Immediate crash when running gamepad example locally

I'm running Void Linux. I copied the code for the gamepad example and removed the // +build example jsgo. It compiles, but upon running it immediately crashes.
Error Log
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
panic: InvalidValue: Invalid button in gamepad mapping 030000004c050000cc09000011810000 (PS4 Controller)

goroutine 1 [running]:
github.com/go-gl/glfw/v3.3/glfw.acceptError(0xc00015de58, 0x1, 0x1, 0xc00016a120, 0xc00000e160)
	/home/semi/go/src/github.com/go-gl/glfw/v3.3/glfw/error.go:174 +0x216
github.com/go-gl/glfw/v3.3/glfw.Init(0xddf27cfb, 0xb94fc6b71120b9e0)
	/home/semi/go/src/github.com/go-gl/glfw/v3.3/glfw/glfw.go:37 +0x54
github.com/hajimehoshi/ebiten/internal/glfw.Init(...)
	/home/semi/go/src/github.com/hajimehoshi/ebiten/internal/glfw/glfw_notwindows.go:291
github.com/hajimehoshi/ebiten/internal/uidriver/glfw.initialize(0xc0001005a0, 0xc000100570)
	/home/semi/go/src/github.com/hajimehoshi/ebiten/internal/uidriver/glfw/ui.go:129 +0x26
github.com/hajimehoshi/ebiten/internal/uidriver/glfw.init.1()
	/home/semi/go/src/github.com/hajimehoshi/ebiten/internal/uidriver/glfw/ui.go:119 +0x22

Hi,
Are you using a PS4 controller?

Unfortunately this seems an issue in GLFW, not Ebiten.

Yeah I am using a PS4 controller. Thanks for the info, I'll make the issue there.

Thanks! It'd be the best if you could reproduce the issue with GLFW without Ebiten, since the GLFW team doesn't know anything about Ebiten.

Sounds good.

This might be already fixed after https://github.com/hajimehoshi/ebiten/commit/d08f57e6106eabf50a09f4f91bfca1b566d9dea1, but I am not sure.

At least for me, the error still occurs. In addition, I noticed that my trackpad will be recognized as a controller, which is pretty weird and might be attached to the error.

Acknowledged. I still think this is an issue in GLFW, unfortunately.

See also

https://github.com/glfw/glfw/issues/1583
https://github.com/glfw/glfw/issues/1447

To solve this issue completely, I'd need to remove the dependency on GLFW, maybe :-/

Hmm, I'm running into this problem as well when attempting to run my own project with my controller (SN30 Pro+). Oddly, the mapping (050000005e040000e002000003090000) does seem to exist in the mappings.h file, so it should be found in the controller database. I straight up found

Hmm, I'm running into this problem as well when attempting to run my own project with my controller (SN30 Pro+). Oddly, the mapping (050000005e040000e002000003090000) does seem to exist in the mappings.h file, so it should be found in the controller database. I straight up found

What kind of error messages did you see?

What kind of error messages did you see?

Pretty similar to the OP's:
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
panic: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)

goroutine 1 [running]:
github.com/go-gl/glfw/v3.3/glfw.acceptError(0xc0000f3e58, 0x1, 0x1, 0xc000112360, 0xc0000a81c0)
        /home/solarlune/go/pkg/mod/github.com/go-gl/glfw/v3.3/glfw@v0.0.0-20201108214237-06ea97f0c265/error.go:174 +0x216
github.com/go-gl/glfw/v3.3/glfw.Init(0x797c80, 0xc000114b10)
        /home/solarlune/go/pkg/mod/github.com/go-gl/glfw/v3.3/glfw@v0.0.0-20201108214237-06ea97f0c265/glfw.go:37 +0x54
github.com/hajimehoshi/ebiten/v2/internal/glfw.Init(...)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.0.3/internal/glfw/glfw_notwindows.go:295
github.com/hajimehoshi/ebiten/v2/internal/uidriver/glfw.initialize(0xc00009c6c0, 0xc00009c690)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.0.3/internal/uidriver/glfw/ui.go:130 +0x26
github.com/hajimehoshi/ebiten/v2/internal/uidriver/glfw.init.1()
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.0.3/internal/uidriver/glfw/ui.go:120 +0x22
exit status 2

Pretty similar to the OP's:
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.
panic: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)

goroutine 1 [running]:
github.com/go-gl/glfw/v3.3/glfw.acceptError(0xc0000f3e58, 0x1, 0x1, 0xc000112360, 0xc0000a81c0)
        /home/solarlune/go/pkg/mod/github.com/go-gl/glfw/v3.3/glfw@v0.0.0-20201108214237-06ea97f0c265/error.go:174 +0x216
github.com/go-gl/glfw/v3.3/glfw.Init(0x797c80, 0xc000114b10)
        /home/solarlune/go/pkg/mod/github.com/go-gl/glfw/v3.3/glfw@v0.0.0-20201108214237-06ea97f0c265/glfw.go:37 +0x54
github.com/hajimehoshi/ebiten/v2/internal/glfw.Init(...)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.0.3/internal/glfw/glfw_notwindows.go:295
github.com/hajimehoshi/ebiten/v2/internal/uidriver/glfw.initialize(0xc00009c6c0, 0xc00009c690)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.0.3/internal/uidriver/glfw/ui.go:130 +0x26
github.com/hajimehoshi/ebiten/v2/internal/uidriver/glfw.init.1()
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.0.3/internal/uidriver/glfw/ui.go:120 +0x22
exit status 2

Well, GLFW's gamepad detection is not good in terms of these issues. I'm thinking to start to fork the GLFW's joypad part to mitigate this issue.

Well, GLFW's gamepad detection is not good in terms of these issues. I'm thinking to start to fork the GLFW's joypad part to mitigate this issue.

Hello, sorry for the late reply! Yes, I'm still seeing a crash when launching a game or during play if a controller GLFW doesn't support is connected, and this is after building with ebiten from master (v2.1.0-alpha, according to go).
Fortunately, for my controller (8BitDo SN30 Pro+) I found that there's another mode of connection that allows me to use it with Ebiten while not causing crashes.
I feel like it might be good for me to investigate a bit more to see if it's really crashing because of the controller not being found, or if something else is the issue. It might be simpler to add any missing controller profiles manually (assuming that is the cause) than invest time into a custom gamepad solution that works on all platforms.

FYI this error means that your gamepad has fewer buttons than the gamecontrollerdb.txt entry references for this gamepad. WEIRD.

