far, and LOD, or a Subtle effect over long distances which while it is stronger with this, it's only really stronger at values close to Z-far, which you want to hide anyhow.

This PR starts the gradient at Z-far * 0.5, so the effect can be visible starting from half the view distance. I wouldn't call that close to the Z-far.

Also, if someone doesn't like this solution, the current one could be made as a custom shader, like it was suggested for this, and if we have to pick this PR or stick with current fog, The current fog would be suited for a much, much more niche set of requirements and thus should be the one to require doing such a "workaround" if you desire it specifically over this PR.

Ideally we would have a way to inject custom code into all shaders so that we could allow people to (for example) write custom fog logic that would automatically apply to all of their shaders.

The issue with a custom material shader is that you'd also need to use a custom shader for other large props (such as houses, large rock formations that can't be represented by a heightmap terrain, etc). Ensuring this is applied properly to every material where it makes sense can take a lot of time.

I'm not convinced that anything other than terrain needs this.  This PR only benefits objects that span a large proportion of the view distance.

My point is that fog should be the responsibility of the environment, not the material. (You shouldn't have to change your materials when the user changes their draw distance setting.)

Object occlusion should not be the responsibility of fog or the environment. Users shouldn't have to pay for hacks that aren't useful in their game.
I'd like to summarize the issue and my objects a little bit below.
The Issue
Large objects that take up a significant portion of the view distance are susceptable to nasty artifacts caused by clipping at the far plane.
Instance fade is not an appropriate solution becuase it fades the whole object uniformly rather than fading on a pixel by pixel (or vertex-by-vertex) basis.
Users desire a solution that doesn't have to be applied on a case-by-case basis, e.g. applied to some materials and not others.
Possible solutions

Have fog fade towards 1.0 based on z-position so that objects at z-far are fully obscured by fog.

Issues with 1:

It incurs a performance cost for all objects in scene regardless of size or distance
It breaks the physical basis for the fixed fog
It only works when sky colour matches fog colour or fog_aerial_perspective is set to 1.0
Makes fog strength depending on camera far plane so restricts ability to reduce far plane distance (which is problematic for open world games that need a large far plane when outside, but want to restrict when indoors for more depth precision)

Use a custom fog override for large objects (like terrain) and instance fade for everything else

Issues with 2

It is a peicemeal approach which requires users to be aware of solution
Different paths for different objects (may require multiple shaders)
Can lead to differing amounts of fog between distant objects if not careful

My thoughts
Obviously I lean towards number one as I am considering the needs of all users and not just users running into this issue. That doesn't mean it isn't an issue worth solving. At the end of the day, this may be the only feasible solution, but right now I have strong doubts that this is the best solution. Until we have explored other options, it is wrong to implement a hack like this in the engine.
I still remain unconvinced that having an object that spans all the way to the far plane is a common use-case (I'm happy to be proven wrong here). As far as I understand it, all modern terrain systems use either an HLOD-based chunking system, or at the very least a quad-tree approach to terrain. In either case, you never have one singular object that spans from the near plane to the far plane.

In the meantime, it's possible to use an unshaded sphere with its cull mode set to Front and Proximity Fade enabled to fake fog. This sphere can then be parented to the camera. This approach gives you a lot of control (including using an arbitrary gradient texture to modulate fog colors), but it's also fairly expensive and may have sorting issues with other transparent materials:
Testing project: test_fog_sphere.zip
Fog sphere disabled

Fog sphere enabled

this thing's only downside is not really being able to easily keep the sky intact

this thing's only downside is not really being able to easily keep the sky intact

If you add the sky texture to the SphereMesh, it will effectively display the sky.

Physical Sky, so yea, big issue with that workaround there for me..

I'm not sure that agumenting the far plane to have a better fog smoothing is a good idea in terms of perf, since more object will end up in the frustum.

We've discussed this and decided to wait for more feedback regarding the use-cases.

Use case: I use standard (non-volumetric) fog to hide scenery pop-in in an open world game (my draw distance is, erm, not too large for performance reasons). I got the trick off some gamedev blog I can't find now, but I have trouble adjusting the distances so that it works ;)

Use case 2: always hiding everything close to being the distance of Camera Far which afaik is ALWAYS desired, though at large enough far distances the effect gets less and less useful as you're unlikely to actually see anything close to Camera Far getting cut anyway

I am not familiar enough with the new renderer architecture or with lower level GPU performance specifics, but would introducing a branch here to optionally use quadratic fog in addition to exponential fog still be a problem for VGPR pressure?
I'm wary on it being a default behavior, but introducing a branch here (or maybe a conditional compilation flag) and then reintroducing the Godot 3 Environment properties that let the user control the quadratic fog curve directly may accomplish godotengine/godot-proposals#4619 as well. That'd make using both fog modes an opt-in option rather than something done implicitly when using depth fog.
There are aesthetic choices in games trying to mimic legacy fixed-function pipeline fog from the mid 90s and early 2000s that can't currently be expressed in the Godot 4 renderer due to the exponential fog, as I mentioned in that proposal. Godot's relative light-weightedness makes it a good candidate for games trying to mimic PS1 or N64 graphics today, so it seems a bit remiss to not have quadratic fog at all.

I am not familiar enough with the new renderer architecture or with lower level GPU performance specifics, but would introducing a branch here to optionally use quadratic fog in addition to exponential fog still be a problem for VGPR pressure?

VGPRs are allocated based on the worst case scenario. For a given pixel the worst case scenario would be that at least one pixel in a bunch goes down one branch and another pixel goes down the other branch. Adding a branch thus has the potential of increasing the VGPR usage at that point in the shader. Ultimately, whether that reduces occupancy is not certain because occupancy is based on your highest VGPR usage in the shader.
To me what this comes down to is whether or not we want to implement, maintain, and support specific art styles in the core rendering code. Similarly, we have to ask if this is something worthwhile enough for all users to pay a (very small) performance cost so we can support this feature. That is a very hard question to answer and it is one we are bound to get wrong from time to time. My opinion right now is that this specific effect is not worth the performance cost.
Especially now that shader includes have been merged into the engine, I don't see a good reason why users can't implement specific effects like this on their own. You can override the built in fog by writing to the FOG variable in a fragment shader and you can share code between all your shaders by using ShaderIncludes. So the barrier to implementing this effect on your own is now very low

VGPRs are allocated based on the worst case scenario.

Would this problem be alleviated if the engine could specialize the standard shader (or, any shader at all) based on environment features being used?

Especially now that shader includes have been merged into the engine, I don't see a good reason why users can't implement specific effects like this on their own. You can override the built in fog by writing to the FOG variable in a fragment shader and you can share code between all your shaders by using ShaderIncludes. So the barrier to implementing this effect on your own is now very low

While this is now easier to achieve via custom shaders, my point is that this is a very common thing to do among people currently making games with Godot. I don't see the retro trend going anytime soon (if anything, many developers will move on to 6th-gen console era, which still used distance fog liberally).

@Calinou: So far, I've seen a dozen posts or so about this subject among 4.0.alpha testers on various community platforms.

It's not something I'd even thought about until someone asked me about it. I've been advocating for using the beta release as a starting point to start porting projects over, but it's a tough sell when even the forward mobile renderer doesn't have it built in yet.
I do like the way exponential fog behaves, so I wouldn't want that to disappear in favor of an option that, while flexible, is noticeably harder to create realistic scenes with. Having both options in the Environment and being able to configure them independently would be the ideal, solving this MR's goals and answering the configurable quadratic fog question for everything else. There's still plenty of room in the specialization constant bitmap in both renderers to add a few more, if that would reduce the register occupancy pressure.

Tossing my comment in here just to hopefully add proof to @Calinou's statement that many people are going to miss distance fog. Just ran into this problem in a project I've been toying around in using the 4.0 Betas. Please add distance fog back. This will also break one of my other pre-existing projects that I intend to port when 4.x is fully stable.

In fact, if we have to choose, I'd argue that making non-volumetric fog support only distance fog would be more versatile for most users. If you need exponential non-volumetric fog, you could use a custom shader.

I have played around with the 4.0 non-volumetric fog system, and I genuinely cannot even imagine a single way to make use of it, it seems totally useless... And volumetric fog is extreme overkill for the level of graphics I usually work in, even if I could slightly replicate distance fog with it. Not saying it should be removed, just that it's not in any way a solution for me.
Shaders are hard. I even still have a lot of trouble with them. I don't think "you could make a distance fog shader" is a valid response to this issue, especially since this is functionality that 3.x already had.

This was brought to my attention tonight as an issue in 4.0, and as @Calinou mentioned it IS solvable with a volumetric fog shader, while also allowing sky penetration. I've written a really quick volumetric shader that basically does what Calinou mentioned, implementing a custom color, two cutoff scalar values between 0.0-1.0 (based on the size of the fog volume) with a minimum and maximum gradient distance from the fog center, which would be parented by the player object.
`shader_type fog;
uniform bool enable_y = true;
uniform vec3 fog_color : source_color;
uniform float fog_near_cutoff : hint_range(0.0, 1.0) = 0.1;
uniform float fog_far_cutoff : hint_range(0.0, 1.0) = 1.0;
void fog() {
ALBEDO = fog_color;
float dist = distance(UVW.xz, vec2(0.5));
if(enable_y) {
dist = distance(UVW, vec3(0.5));
}
DENSITY = smoothstep(fog_near_cutoff, fog_far_cutoff, dist);
}
`
If anyone needs it for anything, this might provide a stop-gap solution but I was able to make it work for all of the use-cases that were brought to my attention as issues with 4.0 for retro-style games, including full distance occlusion, and allowing sky penetration by setting the WorldEnvironment "Sky Affect" value to 0.0, or as low as desired to allow sky penetration...

