KML test files are bundled in library release

Android Studio 3.1.3
Build #AI-173.4819257, built on June 4, 2018
JRE: 1.8.0_152-release-1024-b01 x86_64
JVM: OpenJDK 64-Bit Server VM by JetBrains s.r.o
Mac OS X 10.13.6

Summary:
I am very probably missing something (and I apologize for my ignorance in advance). However, I didn't find any guidelines on this in the Setup Guide.
I created a new vanilla app in a fairly new Android Studio with the minimum and target SDK set on 27. Then, I added the following two dependencies to my module gradle.properties file:
implementation 'com.google.android.gms:play-services-maps:15.0.1'
implementation 'com.google.maps.android:android-maps-utils:0.5'

After I successfully built the app, I can see the following files in the resulting *.apk file:
amu_ballon_gx_prefix.kml
amu_basic_folder.kml
amu_basic_placemark.kml
amu_cdata.kml
amu_default_balloon.kml
amu_document_nest.kml
amu_draw_order_ground_overlay.kml
amu_extended_data.kml
amu_ground_overlay_color.kml
amu_ground_overlay.kml
amu_inline_style.kml
amu_multigeometry_placemarks.kml
amu_multiple_placemarks.kml
amu_nested_folders.kml
amu_nested_multigeometry.kml
amu_poly_style_boolean_alpha.kml
amu_poly_style_boolean_numeric.kml
amu_unknwown_folder.kml
amu_unsupported.kml
amu_visibility_ground_overlay.kml

Could the documentation mention a way to exclude these unnecessary resources? For example, while I see the benefit of using the Android Maps Utils in our banking app in general, I do not see any benefit of having an amu_ballon_gx_prefix.kml file packaged in the app as well, with the following example content:
<?xml version="1.0" encoding="UTF-8"?>
<kml xmlns="http://www.opengis.net/kml/2.2"
 xmlns:gx="http://www.google.com/kml/ext/2.2">

  <Document>
    <name>balloonVisibility Example</name>
    <open>1</open>
      <Style id="linestyleExample">
        <LineStyle>
          <color>7f0000ff</color>
          <width>4</width>
          <gx:labelVisibility>1</gx:labelVisibility>
        </LineStyle>
      </Style>
    <gx:Tour>
      <name>Play me</name>
      <gx:Playlist>

        <gx:FlyTo>
          <gx:duration>8.0</gx:duration>
          <gx:flyToMode>bounce</gx:flyToMode>
          <LookAt>
            <longitude>-119.748584</longitude>
            <latitude>33.736266</latitude>
            <altitude>0</altitude>
            <heading>-9.295926</heading>
            <tilt>84.0957450</tilt>
            <range>4469.850414</range>
            <gx:altitudeMode>relativeToSeaFloor</gx:altitudeMode>
          </LookAt>
        </gx:FlyTo>

        <gx:AnimatedUpdate>
          <gx:duration>0.0</gx:duration>
          <Update>
            <targetHref/>
            <Change>
              <Placemark targetId="underwater1">
                <gx:balloonVisibility>1</gx:balloonVisibility>
              </Placemark>
            </Change>
          </Update>
        </gx:AnimatedUpdate>

        <gx:Wait>
          <gx:duration>4.0</gx:duration>
        </gx:Wait>

        <gx:AnimatedUpdate>
          <gx:duration>0.0</gx:duration>
          <Update>
            <targetHref/>
            <Change>
              <Placemark targetId="underwater1">
                <gx:balloonVisibility>0</gx:balloonVisibility>
              </Placemark>
            </Change>
          </Update>
        </gx:AnimatedUpdate>

        <gx:FlyTo>
          <gx:duration>3</gx:duration>
          <gx:flyToMode>smooth</gx:flyToMode>
          <LookAt>
            <longitude>-119.782630</longitude>
            <latitude>33.862855</latitude>
            <altitude>0</altitude>
            <heading>-9.314858</heading>
            <tilt>84.117317</tilt>
            <range>6792.665540</range>
            <gx:altitudeMode>relativeToSeaFloor</gx:altitudeMode>
          </LookAt>
        </gx:FlyTo>

        <gx:AnimatedUpdate>
          <gx:duration>0.0</gx:duration>
          <Update>
            <targetHref/>
            <Change>
              <Placemark targetId="underwater2">
                <gx:balloonVisibility>1</gx:balloonVisibility>
              </Placemark>
            </Change>
          </Update>
        </gx:AnimatedUpdate>

        <gx:Wait>
          <gx:duration>4.0</gx:duration>
        </gx:Wait>

        <gx:AnimatedUpdate>
          <gx:duration>0.0</gx:duration>
          <Update>
            <targetHref/>
            <Change>
              <Placemark targetId="underwater2">
                <gx:balloonVisibility>0</gx:balloonVisibility>
              </Placemark>
            </Change>
          </Update>
        </gx:AnimatedUpdate>

        <gx:FlyTo>
          <gx:duration>3</gx:duration>
          <gx:flyToMode>smooth</gx:flyToMode>
          <LookAt>
            <longitude>-119.849578</longitude>
            <latitude>33.968515</latitude>
            <altitude>0</altitude>
            <heading>-173.948935</heading>
            <tilt>23.063392</tilt>
            <range>3733.666023</range>
            <altitudeMode>relativeToGround</altitudeMode>
          </LookAt>
        </gx:FlyTo>

        <gx:AnimatedUpdate>
          <gx:duration>0.0</gx:duration>
          <Update>
            <targetHref/>
            <Change>
              <Placemark targetId="onland">
                <gx:balloonVisibility>1</gx:balloonVisibility>
              </Placemark>
            </Change>
          </Update>
        </gx:AnimatedUpdate>

        <gx:Wait>
          <gx:duration>4.0</gx:duration>
        </gx:Wait>

      </gx:Playlist>
    </gx:Tour>

    <Placemark id="underwater1">
      <name>Underwater off the California Coast</name>
      <description>
        The tour begins near the Santa Cruz Canyon,
        off the coast of California, USA.
      </description>
      <Point>
        <gx:altitudeMode>clampToSeaFloor</gx:altitudeMode>
        <coordinates>-119.749531,33.715059,0</coordinates>
      </Point>
    </Placemark>

    <Placemark id="underwater2">
      <name>Still swimming...</name>
      <description>We're about to leave the ocean, and visit the coast...</description>
      <Point>
        <gx:altitudeMode>clampToSeaFloor</gx:altitudeMode>
        <coordinates>-119.779550,33.829268,0</coordinates>
      </Point>
    </Placemark>

    <Placemark id="onland">
      <name>The end</name>
      <description>
        <![CDATA[The end of our simple tour.
        Use <gx:balloonVisibility>1</gx:balloonVisibility>
        to show description balloons.]]>
      </description>
      <Point>
        <coordinates>-119.849578,33.968515,0</coordinates>
      </Point>
    </Placemark>

  </Document>
</kml>

@petrdvorak Thanks for flagging this.  Looks like these KML files were added to the library resources in https://github.com/googlemaps/android-maps-utils/pull/155, and from a quick look I'm not convinced they were included in the right place.
It looks like these KML files are used in the KML unit tests in library/tests/src/com/google/maps/android/kml/Kml*Test.java, and that they were mistakenly added to the library/res/raw/ resource directory instead of the ...test... resource directory.  Because of this, they get bundled in the library release.
So, I believe the correct solution for this is to move the KML test files to a test resource directory, where they are accessible by the library unit tests but they don't get compiled into the release library.

Thank you very much for the elaboration, Sean. I agree with the suggestion to move the resources to test folder. Will you have a look, or should I try to fix this and prepare a PR?

PRs are great - my spare time is pretty slim these days :).

closed by #529

This will be available in 0.6.1 shortly.


What part of the documentation should i look at to figure out how to set source properties

I want to be able update a value for a source, but none of the examples cover that...
Is there any projects that use obws that I can use to try and figure stuff out from because the examples are too basic and either I'm not looking in the right place but the documentation i find just hasn't been of much use to me...

What you're probably looking for is set_source_settings if by value for a source is you mean the settings.
The source settings are rather generic as there are many different ones and more can be added through plugins. Therefore, the source_settings field is a Value that you have to build yourself with serde_json (and optionally serde).
I'm currently working on a few extra structs that at least provide pre-defined data structures for all the standard sources that come with OBS, but it'll still take a while until they're complete. That should make it a bit easier to configure sources from this crate.
Current examples are just tiny examples to get started and it would be a bit overkill to provide an example for every API that exists (especially for sources as they would require manual setup in OBS before running the examples).
I get that the docs a not super great, they're mostly copied from the obs-websocket API docs. I'll try to add some more samples directly into the obws API docs in the future.
Please let me know how far you get with this information and I'm happy to provide you some examples if need be.

Hi, thanks for the reply! I eventually managed to figure out how to get it done, with a bit of time.
I think it just wasn't clear how to create those structs. Also the problem is as I'm new to rust, i'm finding that in order to understand most rust documentation that rely on autogenerated documentation I need to have a stronger understanding of rust as my eyes just glaze over when I start to see some of the source code in the libraries.
Didn't help that I was trying read and change TextGdi+ values which don't seem to be supported so I had to hack around to get that working but in the end I managed to do something like this:
  let y = TextGdiPlusProperties {
    text: Some("3"),
    source: "test",
    ..TextGdiPlusProperties::default()
  };

Probably not the best but it gets the job done.