Ironically, though the crash was due to SDL's database, SDL's gamepad detection instead of GLFW's doesn't cause this crash.
@SolarLune is that correct?

If that's true, migrating to SDL (#172) would make more sense.

@hajimehoshi Yes, I believe you are correct. I haven't seen this issue arise with the go-sdl2 port of SDL, which might indicate that the issue wouldn't arise on desktop, as an example, if SDL2 was used as a backend for Ebiten.

Thanks!
There are some options to fix this issue so far:

Migrate to SDL (#172): This is not an obvious task of course. Now I'm stuck with porting for Linux. The existing port like https://github.com/veandco/go-sdl2 uses precompiled libraries (*.a), but I don't think this is the way to go for portability.
Modify GLFW in go-gl/glfw: This would require forking the repository. There are various ways to suppress this error. For example, if we eliminated all the mappings, the error didn't happen. The problem is that the gamepad name would no longer be obtained.
Create our own gamepad library (#1489): This is challenging, but I hope this would not be so difficult. I'd be happy as we could have more things under control :-)

See glfw/glfw#1876

Oh wow, this was fixed on GLFW side: https://github.com/glfw/glfw/issues/1763

Does anyone try the latest commit? This issue should be already fixed.
CC @TheMightyGit

Does anyone try the latest commit? This issue should be already fixed.
CC @TheMightyGit

@hajimehoshi
I get a slightly different error now...
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)
GLFW: Please report this bug in the Go package immediately.
panic: InvalidValue: Invalid button in gamepad mapping 030000004c050000c405000011810000 (PS4 Controller)

goroutine 1 [running]:
github.com/hajimehoshi/ebiten/v2/internal/uidriver/glfw.init.1()
	/home/pi/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.2.0-alpha.9.0.20210714145448-66dbca7fdd9c/internal/uidriver/glfw/ui.go:160 +0x4c

Oops we found the latest commit doesn't fix the issue... Sorry I'll work on it soon

OK could you try ec5b034cbf50f05517a374888190e1dbf410bbe1, @TheMightyGit?

Hello!
I also tested with my same 8BitDo SN30 Pro+ gamepad on Linux (Manjaro) on the latest commit mentioned, and got another crash, unfortunately. However, things are slightly better.
If I connect via bluetooth while my project is running, it crashes with the same error (I think?):
panic: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)

goroutine 1 [running, locked to thread]:
github.com/go-gl/glfw/v3.3/glfw.acceptError(0x0, 0x0, 0x0, 0x0, 0x8e1d8)
        /home/solarlune/go/pkg/mod/github.com/go-gl/glfw/v3.3/glfw@v0.0.0-20210714155130-550f9471722b/error.go:174 +0x225
github.com/go-gl/glfw/v3.3/glfw.panicError(...)
        /home/solarlune/go/pkg/mod/github.com/go-gl/glfw/v3.3/glfw@v0.0.0-20210714155130-550f9471722b/error.go:185
github.com/go-gl/glfw/v3.3/glfw.PollEvents()
        /home/solarlune/go/pkg/mod/github.com/go-gl/glfw/v3.3/glfw@v0.0.0-20210714155130-550f9471722b/window.go:950 +0x3b
github.com/hajimehoshi/ebiten/v2/internal/glfw.PollEvents(...)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.2.0-alpha.9.0.20210714160257-ec5b034cbf50/internal/glfw/glfw_notwindows.go:313
github.com/hajimehoshi/ebiten/v2/internal/uidriver/glfw.(*UserInterface).update(0x886680, 0xc00008e1e0, 0xc0000b7e28, 0xc0000b7e28, 0x41440b, 0xc00008e180)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.2.0-alpha.9.0.20210714160257-ec5b034cbf50/internal/uidriver/glfw/ui.go:964 +0xb6
github.com/hajimehoshi/ebiten/v2/internal/uidriver/glfw.(*UserInterface).loop.func2(0xc00008e180, 0xc0000b7e60)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.2.0-alpha.9.0.20210714160257-ec5b034cbf50/internal/uidriver/glfw/ui.go:1010 +0x45
github.com/hajimehoshi/ebiten/v2/internal/thread.(*OSThread).Loop(0xc000098f20)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.2.0-alpha.9.0.20210714160257-ec5b034cbf50/internal/thread/thread.go:51 +0x99
github.com/hajimehoshi/ebiten/v2/internal/uidriver/glfw.(*UserInterface).Run(0x886680, 0x725db0, 0x8bc460, 0xc0000d0840, 0x725490)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.2.0-alpha.9.0.20210714160257-ec5b034cbf50/internal/uidriver/glfw/run_notsinglethread.go:60 +0x1ab
github.com/hajimehoshi/ebiten/v2.RunGame(0x725610, 0xc000098ee0, 0x0, 0x0)
        /home/solarlune/go/pkg/mod/github.com/hajimehoshi/ebiten/v2@v2.2.0-alpha.9.0.20210714160257-ec5b034cbf50/run.go:172 +0xe6
main.main()
        /home/solarlune/Documents/Projects/Go/SidescrollerShooter/main.go:86 +0x3e
exit status 2

However, if I have my controller connected from the beginning, the game no longer crashes, but still lists the controller as having an invalid button mapping:
GLFW: An uncaught error has occurred: InvalidValue: Invalid button in gamepad mapping 050000005e040000e002000003090000 (Xbox One Wireless Controller)
GLFW: Please report this bug in the Go package immediately.

OK could you try ec5b034cbf50f05517a374888190e1dbf410bbe1, @TheMightyGit?

This now works for me on RPi 4/400 \o/  No crash, and I can detect gamepad buttons now <3

Thank you for reporting! Apparently the same fix is needed not only at glfw.Init but also PollEvents.

This now works for me on RPi 4/400 \o/ No crash, and I can detect gamepad buttons now <3

Just wanted to add that I also can't detect buttons from my gamepad when there's no crash, in case that's useful in any way.

Updated to suppress errors on PollEvents.

Fantastic; I'm able to read gamepad inputs now without any crashes, either when the gamepad is connected during play or if it's already plugged in when the game starts. Very nice work, @hajimehoshi!!
(As an aside, it's interesting that I get the message that the controller has invalid mappings only if the gamepad is plugged in when the game starts; if the gamepad is connected during play, I don't get the message anymore.)

(As an aside, it's interesting that I get the message that the controller has invalid mappings only if the gamepad is plugged in when the game starts; if the gamepad is connected during play, I don't get the message anymore.)