The volumetric fog solution only works on the clustered Vulkan renderer where volumetric fog is available. This effectively means that it only works on native desktop platforms and not on Web or Mobile which are arguably the two platforms that would benefit the most from this type of fog.
I would also like to voice my support for a built-in solution for this. My project is a relatively simple 3D open world game that loads in chunks of the world as you move around. I am targeting Web and Mobile platforms first. I want to hide the chunk pop-in and I simply do not have the time for crazy LOD solutions or anything like that. Fog cutoff would be a very quick and easy way to achieve this.
Most Godot users create simple games and this option would be a boon to them.

Closing in favor of https://github.com/godotengine/godot/pull/66030, which seems to be the favored solution nowadays.


XML Error when Rendering SVG

Software Versions

Python: 3.9.1
OS: Windows 10
Kivy: 2.0.0
Kivy installation method: pip

Describe the bug
When loading an SVG file, the program crashes with the following error:
Traceback (most recent call last):
   File "[FILE]", line 18, in <module>
     ExampleApp().run()
   File "C:\Users\[USER]\AppData\Local\Programs\Python\Python39\lib\site-packages\kivy\app.py", line 949, in run
     self._run_prepare()
   File "C:\Users\[USER]\AppData\Local\Programs\Python\Python39\lib\site-packages\kivy\app.py", line 919, in _run_prepare
     root = self.build()
   File "[FILE]", line 15, in build
     def build(self): return ExampleWidget()
   File "[FILE]", line 11, in __init__
     Svg('test.svg')  # test.svg is a file in the same directory as this program
   File "kivy\graphics\svg.pyx", line 429, in kivy.graphics.svg.Svg.__init__
   File "kivy\graphics\svg.pyx", line 519, in kivy.graphics.svg.Svg.source.__set__
   File "kivy\graphics\svg.pyx", line 535, in kivy.graphics.svg.Svg.set_tree
   File "kivy\graphics\svg.pyx", line 540, in kivy.graphics.svg.Svg.reload
   File "kivy\graphics\svg.pyx", line 571, in kivy.graphics.svg.Svg.parse_tree
 AttributeError: 'xml.etree.ElementTree.Element' object has no attribute 'getchildren'

Expected behavior
An SVG vector image is displayed on screen
To Reproduce

Create a widget
Draw an SVG with kivy.graphics.svg.Svg on the widget's canvas
Start the application

Code and Logs and screenshots
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.graphics.svg import Svg

class ExampleWidget(Widget):
   def __init__(self, **kwargs):
      super().__init__(**kwargs)

      with self.canvas:
         Svg('test.svg')  # test.svg is a file in the same directory as this program

class ExampleApp(App):
   def build(self): return ExampleWidget()

ExampleApp().run()

Additional context
I have tried this program with multiple different SVG files, but ended with the same error each time.

@tshirtman may have some insight.

I believe the code needs to be updated to directly iterate on the node, instead of using getChildren.

in fact, this was already fixed in 68cdac45c5 which has been merged in master after 2.0.0 was released, it'll be be part of 2.1.0.

@tshirtman, would it not be possible to make a 2.0.1 patch release with this fix and maybe some other bugfixes that have been merged since the last major release? It's been over half a year since the last release, and this bug has already been fixed for about the same time, but it hasn't been shipped yet because it has (unnecessarily?) been grouped together with other bugfixes and features some of which are not done yet and may not get done for a while to come.


Add support Laravel 5.8

@mpociot Is there a specific reason you can't simply bump the laravel requirements? Need any help with that?

Your requirements could not be resolved to an installable set of packages.
Problem 1
- Installation request for beyondcode/laravel-favicon ^1.0 -> satisfiable by beyondcode/laravel-favicon[1.0.0].
- Conclusion: remove laravel/framework v5.8.35
- Conclusion: don't install laravel/framework v5.8.35
- beyondcode/laravel-favicon 1.0.0 requires illuminate/http 5.6.|5.7. -> satisfiable by laravel/framework[5.6.x-dev, 5.7.x-dev], illuminate/http[5.6.x-dev, 5.7.17, 5.7.18, 5.7.19, 5.7.x-dev, v5.6.0, v5.6.1, v5.6.10, v5.6.11, v5.6.12, v5.6.13, v5.6.14, v5.6.15, v5.6.16, v5.6.17, v5.6.19, v5.6.2, v5.6.20, v5.6.21, v5.6.22, v5.6.23, v5.6.24, v5.6.25, v5.6.26, v5.6.27, v5.6.28, v5.6.29, v5.6.3, v5.6.30, v5.6.31, v5.6.32, v5.6.33, v5.6.34, v5.6.35, v5.6.36, v5.6.37, v5.6.38, v5.6.39, v5.6.4, v5.6.5, v5.6.6, v5.6.7, v5.6.8, v5.6.9, v5.7.0, v5.7.1, v5.7.10, v5.7.11, v5.7.15, v5.7.2, v5.7.20, v5.7.21, v5.7.22, v5.7.23, v5.7.26, v5.7.27, v5.7.28, v5.7.3, v5.7.4, v5.7.5, v5.7.6, v5.7.7, v5.7.8, v5.7.9].
- Can only install one of: laravel/framework[5.6.x-dev, v5.8.35].
- Can only install one of: laravel/framework[5.7.x-dev, v5.8.35].
- don't install illuminate/http 5.6.x-dev|don't install laravel/framework v5.8.35
- don't install illuminate/http 5.7.17|don't install laravel/framework v5.8.35
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- don't install illuminate/http v5.7.11|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.15|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.2|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.20|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.21|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.22|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.23|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.26|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.27|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.28|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.3|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.4|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.5|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.6|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.7|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.8|don't install laravel/framework v5.8.35
- don't install illuminate/http v5.7.9|don't install laravel/framework v5.8.35
- Installation request for laravel/framework (locked at v5.8.35, required as ^5.8) -> satisfiable by laravel/framework[v5.8.35].


Fix compile error: bcc_elf.c: undefined reference to `debuginfod_begin' - v2

If libdebuginfod is installed on the system and bpftrace is compiled with static linking to BCC (STATIC_BPF_BCC), then libbcc.a requires the dynamic library -ldebuginfod, in which case a compilation error will be reported if bpftrace is compiled without linking libdebuginfod.
checkout bcc to commit 8c0272979e40("Allow libdebuginfod to be excluded even if present") and disable libdebuginfod in build-libs.sh, solved undefined reference to `debuginfod_begin' compile error.
How to reproduce the error:
$ sudo dnf install -y elfutils-debuginfod*
$ cd bpftrace
$ mkdir build && cd build
$ ../build-libs.sh
$ cmake -DCMAKE_INSTALL_PREFIX=/usr/ -DCMAKE_BUILD_TYPE=Debug ..
$ make -j$(nproc)
...
[ 91%] Linking CXX executable bpftrace
[ 92%] Linking CXX executable bpftrace_test
/usr/bin/ld: ../build-libs/lib64/libbcc.a(bcc_elf.c.o): in function `find_debug_file':
bcc_elf.c:(.text+0x10df): undefined reference to `debuginfod_begin'
/usr/bin/ld: bcc_elf.c:(.text+0x10fd): undefined reference to `debuginfod_find_debuginfo'
/usr/bin/ld: bcc_elf.c:(.text+0x1110): undefined reference to `debuginfod_end'
collect2: error: ld returned 1 exit status
make[2]: *** [src/CMakeFiles/bpftrace.dir/build.make:121: src/bpftrace] Error 1
make[1]: *** [CMakeFiles/Makefile2:1328: src/CMakeFiles/bpftrace.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....
/usr/bin/ld: ../build-libs/lib64/libbcc.a(bcc_elf.c.o): in function `find_debug_file':
bcc_elf.c:(.text+0x10df): undefined reference to `debuginfod_begin'
/usr/bin/ld: bcc_elf.c:(.text+0x10fd): undefined reference to `debuginfod_find_debuginfo'
/usr/bin/ld: bcc_elf.c:(.text+0x1110): undefined reference to `debuginfod_end'
collect2: error: ld returned 1 exit status
make[2]: *** [tests/CMakeFiles/bpftrace_test.dir/build.make:364: tests/bpftrace_test] Error 1
make[1]: *** [CMakeFiles/Makefile2:2230: tests/CMakeFiles/bpftrace_test.dir/all] Error 2
make: *** [Makefile:146: all] Error 2

Link: https://github.com/iovisor/bpftrace/pull/2411

This is effectively a dupe of #2413, which I just merged.

This is effectively a dupe of #2413, which I just merged.