Update cds-services and sap/cds-dk to latest versions

Update the following dependencies:

cds-services to 3.5.0
@sap/cds-dk to 8.5.1

Perform integration tests with following versions:

cds-services 2.10.5
@sap/cds-dk 7.9.9

Fixes CAP Issue: https://github.tools.sap/cap/issues/issues/17483

Closing in favor of https://github.com/cap-java/cds-feature-attachments/pull/295


tools/ci/checkpatch: add cmake style check into ci-check

Summary
tools/ci/checkpatch: add cmake style check into ci-check
Impact
N/A
Testing
run checkpatch for cmake file
/nuttx$ ./tools/checkpatch.sh -g HEAD~1
ERROR __main__.py:618: Check failed: /home/archer/code/nuttx/n10/nuttx/CMakeLists.txt

cmake-format check failed, run following command to update the style:
  $ cmake-format -o /home/archer/code/nuttx/n10/nuttx/CMakeLists.txt /home/archer/code/nuttx/n10/nuttx/CMakeLists.txt

@anchao could you look at this https://github.com/apache/nuttx-apps/actions/runs/5597303814/jobs/10235475294?pr=1846
CI check fails with:

cmake-format not found, run following command to install:
15
$ pip install cmake-format

@anchao could you look at this https://github.com/apache/nuttx-apps/actions/runs/5597303814/jobs/10235475294?pr=1846

emm... seems like docker is not updated properly, let me check further

emm... seems like docker is not updated properly, let me check further

@raiden00pl  Since this commit did not pass the CI check, so the docker was not updated, I touched the docker file in PR https://github.com/apache/nuttx/pull/9862 , let's wait for the ci finish.


Update VA against master and schema changes

Updates variant annotation against master and brings in the latest changes to the schema.
Remove impact modifier and change time field names: https://github.com/ga4gh/schemas/pull/562

Looks good, +1.


Support for SQL schema format

Recently we've switched from ruby to sql Active Record schema format. This means we currently store schema in structure.sql file. This is done to utilize Postgres-related features, that are not currently supported by AR.
From what I can see SQL scheme format is not supported by nulldb adapter because of this code:
https://github.com/nulldb/nulldb/blob/11269e9bd7d6e0d4b9b9e3aabb0540af242100aa/lib/active_record/connection_adapters/nulldb_adapter/core.rb#L151-L171
Do you have any plans to add SQL schema format support? Do you have ideas about implementations?
Thank you!

Closed in favor of https://github.com/nulldb/nulldb/issues/120


Add Only Authoritative Server Replication

Description
Added an auth server only replication type and updated labeled
applicable areas of the GDK.
Tests
How did you test these changes prior to submitting this pull request? In customer's codebase.
What automated tests are included in this PR?
updated SpatialGDKSchemaGeneratorTest
Reminders (IMPORTANT)
If your change relies on a breaking engine change:

Increment SPATIAL_ENGINE_VERSION in Engine\Source\Runtime\Launch\Resources\SpatialVersion.h (in the engine fork) as well as SPATIAL_GDK_VERSION in SpatialGDK\Source\SpatialGDK\Public\Utils\EngineVersionCheck.h. This helps others by providing a more helpful message during compilation to make sure the GDK and the Engine are up to date.

If your change updates Setup.bat, Setup.sh, core SDK version, any C# tools in SpatialGDK\Build\Programs\Improbable.Unreal.Scripts, or hand-written schema in SpatialGDK\Extras\schema:

Increment the number in RequireSetup. This will automatically run Setup.bat or Setup.sh when the GDK is next pulled.

Primary reviewers
If your change will take a long time to review, you can name at most two primary reviewers who are ultimately responsible for reviewing this request. @ mention them.

Please increment ESchemaDatabaseVersion also


vxlan interface does not start after reboot

Description of the bug
After reboot vxlan interface is not created
Steps to Reproduce

Create a vxlan interface (Interfaces -> Other Types -> VXLAN)
Login via SSH you'll see vxlan0
Reboot host
Check interface on UI it is still there
Check on SSH, it's not there

Expected behavior
Retain vxlan0 after reboot
Environment
Version: 20.1.3 (installed)
VMWare ESXi 6.7 U2

just tried, it's still an issue with 20.1.5

This issue has been automatically timed-out (after 180 days of inactivity).
For more information about the policies for this repository,
please read https://github.com/opnsense/core/blob/master/CONTRIBUTING.md for further details.
If someone wants to step up and work on this issue,
just let us know, so we can reopen the issue and assign an owner to it.


Please add a --profile option to match the AWS CLI's --profile option

The AWS CLI allows you to specify a --profile option to choose between multiple accounts. Please add this as an option so this tool can check multiple accounts.

Great! That worked perfectly. Thank you

Great, that worked perfectly. Thanks!


pythonPackages.ColanderAlchemy: fix build by pinning to colander 1.6.0

Motivation for this change
ColanderAlchemy doesn't seem to have been updated for colander 1.7.0, or at least its tests haven't been and we get a single, subtle test failure around null handling which I don't feel comfortable disabling. Issue filed upstream https://github.com/stefanofontanelli/ColanderAlchemy/issues/107
Things done

[x] Tested using sandboxing (nix.useSandbox on NixOS, or option sandbox in nix.conf on non-NixOS)
Built on platform(s)

[ ] NixOS
[ ] macOS
[x] other Linux distributions

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[x] Tested compilation of all pkgs that depend on this change using nix-shell -p nix-review --run "nix-review wip"
[ ] Tested execution of all binary files (usually in ./result/bin/)
[ ] Determined the impact on package closure size (by running nix path-info -S before and after)
[ ] Assured whether relevant documentation is up to date
[ ] Fits CONTRIBUTING.md.

:disappointed: It's not ideal, but it's not as though we don't do this for any python packages: see the various versions of django or pytest.

Pytest is special in that it's usually only in checkInputs, which is fine. With regards to Django, that's not ideal either.
However, I assume that depending on both, colander and ColanderAlchemy, is quite common.
I think we should set something like
meta.broken = lib.versionAtLeast colander.version "1.7.0";

and let people override the colander version themselves using packageOverrides.

Alternatively, you could make a PR upstream that we can apply as a patch.

Agree with the former solution - pushed.


Angular 12.1 LESS problem

Reproduction link
https://stackblitz.com/edit/angular-ivy-jfxzab?file=package.json
Steps to reproduce
Upgrade to Angular 12.1
What is expected?
The project should compile correctly.
What is actually happening?
./src/theme.less - Error: Module build failed (from ./node_modules/mini-css-extract-plugin/dist/loader.js):
ModuleBuildError: Module build failed (from ./node_modules/less-loader/dist/cjs.js):

// ================================================================
.table-size(~'middle', @table-padding-vertical-md, @table-padding-horizontal-md, @table-font-size-md);
^
Operation on an invalid type
      Error in /home/samuel/VBWeb2/vbweb_frontend/node_modules/ng-zorro-antd/table/style/size.less (line 39, column 0)
    at processResult (/home/samuel/VBWeb2/vbweb_frontend/node_modules/webpack/lib/NormalModule.js:701:19)
    at /home/samuel/VBWeb2/vbweb_frontend/node_modules/webpack/lib/NormalModule.js:807:5
    at /home/samuel/VBWeb2/vbweb_frontend/node_modules/loader-runner/lib/LoaderRunner.js:399:11
    at /home/samuel/VBWeb2/vbweb_frontend/node_modules/loader-runner/lib/LoaderRunner.js:251:18
    at context.callback (/home/samuel/VBWeb2/vbweb_frontend/node_modules/loader-runner/lib/LoaderRunner.js:124:13)
    at Object.lessLoader (/home/samuel/VBWeb2/vbweb_frontend/node_modules/less-loader/dist/index.js:54:5)

Environment
Info

ng-zorro-antd
12.0.1

Browser
Chrome

+1

+1

+1
(https://github.com/NG-ZORRO/ng-zorro-antd/issues/6760 I opened this issue before, but i still have same problem..)

Hey guys. Could you please create a minimal reproduction? We will look into this. Thanks!

Stackblitz may be not helpful here. You could upload a repo.

I found the reason for the bug.
When the project is updated to angular12 and ng-zorro-antd12.
If the content of theme.less file is not updated, such a bug will appear.
So, update the content of theme.less file, it's no problem.
theme.less

+1

上次我测试出来了
不重新引入 https://github.com/NG-ZORRO/ng-zorro-antd/blob/master/components/style/themes/default.less
不会报错
假如引入 https://github.com/NG-ZORRO/ng-zorro-antd/blob/master/components/style/themes/default.less 最新的 也不会报错
假如引入 https://github.com/NG-ZORRO/ng-zorro-antd/blob/master/components/style/themes/default.less 以前zorro版本，就会报错

Less v4.0
是因为 Less 在 v4 中将除法/的解析规则变了：除法周围需要加上括号包裹。
v4 以前：
@var: xxx / xxx;

现在：
@var: (xxx / xxx);


docs: Update React Native docs with known errors

I've found a few errors when trying the latest version of AFJ with React Native 0.64 and Hermes JS engine. I would say nothing serious, but it could be good to share it in docs at least.

Not sure what's up with the CI...

Not sure what's up with the CI...