I think this is a known issue in GLFW. Apparently GLFW uses an old joystick table. Now GLFW owner is investigating the issue.

OK let me close this issue. @SolarLune, @TheMightyGit, thank you for confirming this issue fixed!!

I just wanted to say thanks a ton for working on this, again; I know gamepad support has been a pain, and I applaud all of the work you put in to track this down! In my opinion, it's one of those features that gamedev frameworks just need, and I'm glad to see ebiten improve on that front.

bcb30f859558670f30d933acd26ab234447e8533 fixed this issue. I'll backport this to 2.1.


latent graph structure - Encoder.forward()

@jacobbieker  - Hi, I've been looking at the GNN encoder / decoder code to try to understand the overall logic and structure (I'm new to pytorch-geometric). I'm not quite able to unpack the following snippet https://github.com/openclimatefix/graph_weather/blob/main/graph_weather/models/layers/encoder.py#L179:
out = einops.rearrange(out, "b n f -> (b n) f")
return (
            out,
            torch.cat(
                [self.latent_graph.edge_index + i * torch.max(self.latent_graph.edge_index) + i for i in range(batch_size)],
                dim=1,
            ),
            self.latent_edge_encoder(einops.repeat(self.latent_graph.edge_attr, "e f -> (repeat e) f", repeat=batch_size)),
        )  # New graph

Judging by the comment, this builds the structure of the "new" latent graph (with updated node and edge info). Why are the edge indexes and edge attribute tensors concatenated / repeated this way, though? Thanks!

Hi, sorry for the delay, was on annual leave. For the repeating of the indicies and attributes, its repeating the latent graph to match the batch size of the input. So that each input example has its own copy of the latent graph.
For the second point, yeah, its to allow the GNN to learn its own weighting of the different nodes. It probably should be defined as a nn.Parameter, I think this tensor would still learn and get updated on the backwards pass as the model trains, but yeah, probably more clear to wrap it in a Parameter.

@all-contributors please add @mishooax  for question


SAMBRO: admin subscriptions

@flavour Please merge

@flavour Sorry for coming this late...Is it possible to allow to add more records as below in the custom form of subscriptions? This would then allow different subscriptions for different users.

I think you'll have to do something like this indeed...the create/update form should look like what you have already, but you also need a list view

@flavour Custom Listview? Any examples in trunk?

Why 'custom'?
Make it a std one - i.e. use the /eden/pr/subscription REST controller
You can make a little custom wrapper around it to filter to just admin subscriptions & patch the create button to the custom form (postp)
Simple wrappers abound:
https://github.com/flavour/eden/blob/master/controllers/vol.py#L30
https://github.com/flavour/eden/blob/master/controllers/vol.py#L56


Feature/add redis

Summary

Add the feature of redis.
Change some file's path or name to support the redis.
Add the configuration of redis model.

Codecov Report

Merging #242 into develop will decrease coverage by 0.52%.
The diff coverage is 56.58%.

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Unremovable constructor reported as dead

In code such as:
module M : sig
  type t = A of int | B of int

  val _A : int -> t
  val get : t -> int
end = struct
  type t = A of int | B of int

  let _A field = A field
  let get = function A field | B field -> field
end

let () =
  print_int (M.get (M._A 0)) ;
  print_int (M.get (M.B 0))

Executing dune build @check @all && reanalyze -dce-cmt _build/default reports:
  Warning Dead Type
  dce_test.ml 2:12-19
  M.t.+A is a variant case which is never constructed
  <-- line 2
    type t = A of int [@dead "M.t.+A"]  | B of int

On one hand, it is true that the constructor A is not used to construct a value outside of M. But on the other hand it is used to construct values within M, and it cannot be excluded from the type t in the signature. So this report seems to be correct in some sense, but is noisy since there is no possible action to take. Or am I overlooking something?
dce_test.tar.gz

Oh yes I completely forgot about that.
At some point I realized hat there are 2 different concepts: dead in the implementation and dead in the interface. So I decided to expose that info.
And indeed there are cases where there's no action to take. But sometimes the action is to make the type abstract.
So I haven't yet figured out what to do about this.

Yes, if all of the constructors are dead in this way, it might be possible to make the type abstract. It still means something different according to the type checker, but it would often work.
I wonder if it would make sense to equate the type in the signature with the one in the structure, and close to a fixed point after that.

Actually, to make the type abstract there will also need to be no consumers of any constructors, such as matches.
For code that has a sum type exported as private in the interface, all the constructors get flagged as dead. I think this is a main source of the noise on my code.

That's right.
Undecided whether to make this more refined (complicated), or remove it entirely. Wanted to get more experience first.
So far not many points in favour.

@jberdine take a look at https://github.com/cristianoc/reanalyze/pull/7 -- does it silence the cases you've seen?

It gets many of them, but not all. I see a similar thing with record fields. Also some constructors are still being flagged, looking into what might be special about them.

Records I have not turned on yet just a couple more lines of code, so ignore them for now.

OK should be records too now.

If the remaining examples have to do with inner modules or something, I know where to look.

They are in sigs where their definition comes from e.g.
module T = struct
 type t = ...
end
include T

Is that what you mean by inner modules?

Yes could you point to an example in the code?

This
module M : sig
  type t = A of int | B of int

  val _A : int -> t
  val _B : int -> t
  val get : t -> int
end = struct
  module T = struct type t = A of int | B of int end
  include T

  let _A i = A i
  let _B i = B i
  let get = function A i | B i -> i
end

;;
print_int (M.get (M._A 0)) ;
print_int (M.get (M._B 1))

yields:
File "dce_test.ml", line 2, characters 11-19
M.t.+A is a variant case which is never constructed
  <-- line 2
    type t = A of int [@dead "M.t.+A"]  | B of int

  Warning Dead Type
  File "dce_test.ml", line 2, characters 20-30
  M.t.+B is a variant case which is never constructed
  <-- line 2
    type t = A of int [@dead "M.t.+A"]  | B of int [@dead "M.t.+B"]

while defining t directly in M does not warn.

Oh that's an interesting example.
Indeed, that include trick prevents the relationship between the type in interface and implementation from showing up in the dependencies detected.
These relationships tend to show up in weird and (to me) surprising ways in the typed AST. I'll take a look.

This by itself is interesting already:
module M : sig
  type t = A of int | B of int
end = struct
  module T = struct type t = A of int | B of int end
  include T
end

Not done yet.