OK, you're faster than me!!  :)


Ghost change thumbnail for blog post to being the image at the top

I noticed that whatever we post from content.prereview.org always has the homepage image. Is there a way we can change that to being the image of the blog post if there is one?

OMG, THANK YOU SO MUCH! Sorry I should have known this.


tour: methods/25 library variable namespace issue

Context: https://tour.golang.org/methods/25
Error output
./exercise-images.go:10:15: cannot use m (type Image) as type image.Image in argument to pic.ShowImage:
	Image does not implement image.Image (missing At method)

Compilation finished with exit code 2

////////////////////////
Did the library path change?
Image --> image.Image
seeing this on the live:  https://tour.golang.org/methods/25
as well as locally:  http://<IP_ADDRESS>:3999/methods/25

apologies, I see that was an intentional part of the "tour".
Closing this.
P.s. for reference, solution

import (
	"image"
	"image/color"

	"golang.org/x/tour/pic"
)

type Image struct {
	Height, Width int
}

func (m Image) ColorModel() color.Model {
	return color.RGBAModel
}

func (m Image) Bounds() image.Rectangle {
	return image.Rect(0, 0, m.Height, m.Width)
}

func (m Image) At(x, y int) color.Color {
	c := uint8(x ^ y)
	return color.RGBA{c, c, 255, 255}
}

func main() {
	m := Image{256, 256}
	pic.ShowImage(m)
}


GUI issue on data flow group

see screenshot. I believe the parent field should just be -  , but instead its not rendering correctly.

Thank you for the report. I've fixed that and similar occurrences in other templates for the next release.


Qoppa PDF Studio Request

PackageIdentifier:   Qoppa PDF Studio
PackageVersion:      6.0
PackageLocale:       en-US
Publisher:           Qoppa
PackageName:         Qoppa PDF Studio
License:             Proprietary
ShortDescription:    this app is for editing and reading pdf
Installers:

Architecture:     x64
InstallerType:    exe
InstallerUrl:     https://download.qoppa.com/pdfstudio/PDFStudio_win64.exe
ManifestType: singleton
ManifestVersion: 1.0.0

@dtantono I see you've submitted several requests to add packages with the URL. Have you tried the Windows Package Manager Manifest Creator?

I am happy to contribute. But, winget still has a serious drawback like installation within zip file is not possible at this moment. is thatso?

We have not implemented support for .zip, standalone .exe, or an installer inside of a .zip.
Be sure to add your 👍 to those issues to help raise priority.

Done #14363

@denelon Per the above comment, I believe this issue can be closed


Checkmarx Integration with DefectDojo - DevSecOps

Team - I'm able to manually upload Checkmarx XML Report to DefectDojo. Is there a plugin available for integrating Checkmarx with DefectDojo ? Are there any support/documentation available for Checkmarx Integration ?
Thanks.

hello @kramdass08 ,
if by integration you mean a two-way link that updates defectdojo when things change in checkmarx and that updates checkmarx when things change in defectdojo, the answer is no.
you can however automatically import checkmarx reports using the API

hello @kramdass08 , if by integration you mean a two-way link that updates defectdojo when things change in checkmarx and that updates checkmarx when things change in defectdojo, the answer is no.
you can however automatically import checkmarx reports using the API

Is there any manual for this type of process?

One of our clients have opensourced their gitlab-ci pipeline template for defectdojo. This could help. Although you'll need to add checkmarx support (a couple of lines of code to fetch checkmarx reports and send them to defectdojo like the others)

doc: https://to-be-continuous.gitlab.io/doc/ref/defectdojo/
code: https://gitlab.com/to-be-continuous/defectdojo

Is it only supported for Gitlab?
I am trying to push the report using jenkins, what to do to push the report from checkmarx to defectdojo

I've done that in the past by just using API calls from the Jenkins job (and yes, it was Checkmarx SAST scan output)

I guess this can be closed @mtesauro


EthicalAds: use theme-logic to decide position

The logic/idea is borrowed from the old implementation at
https://github.com/readthedocs/readthedocs.org/blob/main/readthedocs/core/static-src/core/js/doc-embed/sponsorship.js#L51
Related https://github.com/readthedocs/addons/pull/295/files#r1600336686

This is how it works now:

It seems there may be something wrong with the classes because it doesn't render properly when it goes to the navbar. Any clue here?

This is how it works in Alabaster-like themes.

Hrm... I was missing including the CSS file 👍🏼  -- it should work after I figure it out how to include it without using web components 😅

With the correct CSS it looks 👍🏼 , but I'm not sure yet why it's not being loaded by default:

It seems it figured it out. I only need to understand why the css that I'm injecting via https://github.com/readthedocs/addons/blob/2e648494da857a139a907d59cf925ee4c5f9ff58/src/ethicalads.js#L4 does not affect the ad. I think @agjohnson may have an idea here.

However, activating the CSS manually looks great!

Some of this is historical. When the ad appears in the stickybox in the lower right corner, it uses the CSS directly from the ad client. However, when it appears in the sidebar, it's usually using some custom RTD CSS.
Part of the reason for this is that Alabaster and the RTD look quite different and the exact same ad placement may not work in both. We might want to use the light theme with Alabaster and the dark theme with RTD-like themes. I'm not sure.

I figured this out. I think it's working as expected. Here are some examples:

Theme
Image

Read the Docs

Alabaster

Docusaurus

Material for MkDocs

In my opinion, the next step here is to integrate the ad in a better way with other themes/tools. This is, for example, do not use stickybox in Material for MkDocs and place it in the left/right bar.

I added some extra code here to work on Docusaurus and Material for MkDocs in a better integrated way 😄

Theme
Image

Docusaurus

Material for MkDocs

IMO, this PR is ready to review and deploy. We can continue iterating and adding more cases in the following PRs.

Added another integration for Sphinx Book Theme (Jupyter Book)

I'm not opposed to move the CSS styles into the ad client and rely on light/dark mode only. However, we will still need some code in the addons (isReadTheDocsLikeTheme(), etc) to determine where to inject the ad based on the theme/doctool. I'm fine with that since we can give users a better experience than always using the stickybox.

@humitos yea, we definitely want logic around where to inject -- I think removing our own custom CSS is the next step 👍


deprecation message on npm is grammatically incorrect

", and Webpack's is support for both CommonJS and AMD projects."
', and' is invalid
"Webpack's is " is invalid.

From my understanding both are correct:
https://www.grammarly.com/blog/comma-before-and/
http://www.grammarbook.com/punctuation/apostro.asp
What should be the correct form according to you?

btw. in Webpack's is, the 's refers to something of Webpack (advantage), and is refers to advantage, so it's not a duplication

Closing this as no more feedback has been given, and the issue was clarified by @sheerun


[Snyk] Security upgrade php from 8.2-fpm-alpine to 8.0-fpm-alpine

This PR was automatically created by Snyk using the credentials of a real user.Keeping your Docker base image up-to-date means you’ll benefit from security fixes in the latest version of your chosen image.
Changes included in this PR

alpine-3.17/php/fpm/Dockerfile

We recommend upgrading to php:8.0-fpm-alpine, as this image has only 0 known vulnerabilities. To do this, merge this pull request, then verify your application still works as expected.

Note: You are seeing this because you or someone else with access to this repository has authorized Snyk to open fix PRs.
For more information:
🧐 View latest project report
🛠 Adjust project settings

Learn how to fix vulnerabilities with free interactive lessons:
🦉 Learn about vulnerability in an interactive lesson of Snyk Learn.

Requested change will downgrade PHP to 8.0, rejecting.


Modify version to 0.1.3

Current version is 0.1.3, isn't it?

Heh.. that was embarassing :-)

Did an npm publish --force to amend that. I hope the world will forgive me for using --force.


Borders issues

As I pointed out on Discord:

Somaliland issue:

https://dev.openaedmap.org/#map=5/9.32/44.67

Northern and Southern borders are also not perfect:

https://dev.openaedmap.org/#map=5/82.65/-25.31

other regions look weird also:

https://dev.openaedmap.org/#map=5/45.63/49.39

Correct me if I'm wrong but Somaliland doesn't have ISO code since it's unrecognized internationally. If that's the case it won't be added. I'm using Natural Earth's dataset for country borders that's based on sovereignty. If another of their datasets is more apt please let me know which one, one that I tested seemed too complicated to use since it had overlapping borders and I wasn't able to quickly ascertain how to get the borders out of the file :sweat_smile:

Borders are simplified before rendering using Postgis function ST_SimplifyPreserveTopology(ST_Transform(ST_Intersection(geometry, ST_MakeEnvelope(-180, -85, 180, 85, 4326)), 3857), 5000). I'm open to other approaches if anyone has better value (than 5000) or different approach altogether.

The borders are fetched from https://github.com/nvkelso/natural-earth-vector. This has always been this way, and there are arguments against switching to OSM-borders like vandalism or poor data. Maybe we could use https://daylightmap.org/admin-boundaries.html one day, but the current solution works just fine. In the new release of the backend, an auto-update feature has been added where it updates boundaries once a day, this should resolve most of the issues.