Formatting 🤦♂  :)


Suggestions for a healthy codebase

It's great seeing so many people contribute to the project, and it's refreshing for me to work on something without all the burden of external frameworks and dependencies. But I think there are a few things we could do to make it easier to maintain and to help new folks get involved (from a code point of view).
It may feel a little early to start looking at this stuff, but it's easier to adjust now before it becomes unwieldy and requires major refactoring.
Please discuss :) I'm not just doing them immediately as there are many other valid opinions.
Consistent code style with prettier
Prettier is an amazing tool to help keep your code clean and consistent. It can help when reading the code, and prevent any disagreements if you leave the way it looks up to a tool.
It can be setup to run in a couple of different ways:

Configure your editor to run it when you save a file, most editors have plugins for this
Add it as a prepush git hook, I'd suggest using a couple of npm scripts to do this

Separating the logic and view layers
Essentially you have all your code that does things like get the data from the archives, mutate it however etc in one place, and all your code that renders it into the dom in another place. This helps in both the reading and understanding of the code, but also prevents a lot bugs, duplication of code, ease of testing, adding new features and performance optimisation.
We definitely do not need any external libraries like this, and to keep it simple I'd suggest not unless we really feel we need to. (You may have heard of Redux (data) and React (view)).
Adding tests
Once the data logic is separated it is pretty easy to test it. We wouldn't need too much testing but it'd help us be confident in new PRs and prevent bugs.
There's a bunch of libraries for this but I've found the most success with Jest.
Automating tests with CI
I suggest we could use Travis CI for this. It is free for open source projects and very easy to setup and use.

@lsjroberts I 100% agree about using Prettier.
I was thinking about the prospect of using React for this as well, especially after seeing #42 and #46. I think the main concern is keeping it accessible for newcomers. I think if we can get React plugged in without needing a build system, then it would be a viable option.
The other alternative would be to have multiple example projects using various technologies so people can choose based on their preference.

I think if we can get React plugged in without needing a build system, then it would be a viable option.

Yeah the build stuff is what I want to avoid.
We could use raw react instead of jsx:
React.createComponent('div', { className: 'hello' }, 'Hello')`

The downside is that is still ~160kb of extra stuff. (About ~50kb gzipped if Beaker does that?)
It does also have some pretty handy error handling stuff we can use in React 16.
But still, it may be sensible to see how far we can get with just standard dom apis. A couple of helper functions should reduce the repetition and be easier to understand for new folks. I wouldn't want to exclude anyone who isn't familiar with React.

The other alternative would be to have multiple example projects using various technologies so people can choose based on their preference.

A good idea, but it would be very hard to maintain feature parity.

I'd prefer if we did not use libraries, although, we could make a secondary repo with a React client. I know @joperron was working on something along these lines the other night.

@neauoire Agreed. We should be able to do it without them.

@neauoire Wait until you see what I have up my sleeve for Rotonde :crystal_ball:

I'm excited to see!

We can probably use Preact  for this. The overhead in terms of tooling is pretty hefty but once built it's pretty lean and I think the pros outweigh the cons. Will look into it next weekend!

yeah so just to be clear the rotonde-portal & rotonde-client repo will likely never have any libraries, but a rotonde-portal-preact could be a separate thing and very welcome indeed!

@cblgh I think that's the best approach to take.
Let a thousand flowers bloom :rose:

I think web components might be a good fit for the Rotonde view layer. Wouldn’t require any third party libraries.


Stereoscopic VR rendering with RaymarchingRenderer

Stereo 3D is somehow broken with RaymarchingRenderer  (it seems OK with RaymarchingObjects). I can't be sure but I think each eye is getting exactly the same image.

this is also an issue w OpenVR... left and right eyes not getting correct images. RaymarchingObjects work but RaymarchingRenderer does not. Note that the Oculus VR driver works fine... the OpenVR does not.

I used Camera.CalculateFrustumCorners to deal with the different VR setups--OpenVR has oblique frustums, and the difference between single-pass and multi-pass is tricky too. Check out this gist I extracted from my project to see the relevant bits for getting a correct camera ray for each eye--this is the method that worked for me for Oculus, OpenVR, single and multipass.

Thanks a TON for this email. Just sitting back at dev machine after some
coffee and can't wait to fix this vr stereo convergence/eye issue. It has
been plaguing me for a good while now.
On Tue, May 22, 2018 at 10:26 AM, Kevin Watters<EMAIL_ADDRESS>wrote:

I used Camera.CalculateFrustumCorners to deal with the different VR
setups--OpenVR has oblique frustums, and the difference between single-pass
and multi-pass is tricky too. Check out this gist I extracted from my
project https://gist.github.com/kevinw/80593a34b7211d99d251d266e957fe87
to see the relevant bits for getting a correct camera ray for each
eye--this is the method that worked for me for Oculus, OpenVR, single and
multipass.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/hecomi/uRaymarching/issues/8#issuecomment-391054547,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AGMlocR-O1wuJaNX0a12N6CnLUSSjoYpks5t1Dw-gaJpZM4PGJee
.

looking at the newest, the forward_modworld_VR works well in my oculus and vive headsets. Is forward required for working VR? Can you take a few and explain the VR fix and any limitations you know of?


Modal and Button

PR Type
Enhancement, Tests

Description

Enhanced Button stories with new props and examples.
Added and updated Modal stories with new examples.
Updated Button and Modal story configurations with new controls.
Refactored Button component to support new props and confirmation modal.
Updated ButtonProps and ModalProps interfaces with new properties.
Refactored Modal component with new props and content structure.
Bumped package version to 0.47.10.

Changes walkthrough 📝
Relevant filesEnhancement

Button.stories.tsxEnhance Button stories with new props and examples.

apps/demo/stories/Button.stories.tsx
Updated ButtonDemo and AllColorButtons to accept partial ButtonProps.  Added new button types and configurations.  Introduced full-width button examples.  Removed deprecated button color props.

+105/-121

Modal.stories.tsxAdd and update Modal stories with new examples.

apps/demo/stories/Modal.stories.tsx
Added ModalDemo component with customizable props.  Updated modal button examples.  Simplified modal story structure.

+40/-27

Button.config.tsxUpdate Button story configuration with new controls.

apps/demo/story-config/Button.config.tsx
Renamed and updated button stories configuration.  Added control options for button types and icons.  Removed deprecated button configurations.

+36/-8

Modal.config.tsxUpdate Modal story configuration.

apps/demo/story-config/Modal.config.tsx
Updated modal demo to use ModalDemo.  Simplified modal story configuration.

+2/-2

Button.tsxRefactor Button component with new props and confirmation modal.

packages/ui/src/Button.tsx
Refactored Button component to support new props and styles.  Added ConfirmationModal component for button confirmation.  Improved button styling and layout.

+147/-137

Common.tsUpdate ButtonProps and ModalProps interfaces.

packages/ui/src/Common.ts
Updated ButtonProps and ModalProps interfaces.  Added new properties for button and modal configurations.

+110/-38

Modal.tsxRefactor Modal component with new props and content structure.

packages/ui/src/Modal.tsx
Refactored Modal component to support new props and styles.  Added ModalContent component for better structure.  Improved modal styling and layout.

+189/-181

Dependencies

package.jsonBump version to 0.47.10.

packages/ui/package.json

Bumped version to 0.47.10.

+1/-1

💡 PR-Agent usage:
Comment /help on the PR to get a list of all available PR-Agent tools and their descriptions

On iOS, the modal comes up on the demo page and cannot be dismissed.

sorry pushed up still working on swipe animation it should be all good now


Improve ImageSearch 2

This is the second attempt at improving ImageSearch.
The following fixes a bug where the last row of images is not searched.
https://godbolt.org/z/oEoMW7zEK

Use -O3 for the above script. For some reason it wasn't allocating variables correctly into registers and instead using the stack which is slower.

https://godbolt.org/z/WPWjf8c96

I don't know if you'd be interested in an external contribution. I'm working on an imagesearch replacement with more features (tolerance and % of pixels matched). I'm getting close to finishing it but I'm not dead set on releasing it as standalone.
I have 512 and 128-bit SIMD working, and also have the pedestrian base code that doesn't use vectors, even though that's not a strict necessity because every 64-bit CPU should have at least SSE2. Pretty happy with what I've got so far, at least with the speed.
I still need to write the 256-bit part but that should be easy with how modular the thing ended up being. The unknown is the CPUID stuff and sorting the computers into v4/v3/v2/v1, which largely describes the vectorization tier but also the gcc -march option used.
Anyway, lmk if there's any interest.

Sure thing! As many approaches as possible are the best possible solution. I'm still working on optimizing the basic ImageSearch functionality by avoiding the O(n²) subimage matching loop as much as possible.

Saved work (notes to self):

https://godbolt.org/z/j6bvo1YPd 1
https://godbolt.org/z/qqPd3W7qs 2
https://godbolt.org/z/3vTeT3E6e all2

@martona There is a requirement for a "focused pixel" (an additional pixel in the center of the image or to be determined by some algorithm). See: https://godbolt.org/z/j6bvo1YPd

Notes:
https://github.com/iseahound/ImagePut/issues/33 - Completed optimizations using parallel PixelSearch before ImageSearch.
https://github.com/iseahound/ImagePut/pull/36 - Adding variation to ImageSearch

I'll tidy things up and give you access to a repo later today (i'm in the US, East), you can check it out for yourself.
My take on the C stuff stuff you're doing... don't sweat optimizing it. I mean you can, it's fun, but vectors are so much faster. I don't have recent SSE2 numbers at hand but AVX512 is an order of magnitude faster than what you can achieve with wrangling standard C code. SSE would be slower, probably half the speed of AVX (much of it because it's missing integer cmple/cmpge for some reason). 256-bit SIMD should be the sweet spot.
Just to give you a rough idea, my test haystack is 822x987, needle (75x51) is found at 680x430 or so, and avx512 can do it in 2ms with the benchmark written in AHK and using ImagePutBuffers for both haystack and needle, so there's some overhead. If i'm not forcing a topleft pixel match (which is an option), and it means entering the subimage search for every haystack pixel, it's still just 10ms.
But, to be fair, I ignore he A channel completely. I suppose handling it in a non-fancy way wouldn't slow things down much. I just never had the need for it. It's usually about finding stuff that came from the screen, on the screen.