More discussion in https://github.com/cristianoc/reanalyze/pull/10.

For the include case, how many instances are there?
And can it be silenced for now?
I'd like to learn a little more the extent of this kinds of issues before trying to address this specific one?

The pattern of including a submodule is used for essentially all types that are container keys, since one needs the submodule to pass to the Make functor and then also include it. That is, the real code looks more like:
module M : sig
  type t = A of int | B of int

  val _A : int -> t
  val _B : int -> t
  val get : t -> int
end = struct
  module T = struct type t = A of int | B of int end
  module Map = Stdlib.Map.Make (T)
  module Set = Stdlib.Set.Make (T)
  include T

  let _A i = A i
  let _B i = B i
  let get = function A i | B i -> i
end

So it's pretty common. I don't know if it's suppressible, I haven't really looked.

@jberdine check out some progress here:
https://github.com/cristianoc/reanalyze/pull/21
The simple example I've tried works now.

Cool! Quick testing seems to indicate that this is handling the cases I have seen.

Yes, confirmed, on the code I've tried so far, this handles them.

In https://github.com/cristianoc/reanalyze/pull/21.


feat: support for mixed flexibility input granularity (#157 )

Pull Request doc
Purpose
Implement changed proposed in #157
What the code is doing
inspect the raw input dataframe for demand flexibility and its cost, convert zone-level flexibility to bus-level and concatenate with the bus-level flexibility input columns
Where to look
the core code is added to bottom read.jl
Time estimate
15-30 min

Are there plans to implement a check to make sure that each bus has both up and down flexibility? With users having the ability to specify bus-level flexibility individually, I can see a bus easily being left out in one direction. This would create a problem in the simulation (though not necessarily a problem that would be readily obvious) since this demand flexibility model focuses on shiftable demand (i.e., failing to be flexible in one direction means the bus would not be flexible at all and, as of now, an error wouldn't be thrown).

Are there plans to implement a check to make sure that each bus has both up and down flexibility? With users having the ability to specify bus-level flexibility individually, I can see a bus easily being left out in one direction. This would create a problem in the simulation (though not necessarily a problem that would be readily obvious) since this demand flexibility model focuses on shiftable demand (i.e., failing to be flexible in one direction means the bus would not be flexible at all and, as of now, an error wouldn't be thrown).

I think there was a previous conversation about this and the result is to assume every flexible bus can go either way and will be present in both input files. For one-way flexibility the user will need to explicitly set the corresponding column in one of the csvs to all 0s.

I think there was a previous conversation about this and the result is to assume every flexible bus can go either way and will be present in both input files. For one-way flexibility the user will need to explicitly set the corresponding column in one of the csvs to all 0s.

Yeah, I remember that being the assumption that we make. Since we are using shiftable demand, I think that assumption will be necessary until we implement sheddable demand (or have very specific technology demand models, which we probably don't need). Despite this assumption, my concern is that the potential for a bunch of inputs that are a mix of zones and buses presents an opportunity for user error when creating the demand_flexibility_up and demand_flexibility_dn profiles. The way the model works, there is no way that a user would know that they made an error with creating those profiles until after the simulation finished and they really dug into the bus-level demand flexibility data.

I think there was a previous conversation about this and the result is to assume every flexible bus can go either way and will be present in both input files. For one-way flexibility the user will need to explicitly set the corresponding column in one of the csvs to all 0s.

Yeah, I remember that being the assumption that we make. Since we are using shiftable demand, I think that assumption will be necessary until we implement sheddable demand (or have very specific technology demand models, which we probably don't need). Despite this assumption, my concern is that the potential for a bunch of inputs that are a mix of zones and buses presents an opportunity for user error when creating the demand_flexibility_up and demand_flexibility_dn profiles. The way the model works, there is no way that a user would know that they made an error with creating those profiles until after the simulation finished and they really dug into the bus-level demand flexibility data.

so you suggest there should be a warning for that ?

so you suggest there should be a warning for that ?

My inclination would be to throw an error. If there is a mismatch between the zones and buses provided in demand_flexibility_up and demand_flexibility_dn, there is likely (a) a mistake or (b) an implementation that will not work as the user intended.

so you suggest there should be a warning for that ?

My inclination would be to throw an error. If there is a mismatch between the zones and buses provided in demand_flexibility_up and demand_flexibility_dn, there is likely (a) a mistake or (b) an implementation that will not work as the user intended.

Hi Lane, I have pushed a new commit that should fix the issues in your comments. One thing I noticed is that the throw error thing is masked by the try/catch block in gurobi.jl. If the user violates one of the error conditions they cannot see the error msg unless they knows to disable the try/catch block. Is there way to get around that?

Hi Lane, I have pushed a new commit that should fix the issues in your comments. One thing I noticed is that the throw error thing is masked by the try/catch block in gurobi.jl. If the user violates one of the error conditions they cannot see the error msg unless they knows to disable the try/catch block. Is there way to get around that?

Hi Dongqi, thanks for taking care of that. I'll be sure to check out the new commit. I believe the problem you're describing is why I used @error in conjunction with throw(ErrorException("")). Normally, throw(ErrorException("some message")) should be fine, but the error message is masked, as you point out. @error seems to work like a fancy print statement, which I believe should still be displayed. That's why, in this code snippet, I kept the error message in @error and just put "See above." as the error message for the ErrorException.

What if we move the finalize call to within the try block? I.e.:
try
    global env = Gurobi.Env()
catch e
    println("Error encountered starting Gurobi.")
    throw(e)
end
# Code above here is unchanged
try
    global m = run_scenario(;
        optimizer_factory=env, solver_kwargs=solver_kwargs, kwargs...
    )
    Gurobi.finalize(JuMP.backend(m))
finally
    Gurobi.finalize(env)
    println("Connection to Gurobi closed successfully!")
end

I think this handles errors the way we want:

If we run into an error setting up the Gurobi environment, a message is printed and the program halts (unchanged).
If we run into an error within run_scenario (e.g. within reformat_demand_flexibility_input, or within the actual solve loop for something like an irreparably infeasible problem), then an error is thrown and the finally loop cleans up the Gurobi environment successfully (and we don't need to clean up m because it never gets assigned).
If everything goes smoothly within run_scenario, the JuMP cleanup is done properly within the try block and the Gurobi environment cleanup is done properly within the finally block.