Action required: Updates to required 3D Secure data fields

We recently received an email with the following subject "Action required: Updates to required 3D Secure data fields". However, the email is not very clear about what fields are required. It says the following:

The following five fields will become required:
1 Only for browser-based transactions
2 At least one phone number (work, home or mobile) must be provided
3 Merchants are recommended to pass the Cardholder Phone Number and Cardholder Email Address fields for authentication, but merchants will be compliant if they only pass one of the two fields
4 Only for SDK transactions

That is pretty meaningless information, and it not 5 fields.
The end of the email links to this Github repository to get more information, but I could not find any.
Could someone please explain clearly what 5 fields are now mandatory?
Many Thanks
Stephen

see also #716


Update Set-M365DataAtRestEncryptionPolicy.md

Docs Build status updates of commit fd57962:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

exchange/exchange-ps/exchange/Set-M365DataAtRestEncryptionPolicy.md
:white_check_mark:Succeeded
View (exchange-ps)

For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching in the Docs contributor and Admin GuideSee the frequently asked questionsPost your question in the Docs support channel

Docs Build status updates of commit fd57962:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

exchange/exchange-ps/exchange/Set-M365DataAtRestEncryptionPolicy.md
:white_check_mark:Succeeded
View (exchange-ps)

For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching in the Docs contributor and Admin GuideSee the frequently asked questionsPost your question in the Docs support channel


Improve query engine benchmark setup

Improve the query engine benchmark setup to allow running benchmarks
with some optimizations toggled on and off. Poll the external view to
wait until segments are loaded instead of having a fixed timeout. Add
support for multiple query strings in the benchmark, doing a cross
product of optimization flags and queries. Add option to output
profiling information. Update the version of JMH.

Current coverage is 64.49% (diff: 100%)

No coverage report found for master at a2df0f6.

Powered by Codecov. Last update a2df0f6...725d263


iOS: Add Parameterized Shortcuts

Shortcuts to add:

Get last selected article
Grabbing X recent articles from all your feeds

For this release we are going with adding feeds as our only parameterized shortcut.


skyline regularization in Tensorflow

is it possible to implement skyline regularation in Tensorflow version 2?

Sure. You can implement skyline regularization by simply applying ReLU activation on MLP parameters.


Audio Import

Is your feature request related to a problem? Please describe.
Not really. There is a very frustrating way to import audio, but it requires rebuilding another game each time you need to edit an audio
Describe the solution you'd like
Make a import audio button that can import OGG/WAV files
Additional context
When audio is encoded in Unity the main options for how it is stored on disk is either PCM, ADPCM or Compressed. Additionally there are a few platform-specific formats, but they work in similar ways. From Unity Wiki

#136, #181, #226. Creators is looking into a native solution in the Discord, although I would rather have a managed one so I don't have to manage another set of native libraries.


typings v2

Bundling types as discussed in https://github.com/TalAter/annyang/pull/197.
Description

Added typescript definitions in types/index.d.ts
Also added typescript definition test files along with necessary files to run the tests
Followed instructions at https://github.com/Microsoft/dtslint to do this and using dtslint for testing
Added 'types-test' command in package.json to run it, and added it to the grunt tasks

Motivation and Context
So that annyang can be easily used in typescript apps. See https://github.com/TalAter/annyang/pull/197.
How Has This Been Tested?

Added dtslint tests
Tested using command line 'npm run types-test'
And tested this latest package with my own typescript-based angular project - everything worked

Types of changes

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

Checklist:

[X] My code follows the code style of this project.
[X] My change requires a change to the documentation.
[X] I have updated the documentation accordingly.
[X] I have read the CONTRIBUTING document.
[X] I have added tests to cover my changes.
[X] All new and existing tests passed.

Wow, this is a model pull request. You have thought of everything.
Give me some time to go over it, I am still new to the world of TypeScript.

thanks :)
ᐧ
On Wed, Aug 23, 2017 at 2:34 PM, Tal Ater<EMAIL_ADDRESS>wrote:

Wow, this is a model pull request. You have thought of everything.
Give me some time to go over it, I am still new to the world of TypeScript.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/TalAter/annyang/pull/304#issuecomment-324454269, or mute
the thread
https://github.com/notifications/unsubscribe-auth/AAE_vcySWS_Ioe0cQ1_mR0BpAcluXlnIks5sbIy6gaJpZM4PAS8C
.

good points on both. now fixed.

So will this be merged? Would hate to have my pull request go to waste...

Definitely! I am just not very experienced with TypeScript, and so asking for help with making sure I don't miss anything.
My apologies for it taking so long!

This would be useful for me.


New inspector doesn't trigger the SpriteFrames editor

Godot version:
eded061
Issue description:
When clicking in a SpriteFrames resource, the SpriteFrames editor doesn't open anymore.

Considering that there is now a "Open Editor" button for resources, should this and #19053 be closed?

@akien-mga Very well, closing them.


Autocomplete Simple Usage and Autocomplete Handle Keyboard examples pick the wrong item onSelect

🐛 Bug Report

To Reproduce
Steps to reproduce the behavior:

With 2 examples mentioned, type "st" then choose Interstellar as it's the 2nd item, the value will be "Back to the Future"?

Expected behavior

It should be Interstellar

Link to runnable example or repository (highly encouraged)

https://akveo.github.io/react-native-ui-kitten/docs/components/autocomplete/overview#autocomplete
https://akveo.github.io/react-native-ui-kitten/docs/components/autocomplete/examples#autocomplete

UI Kitten and Eva version

Package
Version

@eva-design/eva

@ui-kitten/components

Environment information

I found the cause, you initialized onSelect like this
const onSelect = (index) => {     setValue(movies[index].title);   };
while it should be
const onSelect = (index) => {     setValue(data[index].title);   };
you forgot that the state data is what we need, not the movies as it's const and won't be updated no matter what


add resource pool client chain element

This PR attempts to add resource pool client chain element which allows to select sriov VF from the appropriate resource pool. It can be helpful to inject VFs into endpoint pod container and also reuse same token and resource pool as used for clients.
Fixes #176
Signed-off-by: Periyasamy Palanisamy<EMAIL_ADDRESS>

@edwarnicke can we review and merge this PR while we discuss and finalise on approaches for VF attachment for endpoint ?This PR is anyway needed in both cases (dedicated VF per client or VLAN sub interfaces). we could revisit to this change if enhancements needed.


Add announcement of the rename of "Microsoft.EntityFrameworkCore.Tools" -> "Microsoft.EntityFrameworkCore.Tools.DotNet"

The only place where this is documented right now is on the announcement blog and trying using the previous "Microsoft.EntityFrameworkCore.Tools" doesn't give an error. You will only notice when trying to execute dotnet ef i think making an announcement will save people lot of time.

Good point. Done - https://github.com/aspnet/Announcements/issues/208.


possible to control the maximum size of each sst file?

possible to control the maximum size of each sst file?
i cant seem to verify if terark-zip is working with sst_dump. how do i check if it's working?

Maximum seems not controllable. Typically, we set target_file_size_base for expected SST size and target_blob_file_size for expected blob file size.
For the second question, it is duplicated with https://github.com/bytedance/terarkdb/issues/101


Use package let-alist to silence warnings and simplify code

Use let-alist instead of binding all variables when parsing ycmd result
structures. let-alist binds only variables which are used in body.
This makes the code a bit simpler because we don't need to bind all variables from result manually.

See travis: https://travis-ci.org/ptrv/emacs-ycmd/builds/117146888

btw, let-alist is a builtin package in Emacs 25 and available from GNU Elpa for compatibility for older Emacsen.

With these changes the there are no more byte-compiler warnings anymore when compiling all .el files.

That's really beautiful :)


legion_spy and stack depth

I tried to run spy on a FlexFlow run.  It blew up in size (400GB when I last checked it) and eventually died with a python recursion level exception.  This seems like the sort of thing it should be able to guard against and try to do a best-effort result rather than complete failure.
  File "/home/fdouglis/src/legion/tools/legion_prof.py", line 4073, in <module>
    main()
  File "/home/fdouglis/src/legion/tools/legion_prof.py", line 4066, in main
    state.emit_interactive_visualization(output_dirname, show_procs,
  File "/home/fdouglis/src/legion/tools/legion_prof.py", line 3830, in emit_interactive_visualization
    op_dependencies, transitive_map = self.get_op_dependencies(file_names)
  File "/home/fdouglis/src/legion/tools/legion_prof.py", line 3605, in get_op_dependencies
    self.spy_state.simplify_physical_graph(need_cycle_check=False)
  File "/misc/gw/home/fdouglis/src/legion/tools/legion_spy.py", line 12339, in simplify_physical_graph
    topological_sorter.visit_node(op)
  File "/misc/gw/home/fdouglis/src/legion/tools/legion_spy.py", line 10632, in visit_node
    self.visit_node(next_node)
  File "/misc/gw/home/fdouglis/src/legion/tools/legion_spy.py", line 10632, in visit_node
    self.visit_node(next_node)
  File "/misc/gw/home/fdouglis/src/legion/tools/legion_spy.py", line 10632, in visit_node
    self.visit_node(next_node)
  [Previous line repeated 991 more times]
  File "/misc/gw/home/fdouglis/src/legion/tools/legion_spy.py", line 10619, in visit_node
    if node.generation == self.generation:
RecursionError: maximum recursion depth exceeded in comparison```

Legion Spy is a formal verification tool, and like most formal verification tools, there is a limit to its powers and it's often prone to out-of-memory errors.   Certainly we can rewrite the depth-first search traversals to do it using an explicit stack instead of relying on recursion, but I bet we're still going to run out of memory. An immediate work around is to manually alter the recursion depth of your Python interpreter:
https://docs.python.org/3/library/sys.html#sys.setrecursionlimit

This is fixed with https://gitlab.com/StanfordLegion/legion/-/merge_requests/505 which moves all the depth-first search algorithms in Legion Spy to using a stack. Running out of memory is still a very real possibility, but is a limitation of many formal verification tools.