Great work on the ImagePutBuffer project btw, it's immensely useful and a joy to use.

Thanks! I personally have zero use for ImageSearch/PixelSearch myself, so any work on it is purely for learning, academic, or for fun. With that said, one common use case is when the target image is a sprite (meaning there is a character surrounded by transparent pixels). By ignoring those regions, one can search for a non-square collection of pixels. (You can do: ImagePutBuffer({sprite: "cat.png"}) or buf.TransColor()`).
SIMD intrinsics are best for when repetitive data can be streamed, such as in a loop. There's some outer logic which controls how often the subimage loop is entered / exited which can be highly optimized by the CPU if one branch is for example 90% vs 95%. To me, optimization is like a layer cake. Each level of complexity has different things that should be optimized. For example, the current ImageSearch + variation is unoptimized, because preprocessing can be done to split the target image into high and low variation images instead of encoding a SIMD instruction to do color + variation and color - variation.
My testing showed 3.4-3.8x speedup for 128-bit registers, and maybe a 50% increase over that for 256 and maybe 20% for 512. It's highly CPU dependent, with better results nearing the theoretical 2x for better hardware.

Awesome, I can't wait to see which SIMD instructions are being used. :D

I see. Well, transparency can be handled trivially in the lo/hi mask precalculation phase where you can just set 0/0xffffffff for the masks in the locations that you want to ignore.
I sent you an invite to the repo with imagesearch. I just extracted it from the project I made it for, so it's pretty barebones re. tests and stuff.

@martona It seems we have the exact same approach: https://github.com/iseahound/ImagePut/blob/master/source/pixelsearch2x.c
which is fantastic.
From my understanding, you're currently searching for one image correct? The approach with popcount/BitScanForward required a lot of extra C code on my end, so I simply allowed it to fall back to the "v1" approach when the mask returned positive.

__m128i vmask = _mm_set1_epi32(0xFFFFFFFF);

should this be -1?

@wind0204
Some additional results:

Replacing div with cmov didn't produce a speedup that was significant. In addition, it's the 3rd check after the focused pixel and the top-left pixel, so the additional code for left wasn't worth it.
I also tried removing the line if (trans || c1 == *(current)) because it seemed redundant, but there was no difference in speed.

https://godbolt.org/z/M6nofK9hs

@iseahound no, -1/0xffffffff doesn't matter.
lzcnt is relatively new, with the GCC v4/v3... march buckets it's only in v4, same as AVX512. but bsf is just an extra subtraction to do the same thing. to do it without is very costly; there's a pretty good C version in my code but it is a noticable hit.
same for popcnt, it ends up being a whole lot of bit twiddling.
i think both are worth it though even if you have to fall back to mucking around with the bits, there's no way it's not faster than falling back to doing it byte-by-byte in C.

@wind0204
I was going to invite you to the repo but github wasn't giving me any results when I put in your name in the invite collaborator box. Weird.
So I made the repo public. you can see it at https://github.com/martona/imgutil

I think I'm hitting theoretical maximums with basic ImageSearch. https://godbolt.org/z/M6nofK9hs
580.70 fps - imagesearch1
749.15 fps - pixelsearch1x https://github.com/iseahound/ImagePut/blob/master/source/pixelsearch1x.c
It's a SSE2 vs basic C comparison, so I think this works quite well. Next step is to vectorize.

Will probably revisit this at a later date. Having trouble with the assembly—using -Os produces the best binaries, but the most used variables seem to be put into the stack instead of a register. Also not sure why -O3 insists on movdqa instead of movups when the latter instruction is one byte shorter.

@wind0204
Some additional results:
* Replacing div with cmov didn't produce a speedup that was significant. In addition, it's the 3rd check after the focused pixel and the top-left pixel, so the additional code for `left` wasn't worth it.

I guess It didn't provide performance boost because it was not in subimage loop? because I still believe that CMP + CMOV(one constant) combination is better than a DIV.--I believe it still without any profiling/benchmark experience and knowing the truth though.
I agree, third check wouldn't affect the performance much, that was the first check out of two checks in the code I wrote.

* I also tried removing the line `if (trans || c1 == *(current))` because it seemed redundant, but there was no difference in speed.

Does that mean it's better to remove the line for the cleaner code?

749.15 fps - pixelsearch1x https://github.com/iseahound/ImagePut/blob/master/source/pixelsearch1x.c

I wonder how much faster it would perform with movdqa instead of movdqu in pixelsearch1x.c since I think it's worth to 16-byte align big haystack images. ;-p

Does that mean it's better to remove the line for a simpler code?

Not sure, the idea is that it happens before the x-domain check.

Does that mean it's better to remove the line for a simpler code?

Not sure, the idea is that it happens before the x-domain check. This has a side effect of hiding the div until it's needed. You're right that div is "slower", but only in a high performance scenario. Even when I try to trigger div more, the benchmarks don't show a difference here.

As you can see with the quote below, I was talking about removing the line if (trans || c1 == *(current)), not CMOV instruction!

* I also tried removing the line `if (trans || c1 == *(current))` because it seemed redundant, but there was no difference in speed.

Does that mean it's better to remove the line for a simpler code?

Yes. that's exactly what I meant.

Yes. that's exactly what I meant.

Aha, you meant that the line lowers the frequency of the DIV operation! I'm sorry for my poor reading skill.

749.15 fps - pixelsearch1x https://github.com/iseahound/ImagePut/blob/master/source/pixelsearch1x.c

I wonder how much faster it would perform with movdqa instead of movdqu in pixelsearch1x.c since I think it's worth to 16-byte align big haystack images. ;-p --16 bytes... is actually 4 pixels, it would be beneficial in almost all cases if the performance boost is meaningful.

According to this article, it's worth a try. I'm sharing this just in case you're interested.

That's a good catch! I didn't understand your previous comment before, but the article made it much clearer. I assumed the aligned version would be used - for some reason I thought loadu meant load unsigned.

I thought the image buffers were not aligned to 16 bytes, are they? According to the article I shared, if the data is already aligned the performance of the unaligned vector moving instructions is not worse on modern processors, ChatGPT 3.5 thinks it's worth to use the aligned mov instructions though.

I'm not sure. They're allocated using Buffer, which should generate a nice alignment by default. There's actually working DirectX screen capture inside ImagePut I believe, I just never hooked it up to the callable APIs.
I have no recollection but apparently... I said:

That's a good question. I suppose the answer, "that's just the way it is" doesn't really answer your question satisfactorily, so I went ahead and did some research. Turns out, in the video memory (VRAM) DirectX uses something called High Level Shader Language (HLSL) which necessitates a 16 byte boundary. That means the screen width should be divisible by 4, because 1 pixel (ARGB) has 4 channels, and each color channel is 1 byte. So I made a mistake earlier, when I said it should be divisible by 16, the screen width needs to be divisible by 4.

As for why? It's probably faster to compute in blocks of 128-bits, (16 bytes), because of how the video card is designed. Now keep in mind, when you're doing DirectX screen capture, what's really happening behind the scenes is a memory transfer from the video card (VRAM) to your computer’s memory (RAM). And the really clever part about DirectX11 is that it doesn't copy the memory until you ask for it. That's why DX11 is so fast compared to BitBlt.

TL;DR Alignment on memory = faster.

https://www.autohotkey.com/boards/viewtopic.php?t=92622

MFCreateAlignedMemoryBuffer ?

Or just overallocate and extra 512-bits (for AVX512) and "start" the memory at that boundary.

I still believe that CMP + CMOV(one constant) combination is better than a DIV.--I believe it still without any profiling/benchmark experience and knowing the truth though.

I've found a good document on the throughput--or the reciprocal of the throughput- of each instruction: https://www.agner.org/optimize/instruction_tables.pdf
It's interesting to see FDIVs' much higher throughput than integer divisions thereof by the way..
CMOV is as quick as MOV, and CMP is very quick too, sometimes even quicker considering the throughput-- 1/0.25 > 1/0.3--. Now I can say that I do know the fact, not only just believe... :smile:

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Create a footer blue-4

One need to make this component using HTML and Tailwind CSS. I would suggest to use Tailwind Playgrounds to make things faster and quicker.
Here is a reference to the component.

After building the component please raise a PR with a screenshot of the component and add the component in Footer/footer-blue4.html.
If you need to use any icon please use it from Hero Icons
Good luck.

Hey @rupsha014 i want to work on this

You are already assigned to an issue.

I am interested, please assign! @Rajdip019

@rupsha014 i would like to work on this

Hello sir, can you assign this issue to me?


https://mcap.dev/ returns a 404

See https://mcap.dev/

Resolved by pushing gh-pages and protecting it.


feat: Add Cartesi Machine installation to CI

The Takeaways from this PR are:
Given that :

Cartesi Machine currently needs a base library only available on Debian Bookworm
Github Actiomn VMs only provides , as of today, Ubuntu 22.04 and Ubuntu 20.04 which are not Debian Bookworm based

The way to fully run node with a native Cartesi Machine , and in the future, to build Node with Machine SDK dependencies is to use a custom crafted Debian Bookworm Container, instead of Github Action VM directly.
The only drawback is that , when using a container instead of VM, some of the Rust Code Tests fails. These should run directly on Github VM
Golang code tests run perfectly.


