[sqllab] query  result  is  not accurate

Make sure these boxes are checked before submitting your issue - thank you!

[X] I have checked the superset logs for python stacktraces and included it here as text if any
[X] I have reproduced the issue with at least the latest released version of superset
[X] I have checked the issue tracker for the same issue and I haven't found one similar

Superset version
0.18.5
0.17.6
Python version
2.7
Expected results
return the accurate bigint field
Actual results
the last two bits in the bigint is wrong
Steps to reproduce
I use sqllab to query mysql tables. My sql statement is :
select * from ec_order_main where main_order_no =<PHONE_NUMBER>20267725.
"main_order_no" is the primary key of ec_order_main table,its data type is BIGINT.
Sqllab can find the record,but the 'main_order_no' is<PHONE_NUMBER>20267700. I expected the "main_order_no"  should be "401501121320267725" instead of "401501121320267700".
Am I missing something and how can I address this issue?

Which database is this? Have you tried doing the same query with the database cli?

This is mysql, and I use other clients, it shows OK!

Next step is to try the query in pandas, if it's still wrong here then the issue is in pandas.

OK , I am not very familiar with python and pandas, but I will have a try.

This looks like a good start https://stackoverflow.com/a/25030617/4470501

A colleague of mine is familiar with pythin and pandas，he tested this query in pandas：

So it seemed that  the pandas has no problems。

Thanks for checking! Maybe is this just javascript? On my browser console Number.MAX_SAFE_INTEGER <<PHONE_NUMBER>20267725 returns true

So is this a bug ？

That is a weird bug. :/

If it's only a visualization bug the sql lab api can cast everything to string?

Is the value ok in the json ?

@mistercrunch I use fiddler to get the result json。It seems the value in json is OK。

Seems like a JS/JSON.parse limitation:
https://stackoverflow.com/questions/18755125/node-js-is-there-any-proper-way-to-parse-json-with-large-numbers-long-bigint

Most simple way to reproduce:
SELECT<PHONE_NUMBER>20267725 as test

in SQLLab

here it states that any number longer than 15 digits is going to be imprecise in javascript.

JS stores numbers as double precision 64 bit format IEEE 754 values.
I'm guessing this needs to be wrapped in some kind of string format.

Seems like this is what this does:
https://www.npmjs.com/package/json-bigint-string

Notice: this issue has been closed because it has been inactive for 264 days. Feel free to comment and request for this issue to be reopened.


WW-4593 Easymock update to 3.4

This is the upgrade of the Easymock library for the unit tests
Every unit test is changed to keep the same result but using the new API.

grey bar :(

Green :+1:


The version in npm is not latest

i mean when this issue was opened, the version in npm registry is 0.0.3 which had no supports for unitToConvert, while the code in this repo did have supports for unitToConvert.
now i have confirmed that the code in npm registry is latest


fix(atomic answer generation): glitch j:SVCC-3357

Bug Fix
SVCC-3357
Internal Coveo Documentation about the issue and the proposed fix
Description
Removal of the loading will prevent the UI from glitching
Before
simplescreenrecorder-2024-04-22_16.30.24.webm
After
simplescreenrecorder-2024-04-22_16.31.55.webm

For the merge commit (and by extent probably the PR title):

Avoid space in scope; prefer single nouns (headless, atomic, quantic).
If you must respecify more, either add it to the description or append it to the noun in kebab case.

It's preferred to have some tl;dr as well in the PR description or at least the title: This help when we might search the issue again in GitHub.


Fix CPUID detection with -march=x86-64-v3

When compiling for x86-64-v3 (or with -mavx -mf16c), bypass the CPUID detection entirely, as osxsave is not (nor need be) defined in that case.
Fixes: #1459, #1467

Fixes: #1506 for me, too, on a machine that would, prior to this PR, break with -march=native or -march=znver1 (AMD Ryzen 7 1700).

I know I'm late to comment on this PR, and what I'm about to say was true of the code before this PR was applied as well, but anyway:
I'm a little weirded out by bypassing the actual cpuid test if __AVX__ and __F16C__ are defined. There's a really big difference between "what flags were used when I was compiled" and "what are the capabilities of the CPU I'm running on right now." This function seems to do a bit of each, depending on which build flags are set and which case it falls into. This bakes in the assumption that you'll never run the software on a machine that doesn't have all the capabilities requested when the software is built, and precludes ever writing code that be built for several machine capabilities and choose the appropriate one at runtime... which is a valid design choice, but maybe is not wise to name the tests in ways that imply it's a valid runtime test.

The consideration of compile-time (check AVX and F16C macros) vs. run-time (check what you got from the CPUID instruction/intrinsic) features is a valid one, and I certainly agree on not misnaming checks -- however, these tests are checking predefined compiler macros that usually derive from -march=... or /march:xxx compiler options, so the test suite aside, there is run-time control over what the target system does, which goes hand in hand with what machines the compiled binary is targetting outside the guarded areas.
If you want run-time selection, you need to compile all sorts of variants and link them and select them at run-time, and then you figure that dealing with that also in the light of globally-optimized code generation (-flto for Unix, or /GL and /LTCG for Microsoft compilers) is not without its own issues.  Checking the open-source "darktable" software history may show some related issues that could be encountered.
On AVX and F16C in particular, on the typical Desktop/Workstation/Server hardware, this should be a non-issue, you just state that these are mandatory features and move on. These features have been around for a decade.  OpenEXR really is not something that will want to run on your 25 MHz Intel 80486 from back then anyways, due to both address space and to performance issues.

I'm sorry, but I work at one of the worlds major vfx and animation companies and despite that, we still have plenty of machines in use that do not support f16c or avx.

If code is compiled with -mavx -mf16c (or -march=x86-64-v3 which includes both) then that code will not anyways run on hardware which does not support those extensions, and bypassing the check is good, as it avoids the time needed to detect at runtime what we already know at compile time.  If however the code is compiled for generic x86-64 or -v2, then those macros will not be defined, and the compiler will not optimize for these extensions, which is where the runtime detection comes into play.  Both are valid choices.


add tests

need to add unit / automated testing, for both logic and proof of work for vue2 and 3 instances.

Fixed by #3


fix(#1145): added onfocus and onblur event

Issues:

[ ] React - Both focus and blur events fire twice when activated
[ ] React and Angular - There are no event details sent back when activating the event like the change event. Send back the name of the component, and the value in the component, just like the change event.

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Update README.md

Fixed link to usage of _resources method.

@tcrossland Thanks a lot for fixing the documentation!

You're very welcome... thanks for the Angular Spring Data REST module! Working my way through the documentation and examples at the moment, looks interesting.

Ok nice. Maybe also have a look at the sample application: https://github.com/guylabs/angular-spring-data-rest-sample. There are more features planned on this module but currently I do not have much time to work on it. If you have any question feel free to ask or create an issue.


[BUG][AwsSigV4 in .child] Session token and service should be optional

Session token and service parameter should be optional while creating child client for AwsSigV4.
https://github.com/opensearch-project/opensearch-js/blob/a86a6a982af205a3bb2e7a7f592523ec5ca27984/lib/pool/index.d.ts#L65-L73

Will work on it.


I'd like the dnn itself to finish its training if overtraining begins. Can I accomplish that?

I'd like the dnn itself to finish its training if overtraining begins.
Can I accomplish that?

Have you figured this out by any chance?

duplicate: #1383


Broken Space Zone

Broken Space adds a prismatic-like effect to card rewards, another card reward to combats, and replaces elite relic drops with special "Broken relics." It might need some balance touchups, but all the major functionality is there.

This is looking in pretty good shape now. What's left is two things:

I've asked Gk to weigh in on Broken Wing Boots, and if we decide to keep it in I'll want to look at the code more closely (the fix you made for the crash looks sensible, but there's a few other things I want to look at)
Since the PR is complicated (mostly due to the relics), I plan to take another pass through things to see if there's anything else that jumps out

After both of those and any resulting changes are done, this should be ready to merge. I'm looking forward to experiencing people's zones in a real run!

I think the broken wing boots can stay, bit jank but it's a creative effect. If we get too many bug reports about it, I might just nuke it post release but we'll see. I fear certain event packs might interact badly with it.
Also, I see a lot of earlier comments have not been adressed, please don#t forget to do so!

I think that's it? Zone's ready to land now, right?

I can always patch in more fixes if needed. Thanks for all the feedback!

Thanks for being a good sport throught all these changes and for your contribution!


[DRAFT] v4.6

This is my tracking branch to help merging a bunch of 4.6 pull requests and issues.

@benbrown Let us know as soon as you have a prerelease or anything ready to check. We will test it in our project and assess any regression.
I tried to install it this morning using Git URL or GitHub URL (https://github.com/howdyai/botkit/tree/benbrown/4.6/packages/botkit) but it does not seem to work because it's a multi-package repository.


EL-355: Update wording of client details hint text

Link to the Jira ticket
Mike asked me to remove the word "includes" as per updated design
Checklist
Before you ask people to review this PR:
Tests and rubocop should be passing
Github should not be reporting conflicts; you should have recently run git rebase main.
There should be no unnecessary whitespace changes. These make diffs harder to read and conflicts more likely.
The PR description should say what you changed and why, with a link to the JIRA story.
You should have looked at the diff against main and ensured that nothing unexpected is included in your changes.
You should have checked that the commit messages say why the change was made.

Jo pointed I'd missed a UI thing in the EL-355 acceptance criteria, so I fixed that as well as updating the relevant view to slim.