Thanks!


Expose I2C Bus

Feature request for future revisions of the board:
Have an unpopulated 4-pin header that exposes the i2c bus (plus power and ground) for external devices. Currently I'm just soldering a port to the resistors near the LED controller, but it'd be easy and free to just incorporate this into the board design.

For anyone curious on how to do this, here is a zoom in of the header I added near the LED driver (chip next to the QR code behind the spacebar)
From top to bottom is (GND, VCC, SCL, SDA).


How to avoid duplicate entry in database using insert in Laravel?

hi i have developed my project in Laravel 4.2 version and i have an array of record and i want to insert this data into database using built-in insert() function but i want to update those entries which are already inserted otherwise insert the record. Can anyone help me here is my sample code
public static function followAllUsers($user_data) { $responce = array(); $data = array(); foreach ($user_data['following_id'] as $key => $value) {     $following = UserBussinessLogic::checkAndValidateUser($value);     if ($following != true) {         $responce = Utility::Responce('invalid_user', FALSE, $value);         break;     } else {         if (FriendBussinessLogic::isAlreadyFollowed($user_data['id'], $value)) {             continue;         }         $data[] = array('follower_id' => $user_data['id'], 'following_id' => $value, 'created_at' => date('Y-m-d H:i:s'));         $followData['notifyAbleUsers'][] = $value;     } } if ($following) {     if (!empty($data)) {         if (Friend::insert($data)) {             $followData['created_at'] = date('Y-m-d H:i:s');             $followData['follower_id'] = $user_data['id'];             $responce = Utility::Responce('friend_followed', TRUE, $followData);         } else {             $responce = Utility::Responce('general_error', FALSE);         }     } else {         $responce = Utility::Responce('already_followed', TRUE);     } } return $responce; }
i want to do this in Laravel eloquent and without looping
Thank you

Please ask on the forums, this repo is for bug reporting only.


bugfix, old banner value should be text

cf. https://github.com/jupyter/jupyter-js-notebook/issues/170


Custom Difficulties not loading

Describe your bug here.
I adding a custom difficulty. But the engine seems to softlock when I try loading a song with the difficulty
https://user-images.githubusercontent.com/87223282/146282481-86a8a49e-5397-4646-8250-59ff134a00ee.mp4

Command Prompt/Terminal logs (if existing)
No response
Are you modding a build from source or with Lua?
Source
What is your build target?
Windows
Did you edit anything in this build? If so, mention or summarize your changes.
I edited CoolUtil.hx

Hmm put a , at the end of 'ex'

The others have it maybe thats why it softlocked

._. You never put a comma at the end of an array. The comma tells the program that there is more stuff in the array. When there is nothing left you leave no comma. Of you checked the code you would see that Hard has no comma in the psych engine code. I think it might have to do with how psych recognizes these files. But idk. I have no idea why it softlocks

Show how exactly did it get softlocked.

You probably have to test around more with other charts just for some extra info, like what happens if you take lets say for example: Dadbattle and rename the chart file to your custom diff, does it still happen?
Have you tried updating your source to the latest commits?
I have no issues with custom diffs loading.

Anything on Ex difficulty locks up on the loading screen. I am running on the latest build V0.5.

I still don't know what is happening. Thought it might have to do with loading state but I couldn't seem to find anything

._. You never put a comma at the end of an array. The comma tells the program that there is more stuff in the array. When there is nothing left you leave no comma. If you checked the code you would see that Hard has no comma in the psych engine code. I think it might have to do with how psych recognizes these files. But idk. I have no idea why it softlocks

I did it before it fixed it lmao

Still gets softlocked.... There has to be something wrong but idk what

Maybe use the hard mode format fpr the json for some reason theyre different

In 0.5 you can't change the file extension for each difficulty

Try copying a working chart and naming it inceptive-ex.json


🐛 Bug Report: Images are not loading with techdocs

📜 Description
I am creating documentation on backstage using techdocs and in documentation I am referring some images which are present inside the images folder, images are loading for mainindex.md page but not for other pages.
👍 Expected behavior
All images should load in all pages
👎 Actual Behavior with Screenshots

Defining like this:
### Order Sequence Diagram

Folder Structure is like below:

browser console output looks like :

👟 Reproduction steps

use backstage version 1.28.3 and then try to build one doc, with above structure and try to define image like below:

In Page other than index.md

📃 Provide the context for the Bug.

[X] I checked and didn't find similar issue

🏢 Have you read the Code of Conduct?

[X] I have read the Code of Conduct

Are you willing to submit PR?
None

hey @prasoon-pxc! Just out of curiosity is there a specific use case for embedding SVGs with an  tag? If not, I suggest trying to link your SVGs this way: ![svg](relative/path/to/svg). You can read up on best practices on linking to images and media here.
Let me know if this works!

Hi @byan1197 , I do not have any specific use case but there are lot of existing documentation which are using above methods to create image and it is breaking if new techdocs github actions is running on it.

It is still relevant for me

ping @backstage/techdocs-maintainers

Hi @prasoon-pxc,
MkDocs structures the site with the index page at the root and other pages in their own folders. So, using the following should do the trick.

For more context on how MkDocs builds the site directory, you might find this helpful: link
Unfortunately, this is a constraint with how MkDocs generates the site, so we're a bit limited in what we can change from the TechDocs side.

Hi @alexlorenzi ,it is not the issue with image accessibility, now it is not supporting  tag to embed images inside doc, earlier it was working with same struc, if it is intentional change then I am ok with it, I can use ![svg](relative/path/to/svg) like thingy then.


Remove mp3 support

Removes the dependancy on ffmpeg which is under a GPL license

note: I'll do a through testing of this tomorrow

I noticed that too, I actually made these edits entirely on GitHub.com so I still need to test it once docker hub finishes building

I did some basic testing that wav files work and mp3 files error, once @frreiss gives a LGTM I'll merge this

Is the licensing issue specific to the library?

@ptitzler Due to mp3 being patented until mid 2017, all the open source mp3 conversion tools are under some form of GPL license. This could change in the future now that the patents expired, but for now there's no way to convert to mp3 without using proprietary or GPL licensed software.


pijul: fix build by migrating off legacy fetchCargo

Currently broken; see #79975 for details. Would also be fixed by #80153
eventually, but since we want to upgrade either way we might as well do so now.
https://https://hydra.nixos.org/job/nixpkgs/trunk/pijul.x86_64-linux

@grahamcofborg build pijul

didn't change version, functionality should be the same


Feature Requests

Please add feature requests here.
Feature requests only. For bugs, please create it's own ticket.

Move SMTP settings from functions.php to config.json (and/or any other variables that would need quick access to.)

I would like to see more info from /var/run/ethos/stats.json.
I think it's to much info to put it all on the dashboard page, but some info can maybe also be showed with a mouseover function (like in the original Ethos panel, of course it doesn't need to be a exact copy) and other info can be showed on a separated page.
What I would like to see on the dashboard page: "miner" + "miner_version", "uptime", "cpu_temp", "miner_hashes" with 2 decimals behind the number (mouseover function), "voltage", "core", "mem" and for the fans "fanrpm" +  "fanpercent" (also mouseover function).
I don't know if that will fit on the dashboard page. Of course there is also a difference in the cards in a rig. I only have 6 GPU rigs but there are also people that have 12 or 13 GPU rigs, so that's also a lot more info to show.
Other info that's also nice to see (maybe on a separated 'hardware page'?): "pool_info", "pool", "rx_kbps", "tx_kbps", "manu", "mobo", "lan_chip", "load", "ram", "cpu_name", "drive_name", "freespace", "version", "models", "bioses", "default_core", "default_mem", "vramsize", "meminfo", "default_watts", "watts", "watt_min", "watt_max", "powertune".
All this info is already in stats.json so I think it would be nice to use it. The only thing to think about is to show all of this info but still keep overview.
Another thing to think about is the synced stats. Mostly the stats are still a bit off sync (1 minute difference). Maybe there is an option to merge the info from the database or take an average of the last few minutes (for example some rigs will post at 1:49 and others at 1:50 hours that create multiple stat moments in the graph now).