What if we move the finalize call to within the try block? I.e.:
try
    global env = Gurobi.Env()
catch e
    println("Error encountered starting Gurobi.")
    throw(e)
end
# Code above here is unchanged
try
    global m = run_scenario(;
        optimizer_factory=env, solver_kwargs=solver_kwargs, kwargs...
    )
    Gurobi.finalize(JuMP.backend(m))
finally
    Gurobi.finalize(env)
    println("Connection to Gurobi closed successfully!")
end

I think this handles errors the way we want:

If we run into an error setting up the Gurobi environment, a message is printed and the program halts (unchanged).
If we run into an error within run_scenario (e.g. within reformat_demand_flexibility_input, or within the actual solve loop for something like an irreparably infeasible problem), then an error is thrown and the finally loop cleans up the Gurobi environment successfully (and we don't need to clean up m because it never gets assigned).
If everything goes smoothly within run_scenario, the JuMP cleanup is done properly within the try block and the Gurobi environment cleanup is done properly within the finally block.

This sounds good to me. In the event that errors are encountered, this implementation seems like it would have the added benefit of making the resulting stack traces more relevant to the actual problem that is occurred.

What if we move the finalize call to within the try block? I.e.:
try
    global env = Gurobi.Env()
catch e
    println("Error encountered starting Gurobi.")
    throw(e)
end
# Code above here is unchanged
try
    global m = run_scenario(;
        optimizer_factory=env, solver_kwargs=solver_kwargs, kwargs...
    )
    Gurobi.finalize(JuMP.backend(m))
finally
    Gurobi.finalize(env)
    println("Connection to Gurobi closed successfully!")
end

I think this handles errors the way we want:

If we run into an error setting up the Gurobi environment, a message is printed and the program halts (unchanged).
If we run into an error within run_scenario (e.g. within reformat_demand_flexibility_input, or within the actual solve loop for something like an irreparably infeasible problem), then an error is thrown and the finally loop cleans up the Gurobi environment successfully (and we don't need to clean up m because it never gets assigned).
If everything goes smoothly within run_scenario, the JuMP cleanup is done properly within the try block and the Gurobi environment cleanup is done properly within the finally block.

This sounds good to me. In the event that errors are encountered, this implementation seems like it would have the added benefit of making the resulting stack traces more relevant to the actual problem that is occurred.

I have incorporated this in the newest commit. Thank you and @danielolsen!


Update the data/Readme with information on how to create user

Currently the README.md in the data folder does not provide information on how to create a user.
Review the Readme and add information on how to do this similar to below.
postgres=#  CREATE ROLE jobuser SUPERUSER LOGIN PASSWORD 'jobuser' \g
CREATE ROLE
postgres=# CREATE DATABASE jobhopperdatabase WITH OWNER = jobuser \g
CREATE DATABASE

closing since this is now in the readme documentation.


Update the about menu

Remove the Speed Dial ( Loved how gorgeous it was, but isn't as practical as a menu )
Add menu items for the support
Remove the Duplicative pointer to github, opting for a single menu item the points to the relase notes on github instead.

Closes #1074

@haoming29 I can't reproduce, and have no idea how these two elements could be interacting. The menu itself pulls up in a popover that is almost completely distinct from the items behind it.
Do you mind me looking over your shoulder well you reproduce? I do notice that the padding on the right is likely the issue as it is slightly larger and pressing the other items together in the top image.

Looking at the source, when the portal is open, some code added 15px of padding-right to the body tag:

Before portal opens

After

@haoming29 Appreciate the screenshots, I couldn't reproduce organically but just hardcoded to test my fix.
Note the commit comments, looks like the Popover adds the padding for no reason I could discover.

@CannonLock Probably a MUI bug: https://stackoverflow.com/questions/60682426/material-ui-adds-padding-to-the-body-tag-when-a-dialog-is-opened and the fix seems to set disableScrollLock: true.

IIRC, I had the same problem opening the menus on https://pelicanplatform.org/ where there's extra right padding when the menu is open

@haoming29 Yeah, sorry I noted that in my commit that fixes this. I just hardcode the body to not have padding. This way I don't have to adjust every menu that is created.
https://github.com/PelicanPlatform/pelican/pull/1360/commits/a2534abacce31a767f0d0522585926a3f334fe4c


az functionapp create sorting should account for EOL date

Related command
az functionapp create --runtime <runtime> (without also setting --runtime-version)
Is your feature request related to a problem? Please describe.
The current version resolution logic only looks for the default property: https://github.com/Azure/azure-cli/blob/a6e9bacd63d3c14fe1547605e752c41d470aa6e4/src/azure-cli/azure/cli/command_modules/appservice/custom.py#L3613
Dotnet is an example of a stack that has two values for the runtime setting, but only one of those can have the default property. In the absence of the default flag being present, the order from the Stacks API seems to be used. I'm not sure if that sort method would have any other side effects.
This has had the effect of making the default for the dotnet-isolated runtime .NET Framework 4.8, which has never been the desired default for that runtime. But it also creates the possible trap where the CLI could start defaulting to things that are nearing EOL when a better supported option is present for any given stack. This issue requests changes to protect against those situations.
Describe the solution you'd like
The sorting should account for the endOfLifeDate property in the Stacks API and choose sort based on the date, prioritizing the furthest away. Absence of the endOfLifeDate property (as for .NET Framework 4.8 or if someone should forget to note it for a given stack) should be treated as a minimum date and appear last in sorting.
Describe alternatives you've considered
We will also ensure the Stacks API itself is properly sorted for .NET, but ideally we have the combination of these. The .NET entries have been updated to put the default in place for dotnet-isolated, specifically,
Additional context
It would be worth confirming that this behavior would work for the other stacks as well.