Added the missing back button following UAT comment.


capacityScaler can't be set to zero for global load balancer

Issue:

When capacityScaler is set to 0  Google sets it to 100% instead
When capacityScaler is set to between 0 and 100  everything works as expected

How to recreate
Set up Kubernetes service in two regions:

region1:

apiVersion: v1
kind: Service
metadata:
  annotations:
    cloud.google.com/neg: '{"exposed_ports": {"80":{"name": "region1-sampleapp"}}}'
    controller.autoneg.dev/neg: '{"backend_services":{"80":[{"name":"sampleapp-backend-global","max_rate_per_endpoint":10,"initial_capacity":10}]}}'

  name: sampleapp-external
  namespace: sampleapp
spec:
  ports:
  - name: http
    port: 80
    protocol: TCP
    targetPort: 8080
  selector:
    app.kubernetes.io/instance: sample

region2:

apiVersion: v1
kind: Service
metadata:
  annotations:
    cloud.google.com/neg: '{"exposed_ports": {"80":{"name": "region2-sampleapp"}}}'
    controller.autoneg.dev/neg: '{"backend_services":{"80":[{"name":"sampleapp-backend-global","max_rate_per_endpoint":10,"initial_capacity":0}]}}'

  name: sampleapp-external
  namespace: sampleapp
spec:
  ports:
  - name: http
    port: 80
    protocol: TCP
    targetPort: 8080
  selector:
    app.kubernetes.io/instance: sample

log:

2023-11-15T13:59:04-06:00       INFO    Applying intended status        {"controller": "service", "controllerGroup": "", "controllerKind": "Service", "Service": {"name":"sampleapp-external","namespace":"sampleapp"}, "namespace": "sampleapp", "name": "sampleapp-external", "reconcileID": "c087632a-7860", "service": {"name":"sampleapp-external","namespace":"sampleapp"}, "status": {"backend_services":{"80":{"sampleapp-backend-global":{"name":"sampleapp-backend-global","max_rate_per_endpoint":10,"initial_capacity":0}}},"network_endpoint_groups":{"80":"gcp-central1-hermes1-lab-sampleapp-sampleapp-external"},"zones":["region2-b","region2-c","region2-f"]}}
2023-11-15T13:59:25-06:00       DEBUG   events  Synced NEGs for "sampleapp/sampleapp-external" as backends to backend service "sampleapp-backend-global" (port 80)   {"type": "Normal", "object": {"kind":"Service","namespace":"sampleapp","name":"sampleapp-external","uid":"e80e34435-123213","apiVersion":"v1","resourceVersion":"123453"}, "reason": "Sync"}

result:

gcloud compute backend-services list --flatten="backends[]" --format "csv(name,backends.group,backends.balancingMode,backends.capacityScaler)" | grep sampleapp
sampleapp-backend-global,https://www.googleapis.com/compute/v1/projects/projectname/zones/region1-b/networkEndpointGroups/region1-sampleapp,RATE,0.1
sampleapp-backend-global,https://www.googleapis.com/compute/v1/projects/projectname/zones/region1-c/networkEndpointGroups/region1-sampleapp,RATE,0.1
sampleapp-backend-global,https://www.googleapis.com/compute/v1/projects/projectname/zones/region1-d/networkEndpointGroups/region1-sampleapp,RATE,0.1
sampleapp-backend-global,https://www.googleapis.com/compute/v1/projects/projectname/zones/region2-b/networkEndpointGroups/region2-sampleapp,RATE,1
sampleapp-backend-global,https://www.googleapis.com/compute/v1/projects/projectname/zones/region2-c/networkEndpointGroups/region2-sampleapp,RATE,1
sampleapp-backend-global,https://www.googleapis.com/compute/v1/projects/projectname/zones/region2-f/networkEndpointGroups/region2-sampleapp,RATE,1

Additional information

I can set capacityScaler to zero in google console with no issue
I ran code through debugger and I can see 0 in capacityScaler before it makes a call, so for some reason GCE decides it is not set and takes default instead
I tried to add NullFields = []string{"CapacityScaler"} and ForceSendFields = []string{"CapacityScaler"} to backend update API call, but it did not help

Bump, same issue.

Hmm, that is quite interesting. Is there any chance you might be able to capture the actual HTTP request parameters? My original thinking was that it might be related to JSON unmarshaling (eg. float64 vs *float64), but it doesn't seem like that would be the case.

Hi @rosmo, yeah, I digged yesterday to code and I'm inclining to that point too. Because didn't find another problem points around initial_capacity and capacityScaler

There's an issue currently with initial capacity and stuff - since the issue has not been picked up, I hope to find some time to look at it.

Can I just double check with version you are using?

I'm using latest tag

@rosmo yes, by gcloud I could update:
gcloud --project=PROJECT compute backend-services add-backend BACKEND-SERVICE --log-http --network-endpoint-group NEG-green --network-endpoint-group-zone=us-east1-b --capacity-scaler=0.0 --global --balancing-mode=RATE --max-rate-per-endpoint=10000

==== request start ====
uri: https://compute.googleapis.com/compute/v1/projects/PROJECT/global/backendServices/BACKEND-SERVICE?alt=json
method: PUT
== headers start ==
b'accept': b'application/json'
b'accept-encoding': b'gzip, deflate'
b'authorization': --- Token Redacted ---
b'content-length': b'1789'
b'content-type': b'application/json'
b'x-goog-api-client': b'cred-type/u'
== headers end ==
== body start ==
{"affinityCookieTtlSec": 0, "backends": [{"balancingMode": "RATE", "capacityScaler": 1.0, "group": "https://www.googleapis.com/compute/v1/projects/PROJECT/zones/us-east1-b/networkEndpointGroups/NEG-blue", "maxRatePerEndpoint": 10000.0}, {"balancingMode": "RATE", "capacityScaler": 1.0, "group": "https://www.googleapis.com/compute/v1/projects/PROJECT/zones/us-east1-c/networkEndpointGroups/NEG-blue", "maxRatePerEndpoint": 10000.0}, {"balancingMode": "RATE", "capacityScaler": 0.0, "group": "https://compute.googleapis.com/compute/v1/projects/PROJECT/zones/us-east1-b/networkEndpointGroups/NEG-green", "maxRatePerEndpoint": 10000.0}], "connectionDraining": {"drainingTimeoutSec": 300}, "creationTimestamp": "2023-06-07T08:44:45.712-07:00", "description": "Backend for blue cluster for cs", "enableCDN": false, "fingerprint": "qVVD1MrRJCo=", "healthChecks": ["https://www.googleapis.com/compute/v1/projects/PROJECT/global/healthChecks/HEALTHCHECK"], "iap": {"enabled": false}, "id": "ID", "kind": "compute#backendService", "loadBalancingScheme": "EXTERNAL", "logConfig": {"enable": true, "optionalMode": "EXCLUDE_ALL_OPTIONAL", "sampleRate": 1.0}, "name": "BACKEND-SERVICE", "port": 80, "portName": "http", "protocol": "HTTP", "securityPolicy": "https://www.googleapis.com/compute/v1/projects/PROJECT/global/securityPolicies/POLICY", "selfLink": "https://www.googleapis.com/compute/v1/projects/PROJECT/global/backendServices/BACKEND-SERVICE", "sessionAffinity": "NONE", "timeoutSec": 30, "usedBy": [{"reference": "https://www.googleapis.com/compute/v1/projects/PROJECT/global/urlMaps/GLB"}]}
== body end ==
==== request end ====
....
# Operation requests

---- response start ----
status: 200
-- headers start --
Alt-Svc: h3=":443"; ma=2592000,h3-29=":443"; ma=2592000
Cache-Control: private
Content-Encoding: gzip
Content-Type: application/json; charset=UTF-8
Date: Tue, 16 Apr 2024 09:32:19 GMT
ETag:
Server: ESF
Transfer-Encoding: chunked
Vary: Origin, X-Origin, Referer
X-Content-Type-Options: nosniff
X-Frame-Options: SAMEORIGIN
X-XSS-Protection: 0
-- headers end --
-- body start --
{
  "kind": "compute#backendService",
  "id": "ID",
  "creationTimestamp": "2023-06-07T08:44:45.712-07:00",
  "name": "BACKEND-SERVICE",
  "description": "Backend for blue cluster for cs",
  "selfLink": "https://www.googleapis.com/compute/v1/projects/PROJECT/global/backendServices/BACKEND-SERVICE",
  "backends": [
    {
      "group": "https://www.googleapis.com/compute/v1/projects/PROJECT/zones/us-east1-b/networkEndpointGroups/NEG-blue",
      "balancingMode": "RATE",
      "maxRatePerEndpoint": 10000,
      "capacityScaler": 1
    },
    {
      "group": "https://www.googleapis.com/compute/v1/projects/PROJECT/zones/us-east1-c/networkEndpointGroups/NEG-blue",
      "balancingMode": "RATE",
      "maxRatePerEndpoint": 10000,
      "capacityScaler": 1
    },
    {
      "group": "https://www.googleapis.com/compute/v1/projects/PROJECT/zones/us-east1-b/networkEndpointGroups/NEG-green",
      "balancingMode": "RATE",
      "maxRatePerEndpoint": 10000,
      "capacityScaler": 0
    }
  ],
  "healthChecks": [
    "https://www.googleapis.com/compute/v1/projects/PROJECT/global/healthChecks/HEALTHCHECK"
  ],
  "timeoutSec": 30,
  "port": 80,
  "protocol": "HTTP",
  "fingerprint": "O7Qj0Rg-jdo=",
  "portName": "http",
  "enableCDN": false,
  "sessionAffinity": "NONE",
  "affinityCookieTtlSec": 0,
  "loadBalancingScheme": "EXTERNAL",
  "connectionDraining": {
    "drainingTimeoutSec": 300
  },
  "iap": {
    "enabled": false
  },
  "securityPolicy": "https://www.googleapis.com/compute/v1/projects/PROJECT/global/securityPolicies/POLICY",
  "logConfig": {
    "enable": true,
    "sampleRate": 1,
    "optionalMode": "EXCLUDE_ALL_OPTIONAL"
  },
  "usedBy": [
    {
      "reference": "https://www.googleapis.com/compute/v1/projects/PROJECT/global/urlMaps/GLB"
    }
  ]
}

-- body end --
total round trip time (request+response): 0.519 secs
---- response end ----

I think I have now fixed this in #125.