Hi foraern,
I think just copy ethosdistro's panel, change to smaller text size to fit in more information into the table.
The panel only can receive the information from the rigs, is it possible to have "reboot" button and "miner software or OS upgrade" button in the panel?
Regards,
Alex Wong

@mvnuland regarding rig synch, I had the same problem, but it has to do with the clock on the rigs not being synched, this is what I posted in the other issue:

For what it's worth, I noticed that I couldn't get my rigs to push at the same time, and noticed one of my rig's had the clock 40 seconds faster than the other.

the solution is to do the following on each rig:

sudo apt-get-ubuntu install ntp
sudo service ntp start
that should synchronize the clocks to the internet and they should start pushing at the same time (may take a few minutes for each rig to set the right time)

@danielbowne regarding smtp settings, I've moved them to config. Unfortunately, I don't have time to go through all the code right now, but if you see any other variable that should be in the config, let me know.

Request:  Be nice to have a ticker or something on the dashboard or on the left menu that showed total current hash, hash last 6 hours and maybe a 12 hour.  A quick glance would show you something(s) is undr performing.  Also maybe something in the CSS that would change colors of the hash and temps if were not ideal.  Like maybe a card temp is over 75C or hashrate is 0 they would be red.

Other info that's also nice to see (maybe on a separated 'hardware page'?): "pool_info", "pool", "rx_kbps", "tx_kbps", "manu", "mobo", "lan_chip", "load", "ram", "cpu_name", "drive_name", "freespace", "version", "models", "bioses", "default_core", "default_mem", "vramsize", "meminfo", "default_watts", "watts", "watt_min", "watt_max", "powertune".

I like that the menu on main page is minimalist.  But maybe if you click the rig, there is a hyperlink to the full info that is in jason stats .

@danielbowne I've added a "ticker" to the left status panel, however for the moment it's realtime.
I'll have to think about the best way to get a 6 or 12 hour average (and think about if it's actually needed in those timeframes - I'd argue the graph is a better way to see that info)

In order to make it easier to manage feature requests, and for you guys to see progress, I've added a Kanban board under projects. You can add requests there too.

Someone mentioned above about adding a reboot button.  I thought of a way it could be done.  But it require a person to use the remote config option in ethos-panel.  Next to each rig could have a little reboot button.  When button is pushed(and confirmed) it would add the "reb" option to config.

reb [worker]: increment this value (example: 4 becomes 5) and the single rig will automatically reboot within 10 minutes

By default you could have "reb rigname 1"  when button is pushed and confirmed the config would change to "reb rigname 2" prompting a reboot.  Again takes 10 minutes and not ideal, but good for people who don't have VPN or remote SSH access.  Not sure if this is worth adding as it could confuse some people as it would require your rigs using a remote conf pointing to ethos-panel.
Could add some logic so ethos-panel looks at jason file.  I THINK it has script location.  Button is only enabled if its using remote conf of panel.
shrugs just an idea.

tbh, if you use the remote config, you should be able to reboot it directly by setting the config parameter. While I agree a reboot button would be "sexy", not sure it's worth the effort at this stage if there's an alternative ;)

Hi,
can't write to the kanban,
btw, how i can see the dead rigs ?.


Addition of "Diff" to LISA tools

Adding simple functionality for "diff" command in Linux based test runners. Diff allows for comparison of two files or directories.
Tool can be called via class "Diff"
Currently only "comparefiles" function is implemented,
TODO: comparedirectory is pending

Due to a checksum issue, init.py is being treated as new file. Will re-raise PR with correction


ClientResponseError 400: Failed to authenticate.

Describe the bug
Can't log in.
To Reproduce
Steps to reproduce the behavior:

I cloned the repo
ran docker-compose --env-file .env.docker up

Expected behavior
I could log in using the credentials in .env.docker
Screenshots
Additional context
Attaching to grimoire-pocketbase, grimoire
grimoire-pocketbase | 2023/11/29 20:52:18 Server started at http://<IP_ADDRESS>:80
grimoire-pocketbase | ├─ REST API: http://<IP_ADDRESS>:80/api/
grimoire-pocketbase | └─ Admin UI: http://<IP_ADDRESS>:80/_/
grimoire      | Listening on <IP_ADDRESS>:5173
grimoire      | ClientResponseError 400: Failed to authenticate.
grimoire      |     at file:///app/node_modules/.pnpm/pocketbase@0.19.0/node_modules/pocketbase/dist/pocketbase.es.mjs:1:31144
grimoire      |     at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
grimoire      |     at async default (file:///app/build/server/chunks/7-cc1cc215.js:9:20)
grimoire      |     at async handle_action_request (file:///app/build/server/index.js:1072:18)
grimoire      |     at async render_page (file:///app/build/server/index.js:2508:23)
grimoire      |     at async resolve (file:///app/build/server/index.js:3524:24)
grimoire      |     at async Object.handle (file:///app/build/server/chunks/hooks.server-13110f1a.js:31:20)
grimoire      |     at async respond (file:///app/build/server/index.js:3410:22)
grimoire      |     at async Array.ssr (file:///app/build/handler.js:1221:3) {
grimoire      |   url: 'http://pocketbase/api/collections/users/auth-with-password',
grimoire      |   status: 400,
grimoire      |   response: { code: 400, message: 'Failed to authenticate.', data: {} },
grimoire      |   isAbort: false,
grimoire      |   originalError: {
grimoire      |     url: 'http://pocketbase/api/collections/users/auth-with-password',
grimoire      |     status: 400,
grimoire      |     data: { code: 400, message: 'Failed to authenticate.', data: {} }
grimoire      |   }
grimoire      | }
grimoire      | ClientResponseError 404: The requested resource wasn't found.
grimoire      |     at file:///app/node_modules/.pnpm/pocketbase@0.19.0/node_modules/pocketbase/dist/pocketbase.es.mjs:1:31144
grimoire      |     at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
grimoire      |     at async default (file:///app/build/server/chunks/12-e50058f8.js:14:7)
grimoire      |     at async handle_action_json_request (file:///app/build/server/index.js:997:18)
grimoire      |     at async resolve (file:///app/build/server/index.js:3524:24)
grimoire      |     at async Object.handle (file:///app/build/server/chunks/hooks.server-13110f1a.js:31:20)
grimoire      |     at async respond (file:///app/build/server/index.js:3410:22)
grimoire      |     at async Array.ssr (file:///app/build/handler.js:1221:3) {
grimoire      |   url: 'http://pocketbase/api/collections/categories/records',
grimoire      |   status: 404,
grimoire      |   response: {
grimoire      |     code: 404,
grimoire      |     message: "The requested resource wasn't found.",
grimoire      |     data: {}
grimoire      |   },
grimoire      |   isAbort: false,

@rtprio thank you for joining in!
The credentials you provided in .env.docker are meant for the initial admin user. It is mainly used to initiate the connection with PocketBase. In Grimoire users and admins are completely separate.
This being said, this is not a bug but an expected behavior. I know that the problem lies in the lack of documentation, and I will be working on this very shortly.

@rtprio please check again if the issue persists after pulling the latest changes. In addition, please keep in mind that some changes were made to how env file is handled: https://github.com/goniszewski/grimoire#steps

Ok, I saw some changes with .env, nice not to have to pass that to docker compose.
You say the admin credentials are for this pocketbase admin, ok. it says you can change them in pocketbase, fine. but there's no way to log in to pocketbase, and I also missed how to log in as an admin to grimoire. Or how to create an admin account in grimoire. Creating a mortal account in grimoire 500s.  logging in is still a 401.
This is still very confusing. I'm not noticing anything different, other than the .env filename rename.

I have described the differences between Users and Admins here: https://grimoire.pro/docs/admins-vs-users
A root admin account is created from provided in .env credentials during first deployment as part of PocketBase initialization. You can create a new admin accounts from PB's admin panel.
As for the mentioned errors, I want to resolve this issue with this PR: https://github.com/goniszewski/grimoire/pull/27


MSMARCO support: monoBERT

Tested on a subset of 50 questions (1000 passages each) on colab (P100): https://colab.research.google.com/drive/1C-0U40wCUbDUObWReBYkeIBLgqJeKCuO
It takes about 16-17 minutes. So can potentially scale it up to 1000ish examples when having URAs replicate it. I will also entirely replicate the results entirely across multiple GPUs/TPUs as and when I add support for it!
mrr@10	0.3647698412698413 vs @rodrigonogueira4's run.monobert.dev.small.tsv scoring mrr@10: 0.3576904761904763 on these 50 questions. This is potentially due to the tokenization difference (here we just use encode_plus that follows ’longest_first’ truncation strategy vs fixed length tokenization of 64 tokens for the query and 448 for the passage). It could also be due to a bunch of other things as we saw similar differences in numbert.
Some other important general changes I made:

python>=3.6 instead of 3.7 (Colab right now uses 3.6).
Refactored Settings (in settings.py).
Added type Optional[str] field id to base class Query.
Update to newer transformers/tokenizers

@ronakice, thanks a lot for adding this!
Just curious, what is inference speed (query-doc per sec) you got on GPU vs TPU?

@rodrigonogueira4 right now pygaggle only supports single GPU I believe. Yes, we should add TPU and multi-GPU support soon and benchmark it! I'm prioritizing monoBERT/duoBERT/T5 for both MARCO and TREC first which the URAs could easily run (since they only have single GPU access).