Why does validator say missing of X-WOPI-ItemVersion

Recently, I am using wopi-validator-core to validate the implementation of wopi protocol. When validator tells me that "the X-WOPI-ItemVersion header is not presented on the response" in the first time, I then add this header immdiately. However, the error still exists when I have added that header. Please see the following screenshot.

I don't know if this helps or if you already solved it, but if your fileId is numeric, it needs to be a string, according to the docs.


Update to latest dependencies

This is mostly to avoid compilation warnings when running on current Elixir (1.8.2) and Erlang (22). Works with Elixir 1.6.6 and Erlang 20 too.

Coverage remained the same at 94.483% when pulling 7481fd71f5a62de95da49eb329940e882be01f89 on NAR:update_to_latest_redbug into 3b662b2b56f9bb97eea098fd0a9be6d04c30f383 on nietaki:master.

On phone or I'd do a pr - might be helpful to add a Travis version matrix of you're trying to support multiple erlangs - https://github.com/esl/ex_docker_build/blob/3e9060631e56acccb88c477d2582ac4963306f1f/.travis.yml#L14

Hey @NAR, sorry for not getting back to you earlier, I didn't have my github notifications set up right :(.
I made some slight tweaks on top of yours in https://github.com/nietaki/rexbug/pull/37
@bryanhuntesl Good suggestion, I'm going to rewrite .travis.yml a bit for a wider and more modern erlang/elixir version matrix, formatting checker, ...


Remove printouts from save video

amazing! I think I missed this earlier, but great work; this'll make the video generation even better 😄


Lifetime Tunnel Management

Tunnel Manager should actually have a lifetime and closure conditions for tunnels

We should have tunnel manager go through tunnels and look at if tunnels have a handshake (aka if they have ever worked since being created) as well as compare them to the list of peers we got from peer listener. If we don't get an ImHere from a neighbor for several cycles we can assume that the neighbor is gone and we can clean up their tunnel.

TODO:

[ ] Compare tunnel list to reality, sync up
[ ] Find tunnels that never got a handshake, delete after timeout
[ ] Collect data about last contact in a timestamp in the Tunnel struct (use monotonic clock!), disconnect after delay


Doesn't work on Poco X3 Pro (20:9)

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Describe the bug
The Auto detect isn't placed properly on screen and sometimes got error messages "Width must be positive". If the "Ignore notch is turned off it can run but if the battle already started and when it goes back to support selection screen the error "Width must be positive" came up.
Screenshots
Already provide video
Video
https://youtu.be/w45Gu7wfr-4
Device Info (please fill at-least 'Device model'):

Device model: Poco X3 Pro
Screen size: 1080x2400 with screen ratio of 20:9
Android Version: Android 11
RAM: 8 GB

For your case, you should keep Ignore notch calculation turned OFF.
But, still, it isn't detecting that the support screen has loaded even then. I'm not sure why though.

Since you're using another screen recorder instead of the in-built one, I'd recommend trying to restart your phone once and try without that. I'm not sure if Poco is Xiaomi, but, if it is, you'll also have to do some steps to counter Xiaomi's battery optimizations. You can find more about it in the Troubleshooting Guide.

Tried disabling battery optimization still didn't work. I can send you the video recorded with the built in one but it ended less than a second. I tried using a previous version 0.22.1 and it works but kept getting an error when there's no selected support on support list with a message "Width must be positive"

v0.22.1 is really old and it's not working for you anyways.
I'm pretty sure at this point that it is Xiaomi battery optimisation along with using another recorder alongside FGA.
There's not much we can do from our side if battery optimization steps followed by force closing the app or restarting the phone doesn't work.


Deploy model in mobile.

Hello team!
I was wondering how can we go about deploying the deepmoji model on mobile. The optimised size is around 22 MB. For deployment purpose on client side we need model size about 3-4MB. Ant tips on how can we go about it or how can we go about compressing the size of the model ?
Thanks in advance!

Good question. What have you done already?
The embedding layer can be reduced massively while retaining performance so I’d suggest you start there. There’s various papers on this :)

Hello
I started off with quantization of model,basically two techniques post training - pruning and quantisation. The quantisation as suggested by  https://pytorch.org/tutorials/advanced/dynamic_quantization_tutorial.html, but hardly any change was observed. Next I thought of considering https://github.com/NervanaSystems/distiller/blob/master/examples/word_language_model/quantize_lstm.ipynb.
If it's not too much trouble, can you share some links which I can refer to ?


Cannot destructure property

Command
generate
Is this a regression?

[X] Yes, this behavior used to work in the previous version

The previous version in which this bug was not present was
15.1.0
Description
this errror show every run ng g c etc.
An unhandled exception occurred: Cannot destructure property 'aliases' of 'collection.description.schematics[schematicName]' as it is undefined.

Minimal Reproduction

ng n test-project --skip-install --directory (current or ./)
create default folders -> mkdir {shared,modules}/{models,components...etc}
next step -> ng g i shared/models/testIterface
error

Exception or Error
description on the generated angular-cli error:

[error] TypeError: Cannot destructure property 'aliases' of 'collection.description.schematics[schematicName]' as it is undefined.
    at GenerateCommandModule.getSchematics (/home/hie/Documents/WeatherApp/node_modules/.pnpm/@angular+cli@15.1.2/node_modules/@angular/cli/src/commands/generate/cli.js:141:29)
    at getSchematics.next (<anonymous>)
    at GenerateCommandModule.getSchematicsToRegister (/home/hie/Documents/WeatherApp/node_modules/.pnpm/@angular+cli@15.1.2/node_modules/@angular/cli/src/commands/generate/cli.js:158:76)
    at async GenerateCommandModule.builder (/home/hie/Documents/WeatherApp/node_modules/.pnpm/@angular+cli@15.1.2/node_modules/@angular/cli/src/commands/generate/cli.js:35:55)
    at async runCommand (/home/hie/Documents/WeatherApp/node_modules/.pnpm/@angular+cli@15.1.2/node_modules/@angular/cli/src/command-builder/command-runner.js:113:5)
    at async default_1 (/home/hie/Documents/WeatherApp/node_modules/.pnpm/@angular+cli@15.1.2/node_modules/@angular/cli/lib/cli/index.js:70:16)