Amazing! So why it didn't set value to 0?

Since Google SDKs use pure int32 instead of pointers, they cannot really express 0. Zero is unset for them. One needs to put the specific field ForceSendFields to send an actual zero. (some other SDKs use helper functions to make ptr values, but it is almost just as annoying)

I tested current version, and it doesn't work for "initial_capacity":0 but  works for "initial_capacity":0,"capacity_scaler":0 + controller.autoneg.dev/sync: '{"capacity_scaler":true}' annotation

Sounds like it should be fine like that? I didn't want to mess with the initial capacity.

I thought (according to README) that initial_capacity sets value (even 0) and then it won't change until setting required sync annotation. But it still initially doesn't set to 0, even with sync annotation

I'll test tomorrow with outbound changing

By the way, to add, you can use capacity_scaler and leave initial_capacity unspecified. However, initial_capacity can be used a means of "bookkeeping" to see if you have changed the capacity manually and what it normally is.

@rosmo, I just have backend service which is blue-green, I mean I change simultaneously capacity of blue and green NEGs (100->0 and vice-versa) in gcloud web console or in my hand-written service. So I want 0 capacity to green NEGs by default without any manual changes and then I would like to change out-of-band capacity values without interruption of autoneg. That's my best scenario. (but may be I have no so good architecture, according to your previous message:) )

Alright, fair point. Let me look into it.

@Demacr Can you give it your own test? If all looks good, I'll roll out a 1.1 release.

@rosmo i'm in process right now. I think in one-two hours response.

@rosmo I've tested and it works as expected. Thank you! Without sync annotation initial_capacity works and sets value to 0.


Running govinfo.py fails on line 72

I issued the command ./run govinfo --collections=BILLS --congress=112 --store=pdf,mods,xml,text --bulkdata=False from the terminal and received the error on line 72 of govinfo.py.  The issue is that the split function is being called on options.get("bulkdata", "") but the options dict only has 1 value for bulkdata which is FALSE as I put in the terminal command.  I'm not sure why this code would have worked in the first place since it looks like it will always fail. What am I missing?

Someone put in incorrect documentation on the wiki. See the top of the govinfo.py script for how to run it: https://github.com/unitedstates/congress/blob/master/tasks/govinfo.py

Ok, should I just leave the bulkdata line out of the command if I don't want it then?

Yup!

I ran into the exact same problem from looking at the wiki on 6/29/2019 --- it seems like the documentation should be changed?
The new command suggested here worked for me (thank you JoshData!)


Syntax error in main.js bundle in IE11 with<EMAIL_ADDRESS>

🐞 bug report
Affected Package

<EMAIL_ADDRESS>Is this a regression?

 Yes, the previous version in which this bug was not present was: 0.900.3
Description
  Recently we updated our project to Angular9.1.0.
On IE11 we observe a regression - there's a syntax error in the minified js code.
The issue is assumably caused by @angular-devkit/build-angular package .
With<EMAIL_ADDRESS>we experience a syntax error in the final js bundle on IE11.
This doesn't happen with<EMAIL_ADDRESS>.
🔬 Minimal Reproduction

 https://stackblitz.com/...

🔥 Exception or Error
Issue angular/angular#1 (js syntax error):
https://imgur.com/a/AvMfic4
Issue angular/angular#2:
We looked into source of syntax error (issue angular/angular#1) (https://imgur.com/a/MtZ6E17) and then tried to simplify/reformat the code and build it, this is what we got:

ERROR in /code/packages/shared/src/lib/touchpoint/captcha/captcha.ts
Module parse failed: Cannot read property 'length' of undefined
File was processed with these loaders:
    *<EMAIL_ADDRESS>*<EMAIL_ADDRESS>You may need an additional loader to handle the result of these loaders.
    TypeError: Cannot read property 'length' of undefined
at /code/node_modules/worker-plugin/src/index.js:58:46
at SyncBailHook.eval (eval at create (/code/node_modules/tapable/lib/HookCodeFactory.js:19:10), :7:16)
at SyncBailHook.lazyCompileHook (/code/node_modules/tapable/lib/Hook.js:154:20)
at Parser.walkNewExpression (/code/node_modules/webpack/lib/Parser.js:1822:25)
at Parser.walkExpression (/code/node_modules/webpack/lib/Parser.js:1613:10)
at Parser.walkVariableDeclaration (/code/node_modules/webpack/lib/Parser.js:1469:32)
at Parser.walkStatement (/code/node_modules/webpack/lib/Parser.js:997:10)
at Parser.walkStatements (/code/node_modules/webpack/lib/Parser.js:868:9)
at inBlockScope (/code/node_modules/webpack/lib/Parser.js:1017:9)
at Parser.inBlockScope (/code/node_modules/webpack/lib/Parser.js:2060:3)
at Parser.walkBlockStatement (/code/node_modules/webpack/lib/Parser.js:1014:8)
at Parser.walkStatement (/code/node_modules/webpack/lib/Parser.js:949:10)
at Parser.walkIfStatement (/code/node_modules/webpack/lib/Parser.js:1036:9)
at Parser.walkStatement (/code/node_modules/webpack/lib/Parser.js:979:10)
at Parser.walkStatements (/code/node_modules/webpack/lib/Parser.js:868:9)
at inBlockScope (/code/node_modules/webpack/lib/Parser.js:1017:9)
ERROR in main.9e361406b69b03d4b106.js from Terser
Expecting UnicodeEscapeSequence -- uXXXX or u{XXXX} [main.9e361406b69b03d4b106.js:58932,0]
at ee (/code/node_modules/terser/dist/bundle.min.js:1:19453)
at m (/code/node_modules/terser/dist/bundle.min.js:1:20766)
at i (/code/node_modules/terser/dist/bundle.min.js:1:24377)
at /code/node_modules/terser/dist/bundle.min.js:1:24599
at /code/node_modules/terser/dist/bundle.min.js:1:25319
at Object.L [as input] (/code/node_modules/terser/dist/bundle.min.js:1:26161)
at a (/code/node_modules/terser/dist/bundle.min.js:1:27688)
at s (/code/node_modules/terser/dist/bundle.min.js:1:27742)
at D (/code/node_modules/terser/dist/bundle.min.js:1:28542)
at /code/node_modules/terser/dist/bundle.min.js:1:32838
✔ ng build
error Command failed with exit code 1.

🌍  Your Environment
Angular Version:

Angular CLI: 9.1.0
Node: 10.13.0
OS: darwin x64

Angular: 9.1.0
... animations, cli, common, compiler, compiler-cli, core, forms
... language-service, platform-browser, platform-browser-dynamic
... platform-server, router
Ivy Workspace: Yes

Package                            Version
------------------------------------------------------------
@angular-devkit/architect          0.901.0
@angular-devkit/build-angular      0.900.3
@angular-devkit/build-ng-packagr   0.901.0
@angular-devkit/build-optimizer    0.900.3
@angular-devkit/build-webpack      0.900.3
@angular-devkit/core               9.1.0
@angular-devkit/schematics         9.1.0
@angular-devkit/schematics-cli     0.901.0
@angular/cdk                       9.2.0
@angular/flex-layout               9.0.0-beta.29
@angular/material                  9.2.0
@ngtools/webpack                   9.0.3
@nguniversal/common                9.0.0
@nguniversal/express-engine        9.0.0
@schematics/angular                9.1.0
@schematics/schematics             0.901.0
@schematics/update                 0.901.0
ng-packagr                         9.0.1
rxjs                               6.5.4
typescript                         3.7.5
webpack                            4.41.2

Anything else relevant?

IE version 11.0.9600.19180.

Windows 7

Tranferred to CLI repo for more accurate triaging.

This seems like a bug but we'll need to look at a reproduction to find and fix the problem. Can you setup a minimal repro please?
You can read here why this is needed. A good way to make a minimal repro is to create a new app via ng new repro-app and adding the minimum possible code to show the problem. Then you can push this repository to github and link it here.
This might be related to your directory structure so its really important to get an accurate repro to diagnose this.

Hello @alan-agius4 ,
Here is the repro repo: https://github.com/snbfan/ie-syntax-error-build-repro-17373 .
Project in the repo is built with NG cli 9.1.0.
Specific version of @angular-devkit/build-angular: 0.901.0.
In the main.js bundle you can search for const hashcashWorker = new Worker(__webpack__worker__0, ); - this line triggers a syntax error in IE11 in our app.
When I rebuilt the app with<EMAIL_ADDRESS>the line in main.js is looking different: const hashcashWorker = new Worker(__webpack__worker__0, {});

Closed via https://github.com/angular/angular-cli/pull/17607


DBCException: SQL Error [S1009]: Invalid value for getInt() on varchar column

System information:

Linux version 4.19.0-8-amd64<EMAIL_ADDRESS>(gcc version 8.3.0 (Debian 8.3.0-6)) #1 SMP Debian 4.19.98-1 (2020-01-26)
DBeaver Version Version <IP_ADDRESS>004051509

Connection specification:

MySQL 14.14 Distrib 5.6.33, for debian-linux-gnu (x86_64)
mysql-connector-java-5.1.44

Getting this error on varchar column when moving to the next page of results on the grid:

DBCException: SQL Error [S1009]: Invalid value for getInt() -<EMAIL_ADDRESS>

hi @p4scu41 , could you post table ddl? or any additional info that could help to reproduce an issue?
thanks in advance

This is happening with a view, I am using Wordpress and created a view based on the wp_users table

@p4scu41 , thanks. but still not reproducible.
could you post ddl?
As it seen at the screenshot 'user_email' column is non-varchar type

there is no update on ticket for a long time. if issue is still actual for you - feel free to reopen the ticket


Starting VideoPlayer from libgdx render thread

Hello,
i use the VideoPlayer in a Screen.
I do vPlayer = VideoPlayerCreator.createVideoPlayer();
vPlayer.play(...)
in the initialize method (method which is called before the screen switch)
If i do this - no events are called..
I figured out that this is due to the fact that there is no Looper on LibGdx render thread.
So i added a handler to initialize and start the player.
But the rendering then crashes on vPlayer.render() because there is a different GL context on textures for the mediaplayer.
I also try to call Looper.prepare() on the render thread but i get error that only one looper can exist.
Can you please suggest how can i create a working video player on a render thread of LibGDX game/screen?
Thanx

I'm assuming this is a problem on android, because of the Looper and the texture problems.
What kind of events do you mean? I don't think I'm fully understanding what you're trying to do. Gdx-video doesn't need any Looper.
I haven't used gdx-video in complicated threading setups yet. Currently I've only run it in test cases specifically set up to test the player. One example of these testcases can be found here.