Update plugin-ldap.yml

Description
https://github.com/jenkinsci/ldap-plugin
Added @rsandell
Signed-Off by @stephenc
Submitter checklist for changing permissions
Always

[x] Add link to plugin/component Git repository in description above

When adding new uploaders (this includes newly created permissions files)

[x] Make sure to @mention an existing maintainer to confirm the permissions request, if applicable
[x] Use the Jenkins community (LDAP) account name in the YAML file, not the GitHub account name
[x] All newly added users have logged in to Artifactory at least once

@stephenc Please confirm.


Sticky Header in the Respositories Section

It will be great to add the Sticky Header in the List of Repositories . Currently , the Starting Alphabet of the Repositories name comes come as the header but it will be nice to have it stick at the top till all the Repositories having the Same Starting Alphabet had Gone.

@Meisolsson Please review the feature . I think it is related to #1067 discussion of using recycler view.


Remove default http_output url

What type of PR is this?

Uncomment one (or more) /kind <> lines:

/kind bug

/kind cleanup

/kind design

/kind documentation

/kind failing-test

/kind feature

If this PR will release a new chart version please make sure to also uncomment the following line:

/kind chart-release

Any specific area of the project related to this PR?

Uncomment one (or more) /area <> lines:

/area falco-chart

/area falco-exporter-chart

/area falcosidekick-chart

/area event-generator-chart

What this PR does / why we need it:
When deploying Falco Helm chart using this command helm upgrade --install falco -n falco --set tty=true falcosecurity/falco --set falco.grpc.enabled=true --set falco.grpc_output.enabled=true --set falcosidekick.enabled=true --set falcosidekick.webui.enabled=true
The error libcurl error: Couldn't resolve host name is seen in Falco pod log.
After investigation, the Falco configmap contains "url: http://some.url/" under http_output.
Given that value in the default values.yaml file, the falcosidekick.url template function is unable to generate the correct value for falco.http_output.url.
This PR fixes that.
Which issue(s) this PR fixes:

Fixes #
Special notes for your reviewer:
Checklist

[x] Chart Version bumped
[ ] Variables are documented in the README.md
[ ] CHANGELOG.md updated

[APPROVALNOTIFIER] This PR is NOT APPROVED
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Welcome @alterEgo123! It looks like this is your first PR to falcosecurity/charts 🎉

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4a148c8 Bump falco helm chart version

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4a148c8 Bump falco helm chart version
49cebcb Merge branch 'patch-1' of https://github.com/alterEgo123/charts into patch-1

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Hi @alterEgo123, thanks for spotting and fixing the issue. Could you please:

sign the commits;
fix the lining issue (in local in can run: make lint to check linting in your local env);
update the values: (in local run: make docs)?
Thanks!

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4a148c8 Bump falco helm chart version
49cebcb Merge branch 'patch-1' of https://github.com/alterEgo123/charts into patch-1

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4a148c8 Bump falco helm chart version
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42d1f23 Merge branch 'patch-1' of https://github.com/alterEgo123/charts into patch-1

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Windows VS2019

MNT: Re-rendered with conda-build 3.21.4, conda-smithy 3.10.3, and conda-forge-pinning 2<IP_ADDRESS>.38.04

Checklist

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

Hi! This is the friendly automated conda-forge-linting service.
I just wanted to let you know that I linted all conda-recipes in your PR (recipe) and found it was in an excellent condition.


Generate and use uglified JS with gulp prep task

What I Did
I decided to take my own crack at #729 and generate a minified version of etherwallet-master.js. This pull request primarily does a few things:

Causes the js-production task to generate a file at etherwallet-master.min.js that has been run through uglify
Adds html-production, watchPAGESProd, and watchTPLProd tasks that provide the production: true context to templates
Changed header.tpl to load the minified js instead of the regular when production is true

Secondarily, I also did a little cleanup of the js part of gulp to put it all under the bundle_js function that just takes in arguments. I also added the gulp-if module to keep some of the logic smaller, since that seems to be the preferred way of doing conditional pipes.
The Effects
etherwallet-master.js got cut down from 4.9mb to 2.6mb (46.9% savings). In addition to the improved network performance, this also gives us a nice little page load boost for your browser parsing the JS file itself, as seen by the Evaluate Script (etherwallet-master.js:1) portion of the performance timeline in Chrome. This went down from 364.18ms to 296.64ms on average, on my machine.
Testing was done on an early 2015 macbook pro running Chrome 59, doing 6 reloads and dropping the lowest for each.
Caveats
Right now index.html behaves differently depending on whether or not you run html-production or html. This could be seen as kind of confusing, and I don't know if it has any negative effects on the deploy process, or the fact that dist/ is currently in version control.
I also didn't do extensive testing of MEW to make sure this didn't break anything, but I trust that uglify does the right thing. However, I thought that someone more familiar with the testing process could give it a shot.
Let me know if I messed up anything preferred JS style or gulp wise, I'm more accustomed to webpack.

We have gone back and forth minifying and not minifying. With the recent phishing attacks, it's helpful to have them pulled an un-minified version so that I can easily diff and see what they are doing (and confirm they are phishing if it's a situation like ethereumchamber or a specific fork for a token or whatever.

The only thing I use right now is
gulp prep
gulp zipit
gulp commit
and then git subtree push --prefix dist origin gh-pages
So as long as the minified version happens during gulp prep, then that works for us. I'll pull it in and let you know if we have any issues.
Thanks!


Add meta example for canberra distance, remove python example from undocumented.

#3555

Please don't close PRs if you are sending another one. Rather update it


Detect collisions before the rendering phase

What could be improved

Collision detection
Why should this be improved

I have noticed that collisions are detected after the rendering phase, so this can led to the following problem:

update -> perform our update operations
render -> here we draw everything, but maybe at this point there is an object colliding to another object, but as collisions are not yet calculated, maybe the object is draw on top of the colliding object
collision detection -> here we know that there is a collision, and we re-calculate the position of the colliding object, so the next frame the object will be where it should be, but there is 1 frame in which the object has been drawn in the wrong position

So my proposal is:

update -> perform updates
collision detection -> this must be done before the rendering phase, so if there is an object on top on another (so, its colliding) the necessary corrections can be done before drawing anything
render -> draw each object with the correct values

Any risks?

I don't think that the API will change, though it can severely impact current games; so I think that maybe the best option is to apply this feature as something optional, something that doesn't change how the current games are designed.
More information

I can help with a PR with this, if needed.

This is already how it is today, collision detection is part of the update-loop.

https://github.com/flame-engine/flame/blob/main/packages/flame/lib/src/game/base_game.dart#L228-L230


Implement load api

What changes are proposed in this pull request?
Implement load API
Also clean up retry util
Why are the changes needed?
implement load API and better code quality
Does this PR introduce any user facing changes?
na

alluxio-bot, merge this please

Hi, I noticed this pr is breaking some of my tests in UnderFileSystemBlockStoreTest. Could you please take a look?


License mismatch between package.json and LICENSE

Hihi
The license listed here doesn't match here.
Tom

Fixed with #5


Make error in line audio cue configurable

We introduced error audio cues for inter-line navigation with this feature request https://github.com/microsoft/vscode/issues/172525. Formerly, these would only be played when you navigated between lines.
Program L feedback regarding this change was mixed cc @isidorn @jooyoungseo
We might want to make this configurable due to the two perspectives

Feedback mostly in favor of non-same-line error audio feedback:

"I like the way it is working in this respect. Sure I hear the tone for error, but I just keep on typing. When typing resolves it I hear the all clear sound. Here is the code I just typed to test and verify:const x = (you:string) => { console.log( Place code here.;} Then kept reviewing current line and fixed it.const x = (you:string) => { console.log( "Place code here.");}So I find it working perfect. If my current line has an error I like being remined that there is something I must pay attention to. Especially, being blind fixing errors down the road are harder to locate and fix, especially as a blind coder."
" ..."Yeah, I find when I code with VS Code and NVDA I don't hear important things [... like] coding errors - much like I would hear a spelling error"

Feedback mostly against non-same-line error audio feedback:

I'm thankful for not using VS Code if that's the case. Getting bugged immediately while typing seems quite aggressive in my ears. It must be easy to loose focus if you're just pause to think and the parser sets off the alarm...
I've noticed that I now get audio cues for lines like this:
} // Is null
I run Visual Studio 2022 version 17.6 preview 1 if that clarifys anything. I don't think this was the case when the audio cues was first introduced.

/duplicate #188285


return_offers question

Hi,
I am using the return_offers flag for an offers request. I find the response odd in these cases:
when flag is true I only usually receive around 20 offers, when setting it as false and the querying the offers list request with the offer id I get more than 100 offers in total.
Is this something that is done on purpose while using the test data or am I doing something wrong? I would expect to receive all offers if the return_offers flag is true
Thank you!

Hi, thanks for reaching out. The behavior you described is not expected I think.
Would you be able to provide the request ids for both cases? You can find this under response.headers['x-request-id'].

@LastxTemplar, I'm doing some cleanup so I'll close this at it seems resolved but please let us know if there's anything else we can help with!