Thank you for opening this issue, we will look into it.


osx node v7 listed as supported on 3.10.1 but says otherwise

see here it gives error that my enviroment is not supported, then in the provided link
https://github.com/sass/node-sass/releases/tag/v3.10.1  OSX does provide support for node 7.0.0 here?
npm ls node-sass
<EMAIL_ADDRESS>/Users/Austin/Projects/hrtcup
└──<EMAIL_ADDRESS>node -v
v7.0.0

  hrtcup git:(master) ✗ node-sass src/assets/css/main.sass dist/assets/css/main.css --indented-syntax --sourceMap true --outFile xmain.css
/usr/local/lib/node_modules/node-sass/lib/index.js:13
    throw new Error(errors.unsupportedEnvironment());
    ^

Error: Node Sass does not yet support your current environment: OS X 64-bit with Unsupported runtime (51)
For more information on which environments are supported please see:
https://github.com/sass/node-sass/releases/tag/v3.10.0
    at Object.<anonymous> (/usr/local/lib/node_modules/node-sass/lib/index.js:13:11)
    at Module._compile (module.js:573:32)
    at Object.Module._extensions..js (module.js:582:10)
    at Module.load (module.js:490:32)
    at tryModuleLoad (module.js:449:12)
    at Function.Module._load (module.js:441:3)
    at Module.require (module.js:500:17)
    at require (internal/module.js:20:19)
    at Object.<anonymous> (/usr/local/lib/node_modules/node-sass/bin/node-sass:11:10)
    at Module._compile (module.js:573:32)
➜  hrtcup git:(master) ✗

Native extensions are compiled against the version of Node used when you first installed it. If you change your version of node you need to reinstall your node modules
rm -rf node_modules
npm install

or rebuild any native extensions you have installed
npm rebuild node-sass


docker pull private registry return 403 when set http_proxy to dfdaemon

But when I remove http_proxy, docker pull is  back to normal

@StephenLiuYa  Please supply information about the config of http_proxy at the comment.

@fengzixu Environment="HTTP_PROXY=http://<IP_ADDRESS>:65001/"

解决了吗，我遇到同样的问题。求解!


Pixijs doesn't like Sprites over 96pixels (v3)

I am using the @2x/@3x resolution suffixes to indicate the resolution density.
I have a img.png at 32px/32px. This is what should be rendered on non-retina screens.
I have the same image saved as<EMAIL_ADDRESS>at 64px/64px.
I have the same image saved as<EMAIL_ADDRESS>at 96px/96px.
Any image equal or larger than 96px/96px renders as a black box. If I rescale the @3x image down to 95px/95px it works fine. 97px/97px is also broken.
Whenever it renders as a black box, I get the following errors:

WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.

hi there! An interesting one indeed! Would mind providing a fiddle to show the error. Makes our debugging lives way easier :D thanks!

I think it's hard to reproduce in a fiddle because you have an image with @3x available to load: but here's the steps:
var renderer = PIXI.autoDetectRenderer(paddedWidth, paddedHeight, {
  view: null,
  transparent: true,
  antialias:false,
  preserveDrawingBuffer:false,
  resolution: window.devicePixelRatio,
  autoResize: true,
  clearBeforeRender: false
}, false);
document.body.appendChild(renderer.view);
var pictureIcon = new<EMAIL_ADDRESS>false);
var topContainer = new PIXI.Container();
topContainer.addChild(pictureIcon);
renderer.render(topContainer);

Then load the page on an iPhone 6+, or load it in chrome, but set your profile to mock an iPhone 6+.

This has now been fixed! An interesting little issue that was caused by passing a non-whole number to pixi's isPowerOfTwo check. Thanks for sharing!

:+1:


Always check superblock validity and support

Corrected neural supermaiority update.
Always calculate supermaiority.
Check superblock always in v9.
Neural sync every 10 blocks (15 min) instead of 3 in v9.
do not merge until review

question about 'ComputeNeuralNetworkSupermajorityHashes()':
There is 'IsLockTimeWithinMinutes(nLastTalliedNeural,5))' in that function. i am pretty sure that would impair this during a sync when out of sync and meeting your conditions for >= v9. Impair as in your verifying the superblock hash on the fly when out of sync. The locktime there in that function would limit the update to > 5 minutes and during a sync. you potentially can easily blow by 10 to 25K in blocks or more during that time during a sync . If so that locktime should be conditional to if in sync else you can perform the normal actions of the function while out of sync anytime without restriction.
I could be wrong as it has been awhile since I been in that neck of the woods; but have a look. :)

I think I will get rid of ComputeNeuralNetworkSupermajorityHashes for v9 blocks fully and compute the super-majority only when needed (on sb, mining sb and rpc).

@tomasbrod In this PR?

I corrected my mistake thanks to @Foggyx420
And I changed the way neural votes are calculated to allow future optimizations.
From my point, this PR is done.

I corrected my mistake thanks to @Foggyx420
And I changed the way neural votes are calculated to allow future optimizations.
From my point, this PR is done.

I corrected my mistake thanks to @Foggyx420
And I changed the way neural votes are calculated to allow future optimizations.
From my point, this PR is done.

Did you look into the IsLocktimeWithinMinutes in ComputeNeuralNetworkSupermajorityHashes? see if that would have issues?

I swar I removed all these rate-limiting islocktimes at least 5 times.

i was just double checking because I didnt see the change in commits.

I readded the tally rate limit btw. I thought it was that that was bogging down @Foggyx420's system, but it wasn’t. Removed now.

Merging to test this with the dev changes.


Unbinding a key doesn't work in some cases

Description of the problem or steps to reproduce
For example, after running the following commands:
bind "Ctrl-D" "FindNext"
unbind "Ctrl-D"
Ctrl-D still triggers FindNext instead of its default action DuplicateLine.
The reason is that in DefaultBindings() in defaults_other.go it is specified as "CtrlD", not "Ctrl-D".
In other words, events are not uniquely identified by their name strings. E.g. "CtrlD", "Ctrl-D" and "Ctrl-d" are all the same event.
So in bindings.go we should search bindings not by event name strings (as we do now, using DefaultBindings() and config.Bindings) but rather by Event structures.
Specifications

Commit hash: 55e9759
OS: Debian 9.12
Terminal: xfce4-terminal, xterm

With my PR #1649 (which is a fix for another issue) it looks "better" but still not quite good: e.g. in this example with Ctrl-D, it truly unbinds Ctrl-D from FindNext but doesn't reset it to the default action DuplicateLine, i.e. acts like bind "Ctrl-D" "None".


Only attempt to flush queue if the underlying worker pool is not finished

There is a possible race whereby a worker pool could be cancelled but yet the
underlying queue is not empty. This will lead to flush-all cycling because it
cannot empty the pool.
The solution here is to add another function to the managed pools which will allow testing if the managed pool has been finished before attempting to flush.
Signed-off-by: Andrew Thornton<EMAIL_ADDRESS>

Codecov Report

:exclamation: No coverage uploaded for pull request base (main@a51d211). Click here to learn what that means.
The diff coverage is 0.00%.