Hello,
starting from your test code the create method is run on main worker thread, the render method is not.
The render method runs on different thread than on create and therefore it won't have the same looper which is necessaary to call all the onXXXX listeners.
You can try this by moving
try {
videoPlayer.play(Gdx.files.internal("data/testvideo.ogv"));
} catch (FileNotFoundException e) {
e.printStackTrace();
}
to render method..
I will check now and give you a full example..

Sry did not want to close that

You can try this code
package com.gtomee.audiospectrum;
import java.io.FileNotFoundException;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputMultiplexer;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
import com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider;
import com.badlogic.gdx.graphics.g3d.utils.MeshBuilder;
import com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.VertexInfo;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.badlogic.gdx.video.VideoPlayer;
import com.badlogic.gdx.video.VideoPlayerCreator;
public class VideoTest extends Game implements ApplicationListener, InputProcessor {
public PerspectiveCamera cam;
public CameraInputController inputController;
public ModelInstance instance;
public Environment environment;
public VideoPlayer videoPlayer;
public Mesh mesh;

Stage stage;

@Override
public void create () {
	stage = new Stage(new ScreenViewport());
	stage.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);

	LabelStyle lstyle =  new LabelStyle(new BitmapFont(), Color.WHITE);

	Label l = new Label("Stage is here!", lstyle);
	Table t = new Table();
	t.add(l).expand().fill();
	t.setFillParent(true);

	stage.addActor(t);

	videoPlayer = VideoPlayerCreator.createVideoPlayer();//cam, mesh, GL20.GL_TRIANGLES);
	videoPlayer.resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
	/*
	try {
		FileHandle fh = Gdx.files.external("data/testvideo.ogv");
		Gdx.app.log("TEST", "Loading file : " + fh.file().getAbsolutePath());
		videoPlayer.play(fh);
	} catch (FileNotFoundException e) {
		Gdx.app.log("TEST", "Err: " + e);
	}
	 */
	Gdx.gl.glEnable(GL20.GL_CULL_FACE);
	Gdx.gl.glCullFace(GL20.GL_BACK);
}
private boolean initialized = false;

@Override
public void render () {
	if(!initialized) {
		try {
			FileHandle fh = Gdx.files.external("data/testvideo.ogv");
			Gdx.app.log("TEST", "Loading file : " + fh.file().getAbsolutePath());
			videoPlayer.play(fh);
		} catch (FileNotFoundException e) {
			Gdx.app.log("TEST", "Err: " + e);
		}
	}
	//Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
	Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
	//final float delta = Gdx.graphics.getDeltaTime();
	//tmpV1.set(cam.direction).crs(cam.up).y = 0f;
	//cam.rotateAround(target, tmpV1.nor(), delta * 20);
	//cam.rotateAround(target, Vector3.Y, delta * -30);
	//cam.update();

	if (!videoPlayer.render()) { // As soon as the video is finished, we start the file again using the same player.
		try {
			videoPlayer.play(Gdx.files.internal("data/testvideo.ogv"));
		} catch (FileNotFoundException e) {
			e.printStackTrace();
		}
	}

	//stage.getBatch().begin();
	stage.act(Gdx.graphics.getDeltaTime());
	stage.draw();
	//stage.getBatch().end();
}

@Override
public void dispose () {
}

public boolean needsGL20 () {
	return true;
}

public void resume () {
}

public void resize (int width, int height) {
	if(stage.getWidth() != width || stage.getHeight() != height)
		stage.getViewport().update(width, height, true);

	if(videoPlayer != null)
		videoPlayer.resize(width, height);
}

public void pause () {
}

@Override
public boolean keyDown(int keycode) {
	// TODO Auto-generated method stub
	return false;
}

@Override
public boolean keyUp(int keycode) {
	// TODO Auto-generated method stub
	return false;
}

@Override
public boolean keyTyped(char character) {
	// TODO Auto-generated method stub
	return false;
}

@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
	// TODO Auto-generated method stub
	return false;
}

@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
	// TODO Auto-generated method stub
	return false;
}

@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
	// TODO Auto-generated method stub
	return false;
}

@Override
public boolean mouseMoved(int screenX, int screenY) {
	// TODO Auto-generated method stub
	return false;
}

@Override
public boolean scrolled(int amount) {
	// TODO Auto-generated method stub
	return false;
}

}

If you put a breakpoint in the OnPreparedListener of VideoPlayerAndroid.java - it won't get called because there is no Looper running the render thread..

Indeed I've only ran the example I gave you on the desktop. I'll have to figur out why my testcases for android were working fine. The documentation indeed states that the mediaplayer needs a Looper in order to function correctly.
I guess it would be best if the videoplayer handles this internally. However, introducing a new Looper thread only for the videoplayer seems wastefull. I'll have to investigate whether it is possible to get the android activity in order to run the creation of the videoplayer on the UI thread. I'm affraid that the activity will have to be changed for this to be possible, which means that creating a Looper thread is the only way.
I'll be investigating...

Hello,
i'm afraid running the play routine on ui thread won't work (i tried and failed but give it a try your self, maybee i had a bug somewhere)
This is because you would use GL context of the texture in two different threads and that will give you an exception.. i had something like this:
02-18 16:28:14.868: W/GLConsumer(10644): [unnamed-10644-0] bindTextureImage: clearing GL error: 0x502
02-18 16:28:14.868: W/Adreno-ES20(10644): <core_glBindTexture:580>: GL_INVALID_OPERATION
02-18 16:28:14.868: E/GLConsumer(10644): [unnamed-10644-0] bindTextureImage: error binding external texture image 0x2: 0x502
02-18 16:28:14.898: W/dalvikvm(10644): threadid=14: thread exiting with uncaught exception (group=0x41926da0)
02-18 16:28:14.908: E/AndroidRuntime(10644): FATAL EXCEPTION: GLThread 27422
02-18 16:28:14.908: E/AndroidRuntime(10644): Process: sk.maniacs.bm, PID: 10644
02-18 16:28:14.908: E/AndroidRuntime(10644): java.lang.RuntimeException: Error during updateTexImage (see logcat for details)
02-18 16:28:14.908: E/AndroidRuntime(10644): 	at android.graphics.SurfaceTexture.nativeUpdateTexImage(Native Method)
02-18 16:28:14.908: E/AndroidRuntime(10644): 	at android.graphics.SurfaceTexture.updateTexImage(SurfaceTexture.java:169)
02-18 16:28:14.908: E/AndroidRuntime(10644): 	at com.badlogic.gdx.video.VideoPlayerAndroid.render(VideoPlayerAndroid.java:221)

Internally I can leave the texture creation on the render thread. I would then only create the media player on the mail Looper thread.
When I have the time to try this, I'll let you know whether this works.

Thanx.. your support is greatly appreciated!

Hello, any news?

Unfortunately I haven't found any time yet to try it out. I'll let you know when I do.

Ok. Thanx

come on!i'm looking forward this project

Same here :) .. this gdx extension is epic win,.. would help me a lot!

Yeah, I'm sorry this is taking so long. I've been very busy with my study, and at work. Unfortunately, this is an issue that is not solvable with just a few minutes. I'll try it as soon as possible.

Hello, any news?

Yeah, I've tested the video player specifically on android in a newly created application, which worked just fine. The player can be created from the create function in your application. The play() function can be called from both this thread and the rendering thread. All callbacks work as they should. I did find a bug with reusing a player, which I solved (The fix is in the develop branch).
The code I tried is the following:
    VideoPlayer videoPlayer;
    Stage stage;

    boolean videoLoaded = false;

	@Override
	public void create () {
        stage = new Stage(new ScreenViewport());
        stage.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);

        Label.LabelStyle lstyle =  new Label.LabelStyle(new BitmapFont(), Color.WHITE);

        Label l = new Label("Stage is here!", lstyle);
        Table t = new Table();
        t.add(l).expand().fill();
        t.setFillParent(true);

        stage.addActor(t);

        videoPlayer = VideoPlayerCreator.createVideoPlayer();
        videoPlayer.resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        videoPlayer.setOnVideoSizeListener(new VideoPlayer.VideoSizeListener() {
            @Override
            public void onVideoSize(float v, float v2) {
                videoLoaded = true;
            }
        });

        try {
            FileHandle fh = Gdx.files.internal("small.mp4");
            Gdx.app.log("TEST", "Loading file : " + fh.file().getAbsolutePath());
            videoPlayer.play(fh);
        } catch (FileNotFoundException e) {
            Gdx.app.log("TEST", "Err: " + e);
        }
	}

	@Override
	public void render () {
		Gdx.gl.glClearColor(0, 0, 0, 1);
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        if(videoLoaded) {
            if (!videoPlayer.render()) { // As soon as the video is finished, we start the file again using the same player.
                try {
                    videoLoaded = false;
                    videoPlayer.play(Gdx.files.internal("small.mp4"));
                    Gdx.app.log("TEST", "Started new video");
                } catch (FileNotFoundException e) {
                    e.printStackTrace();
                }
            }
        }

        stage.act(Gdx.graphics.getDeltaTime());
        stage.draw();
	}

However, when checking whether this worked because the creation thread had a looper, I found out that there is no looper in any thread used for rendering or creating or whatever. I really don't know why the callbacks are working. Therefore, I intend to change the behaviour so that the videoplayer will get the application's main looper, and use that to create the videoplayer.
It will complicate the internals of the android videoplayer a bit, but at least then we adhere to the docs.
This implementation however, will take me some more time.