BUG: allowSyntheticDefaultImports: true breaks Typescript auto-import

VSCode Version: 1.34.0
OS Version: OS X 10.14.4
Typescript Version: 3.4.5
Create React App: 2.1.5

tsconfig.json:
{
  "compilerOptions": {
    "target": "es6",
    "allowJs": true,
    "skipLibCheck": false,
    "esModuleInterop": true,
    "allowSyntheticDefaultImports": true,
    "strict": true,
    "forceConsistentCasingInFileNames": true,
    "module": "esnext",
    "moduleResolution": "node",
    "resolveJsonModule": true,
    "isolatedModules": true,
    "noEmit": true,
    "jsx": "preserve",
    "lib": [
      "esnext",
      "dom"
    ]
  },
  "include": [
    "src"
  ]
}

Behavior when true:

Behavior when false:

We have another project that seems to work fine with allowSyntheticDefaultImports: true. The other project is an Express app and its tsconfig.json is:
{
  "compilerOptions": {
    "module": "commonjs",
    "esModuleInterop": true,
    "target": "es6",
    "strict": true,
    "experimentalDecorators": true,
    "allowSyntheticDefaultImports": true,
    "emitDecoratorMetadata": true,
    "moduleResolution": "node",
    "sourceMap": true,
    "declaration": true,
    "outDir": "dist",
    "resolveJsonModule": true,
    "baseUrl": ".",
    "paths": {
      "*": [
        "node_modules/*",
        "src/types/*"
      ]
    },
    "lib": [
      "esnext",
      "dom"
    ]
  },
  "include": [
    "src/**/*"
  ]
}

We've directly copied its tsconfig.json, but that doesn't seem to bring back auto-import.

Does this issue occur when all extensions are disabled?: Yes

Since this issue taking too much time to fix, is there any workaround? Having really bad developer experience because always need to manually write import statements and remember paths to files

@IskanderMustafin our team starts our watch scripts (create-react-app, storybook) and then we set the config to false, the watch scripts don't seem to pick up the change. To prevent accidentally committing the change we added a git pre commit hook:
#!/bin/bash

if git diff --cached | grep -q "+    \"allowSyntheticDefaultImports\": false"
then
  echo "ERROR: tsconfig.json cannot set allowSyntheticDefaultImports to false"
  exit 1
fi

It's not bulletproof but it helps a lot!

@abhikp Hi, thanks for helping.
Seems in my case after I change allowSyntheticDefaultImports to false VSCode automatically picks up changes from tsconfig and my default imports are highlighted:

This happens automatically - I don't restart ts-server manully (using ctrl+alt+k)

We use import * as React from "react";

It looks like there's people talking about the same thing but on both options of the boolean for allowSyntheticDefaultImports
I've created a repo which tries to replicate the code sample in the body: https://github.com/orta/31859.git
However, I've not been able to see the bug with TS 3.9 when allowSyntheticDefaultImports is true

Or when allowSyntheticDefaultImports is false

Interesting to note, there are dupes in the GIF, in the true case you click on the 2nd result, but on the false case you click on the 1st result. Perhaps there is also a global called Pipeline also?

I'm going to de-milestone this issue but not close to give it chance for some discussion, but can anyone provide a repro which happens in modern TypeScript? 3.9 (and 4.0) has some solid improvements in the way in which we provide better auto import recommendations.

I'm running into this same issue on my project with this tsconfig.json:
{
  "compilerOptions": {
    "target": "es5",
    "allowJs": true,
    "skipLibCheck": true,
    "esModuleInterop": true,
    "allowSyntheticDefaultImports": true,
    "strict": true,
    "forceConsistentCasingInFileNames": true,
    "module": "esnext",
    "moduleResolution": "node",
    "resolveJsonModule": true,
    "isolatedModules": true,
    "noEmit": true,
    "jsx": "react",
    "lib": ["dom", "dom.iterable", "esnext"],
    "downlevelIteration": true,
    "declaration": true,
    "outDir": "build"
  },
  "include": ["src", "tests"]
}

Commenting out esModuleInterop and allowSyntheticDefaultImports seems to fix it, but then I can't do things like:
import React, {
  ReactElement,
  useState,
  useEffect,
  useCallback,
  useContext,
} from 'react';

We're seeing similar issues, on one of our larger codebases: but unlike the title of this issue it appears to actually be esModuleInterop: true that causes the auto-complete to fail - with esModuleInterop: false, allowSyntheticDefaultImports: true the autoComplete seems to work.  (Which is strange, as I didn't think esModuleInterop itself affected types, really)
But yet, in one of our smaller codebases, auto-imports work even with identical config (including esModuleInterop: true)  So it seems to be a combination of the config and something about the size (or another non-config aspect) of the codebase.
The typescript.preferences.includePackageJsonAutoImports setting did not seem to affect this behavior.

This has suddenly started for me as well, on next-4.1.20200927. All of my auto-imports break with this error, even though it has found the proper source to import from.

This is a pretty major issue. Is there not a work around??

We need to know the contents of Pipeline.tsx, or have another full repro from someone, to do anything about this.

But yet, in one of our smaller codebases, auto-imports work even with identical config (including esModuleInterop: true) So it seems to be a combination of the config and something about the size (or another non-config aspect) of the codebase.

Not size—it’s something about a specific module and what/how it’s exporting.

This helped me:
https://stackoverflow.com/questions/71791347/npm-package-cannot-be-used-as-a-jsx-component-type-errors
Answer: 37
You will need to fix the version for @types/react package because many react libraries have dependency set as @types/react : "*", which will take the latest version of the package. (I suppose they just released version 18)
To do that you can add this in your package.json
"resolutions": {
"@types/react": "^17.0.38"
}
It will just work fine with yarn, but if you are using npm, then you will also need to add this in "scripts" section of your package.json
"preinstall": "npm install --package-lock-only --ignore-scripts && npx npm-force-resolutions"
This will simply use npm-force-resolutions package to fix versions from resolutions.
And then after doing npm install, your app should work just fine.

So much has changed with auto-imports since I last heard any reports of this bug, I’m going to assume it got accidentally fixed. Repros, logs, and new reports can be sent to a new issue. Thanks!


[test] replace deprecated assertEquals by assertEqual

This PR replaces deprecated TestCase.assertEqauls by assertEqual throughout silx.
This avoids warnings when running the tests.

LGTM


Containers UI - add volumes

Display container volumes in the UI. This PR is built on https://github.com/ManageIQ/manageiq/pull/4171 - persist pods volumes.

Properties are grouped by volume name. I chose to display the data this way because each volume may have different properties, and couldn't come up with better solution. (properties labels are to be changed).

@simon3z Please review

@zakiva please address rubocop's warnings.

@moolitayer @zakiva how come you think that the UI issue is not the same for quota, limits and volumes? You both have:

Quota Name
Resource
Other Values ...

Quota1
Resource1
Values ...

Quota1
Resource2
Values ...

Quota2
Resource1
Values ...

...
...
...

Limit Name
Resource
Other Values ...

Limit1
Resource1
Values ...

Limit1
Resource2
Values ...

Limit2
Resource1
Values ...

...
...
...

Volume Name
Property
Other Values ...

Volume1
Property1
Values ...

Volume1
Property2
Values ...

Volume2
Property1
Values ...

...
...
...

@moolitayer @zakiva how come you think that the UI issue is not the same for quota, limits and volumes? You both have:

In that sense we are. @zakiva described a different problem;
he has lots of columns to display (~20) and only about 3 of these columns have values per each row so he gets a very sparse table. I suggested having 'Property Name'  & 'Value' columns to deal with sparseness.

rubocops warning are false-positives as far as I understand.
LGTM :+1: ready for merge cc @blomquisg @chessbyte


Update Azure.ClientSdk.Analyzers to 0.1.1-dev.20230113.1 to fix VS breakage.

This PR fixes issue with faulty Azure.ClientSdk.Analyzers package, which broke VS build due to targeting net6.0 instead of netstandard2.0. The package set in this PR uses netstandard2.0 again.
The package was built off of this PR:

https://github.com/Azure/azure-sdk-tools/pull/5048

See that PR for additional context.

The build that built the package:

https://dev.azure.com/azure-sdk/internal/_build/results?buildId=2116003&view=results

The package itself:

https://dev.azure.com/azure-sdk/public/_artifacts/feed/azure-sdk-for-net/NuGet/Azure.ClientSdk.Analyzers/overview/0.1.1-dev.20230113.1

This PR subsumes this PR:

#33480

/check-enforcer override


Mobius (E2E TS graphql client) support

Hi, mobius is a typed graphql client, part of the Elysia framework, similar to Hono and compatible with it, just has been released, maybe you try to change Hono with Elisya to see if mobius graphql client works in t4-app, so no need for Garph and Gqty and no need for codegen. The server is running on Yoga.
Homepage https://elysiajs.com
Author's twitter https://twitter.com/saltyAom

While I like bun, the ecosystem needs to be supported by Cloudflare before I'd consider adding it into the stack.

Elysia framework just added support for workerd/cloudflare in version 0.6, here are the details https://twitter.com/saltyAom/status/1688233007407329280
Here https://twitter.com/honojs/status/1684839623355490304 is posted hono running on elysia and viceversa as both being winterCG compliant.