### Your Environment

```text
Angular CLI: 15.1.3
Node: 18.13.0
Package Manager: npm 9.4.0
OS: linux x64

Angular:
...

Package                      Version
------------------------------------------------------
@angular-devkit/architect    0.1501.3 (cli-only)
@angular-devkit/core         15.1.3 (cli-only)
@angular-devkit/schematics   15.1.3 (cli-only)
@schematics/angular          15.1.3 (cli-only)

Anything else relevant?
linux and windows system angular-cli not work

Duplicate of https://github.com/angular/angular-cli/issues/24586 and https://github.com/angular/angular-cli/issues/24600


Authoring component with SDK types raises CA1416 warnings

Describe the bug

By setting CsWinRTComponent to true, I'm getting a bunch or warnings like the following. They disappear when commenting out CsWinRTComponent.
Severity	Code	Description	Project	File	Line	Source	Suppression State	Tool
Warning	CA1416	This call site is reachable on: 'Windows' all versions. 'ContentControl.Content.set' is only supported on: 'Windows' 10.0.17134.0 and later.	WinUIAuthoringSample	C:\repos\WinUIAuthoringSample\WinUIAuthoringSample\CustomButton.cs	27	IntelliSense	Active	Microsoft.CodeAnalysis.NetAnalyzers
To Reproduce

Author C#/WinRT component with Windows SDK types (for example FolderEnumeration class in the AuthoringDemo sample)
Build

Warnings may be coming from the roslyn source generator. It's possible that the roslyn source generator needs to be fed the SupportedOSPlatform props from the component project.

Expected behavior

No warnings
Version Info

1.1.2-prerelease.210205.6
5.0.200-preview.21078.11 [C:\Program Files\dotnet\sdk]

I believe this is not an issue anymore, due to this? https://github.com/microsoft/CsWinRT/commit/9359ad7a32985831b2483cc5fbc35ac66240c3f7

Yes, it looks like the warnings don't repro anymore with 1.2.6.


vidi: Update to version <IP_ADDRESS> (manually)

#2308 (Outstanding Excavator issues)

ViDi has changed their file name patterns. Therefore autoupdate needs to be modified.

~ViDi now depends on VCRedist 2015. (was VCRedist 2017 previously) (see: https://github.com/hasherezade/ViDi/releases)~
-> Visual C++ 2015, 2017 and 2019 all share the same redistributable files, therefore use extras/vcredist2019 instead.

Visual C++ 2015, 2017 and 2019 all share the same redistributable files.

Ref: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
So use extras/vcredist2019 should be better.

Visual C++ 2015, 2017 and 2019 all share the same redistributable files.

Ref: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
So use extras/vcredist2019 should be better.

This version is alpha.

Since version <IP_ADDRESS> is experimental, I will remove autoupdate. This package has to be updated manually to get only stable versions.


Made the demo "universal"

Modified TodayCollectionViewController.swift so it calculates the
sizes of the elements dynamically trying to match the ideal width 335,
on iPhones is 1 column portrait, 2 landscape on iPads is 3 and 4 or 4
and 5 depending the device. (Go ahead, try side by side apps on the
iPad, IT WORKS BABY!)
Added an object to track the location of the cell if it changes due
to a screen rotation (or side by side apps resizing), otherwise during the “dismiss” it would animate
to the previous position and size and it wouldn’t match
Changed the constraints in the card view so the image is centered and
upscaled (but never downscaled), as a result of this, the ratio
property is not longer necessary.
Added constraints to keep the blur at the same size as the container,
otherwise presenting in one orientation and dismissing in a different
orientation or screen size (side by side apps) would result in the blur
not covering the entire screen.
Added a new convenience initializer to
NSEdgeLayoutConstraints.swift but is not working as I hoped :(

Don't worry about NSEdgeLayoutConstraints that was just created for when we need to create and modify all the edge constraints later. We can have a UIView extension method edgesTo(_ view: UIView) that creates constraints without the need to hold the reference (like in the blur view for example).

I'm having a layout issue after rotation, portrait single column cells take the entire screen width.
Launch in portrait rotate to landscape and back to portrait but just on iPhone X 🤔.

Regarding NSEdgeLayoutConstraints I added the convenience init that sets the recr to zero (turning all constants to zero) I originally intended to call do init(view:container:).setActive(true) so I didn’t have to hold the object, just fire and forget, but unless I explicitly call setConstants(to:0) it wouldn’t work :(
I was tempted to made all the methods to return self that way I would be able to chain all the calls and wouldn’t have to hold a reference, but I’m not sure that’s a valid use for your utility object. BTW, I like it.

Regarding the iPhone X issue, let me investigate, it didn’t saw that, but I didn’t test it properly at the end, maybe on of my latest changes screwed it up :|


Bonds "Hide in outpost" checkbox does nothing

58a1e83 fixed the bonds window showing when no bonds were available, but the "Hide in outpost" checkbox is meaningless now since it doesn't show in an outpost anyway.
The easy fix is to remove the checkbox, otherwise show a "Dummy" window in outposts just for positioning

this should still be relevant, have you tested this?

Yes. With bonds in the bar the bonds widget doesn't show in outposts whether it's on or off

Tested; bonds widget showing when I have bonds on my bar, hidden when "hide in outpost" is ticked - can you attach a screenshot please?

Looks like there is a bug that doesn't show it if you don't have any effects e.g. LB title on, will fix

Fixed https://github.com/HasKha/GWToolboxpp/commit/1c527f3bbc7e1173279f0e69f559a0ec185a36fd


Inject the process runner and user interaction directly into tasks

I agree with that idea !
LGTM :+1:

Need to rebase on master now..

rebased (twice) :)

@tonypiper is on :fire: too, that's why ;-)


Output volumes called "outputs" are colliding

We automatically add an output volume to each job - which is nice because it means the user has to type less if they know it's there
However - if someone (like me) doesn't realise that happens and then thinks:

I will add an output volume called "outputs"

Then it collides and the system errors with a message about overlapping docker mounts
We should check if the user has not already given us an output volume before automatically adding one

can you repro? i think this is fixed


[SPARK-18379][SQL] Make the parallelism of parallelPartitionDiscovery configurable.

What changes were proposed in this pull request?
The largest parallelism in PartitioningAwareFileIndex #listLeafFilesInParallel() is 10000 in hard code. We may need to make this number configurable. And in PR, I reduce it to 100.
How was this patch tested?
Existing ut.

Test build #68404 has started for PR 15829 at commit 112f9d1.

Test build #68404 has finished for PR 15829 at commit 112f9d1.

This patch passes all tests.
This patch merges cleanly.
This patch adds no public classes.

Test PASSed.
Refer to this link for build results (access rights to CI server needed):
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Merged build finished. Test PASSed.

Test build #68591 has started for PR 15829 at commit f6cf77f.

cc @yhuai @srowen

Test build #68591 has finished for PR 15829 at commit f6cf77f.

This patch passes all tests.
This patch merges cleanly.
This patch adds no public classes.

Test PASSed.
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@yhuai per request on the JIRA, are you OK with me backporting to 2.1? seems OK as it doesn't modify the default behavior.

Merged to 2.1 as well

Sure. Thanks!


featherpad: 1.3.1 -> 1.3.2

Automatic update generated by nixpkgs-update tools. This update was made based on information from https://repology.org/metapackage/featherpad/versions.
meta.description for featherpad is: "Lightweight Qt5 Plain-Text Editor for Linux"
meta.homepage for featherpad is: "https://github.com/tsujan/FeatherPad"
meta.changelog for featherpad is: ""
Updates performed

Version update

To inspect upstream changes

Release on GitHub

Compare changes on GitHub

Impact

Checks done (click to expand)

built on NixOS
The tests defined in passthru.tests, if any, passed
found 1.3.2 with grep in /nix/store/7556kvhkqxwphvkz3hsbhfv1iihjdwyz-featherpad-1.3.2
found 1.3.2 in filename of file in /nix/store/7556kvhkqxwphvkz3hsbhfv1iihjdwyz-featherpad-1.3.2

Rebuild report (if merged into master) (click to expand)

1 total rebuild path(s)

1 package rebuild(s)

First fifty rebuilds by attrpath
featherpad

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/7556kvhkqxwphvkz3hsbhfv1iihjdwyz-featherpad-1.3.2 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A featherpad https://github.com/r-ryantm/nixpkgs/archive/a0475865be5ac5cdd6aab9475118b8fa98951e61.tar.gz

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/7556kvhkqxwphvkz3hsbhfv1iihjdwyz-featherpad-1.3.2
ls -la /nix/store/7556kvhkqxwphvkz3hsbhfv1iihjdwyz-featherpad-1.3.2/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
Result of nixpkgs-review run on x86_64-linux 1

1 package built:

featherpad

Maintainer pings
cc @flosse for testing.

Result of nixpkgs-review pr 191307 run on x86_64-linux 1

1 package built:

featherpad

Automatic update generated by nixpkgs-update tools. This update was made based on information from https://github.com/tsujan/FeatherPad/releases.
meta.description for featherpad is: "Lightweight Qt5 Plain-Text Editor for Linux"
meta.homepage for featherpad is: "https://github.com/tsujan/FeatherPad"
meta.changelog for featherpad is: ""
Updates performed

Version update

To inspect upstream changes

Release on GitHub

Compare changes on GitHub

Impact

Checks done (click to expand)

built on NixOS
The tests defined in passthru.tests, if any, passed
found 1.3.3 with grep in /nix/store/fhr4900zbwya0va1m7d11x6ssalig7j9-featherpad-1.3.3
found 1.3.3 in filename of file in /nix/store/fhr4900zbwya0va1m7d11x6ssalig7j9-featherpad-1.3.3

Rebuild report (if merged into master) (click to expand)

1 total rebuild path(s)

1 package rebuild(s)

First fifty rebuilds by attrpath
featherpad

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/fhr4900zbwya0va1m7d11x6ssalig7j9-featherpad-1.3.3 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A featherpad https://github.com/r-ryantm/nixpkgs/archive/556083ed4c27e3d956de8374cd6b3df035a2bf1e.tar.gz

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/fhr4900zbwya0va1m7d11x6ssalig7j9-featherpad-1.3.3
ls -la /nix/store/fhr4900zbwya0va1m7d11x6ssalig7j9-featherpad-1.3.3/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
Result of nixpkgs-review run on x86_64-linux 1

1 package built:

featherpad

Maintainer pings
cc @flosse for testing.

Automatic update generated by nixpkgs-update tools. This update was made based on information from https://github.com/tsujan/FeatherPad/releases.
meta.description for featherpad is: "Lightweight Qt5 Plain-Text Editor for Linux"
meta.homepage for featherpad is: "https://github.com/tsujan/FeatherPad"
meta.changelog for featherpad is: ""
Updates performed

Version update

To inspect upstream changes

Release on GitHub

Compare changes on GitHub

Impact

Checks done (click to expand)

built on NixOS
The tests defined in passthru.tests, if any, passed
found 1.3.4 with grep in /nix/store/maczn3d4wxhk37qmwdng2dblwb2pmlg8-featherpad-1.3.4