Hello,
Thanx for your answer. I will try this, but i think it still does not work with my usecase.
What you are doing here is using play on Game.create() ..
This is not what is expected in 99% of use cases that i can imagine with this lib
This is a very simplified usecase:

Create app that has a single "play" Button on stage that plays a video
The play button on click listener must call vplayer.play(FileHanlde) - this allows multiple videos to be played by different button clicks
render method can't have the replay function as it could block the rendering thread and lead to lags

Now because the click event does not have a looper - the media player won't ever call the events so the video won't start.

Indeed I use the play call in the create method. However, it can be used anywhere. It does not have any dependencies that it needs to get from a thread. Textures etc are managed from the render() call, which should always reside on the rendering thread anyway.
I will implement the videplayer creation inside of a looper thread. This will fix issues one might have with the events.
However, I checked and in my example none of the threads have a looper registered. This means that apparantly on the samsung firmware of my phone (also tried with cyanogenmod), it does not depend on the thread having a looper.
I agree that calling the play function in the render thread is not the right thing to do. In android, it won't block so it would be ok. On the pc however, it does load quite a bit before returning. I feel like this is something that shouldn't be fixed inside of the extension. To solve it, I would have to add a thread which runs tasks inside of the videoplayer. If every extension would do this, there would be a lot of spilled memory on stacks etc. To solve it, you can use an AsyncExecuter in some thread, and create AsyncTasks yourself. This would also be usable in other parts of your application.
If replaying is something that is used often, I might add a setRepeat function to the videoplayer. This is easy for the android backend. However, the desktop would need quite some work, so this is something for the future.
I will try to implement the looper thingie this weekend :wink:

I pushed a fix for the looper thread creation to the develop branch. The media player is now created on a looper thread. I also made playing files more efficient because calling play again does not create a new player anymore. It now reuses the old one.

Thanx.. i will test this today..

Hello,
sorry i had a lot of work to do so i could not spend too much time on this.
I can confirm that the development version is working now for all my use cases.
I would suggest to add the getPossition and setVolume method similar to what music has.
Thanx for your help and assistance.
M.

Great. I'll close this issue then :smiley: Thank you for the suggestion!


uniform sampler2D in uniform buffer object

Hi,
I want to store several textures in an uniform buffer object.
With normal f32 values (model, view and projection matrix) I did a Struct Main like this:
pub struct Main {
    pub model : [[f32;4];4],
    pub view : [[f32;4];4],
    pub proj : [[f32;4];4],
}

And created a uniform set from this Struct which I can access in the shader like this:
layout(set = 0, binding = 0) uniform Data {
    mat4 model;
    mat4 view;
    mat4 proj;
} u_main;

However, I want to create a similar Struct for different textures which I want to pass to the shader. I am not sure how to store the images in the Struct definition.
The documentation mentions a Image trait, but I couldn't find it. I am also not sure if the CpuBufferPoolSubbuffer can create the buffer from an Arc<Image>.
The Image example uses a single uniform set for a single image. Would it be better to create a uniform set with several textures like:
    let set = Arc::new(vulkano::descriptor::descriptor_set::PersistentDescriptorSet::start(pipeline.clone(), 0)
        .add_sampled_image(t_albedo.clone(), sampler.clone()).unwrap()
        .add_sampled_image(t_normal.clone(), sampler.clone()).unwrap()
        .add_sampled_image(t_rough_met.clone(), sampler.clone()).unwrap()
        .build().unwrap()
    );

and access them like this?
layout(set = 0, binding = 0) uniform sampler2D t_albedo;
layout(set = 0, binding = 1) uniform sampler2D t_normal;
layout(set = 0, binding = 2) uniform sampler2D t_rough_met;

Thanks for any help!
-siebencorgie

Hi,
You can't store images in a uniform buffer. It's not a feature that Vulkan or GLSL provide.

The Image example uses a single uniform set for a single image. Would it be better to create a uniform set with several textures like:
and access them like this?

Yes, that's what you're supposed to do.

Okay, thanks for the clarification!


Adds automatic Github CI

https://github.com/GTMEGA/VisualProspecting/runs/3954710409
https://github.com/GTMEGA/VisualProspecting/releases/tag/latest


yarn.lock bug

Your application contains a Yarn lockfile (yarn.lock) which does not match the dependencies in package.json. This can happen if you use npm to install or update a dependency instead of Yarn.

Fixed!


Add DEBUG tag to Servo rolling counter and made it a GaugeMetric

This returns Servo counters to the same configuration as before the unintentional change in #917

NetflixOSS » Hystrix » Hystrix-pull-requests #197 SUCCESS
This pull request looks good


python312Packages.gpgme: fix build

Description of changes
Noticed in #281106
I tried building python312Packages.python-swiftclient which now gets past gpgme but fails at a different package.
Things done

Built on platform(s)

[x] x86_64-linux
[ ] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

For non-Linux: Is sandboxing enabled in nix.conf? (See Nix manual)

[ ] sandbox = relaxed
[ ] sandbox = true

[ ] Tested, as applicable:

NixOS test(s) (look inside nixos/tests)
and/or package tests
or, for functions and "core" functionality, tests in lib/tests or pkgs/test
made sure NixOS tests are linked to the relevant packages

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[ ] Tested basic functionality of all binary files (usually in ./result/bin/)
24.05 Release Notes (or backporting 23.05 and 23.11 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module

[x] Fits CONTRIBUTING.md.

Add a :+1: reaction to pull requests you find important.

Do you see a way we can use fetchpatch?

Do you see a way we can use fetchpatch?

I had that initially but I don't think https://dev.gnupg.org/D545?download=true is stable and I am not sure if the link it redirects to (https://files.gnupg.net/file/data/rbaxpebkyfbchg73llt2/PHID-FILE-bmkoy3pj2jjjwf7w6l54/D545.diff) is stable and permanent.

The second link sounds good to me. Let's give it a try.

Changed and pushed that

I guess we have to vendor the patch after all:
building '/nix/store/972a323a17vq8dxphk0yfvvw4sdark7n-D545.diff.drv'...

trying https://files.gnupg.net/file/data/rbaxpebkyfbchg73llt2/PHID-FILE-bmkoy3pj2jjjwf7w6l54/D545.diff
  % Total    % Received % Xferd  Average Speed   Time    Time     Time  Current
                                 Dload  Upload   Total   Spent    Left  Speed
  0     0    0     0    0     0      0      0 --:--:-- --:--:-- --:--:--     0
curl: (22) The requested URL returned error: 404
error: cannot download D545.diff from any mirror

Okay, I changed it back

Can we merge this?

Actually https://github.com/NixOS/nixpkgs/pull/281169 marked python312Packages.gpgme as broken.

Yeah I know but we need this change anyway and leaving it here in limbo is also not great. I can try to find it in the dependency chain and try to avoid it.
Technically pbr is only broken for the functions that use distutils.


Is possible to use 16x16 tiles in Regular backgrounds?

Hi,
I may not be fully understanding how Regular Backgrounds work.
I'm trying to compose a fullscreen screen background composed of 16x16 pixel tiles instead of what looks to be the default of 8x8 pixel tiles.
Is it possible to specify a different tile size?
Thanks

No, only native GBA tile size (8x8) is supported.

Closed due to lack of activity.


should prerequisite of A.02.IR79.layer.metadata.ref link to a set of tests in MD ATS?

Now it is defined as a prerequisite that the attached metadata is validated as valid service metadata.
To fullfill the prerequesite a set of tests in the Metadata Tests will have to be run
Should we include (vice versa) links to tests in other test-suites that will fullfill the prerequisite?

I do not understand: the attached metadata must be a dataset or series metadata, not service metadata.
If service, an error must be reported.
I also think there can be more than one MetadataURL element inside each layer.

It may be that I had a typo in the text. The prerequisite should only be about the ServiceMetadata (capabilities document) validation, not the referred metadata record.
The version committed as 70db3494184850bfcabeb2c6035aaa1e03de0ebc now also contains a link to the ats-metadata for instructions on checking if the dataset or dataset series metadata record for the underlying data of a layer is a valid INSPIRE metadata record.

Indeed @aquaglia, it was a typo, a layer in wms-capabilities indeed links to one of more dataset-metadata.


render/drm_format_set: disallow DRM_FORMAT_INVALID

It doesn't make sense to add DRM_FORMAT_INVALID to a format set. Adding
an assertion allows us to safely query the format set with
DRM_FORMAT_INVALID. See 1.

Thanks!


Memory leak when calling UpdateTexture function with DXD12 and Vulkan

Setup
Using the latest version of DiligentEngine with :

Windows 10 Pro
Visual Studio 2019 Debug x64 CMake 3.15
NVIDIA GeForce GTX 1070 driver version : <IP_ADDRESS>1

I'm getting memory leaks when calling device->UpdateTexture(...)  multiple times using DXD12 backend.
How to reproduce
An easy way to reproduce this is by simply creating a texture with device->createTexture(texDesc, nullptr, &texture) and then calling context->UpdateTexture(...) in a for loop (in my case I tested with a loop of 20). You can see the memory go way up and never go back down. The issue is visible even more when using big textures(4K), or textures with Mipmaps.
Results with other backends
The issue does not occur when using OpenGL and DxD11 backend.
The issue also occurs with Vulkan backend.
Output
In the output window there is a bunch of these:
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x284090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x288090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x28c090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x290090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x294090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x298090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x29c090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2a0090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2a4090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2a8090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2ac090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2b0090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2b4090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2b8090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2bc090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2c0090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2c4090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2c8090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2cc090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2d0090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2d4090000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2dc200000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2e0200000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2e4200000
Diligent Engine: Info: Created dynamic memory page. Size: 64.00 MB; GPU virtual address 0x2e8200000
Details
Here's the descriptor for the texture I'm creating :
Diligent::TextureDesc texDesc;
texDesc.Name = "tex";
texDesc.Type = Diligent::RESOURCE_DIM_TEX_2D;
texDesc.Width = 4096; // we can see the leak faster with big texture
texDesc.Height = 4096; // we can see the leak faster with big texture
texDesc.Format = Diligent::TEX_FORMAT_RGBA8_SINT;
texDesc.CPUAccessFlags = CPU_ACCESS_WRITE;
texDesc.BindFlags = BIND_SHADER_RESOURCE;

If you do this in the loop, you have to explicitly Flush the device context. The engine allocates temporary staging memory for every update. This memory is locked until the command buffer is submitted and executed, which does not happen in your scenario.