@@           Coverage Diff           @@
##             main   #18593   +/-   ##
=======================================
  Coverage        ?   46.29%
=======================================
  Files           ?      846
  Lines           ?   121201
  Branches        ?        0
=======================================
  Hits            ?    56106
  Misses          ?    58288
  Partials        ?     6807

Impacted Files
Coverage Δ

modules/queue/manager.go
40.41% <0.00%> (ø)

modules/queue/workerpool.go
53.07% <0.00%> (ø)

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Make velocity units consistent across catalogs

Right now different input catalogs assume different input velocities. Make everything consistent. Maybe arcsec per hour?

Resolved, via pull request #36 . All velocities are now in units of arcsec/hour or pixels/hour, for all catalogs that have velocity fields. This includes targets moving through the field during the integration, as well as tracked non-sidereal targets.


Expand/collapse children by clicking on whole row

Hi,
Is it possible to toggle expansion of the children by clicking on the whole row instead of only the span containing the actual text?

Yes, that should be possible, but this should be configurable. You can create a PR for this, I'll review it. Thx in advance!

Alright, I'll tackle it as soon as it goes on our nerves to much :D Do you know how difficult it would be to upgrade your table to vue 3?

I'm currently not have any vue 3 projects so I don't need it in Vue3. If you want to change it to Vue 3: feel free to make a PR. Thx in advance!

Alright, we'll do as soon as it hurts too much :) Thank you for your fast responses!


Deprecate jaeger-thrift-splunk

Based on the discussion in https://github.com/signalfx/gdi-specification/issues/190

@theletterf You might want to check if the proposed log message makes sense :smile:

@MrAlias PTAL


Make NewType and Extractor irrefutable extractors

TL;DR: This way they won't disable exhaustiveness checking.
The documentation for irrefutable extractors is pretty terse in the 2.12 spec, but the use of Some explicitly called out in the 2.13 spec should still work in 2.12.
This change shouldn't cause any trouble in earlier versions (tested as far back as 2.10.6)

Also fixes #4


[build-script] Argument Builder DSL Conversion: Episode 2

Purpose
This PR is the second part of #13117 and similarly doesn't contain any real functional changes. I've only converted the rest of the argument groups (ignoring the top level options) to the new builder DSL. All the unit-tests still pass which makes me confident that this PR is low risk.
Ignore the first 8 commits, they are from #13117.
rdar://34336890

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arb: 2.17.0 -> 2.19.0

Automatic update generated by nixpkgs-update tools. This update was made based on information from https://repology.org/metapackage/arb/versions.
meta.description for arb is: "A library for arbitrary-precision interval arithmetic"
meta.homepage for arb is: "https://arblib.org/"
meta.changelog for arb is: ""
Updates performed

Version update

To inspect upstream changes

Compare changes on GitHub

Impact

Checks done (click to expand)

built on NixOS

The tests defined in passthru.tests, if any, passed

0 of 0 passed binary check by having a zero exit code.

0 of 0 passed binary check by having the new version present in output.

found 2.19.0 with grep in /nix/store/xqzj8nqbyxm1bhb8rfnni1r48dxhwcp4-arb-2.19.0

directory tree listing: https://gist.github.com/7e40556b15dea380c07c5a66a8ba22d7

du listing: https://gist.github.com/8a6a2038ad41a7a9570711244ff460da

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

6 total rebuild path(s)

3 package rebuild(s)

3 x86_64-linux rebuild(s)
1 i686-linux rebuild(s)
1 x86_64-darwin rebuild(s)
1 aarch64-linux rebuild(s)

First fifty rebuilds by attrpath
arb
sage
sageWithDoc

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/xqzj8nqbyxm1bhb8rfnni1r48dxhwcp4-arb-2.19.0 \
  --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 arb https://github.com/r-ryantm/nixpkgs/archive/0881ebe13b24f5abd94d91daecb37fd3d4684642.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/xqzj8nqbyxm1bhb8rfnni1r48dxhwcp4-arb-2.19.0
ls -la /nix/store/xqzj8nqbyxm1bhb8rfnni1r48dxhwcp4-arb-2.19.0/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.
nixpkgs-review took longer than 45m and timed out

Maintainer pings
cc @timokau @omasanori @7c6f434c for testing.

Please don't merge this, I am handling the update (which requires sage patches) in #114881.

Merged as part of https://github.com/NixOS/nixpkgs/pull/114881. Closing.


libdonut: Implement request and completion queue support (multiple AFU contexts)

Expand single AFU context to multi context usage.
Code should be there already, we need some stress test-cases to check if hard and software are 100% stable when using multi-contexts.
We can use this to put together some statistics about AFU-context usage as we did for GZIP.
Depends: Hardware example implementation

Let me close this for now. We can reopen if it comes onto the priority list. But for now I do not see that.


ToFu remains stuck when writing the bolometer IDS to disk on ITER HPC

Here is my environment:
module purge
module load IPython/6.3.1-intel-2018a-Python-3.6.4
module load ToFu/1.4.10-intel-2018a-Python-3.6.4
module load IMAS

Here is the code I execute:
import numpy as np
import tofu as tf

multi = tf.imas2tofu.MultiIDSLoader(ids=['edge_sources'],\
             shot=134000,run=30,tokamak='ITER',user='public',ids_base=False,get=False)
multi.add_ids('bolometer', shot=1, run=1, tokamak='ITER', user='schneim', get=True)

conf = tf.geom.utils.create_config("ITER-V0")
cam = multi.to_Cam("bolometer", config=conf, plot=False)

plasma = multi.to_Plasma2D(dsig=['edge_sources'], dextra=False)

sig, units = cam.calc_signal_from_Plasma2D(plasma, quant='edge_sources.2dradiation',Brightness=False,res=1.e-4,plot=False)

sig.save_to_imas(shot=222,run=1,tokamak='ITER',user='schneim',ids='bolometer')

.... Then the code remains stuck after created the mdsplus tree file (empty).

