Tag users in bot messaging

Summary
Please tag users associated with commits that have failed the easyCLA check in the bot message.
Background
During the Kubernetes release cycle, the docs team regularly updates an 'integration' branch with commits from the 'main' branch to keep things updated and create less work on release day.
These maintenance PRs are filled with commits from folks who may not be aware that these maintenance PRs are being made.
An example of this kind of PR: https://github.com/kubernetes/website/pull/32118
The @linux-foundation-easycla bot generates a message (https://github.com/kubernetes/website/pull/32118#issuecomment-1061280903), and lists problem commits, and provides a committer name for the commit that's caused the check to fail, but doesn't tag the user, so they may not be aware of an issue unless someone subsequently tags them and asks them to take a look.

User Story

As a project manager, I want to notify users that they may no longer be authorized so that they can begin the authorization process.

I think, for this use case, we just need to tag the user by placing an '@' symbol in front of their name.

Created and merged PR. Ready for QA. @thakurveerendras can I get a quick QA on this ticket.
To test/validate:
Test 1 scenario:

Create a PR where one or more committers are not authorized
Verify/Confirm users who are not authorized are @ tagged (GitHub will make a link and viewers can click on the link which will take them to the user's profile). Additionally, users will be notified when they are tagged (typically via email).

Test 2 scenario:

Create a PR where one or more committers are authorized
Confirm that authorized users are NOT tagged.

Note: the tagging logic will not apply to users who are missing their GitHub ID (e.g. git user with mismatched GitHub ID).

Thanks @dealako for providing test scenario
Issue is tested on dev site & found that both the scenario are fixed as expected , So making issue status QA-Done
Here are test results :

Verified users who are not authorized are listed with @ tagged & link redirect to the user's profile
Verified authorized users are NOT appears with tagged.

Refer screenshot for Test scenario  1 :

https://images.zenhubusercontent.com/194341141/f4844017-4076-45d0-8097-2e914d2d28b8/3479_taggeduser.mp4
Refer screenshot for Test scenario  2 :

Deployed to PROD. Closing issue.


Whitelist cdn.discordapp.com

Embeds or some emotes are broken in discord when you don't whitelist this domain.

Great idea

Great idea

Came to the idea because it got blocked by https://v.firebog.net/hosts/lists.php?type=tick which shouldn't be in there imo. That's why I see it as a good reason to include it in this whitelist.

Is this list still maintained?

@pappcam The whitelist is still valid for most things, even if some updates could be made.


refactor: create JSON-LD serializer extension

What this PR changes/adds
Removes ObjectMapper and its factory from IDS modules and replaces it by a separate :serializer module. Moved custom calendar de/serializer there too.
Why it does that
Make the serializer accessible to other extensions. Clean up the IDS modules.
Further notes
Little clean up of the main IDS service extension classes while removing the object mapper. Further clean up will follow in the course of #1351.
We could think about replacing existing object mappers in other modules. This PR only concentrates on IDS.
Linked Issue(s)
Closes #1474
Checklist

[x] added appropriate tests?
[x] performed checkstyle check locally?
[x] added/updated copyright headers?
[x] documented public classes/methods?
[x] added/updated relevant documentation?
[x] added relevant details to the changelog? (skip with label no-changelog)
[x] formatted title correctly? (take a look at the CONTRIBUTING and styleguide for details)

Codecov Report

Merging #1541 (f5ef1de) into main (385be86) will decrease coverage by 7.57%.
The diff coverage is 31.89%.

@@             Coverage Diff              @@
##               main    #1541      +/-   ##
============================================
- Coverage     67.16%   59.58%   -7.58%
- Complexity        0     2943    +2943
============================================
  Files           736      738       +2
  Lines         16139    16161      +22
  Branches       1048     1050       +2
============================================
- Hits          10839     9630    -1209
- Misses         4823     6111    +1288
+ Partials        477      420      -57

Impacted Files
Coverage Δ

...atcher/IdsMultipartDispatcherServiceExtension.java
0.00% <0.00%> (-68.58%)
:arrow_down:

...ispatcher/IdsMultipartRemoteMessageDispatcher.java
0.00% <ø> (-50.00%)
:arrow_down:

...nder/MultipartCatalogDescriptionRequestSender.java
0.00% <0.00%> (-6.82%)
:arrow_down:

...tcher/sender/MultipartContractAgreementSender.java
0.00% <0.00%> (-81.82%)
:arrow_down:

...ispatcher/sender/MultipartContractOfferSender.java
0.00% <0.00%> (-89.66%)
:arrow_down:

...tcher/sender/MultipartContractRejectionSender.java
0.00% <0.00%> (-90.91%)
:arrow_down:

...cher/sender/MultipartDescriptionRequestSender.java
0.00% <0.00%> (-68.58%)
:arrow_down:

...api/multipart/IdsMultipartApiServiceExtension.java
0.00% <0.00%> (-76.75%)
:arrow_down:

...aceconnector/ids/core/IdsCoreServiceExtension.java
0.00% <0.00%> (ø)

...dataspaceconnector/ids/core/util/CalendarUtil.java
0.00% <0.00%> (-25.00%)
:arrow_down:

... and 58 more

Continue to review full report at Codecov.