Flushing the device context doesn't change anything in this case, the memory seems to be still locked.

Do you flush it in the loop after every update or after the loop? It needs to be in the loop.

It's done in the loop. In any case, once the updates are done the memory is supposed to be liberated at some point but when I inspect the memory used by my application it never goes down as it does when using DXD11 or OpenGL

Ok, there is one more method you have to call in the loop: FinishFrame
So the way memory management works is quite involved: when you call UpdateTexture, the engine has allocate temporary staging memory that CPU can write to and GPU can read from. This memory is actually the same as used for dynamic buffers, which is why it mentions dynamic memory page. Until you flush the context, the command buffer is not even submitted for execution, so every call to UpdateTexture will allocate new memory. When you flush the context, the memory goes into stale state. Stale resources are typically recycled once a frame when present is called. In your case you have to tell the engine to recycle dynamic resources out-of-order by calling FinishFrame.

There is another method that is related to this. It however releases non-dynamic stale resources.
Remember that Diligent is a low-level library, so sometimes it requires more explicit control of what is going on as opposed to D3D11 or OpenGL.

Yes I noticed that method , and this one is called at the end of the function SwapChainD3D12Impl::Present, so technically the stale resources should be released at the end of the render loop.
The problem I have at the moment is that in my application, if I use UpdateTexture to update the data of my texture, I'm getting memory leaks and I did not find a way to clear the memory that is allocated by that function. My workaround was to not use that function to update the texture and to set the data at the beginning instead. I think there might be an issue with this function so that's why I tried to recreate the problem using a sample in Diligent and updating the texture in a loop to see If I observe the same behavior.

Like I tried to explain, the engine has to allocate the memory every time you call UpdateTexture because there is no other way to do this. If the command buffer has not been submitted, the GPU has not even started working on the commands, so all the update data has to be kept somewhere. After you flush the context, the command buffer goes to the GPU, but the memory is still locked until the GPU is done with the copy and the engine finds out it can recycle it.
If you call UpdateTexture 20 times a frame, the engine has to allocate 20 copies, there is no way around.
Normally, the GPU is 1-2 frames behind, so if you want to update 20 4K textures every frame, the engine will have to allocate enough memory to store 40 4k texture with 2-frame delay.
D3D11 probably does something similar under the hood, but likely starts to idle the GPU and forces the GPU-CPU synchronization at some point. Diligent does not do this for you because it tries to be explicit. Instead it gives you tools to avoid the situation and implement the solution that is preferable.
The memory is not leaking, it is the engine can't reuse it because how the application issues the commands.

Oh I missed one of your comments earlier. Ok I think I understand.
I was not trying to update the 4K texture every frame, it was done only one time on initialization and after that, the memory was never released. I thought that once the GPU would be done with the commands, the resources allocated by the UpdateTexture function would be released since the function Present calls Flush and FinishFrame.
But from what I understand, I need to call Flush and then FinishFrame manually after each call to UpdateTexture to make sure that we are done with the resources and that they can be freed. Thanks a lot for your time, this was very helpful !

Yes, the engine currently does not release dynamic memory. When you a create resource, the logic is basically the same as when you update it. If you don't want to waste a lot of memory when you initialize resource, you can call Flush and FinishFrame after creating every resource. To be absolutely sure, you can also WaitForIdle


abhijit/first-commit

Current dependencies on/for this PR:

main

PR #1   👈

This comment was auto-generated by Graphite.


Add undo/redo feature for wizard

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Confusing/Misleading Document

Problem
The messages contradict each other. The bottom message suggests that it is possible to use a storage account in a different region than that of the HDInsight cluster. For the top message, it does not match what is said on the bottom. This says it is completely impossible. Is usage possible with a different region, but just not recommended?
I need to know this. Thanks.
Description
In the top it says:

In the bottom it says:
If the storage account is in a different region than the HDInsight cluster, you may experience poor performance. Accessing data in a different region sends network traffic outside the regional Azure data center. And across the public internet, which can introduce latency.

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

ID: 5be42fb6-e850-0990-de22-409392cb9e87
Version Independent ID: 5339ee18-6c77-1be3-e5ca-5cfd074a834d
Content: Add additional Azure Storage accounts to HDInsight
Content Source: articles/hdinsight/hdinsight-hadoop-add-storage.md
Service: hdinsight
GitHub Login: @hrasheed-msft
Microsoft Alias: hrasheed

@kcheeeung
Thanks for the feedback! We have assigned the issue to the content author to investigate this and update the document as appropriate.

@kcheeeung The notice at the top is correct - using storage accounts in a different region than your cluster is not supported. The language at the bottom is older and I have removed it. Thanks for bringing that to our attention.

#please-close


Add navigation/logo to the Android Drawers

For now we can probably just have    Catalog <-------> MyBooks

Both views already have the Drawers in place so just needs a touchableElement component stuck in there that fires a navigation call.

The MyBooks route should be added and we should try to tidy that section up in index.android.js by using switch or refactoring

Let's add the logo to the Drawer! (use the res folder)

Closed with PR#12


Figure out best way to handle any type of transition child

Depending on the CSS of the child we need to override some styles so it looks correct.
This could be as simple as providing a hook for consumers to pass in extra styles on transition, or as complicated as automatically setting style values dependent on already set styles.
Devils advocate: Maybe it's ok to force consumers to style their elements a particular way?

This is handled by the new react implementation. We pass down a styles element which we expect consumers to add to their root node.


Hotfix/mongo support

@zhikiri Please close this issue. https://github.com/LaraDock/laradock/commit/de6db93da8b08425a3e70726385a9144e4334524


 does it work on Android

Best Camera Roll Image

When the image component shows big-size image, will it automatically compress the image?

@facebook-github-bot feature

@facebook-github-bot label android

Hey @zhongjie-chen! Thanks for opening the issue, however it looks like a feature request. As noted in the Issue template we'd like to use the GitHub issues to track bugs only. Can you implement the feature as a standalone npm module? If not consider sending a pull request or a create an entry on Product Pains. It has a voting system and if the feature gets upvoted enough it might get implemented. Closing this now, thanks for understanding!


Armature NLA Track Actions Don't Get Exported Properly

Describe the bug
Sometimes it works, can't say exactly what needs to be deselected and then selected again to make it work, but mainly, when I have multiple NLA tracks with different actions each, and then I export those into a game engine (like Godot as the purpose of my Blender add-on) all the animations from the list are the same or only initial and last frame appear.
To Reproduce
Steps to reproduce the behavior:
Push down actions to NLA tracks and then export with default Gltf Settings.
Expected behavior
NLA tracks to be exported accordingly with each animation.
Screenshots

.blend file/ .gltf
https://drive.google.com/open?id=1I4JH2Ytf-PsXjTbYKJ-kihvqstleCPXQ
Version

OS: macOS Mojave 10.14.6
Blender Version 2.82 Stable

Additional context
The purpose of NLA tracks is to generate a precise export process for characters with merged animations and armature bone adjustments.
There might be some weird select/deselect step I can be missing that makes animations break.
Rather using my own add-on to ease the export process from characters or not using my add-on, NLA tracks don't work programmatically or manually.
The add-on I'm building is the following -> https://github.com/vini-guerrero/Godot_Game_Tools/tree/Dev
Other times, by following the exact same steps, select/deselect items randomly in NLA tracks and it just works out:

I can't reproduce for now.
Some questions to help me:

When export failed, is there some warning/error message in console?
What did you select exactly (because you said this is linked to selection)? Something is 3D view ? Armature?Mesh? Something in NLA? A strip, a track? Did you use solo mode? (this is a known issue).
Did you try to open the glb in another viewer?
What version of godot are you using? (please use at least 3.2 version)

@julienduroure

It prints no message to the console, just exports incorrectly, like no keyframes at all or animation is the same for all strips.

I tried selecting everything, from armature to nla strip tracks, can't say exactly what makes it work sometimes, but most times it does not, I've been wondering if any of these selections is a requirement for gltf exporter to work.

Yes, I tried threejs as well, same issue, no keyframes for any animation too.

Using latest stable version of Godot, 3.2.1

I will still do some testing trying to find out what's the issue related to on selecting things (can't say which attempt made it work once) but I'm kinda getting clueless if this is an exporter issue or Blender itself...

Can you try with a current build that you can download here : https://builder.blender.org/download/ ?

Just tested @julienduroure
Yeap, still happens, I've tried with both, all NLA tracks & armature selected and just armature selected.

As you can see, it only has first and last keyframe for all animations when imported

Same issue on GLTF Viewer, animation issues, doesn't play.

Still can't reproduce :(
I don't know what we are doing differently.
Can you please test with factory settings?