Debugging ongoing, it seems the user was wrongly interpreted by tofu, and the last updates introduced a new error:
In [1]: import tofu as tf
tf./home/ITER/vezined/ToFu_All/tofu/tofu/__init__.py:92: UserWarning:
The following subpackages are not available:
	- tofu.mag
  => see print(tofu.dsub[<subpackage>]) for details.
  warnings.warn(msg)

In [2]: tf.__file__
Out[2]: '/home/ITER/vezined/ToFu_All/tofu/tofu/__init__.py'

In [3]: conf = tf.load_config('ITER-V0')

In [4]: multi = tf.imas2tofu.MultiIDSLoader(ids='edge_sources', shot=134000, run=30, tokamak='ITER' ,user='public', ids_base=False, get=False)

In [5]: multi.add_ids('bolometer', shot=1, run=1, tokamak='ITER', user='schneim', get=True)
Getting ids   [occ]  tokamak  user     version  shot    run  refshot  refrun
------------  -----  -------  -------  -------  ------  ---  -------  ------
edge_sources  [0]    ITER     public   3        134000  30   -1       -1
bolometer     [0]    ITER     schneim  3        1       1    -1       -1

In [6]: cam = multi.to_Cam('bolometer', config=conf, plot=False)

In [7]: plasma = multi.to_Plasma2D(dsig=['edge_sources'], dextra=False)

In [8]: sig, units = cam.calc_signal_from_Plasma2D(plasma, quant='edge_sources.2dradiation', Brightness=False, res=1.e-4, plot=False)
---------------------------------------------------------------------------
TypeError                                 Traceback (most recent call last)
<ipython-input-13-61a00b856812> in <module>()
----> 1 sig, units = cam.calc_signal_from_Plasma2D(plasma, quant='edge_sources.2dradiation',Brightness=False,res=1.e-4,plot=False)

~/ToFu_All/tofu/tofu/geom/_core.py in calc_signal_from_Plasma2D(self, plasma2d, t, newcalc, quant, ref1d, ref2d, q2dR, q2dPhi, q2dZ, Type, Brightness, interp_t, interp_space, fill_value, res, DL, resMode, method, minimize, num_threads, reflections, coefs, coefs_reflect, ind, returnas, plot, dataname, fs, dmargin, wintit, invert, units, draw, connect)
   7106                 interp_space=interp_space,
   7107                 fill_value=fill_value,
-> 7108                 Type=Type,
   7109             )
   7110

~/ToFu_All/tofu/tofu/data/_core.py in get_finterp2d(self, quant, ref1d, ref2d, q2dR, q2dPhi, q2dZ, interp_t, interp_space, fill_value, Type)
   4087                                  idq2dPhi=idq2dPhi, idq2dZ=idq2dZ,
   4088                                  interp_t=interp_t, interp_space=interp_space,
-> 4089                                  fill_value=fill_value, ani=ani, Type=Type)
   4090         return func
   4091

~/ToFu_All/tofu/tofu/data/_core.py in _get_finterp(self, idquant, idref1d, idref2d, idq2dR, idq2dPhi, idq2dZ, interp_t, interp_space, fill_value, ani, Type)
   4024                                                ntall=ntall, mpltri=mpltri,
   4025                                                indtq=indtq, indtr1=indtr1,
-> 4026                                                indtr2=indtr2, trifind=trifind)
   4027
   4028         return func

TypeError: get_finterp_isotropic() got multiple values for argument 'vquant'

On branch Issue487:

The new bug is fixed
The user-related bug is fixed (original reason for this ticket)

=> one more bug appeared seems to be related to the IDS tree structure

Looks like the last bug is not related to tofu but more probably to the IMAS environment, opening a JIRA tickect for this.
@MireilleSchneider , once this last IMAS-related bug is cleared (cf. JIRA) you should be able to save synthetic data to IMAS.
What was wrong with your original attempt:

There was a bug in tofu that did not handle the absolute path to your personal database correctly - fixed in next release
You call to the function was partially incomplete: you should specify a path_data argument that is used to specify on which node of the ids you want to save the data (for each channel), in your case path_data='power.data', because in the bolometer ids, each channel has a power.data node and that's where you want to store your synthetic data.
Also, specify deep=False to mention that you only want to save the synthetic data, and not the whole problem (i.e.: the tokamak geometry, the bolometer geometry...). By default deep=True meaning that tofu attempts a deep save (it tries to save everything). Maybe I'll set it to deep=False by default, what do you think?

So, with the next release, and after the fix for the last IMAS-specific issue, the call for saving should be:
sig.save_to_imas(shot=222, run=1, tokamak='ITER', user='schneim', ids='bolometer', path_data='power.data', deep=False)


sheet_to_blob function

Hi,
it's possible to convert sheet to blob?
I need pass XLSX to DB in a common format and store it.
Thanks

You can either

store the raw file as-is (doesn't involve the library)
read the files and write to a standard format (write can generate an ArrayBuffer or binary string)
store the JSON representation of the workbook as a string (store as string)

The actual details depend on the specific API and are outside of the scope of this library.

Thanks for the answers.
I need to convert the xlsx to blob format because later I might have to write it from another program or insert it into a file.zip
Surely, transforming it into json format does not allow me to insert it in a zip and find a file.xlsx in it.
Does one of the other two methods described allow me to do this?
For example how do I use:
saveAs (blob, "file.xlsx");
instead of using
XLSX.writeFile(wb, "file.xlsx");

This is my code, I start from a json:
`  let ws = XLSX.utils.json_to_sheet(json);
let wb = XLSX.utils.book_new();
let range = XLSX.utils.decode_range(ws['!ref']);
let cell_ini:string = XLSX.utils.encode_cell({c:range.s.c, r:range.s.r});
let cell_fin:string = XLSX.utils.encode_cell({c:range.e.c, r:range.s.r});
    ws['!autofilter'] = { ref: cell_ini+':'+cell_fin }
    wb.Props.CreatedDate = new Date();
    wb.Props.Version = "1.0";
    XLSX.utils.book_append_sheet(wb, ws, this.titolo.substring(1, 30));

    /* generate an XLSX file */
    XLSX.writeFile(wb, nome_file+".xlsx");`


please correct name of Urshifu (Pókemon #892) in API

Hi,
As per : https://pokeapi.co/api/v2/pokemon/892
currently pokeAPI returns Urshifu's name as urshifu-single-strike which doesn't make sense as a name of this pokemon, if I'm not wrong, it should be just urshifu instead (for ease of search and ease of accessibility to query pokeAPI for this pokemon) since on both Pokemon.com and bulbapedia, it is mentioned as just "Urshifu" to compare with official pokemon database references.

https://www.pokemon.com/us/pokedex/urshifu
https://bulbapedia.bulbagarden.net/wiki/Urshifu_(Pokémon)

Please, check the pokemon-species endpoint.
https://pokeapi.co/api/v2/pokemon-species/892/
There you have the name and all translations.


Update: using PropTypes from prop-types instead of react

Thanks, fixed by https://github.com/oblador/react-native-lightbox/pull/78