found 1.3.4 in filename of file in /nix/store/maczn3d4wxhk37qmwdng2dblwb2pmlg8-featherpad-1.3.4

Rebuild report (if merged into master) (click to expand)

1 total rebuild path(s)

1 package rebuild(s)

First fifty rebuilds by attrpath
featherpad

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/maczn3d4wxhk37qmwdng2dblwb2pmlg8-featherpad-1.3.4 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A featherpad https://github.com/r-ryantm/nixpkgs/archive/233574093541e782e8bd6a0538b9448021181818.tar.gz

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/maczn3d4wxhk37qmwdng2dblwb2pmlg8-featherpad-1.3.4
ls -la /nix/store/maczn3d4wxhk37qmwdng2dblwb2pmlg8-featherpad-1.3.4/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
Result of nixpkgs-review run on x86_64-linux 1

1 package built:

featherpad

Maintainer pings
cc @flosse for testing.

Automatic update generated by nixpkgs-update tools. This update was made based on information from https://github.com/tsujan/FeatherPad/releases.
meta.description for featherpad is: Lightweight Qt5 Plain-Text Editor for Linux
meta.homepage for featherpad is: https://github.com/tsujan/FeatherPad
Updates performed

Version update

To inspect upstream changes

Release on GitHub

Compare changes on GitHub

Impact

Checks done (click to expand)

built on NixOS
The tests defined in passthru.tests, if any, passed
found 1.3.5 with grep in /nix/store/zdpv6pqx1nqws5g9ahwnms32albghww3-featherpad-1.3.5
found 1.3.5 in filename of file in /nix/store/zdpv6pqx1nqws5g9ahwnms32albghww3-featherpad-1.3.5

Rebuild report (if merged into master) (click to expand)

1 total rebuild path(s)

1 package rebuild(s)

First fifty rebuilds by attrpath
featherpad

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/zdpv6pqx1nqws5g9ahwnms32albghww3-featherpad-1.3.5 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A featherpad https://github.com/r-ryantm/nixpkgs/archive/0a2917831f403e1ce3cda9995ee8b58fab829fe3.tar.gz

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/zdpv6pqx1nqws5g9ahwnms32albghww3-featherpad-1.3.5
ls -la /nix/store/zdpv6pqx1nqws5g9ahwnms32albghww3-featherpad-1.3.5/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
Result of nixpkgs-review run on x86_64-linux 1

1 package built:

featherpad

Maintainer pings
cc @flosse for testing.


Controls Glitch

So basically, whenever I hold forward, sometimes I can't hold right while I hold forward, but I can hold left while I hold forward, which doesn't make sense.

Oh, this bug dates WAAAAY back to when there wasn't even any multiplayer, i would suggest changing your keyboard controls to WASD and J for z, K for a, and M for b, similar to the pc port control scheme. This one doesn't have these problems.

ohh ok thx (btw im 2fast4u on sm64js)


IE10 TextFields with hintText

If  a TextField has hintText and no content, then the only way to select or activate the TextField is to click on the bottom border or after (hidden or visible) hintText. Issue appears in IE10.

Hi @o1a , I'm facing the same problem and was wondering if you have encountered any solution?

@o1a I've created a simple workaround for this, just adding a placeholder prop to TextField you can use instead of hintText when ie10 is important.

Clone the repo https://github.com/drojas/material-ui
cd path/to/cloned-repo/ && npm install && npm run build
In your project, npm uninstall material-ui --save && npm install path/to/cloned-repo --save

There was a simple fix suggested in #1629
@drojas closing this issue, thanks!


Slight variance in source rectangle

When drawing icons sometimes it grabs pixels from above or below the correct location in atlas.

One workaround that make this not as bad is to trim the affected entry. This will remove excess pixels from around the image that contain no data. So when it draws on the screen it is much less likely to grab from a nearby image.

Maybe I should debug output the src at time of drawing to see if it's correct there.

Seems to happen less if x,y,height,width are divisible by 4.


Fixing relative path variable "$HERE" for pow

Coverage decreased (-0.005%) to 72.089% when pulling c59a24be05f5f53fe02df1e4e5810be771cce97e on config-fix into 2d618a12695536de284211269fc0feef3ae0c398 on dev.


iOS Action "add to onepile"

iOS version misses the action to add content from any app, e.g. browser to send it directly into onepile. would be a neat addition, as its commong for Notes, Google Keep a.s.o.
PS: refering to the upper icon list from the apple doc

I agree. This is going to be implemented for iOS 1.2.

This is implemented in iOS 1.2 (review pending)


feature request for more border styles

border-style in css got options like inset which is not possible to simulate with combinations of BorderSide, thus this request.
ref: https://developer.mozilla.org/en-US/docs/Web/CSS/border-style

I think the spirt of this issue is captured in https://github.com/flutter/flutter/issues/23801? I think it would be more helpful to comment there on what particular kinds of borders would be useful to you

@namiwang Can you please provide more details as asked above?

Without additional information, we are unfortunately not sure how to resolve this issue. We are therefore reluctantly going to close this bug for now. Please don't hesitate to comment on the bug if you have any more information for us; we will reopen it right away!
Thanks for your contribution.


Test Fire trigger - Callbacks

When running a test fire trigger on a flow that has callbacks i.e. occurrence clear, it does not work as the test fire trigger runs on codify which does not have a flow to call back to.
Can we make it optional to run the real flow instead of codify?

Fixed in flowDebug mode that does permit this as long as the debug session is within the data passed and restored.


SINGA-482 tc comprehension integration

Hi this is not completely ready for merge, pending to fix a testing error.

Hi, this is the working version of tc integration for now, with following notes:

tested in the environment specified in the dockerfile cuda9
it implemented MatMul, Relu in TC for demonstration and usage is shown in following tests:
 ./bin/test_singa --gtest_filter=*TC*, and tests are passing.
for now only working in Cuda environment

P.S. softmax is implemented but still checking why the output is not correct.

TODO:

move tc execution code into device DoExec, and support CPU
package dependencies as conda package
integer support

Integration is done except support CPU.
CPU support development is done, however the behavior was not expected even in clean TC env.
CPU backed TC return zero tensor as shown in https://gist.githubusercontent.com/dcslin/f3ed411012c144163f3bedbe621257f6/raw/9f6af3f5e62b5bb52a58c087967c813b3acd8872/tensor-comprehension-cpu-errors

Ready for review.


add exit trap to ensure that chroot filesystem is unmounted

If the image building process fails (occasional timeout reaching package repositories, etc.) after the chroot filesystem has been mounted, then the mounts stay intact after the script exits.  It is not possible to delete the temp directory at this point without explicitly unmounting the chroot mounts.  Adding a trap ensures that this cleanup is performed if the script exits from an error condition.

THANK YOU!!!
I've been pestered by this for a long time, but not (quite) enough to actually dig into fixing it.

Thank you! Merged!


Missing instruction to install NuGet package

Following these instructions, I received compile time errors:
error CS1061: 'IServiceCollection' does not contain a definition for 'AddDatabaseDeveloperPageExceptionFilter' and no accessible extension method 'AddDatabaseDeveloperPageExceptionFilter' accepting a first argument of type 'IServiceCollection' could be found (are you missing a using directive or an assembly reference?)
error CS1061: 'IApplicationBuilder' does not contain a definition for 'UseMigrationsEndPoint' and no accessible extension method 'UseMigrationsEndPoint' accepting a first argument of type 'IApplicationBuilder' could be found (are you missing a using directive or an assembly reference?)
I fixed the issue by installing the Microsoft.AspNetCore.Diagnostics.EntityFrameworkCore NuGet package. Needing to install this package to resolve the dependencies is not included in the documentation on this page. Instructions like these are essential to getting the documentation to work end-to-end. If this documentation requires that I go off and research other documentation to get it to work, this page is only half-baked.

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

ID: b031caa0-c62b-37da-46c3-59043256cac2
Version Independent ID: bdf98c9a-96f6-79fd-a650-5c0385d1a62b
Content: Migrate from ASP.NET Core 3.1 to 5.0
Content Source: aspnetcore/migration/31-to-50.md
Product: aspnet-core
Technology: aspnetcore-migration
GitHub Login: @scottaddie
Microsoft Alias: scaddie

No repo. I created a 3.1 UI project with individual user accounts, upgrade NuGet and TFM, updated the code. No new packages were required.
<Project Sdk="Microsoft.NET.Sdk.Web">

  <PropertyGroup>
    <TargetFramework>netcoreapp5.0</TargetFramework>
    <UserSecretsId>aspnet-WebApplication143-E3598AD8-EB7A-403C-AE7E-B692EFB608D7</UserSecretsId>
  </PropertyGroup>

  <ItemGroup>
    <PackageReference Include="Microsoft.AspNetCore.Diagnostics.EntityFrameworkCore" Version="5.0.1" />
    <PackageReference Include="Microsoft.AspNetCore.Identity.EntityFrameworkCore" Version="5.0.1" />
    <PackageReference Include="Microsoft.AspNetCore.Identity.UI" Version="5.0.1" />
    <PackageReference Include="Microsoft.EntityFrameworkCore.SqlServer" Version="5.0.1" />
    <PackageReference Include="Microsoft.EntityFrameworkCore.Tools" Version="5.0.1">
      <PrivateAssets>all</PrivateAssets>
      <IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
    </PackageReference>
  </ItemGroup>

</Project>


MM-22894/MM-23046/MM-24375 Quick wins bucket list 5

Summary
Quick wins bucket list 5
Escape to close the expanded RHS is not in, as there are a lot of corner cases around that.
Ticket Link
https://mattermost.atlassian.net/browse/MM-22894
https://mattermost.atlassian.net/browse/MM-23046
https://mattermost.atlassian.net/browse/MM-24375
Screenshots

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Nice!

We can probably remove this text now:

Channel name in the RHS header is missing a click effect

Do we want to include the changes to the "Add comment" button in this PR?

0/5 on the changes to the RHS expanded state in terms of the UI? If you think we can do better, feel free to change what was written in the ticket

Can we allow "ESC" to collapse the expanded RHS?

Done
Done
We should do that globally in a separate PR.
I am concerned about the header being white, that doesn't look good to me, but lets see what others think, and then the full opacity channel header at the top not vertically aligning with the full opacity RHS below it. I'll see what others think before making any changes.
That may have a bunch of corner cases, so I would avoid doing that in this PR.

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@matthewbirtch I did update that, both the close button and the expand button aren't there, and we don't have a close button because the RHS is closed in the mobile web view with the back button at the top beside the search bar.
The PR just did not update automatically, which is why you can't see it right now.

@MathewtheCoder

Cool.
Done.
Wasn't a fan of that, so removed it.