@julienduroure
Did you create NLA tracks manually or using my addon?
Basically what I did is the same as manually, just programmatically
if target_armature.animation_data is not None:                         if action is not None:                             track = target_armature.animation_data.nla_tracks.new()                             track.strips.new(action.name, bpy.context.scene.frame_start, action)                             track.name = action.name
https://github.com/vini-guerrero/Godot_Game_Tools/blob/master/godot_game_tools/operators/nla_tracks_controller.py#L21-L25
What is weird though is that, even if I try to create manually, I still get the same issues on animations and this was reported as an issue by users of the addon as well =(

I create nothing, I'm trying to export the blend file you provided

Like, there were some questions wether or not, creating NLA tracks from here would work different

Than creating NLA tracks with the add-on here

But it's pretty much a python version of the same manual work.

Would starting Blender from the commandline help to get a crashlog here?

This doesn't bring any crash, just exports incorrectly... I start to think it's something version related difference between Blender and GLTF Exporter

Maybe linked to #948 ?

After 2-3 days, just figured out the problem, some settings were affecting the export.
I'll go ahead and close this, leaving the settings here in case anyone else has problems with it.
GLTF Export is now bundled in my add-on as a feature. Thanks for all the support @julienduroure and @donmccurdy

@julienduroure
There seems to be a last issue when using RootMotion (Enabled by my Add-On) for In-Air Animations, the character goes through the floor when exported.

And this doesn't happen with the animation in Blender
Perhaps any other setting I can be missing?

Hey @julienduroure can you confirm this issue happens to you too?
I'm currently trying to export in both formats (GLB / GLTF) when having more than 8-9 animations, just the first 8-9 get exported, my list contains more animations, at first I thought it was a Godot importer problem, however, even if I open up the same file in Blender, it does not contain all animations exported.
Reopening this issue just to check with you if you can replicate this behavior.
Using my addon (Dev branch) I select GLB or GLTF in the exporter, it creates the NLA tracks

But "Falling" animation doesn't get exported in the list.

Project file
Character.blend.zip
Feel free to correct me if I'm wrong on my exporter settings, but I have searched on all settings and couldn't find why it's cutting that animation.

@vini-guerrero Are you using this addon's master? That should have been fixed by #980.

Can you please:

Test with current master, in case #980 solve the issue, as said by scurest
In case this is not solved, can you please provide the exact file you trying to export? You provided .blend file doesn't have any NLA track (so this file is modified by your addon to create NLA track). What I want to test here is the glTF export itself.

Thanks @scurest and @julienduroure , just tested with latest master branch.
Exporting with that branch currently works as .gltf but still not as .glb.
I'll leave the modified .blend file with the NLA tracks created here if you guys need it to check the .glb version for debugging, but having the .gltf export is already some progress to keep working on the add-on features.
Character.blend.zip

Are you sure? It works as .glb for me. The animation names really shouldn't be able to depend on whether the export is .gltf or .glb.

Re-tested with new empty project, worked for .glb too. Awesome, thanks guys @julienduroure and @scurest


Add webpack bundling

@shanalikhan this is for faster startups.
influenced by @fabiospampinato
refs https://github.com/shanalikhan/code-settings-sync/issues/656 and https://github.com/shanalikhan/code-settings-sync/issues/673

Can you resolve the conflicts.

Can you resolve the conflicts.

Can you just cherry-pick my commits

Thanks!

Following is my output for creating package in  vsce package
shan@shan-HP-ZBook-15:~/Documents/code-settings-sync$ vsce package
Executing prepublish script 'npm run vscode:prepublish'...

><EMAIL_ADDRESS>vscode:prepublish /home/shan/Documents/code-settings-sync
> npm run tslint-check && npm run compile

><EMAIL_ADDRESS>tslint-check /home/shan/Documents/code-settings-sync
> tslint -c ./tslint.json ./src/**/*.ts ./src/*.ts

><EMAIL_ADDRESS>compile /home/shan/Documents/code-settings-sync
> webpack --mode production

Hash: 5d2d274795858771c4db
Version: webpack 4.20.2
Time: 6172ms
Built at: 10/15/2018 2:12:32 PM
           Asset     Size  Chunks             Chunk Names
    extension.js  591 KiB       0  [emitted]  main
extension.js.map    2 MiB       0  [emitted]  main
Entrypoint main = extension.js extension.js.map
  [0] external "path" 42 bytes {0} [built]
 [24] external "vscode" 42 bytes {0} [built]
 [46] ./src/localize.ts 4.13 KiB {0} [built]
 [59] ./src/environmentPath.ts 6.29 KiB {0} [built]
 [84] ./src/enums.ts 702 bytes {0} [built]
[119] ./src sync 160 bytes {0} [built]
[161] ./src/lockfile.ts 586 bytes {0} [built]
[171] ./src/service/fileService.ts 7.8 KiB {0} [built]
[172] ./src/setting.ts 2.1 KiB {0} [built]
[214] ./src/extension.ts 1.58 KiB {0} [built]
[236] ./src/sync.ts 45 KiB {0} [built]
[237] ./src/commons.ts 25.9 KiB {0} [built]
[387] ./src/service/githubService.ts 5.2 KiB {0} [built]
[542] ./src/service/pluginService.ts 17.2 KiB {0} [built]
[543] ./src/pragmaUtil.ts 8.21 KiB {0} [built]
    + 529 hidden modules

WARNING in ./src/localize.ts 89:40-89
Critical dependency: the request of a dependency is an expression
 @ ./src/extension.ts

WARNING in ./src/localize.ts 94:18-43
Critical dependency: the request of a dependency is an expression
 @ ./src/extension.ts

WARNING in ./node_modules/node-fetch/lib/index.mjs
Module not found: Error: Can't resolve 'encoding' in '/home/shan/Documents/code-settings-sync/node_modules/node-fetch/lib'
 @ ./node_modules/node-fetch/lib/index.mjs
<EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS> @ ./src/service/githubService.ts
 @ ./src/sync.ts
 @ ./src/extension.ts

WARNING in ./node_modules/adm-zip/util/fileSystem.js
Module not found: Error: Can't resolve 'original-fs' in '/home/shan/Documents/code-settings-sync/node_modules/adm-zip/util'
 @ ./node_modules/adm-zip/util/fileSystem.js
 @ ./node_modules/adm-zip/util/index.js
 @ ./node_modules/adm-zip/adm-zip.js
 @ ./src/util.ts
 @ ./src/commons.ts
 @ ./src/sync.ts
 @ ./src/extension.ts
Created: /home/shan/Documents/code-settings-sync/code-settings-sync-3.2.0.vsix (2092 files, 2.28MB)

Can you fix it.
Try running the commands
vsce package
code --install-extension code-settings-sync-3.2.0.vsix

Sync localization doesnt work.


delete note causes memory leak

start tomboy-ng
delete any note (eg. a newly created one)
quit tomboy-ng

Heap dump by heaptrc unit
132921 memory blocks allocated : 13738355/14068768
132911 memory blocks freed     : 13738036/14068424
10 unfreed memory blocks : 319
True heap size : 360448
True free heap : 359344
Should be : 359464
Call trace for block $B66190E0 size 32
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  $0808799D  TCUSTOMFORM__DOSHOW,  line 1019 of ./include/customform.inc
  $08086E33  TCUSTOMFORM__CMSHOWINGCHANGED,  line 649 of ./include/customform.inc
  $08070E38
  $081401A1  TWINCONTROL__WNDPROC,  line 5401 of ./include/wincontrol.inc
  $08088912  TCUSTOMFORM__WNDPROC,  line 1467 of ./include/customform.inc
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  $08070E38
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  $08070E38
  $081401A1  TWINCONTROL__WNDPROC,  line 5401 of ./include/wincontrol.inc
  $08088912  TCUSTOMFORM__WNDPROC,  line 1467 of ./include/customform.inc
Call trace for block $B6666940 size 17
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  $08088912  TCUSTOMFORM__WNDPROC,  line 1467 of ./include/customform.inc
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  $082FB1A5  TXMLREADER__PROCESSXML,  line 1710 of laz2_xmlread.pas
  $08300D9D  READXMLFILE,  line 4145 of laz2_xmlread.pas
  $08300F89  READXMLFILE,  line 4188 of laz2_xmlread.pas
  $083172B5  TNOTELISTER__GETNOTEDETAILS,  line 168 of note_lister.pas
  $08317AAC  TNOTELISTER__GETNOTES,  line 243 of note_lister.pas
Call trace for block $B66656E0 size 20
  $08317AAC  TNOTELISTER__GETNOTES,  line 243 of note_lister.pas
  $080983E8  TRTSEARCH__INDEXNOTES,  line 297 of mainunit.pas
  $0809850F  TRTSEARCH__FORMSHOW,  line 331 of mainunit.pas
  $0808799D  TCUSTOMFORM__DOSHOW,  line 1019 of ./include/customform.inc
  $08070E38
  $081401A1  TWINCONTROL__WNDPROC,  line 5401 of ./include/wincontrol.inc
  $08088912  TCUSTOMFORM__WNDPROC,  line 1467 of ./include/customform.inc
Call trace for block $B66073E0 size 54
  $080DED19
  $080FA0FB
  $080FA30B
  $080E11BE
  $080983E8  TRTSEARCH__INDEXNOTES,  line 297 of mainunit.pas
  $0809850F  TRTSEARCH__FORMSHOW,  line 331 of mainunit.pas
  $0808799D  TCUSTOMFORM__DOSHOW,  line 1019 of ./include/customform.inc
  $08086E33  TCUSTOMFORM__CMSHOWINGCHANGED,  line 649 of ./include/customform.inc
[Inferior 1 (process 1244) exited normally]

OK, this is a puzzle indeed. I believe its been there since the 23rd Nov. Don't understand why I have not seen it. Anyway, it comes about because I was calling NoteList.Delete to remove an entry when a note is deleted. However, I have to first dispose of that memory first, I thought TList did that for me, apparently not. All fixed, carefully tested.

Awesome!
$ ./tomboy-ng --version
Note has no Title 3be61374-8545-4852-b5cc-11971e689c7f.note
Peek !!!
Peek !!!
Peek !!!
Peek !!!
Peek !!!
Peek !!!
Peek !!!
Peek !!!
Peek !!!
Peek !!!
Peek !!!
Peek !!!
NoteList - disposing of items x 172
Heap dump by heaptrc unit
137507 memory blocks allocated : 14384079/14732640
137507 memory blocks freed     : 14384079/14732640
0 unfreed memory blocks : 0
True heap size : 425984
True free heap : 425984

(deleted three notes without leak)


Hopefully fix Docker

I have no clue if it will actually work but don't have a way of testing :)

Welp, lgtm letssss goooo


xgboost4j dependency bloat

The complete dependency tree for xgboost4j is quite large and seems to include items such as scalatest and scala-compiler which presumably sould not be a runtime dependency (only used while building xgboost4j).
+--- ml.dmlc:xgboost4j_2.12:1.3.1
|    +--- com.typesafe.akka:akka-actor_2.12:2.5.23
|    |    +--- org.scala-lang:scala-library:2.12.8
|    |    +--- com.typesafe:config:1.3.3
|    |    \--- org.scala-lang.modules:scala-java8-compat_2.12:0.8.0
|    |         \--- org.scala-lang:scala-library:2.12.0 -> 2.12.8
|    +--- org.scalatest:scalatest_2.12:3.0.5
|    |    +--- org.scala-lang:scala-library:2.12.4 -> 2.12.8
|    |    +--- org.scalactic:scalactic_2.12:3.0.5
|    |    |    +--- org.scala-lang:scala-library:2.12.4 -> 2.12.8
|    |    |    \--- org.scala-lang:scala-reflect:2.12.4 -> 2.12.8
|    |    |         \--- org.scala-lang:scala-library:2.12.8
|    |    +--- org.scala-lang:scala-reflect:2.12.4 -> 2.12.8 (*)
|    |    \--- org.scala-lang.modules:scala-xml_2.12:1.0.6
|    |         \--- org.scala-lang:scala-library:2.12.0 -> 2.12.8
|    +--- com.esotericsoftware:kryo:4.0.2
|    |    +--- com.esotericsoftware:reflectasm:1.11.3
|    |    |    \--- org.ow2.asm:asm:5.0.4 -> 7.3.1
|    |    +--- com.esotericsoftware:minlog:1.3.0
|    |    \--- org.objenesis:objenesis:2.5.1
|    +--- org.scala-lang:scala-compiler:2.12.8
|    |    +--- org.scala-lang:scala-library:2.12.8
|    |    +--- org.scala-lang:scala-reflect:2.12.8 (*)
|    |    \--- org.scala-lang.modules:scala-xml_2.12:1.0.6 (*)
|    +--- org.scala-lang:scala-reflect:2.12.8 (*)
|    +--- org.scala-lang:scala-library:2.12.8
|    \--- commons-logging:commons-logging:1.2

Is there a way to split up build time dependencies and runtime dependencies?

https://maven.apache.org/guides/introduction/introduction-to-dependency-mechanism.html#dependency-scope

@phraktle Thanks for raising the issue and providing the reference, would you like to open a PR?

I’m not familiar with the project enough to decide the correct scope of dependencies, but if you do know which ones are needed only for compilation/tests, the change itself should be trivial in the pom.xml.

thanks @phraktle , scalatest should be in test scope for sure,
IIRC, removing org.scala-lang:scala-library, etc. might be a kind of breaking change,
since we include scala library in xgb, any application built with xgb-scala can be triggered by java -cp as scala libs are in classpath, if we remove this, users are supposed to include those library in class path explicitly to make main function recognizable
but I personally think it is ok, feel free to open to PR

I took a quick hack at it in a PR, but reviewing dependency scopes would be better performed by a maintainer (one who understands why various dependencies are there in the first place and is able to build the project locally – I can't claim either :).

Since the PR merged, better to close this issue. @trivialfis

Was this ever released?

We will release 1.5.0 to Maven Central shortly.

@phraktle 1.5.0 is now available on Maven Central.


Codeunit 99000854 Make External and Global

In codeunit 99000854 Inventory Profile Offsetting, can we make functions ForecastInitDemand, FindReplishmentLocation, and CheckForecastExist Global and External

We can do it for next version. Is this Ok for you?

Yes.

Thanks for reporting this. We agree, and we’ll publish a fix asap, either in an update for the current version or in the next major release. We will update this issue with information about availability.


USE_HTTPS

Hi,
i had to dig into the script to learn the git:// is the default. decent firewall setups blog the git protocol.
PLEASE make USE_HTTPS a default or at least mention it on the githup page.
Greetings,
tronicum

Send PR if you want to change something

Solved by #33


Commit error: No .pre-commit-config.yaml file was found

I was running into this issue where I couldn't commit anything. Turns out that because we previously had a pre-commit rule about using nbdev then removed it, because I'd previously installed pre-commit things broke. I fixed this by running rm -rf .git/hooks in the project root (the project doesn't have any other git hooks needed)

Just flagging this in case anyone else runs into the same issue!


Allow the user to call tight_layout

The use of set_visible(False) breaks the tight_layout() routine and
produces a AttributeError when it is called.  This replaces the
set_visible call by removing the ticks manually and, since there is
now no need to force the tight_layout to be False, also removes the
occurances of this.

Thanks! :beers:


Unique slug validation on create causes error

The resourceId is not passed through to the form request on create and thefore fails in validation. Simple fix is to separate creation from update rules.

See PR #2

Merged along with PR #3 and issue #1. Thank you!


Crash when stwitching from Catalogue to Home

Faulting application name: AmbientSounds.Uwp.exe, version: <IP_ADDRESS>, time stamp: 0x60d5678c
Faulting module name: Windows.UI.Xaml.dll, version: 10.0.17763.1852, time stamp: 0x65d1ccdd
Exception code: 0xc000027b
Fault offset: 0x0000000000701c82
Faulting process id: 0x21f0
Faulting application start time: 0x01d76ae9bbfa0b9b
Faulting application path: C:\Program Files\WindowsApps\43891JeniusApps.Ambie_<IP_ADDRESS>_x64__jaj7tphbgjeh8\AmbientSounds.Uwp.exe
Faulting module path: C:\Windows\System32\Windows.UI.Xaml.dll
Report Id: b3e2ff3f-2748-4786-b444-a20fd9f278c3
Faulting package full name: 43891JeniusApps.Ambie_<IP_ADDRESS>_x64__jaj7tphbgjeh8
Faulting package-relative application ID: App

@AndRo-Marian what steps do you take that causes this crash? Launch app > navigate to cataloge > wait 5 secs > go back to home?

And what's your OS version?

version: 10.0.17763.1852
Launch - Catalogue - Home
Time doesn't matter.

@AndRo-Marian thank you for the info. It seems that the crash is only happening on older versions of windows. I'll investigate further.

@AndRo-Marian what happens when you reinstall the app? does it still crash when you do Reinstall > launch > catalogue > back to home?

@AndRo-Marian thanks for your gif! I think it's an issue with the animation of the Home and Catalogue buttons. I can't seem to reproduce it yet though. I see from your gif that you seem to have disabled some OS animations or something. Any chance you can share your configuration? I'm curious if that's related to the issue

Try disable "Show animations on Windows"

That's it! I reproduced the crash by disabling all OS animations!

I fixed the bug :) Coming asap to the next update! ETA Monday since that's Microsoft Store doesn't review app submissions on the weekend

First one is, or the

From Display settings.But seams the animations is causing it.

Nice and Thanks.

Summary
Issue

Crash occurs for some users when they navigate from Catalogue to Home

Root Cause

This occurs for only users who turned off OS animations
The code was attempting to perform a connected animation from the Catalogue page too late in the navigation process
The UI element to animate had already been removed from the visual tree, causing the crash

Fix

Setup the connection animation earlier in the navigation process (in fact, before the navigation is triggered)
Commit of the fix: https://github.com/jenius-apps/ambie/commit/dee76e23c054fe3ee4d0f77f0d1674b7873f38cc


[[NEW~S.E.X-VIDEOs]] Sophie Rain Video 2024 LINK Viral on Social Media X Today ^^^Trending^^^

33 sec ago, ™™Sophie Rain', ZFULL ™™Sophie Rain' Leaks Video On Social Media X Twitter[2B75K]

™™Sophie Rain''s latest video has taken social media by storm, captivating viewers and sparking widespread discussions. This young digital creator has garnered significant attention for her engaging content, particularly with her recent Spiderman-themed video that has gone viral. Fans are eagerly searching for where to watch the full video, turning to platforms like Instagram, X (formerly Twitter), and Discord for access.
As the buzz around ™™Sophie Rain' grows, fans are actively sharing their reactions online. The viral success of her video highlights the powerful role of social media in propelling creators into the spotlight.
Thank You

xcvbvcb

FG

vf

xcvxcvxc

FG

vf

xcvxcvxcvFG

vf

cvxcv


Version 2: NPM package, Javascript module, TypeScript

I'll change the package a little bit so you can install it through npm, which allow you to use it the way you like to.
Progress can be followed here: https://github.com/jvandenaardweg/linkedin-profile-scraper/tree/next
Changes coming up:

[x] Rewrite package to use TypeScript
[x] Remove the server part and make it a javascript module which you can import in your own project
[x] Add an example to use it on a server
[x] Update readme
[x] Package it up through NPM with an automatic Github Action and automatic versioning

Done!
npm install linkedin-profile-scraper


android: Unary HTTP request interfaces

Utilize the common request interfaces and wrap them in native Swift/Kotlin code for end consumers to use for performing unary HTTP requests
This is the bulk of the work required for performing HTTP requests directly through Envoy Mobile

Detailed documentation on what these interfaces should look like is available in this doc.
iOS issue: https://github.com/lyft/envoy-mobile/issues/118

https://github.com/lyft/envoy-mobile/pull/240

responses: https://github.com/lyft/envoy-mobile/pull/260

New responses PR: https://github.com/lyft/envoy-mobile/pull/265

This is actually complete on master.