Done. Good idea.
As mentioned above.

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Thanks @asaadmahmood. I think you may have tagged the wrong github user in your comment above :)
Things are looking good. However, I noticed now that we've added a max-width on the expanded state of the RHS, I think it messed up the animation :(

@matthewbirtch Will fix that.

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Do we want it to close the sidebar? We already have another way to close the sidebar on mobile. For most cases, a user will already be in the current channel, unless he is jumping from the search bar, in which case, he can jump to the channel from the search results, or we can also add Jump to be very explicit. I don't want it to function in different ways on mobile and desktop, with it closing it on mobile, but not on the desktop app. Especially since its not clear that clicking it will close the sidebar and you will lose the thread you were viewing. You would have to either search for it again from search, or manually search for it in the channel.

@asaadmahmood I think either we keep the button and it should close the sidebar and take the user to that channel or we just make it not clickable in the mobile view. 0/5

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@esethna I feel like we can make it not clickable. I don't want people to accidentally click it and lose the RHS, as it does not close it right now.
In the case of the user opening the reply thread from a post in the center channel, he would always remain in that channel, as one can't easily navigate to a different channel with the RHS open, so I think its fine.

@matthewbirtch @asaadmahmood 0/5, but if we are adding a max width to the RHS exoand state, which is a great idea, do we need the channel sidebar to have an overlay? I'm imagining that if a user switches channel we can just switch the channel and shrink the RHS back to normal size?

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@esethna Removed the click on mobile.
And for the RHS overlay. It's a good way to collapse it right now. If we remove that, then the user would have to manually collapse it, or redirect himself to a different channel to do so.
Plus, if we are removing the overlay, then I would imagine we should also squish the center channel based on the space available, so the user can interact with it, but that may pose challenges on most normal browser screen as the width would be quite small.

@asaadmahmood I'm referring to removing the overlay on the channel sidebar, not the center pane

@esethna Hmmm, yeah I think we can try that.

Or maybe it may not look as good. It would look like this.

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With the overlay, its clear that clicking the sidebar would collapse it, but without it, its not as clear.

Also, having the sidebar collapse on channel switch might be something we can consider for a different ticket, as that would be adding some extra functionality on a global level, so the channel sidebar can close it.

@asaadmahmood things look great here 🎉
A few items to resolve/consider:

[ ] We should use the permalink highlight pattern after a user clicks on the channel name in the Thread header. Right now, clicking the channel name in the Thread header opens the channel (unless it's already open); but we don't provide the user with an affordance to where the thread is in the channel.

[ ] 0/5 and open to feedback, but something feels off with the timing when clicking to expand the RHS. I think it's because the overlay comes in faster than the RHS slides out. I like the animation on the RHS but wonder if we can tie them together?

[ ] 0/5 but something feels off with leaving a sliver of the center channel showing when the RHS is expanded; it's create a stepped/staggered visual. Maybe it won't appear this way once the overlay is removed from the LHS.

[ ] @esethna should we add tooltips to the expand and close icons. We need to define the rules for when we do/do not want to introduce tooltips for icon buttons.

[ ] The overlay sits on top of the Thread view when reducing the view down to mobile.

@andrewbrown00
That's a really great idea to permalink to the root post in the center pane - looks like that's what slack does also. We should do this for sure.
Re tooltips, already have a ticket completed for that by community: https://mattermost.atlassian.net/browse/MM-22876

@asaadmahmood I don't mind this but I'm 0/5, I've leave it up to you guys and @andrewbrown00 on what's the best UI for the expanded state. Wonder if we can find some examples in other products

Also @asaadmahmood FYI on this: https://mattermost.atlassian.net/browse/MM-24274

@andrewbrown00

Are you saying we just have the permalink styling, or do you want the channel name linked to the post?
I'll see if I can tie it together, though there was an issue with that as one's fading, the other is sliding.
It still does feel that way, as shown in the screenshot I posted.
Those are done (not in this PR).
On mobile/tablet view, the RHS is positioned on top of the header, so there is no reason to have it appear below, as a person can rarely click anything in the header.

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@asaadmahmood as per our chat, I noticed a couple more things:

For the collapsing animation of the expanded RHS, there is a flash that happens over the RHS. It looks like the overlay is coming on top of the RHS during the animation?
Can we change the 'x' icon on the search field to the filled x icon?

@andrewbrown00

Are you saying we just have the permalink styling, or do you want the channel name linked to the post?
I'll see if I can tie it together, though there was an issue with that as one's fading, the other is sliding.
It still does feel that way, as shown in the screenshot I posted.
Those are done (not in this PR).
Should be fixed.

Yup, link the channel name to the parent post in the center channel; **looks like you already did it ✅ **
Feels much smoother and more connected
Visually I like it without the overlay on the sidebar. I also agree with Eric's previous feedback that if the LHS doesn't have the overlay then users can use the LHS to switch channels which would close the expanded RHS. I'm 4/5 it feels like an unnecessary barrier to block the LHS in this context.

I stubbed out version using an elevation instead of the overlay @asaadmahmood @esethna @matthewbirtch thoughts?

Thanks for confirming
Yup, looks good

@andrewbrown00 @matthewbirtch Not really a fan of the elevation, also, do we no longer collapse the sidebar when we click the center channel (if we do, it would no longer be obvious).

To me the elevation solution it's way more elegant than dimming out only a small part of the background. Dimming out only a small area actually makes it too stark and brings more attention to the dimmed area than we want.
With the elevation solve, clicking anywhere on the center channel would still collapse the RHS. Clicking on a channel in the sidebar would switch to that channel and collapse the RHS. To me, this is a pretty solid solve. What is that is not working for you?

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Thanks @asaadmahmood the elevation on the RHS feels really good to me; I say we go with it and let it soak on daily.
One change, let's also collapse the expanded RHS when interacting with the LHS and switching channels and direct or group messages using any of the current switching method, i.e. clicking to switch, keyboard shortcuts, channel switcher, switching by browsing or creating new channels or starting a new direct or group message.
As for the clear icon, I prefer to see it filled, IMO it sets it apart from the other icons and is more obvious when it pops in, especially since it's ephemeral, even though the outline version matches the rest of the icons. I'll leave this one to a vote 😉

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Done @andrewbrown00

Looks awesome @asaadmahmood 🎉

@andrewbrown00 can you help update the JIRA ticket for the expanded RHS updates so QA can reference it for testing?

@nevyangelova @bradjcoughlin please go ahead with dev review

Done @nevyangelova

Done @hmhealey

Thanks @asaadmahmood - pshew, this is a hectic PR to review - so many comments! ;)
I tested via the Jira tickets linked at the top of this PR, our DM where you gave me the high level changes and also from design and PM comments above. Hope I did not miss anything!
1. In RHS thread view, the "<" (back arrow) is misaligned with "Thread". This is visible after a search is performed and "reply" is hit on one of the search results.

2. In RHS thread view, where the channel name is clickable:
- This doesn't seem very "obvious" to me as a user (there is a grey hover state and mouse pointer changes to a hand but just looking at the channel name doesn't say to me "hey, you can click here to open the channel in the center pane").  Is it possible to show the channel name in a "link colour" (e.g. blue) so it looks like a link you can click on (both on hover and without hover over)? Similar to the "Help" link below "Add a comment" in this screenshot...

3. In expanded RHS view:
- I do not see a drop shadow on the LHS bar?
- The top left corner is not rounded (but not sure whether this was implemented as it has a question mark next to it on the Jira ticket
- ESC is not working (to close the expanded RHS)

@lindy65

Fixed.
I agree, however, with the pattern we are developing, with the icons in the header, or the post menu icons, it is consistent. Gray, gray and background on hover, and then button bg on click and hover. So we'll probably keep it that way, and maybe add an icon next to the name in the future.

There isn't supposed to be, we removed it.
We went with not rounding it off.
Yeah, that was not done in this PR.


[BigQueryIO] Don't update schema of destination table when no schema is provided

Follow up for #24471
Users are facing a problem when writing to BigQuery with CREATE_IF_NEEDED disposition and without providing a schema. After #24471, the destination schema is used to create temp tables when the user-provided schema is null.
This PR fixes something that #24471 missed, which is to skip the schema update step when user-provided schema is null. Also adds tests to verify.

Waiting for #24699

Run Java_GCP_IO_Direct PreCommit

@Abacn
Without this PR, this wouldn't work with large writes (ie. writing without specifying a schema):
BigQueryIO
   .writeTableRows()
   .to(OutputTable)
   .withCreateDisposition(CreateDisposition.CREATE_NEVER))

As it is now, the write would get stuck in UpdateSchemaDestination trying to update final destination table schema with a null schema.

Run Java_GCP_IO_Direct PreCommit


Lora / Checkpoint counter not working

only see three checkpoints but ti tells me there are 164 filtered:

seems to be fixed


ReactDOM.hydrate: Property not found in module 'react-dom'

Please, somebody explain, what is going on?

#5074

Also, double of #5035


Testing

Type: Feature Request
Hello Support Team,
Do you know why on my Visual Studio Code software I am seeing Photo A and not Photo B? I would like to perform the JUnit Tests. I am not able to do so. Please assist me.
Photo A

Photo B

VS Code version: Code 1.84.0 (d037ac076cee195194f93ce6fe2bdfe2969cc82d, 2023-11-01T11:29:04.398Z)
OS version: Windows_NT x64 10.0.19045
Modes:

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