Legend - Click here to learn more
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I got the unit test running again, so the PR would be ready to merge. Nevertheless, I just tried to deserialize a message string from the DSC and it does not work. I will take a deeper look at the JSON-LD de/serialization and try to improve the current used ObjectMapper.

I got the unit test running again, so the PR would be ready to merge. Nevertheless, I just tried to deserialize a message string from the DSC and it does not work. I will take a deeper look at the JSON-LD de/serialization and try to improve the current used ObjectMapper.

Thought about it again, maybe it would be better to create a new issue and PR for this as it introduces new functionality. As within this PR everything works as before: ready for review again :)

replaced by #1706


Add a chrome:flags setting to switch off ipv6 for linux?

Hi,
Is disabling ipv6 a feature that can be added to this port of chromium, or does it already have such a feature and I'm just not able to find it?

There is no setting for it as far as I know. If you really want to disable IPv6, you may be able to do it from the system-side (specifically or not for an application). Why do you need this feature?

I'm not sure if this is what you want, but ab70ae0d55894c6779549d127c0b231492e3239a added an option to set the IPv6 probing result to false (the default is true; the probing is for detecting if IPv6 connections to the internet will work). I haven't been able to test it yet, though.

Closing due to inactivity and to clean up the issue tracker.


enh: added phtrans to the binaries

Checklist

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

Added phtrans binary

Hi! This is the friendly automated conda-forge-linting service.
I just wanted to let you know that I linted all conda-recipes in your PR (recipe) and found it was in an excellent condition.
I do have some suggestions for making it better though...
For recipe:

License is not an SPDX identifier (or a custom LicenseRef) nor an SPDX license expression.

Documentation on acceptable licenses can be found here.

@conda-forge-admin, please rerender

By the way, can we set 4.1.5 as the default? or is 4.0.2 still the preferred stable release? I am currently a bit confused with all the max release.

By the way, can we set 4.1.5 as the default? or is 4.0.2 still the preferred stable release? I am currently a bit confused with all the max release.

I don't think it matters too much. I think we should just leave it as is for now. Once 4.2/5 will be out, 4.0 will be left alone and we can easily change the default branch.
We'll wait until that happens.

Also, as far as I understand conda does not select packages based on which is the default branch of the feedstock, rather it is from the version number and build-number. In this case 4.1.5 would be installed.

That is correct, still the conda bots only update the master channel. So as anyway 4.1.5 is installed by default I would merge it with the master branch and just maintain the latest version.

Yes, but the goal is to consistently maintain two versions of siesta. So it shouldn't be merged.
I guess conda-bots can be asked in PR's to update specific branches.


Bad performance backfilling large Firestore collections

This snippet of code here:
const snapshot = await admin
  .firestore()
  .collectionGroup(collectionPath)
  .offset(offset)
  .limit(DOCS_PER_INDEXING)
  .get();

Will get executed many times if a collection is large (e.g. 2M records) and it will actually bill offset+DOCS_PER_INDEXING number of reads each time, so after indexing 190k documents, Firestore was showing 80M reads.
Let me know if I'm missing something, but this could be done much more efficiently and cheaply it seems

@davidoort if you have a better approach, please go ahead and create a PR and I will review it.

Fwiw, the official Firebase docs recommend a cursor strategy: https://firebase.google.com/docs/firestore/query-data/query-cursors - offset is not recommended for this sort of case, due to what @davidoort mentioned.
Tl;dr: the simple fix is to grab the last doc in the previous set, and startAfter() that doc. (Can also be done w/ values.)

I unfortunately don't have enough bandwidth at the moment to fix this but I would do what @go-sean-go suggests. Do you have time perhaps @go-sean-go ? 🙏

Same story here. =/
Our collections are only ~100k docs in size right now, meaning it's probably a few hundred dollars to read them all using the current strategy - assuming @davidoort's math is universal.
At our scale, I've got to just eat the Firebase charge (vs. labor cost to fix it), especially since it only affects us when we sync a new collection on Algolia (which is rare). The main impediments being setting up the project, testing the fix, etc (glancing at the source, the pure code change is probably quick).
@smomin I'm not sure whether you're affiliated w/ Algolia or not (either way, thanks for the lib!), but whether for you or someone else at Algolia, the impact of this is really quite large. To truly understand it, it would be some kind of triangular number calculation (which is beyond my math skills), but I THINK it would be the triangularNumberFunction(sizeOfCollection / DOCS_PER_INDEXING) * DOCS_PER_INDEXING. If that math is right (and I believe it is by manually inputting a few smaller numbers), the # of reads required to import collections of various sizes would be...

250 docs = 250 reads
500 docs = 750 reads
750 docs = 1,500 reads
1,000 docs = 2,500 reads
1,250 docs = 3,750 reads
1,500 docs = 5,250 reads
...
10,000 docs = 205,000 reads
...
100,000 docs = 20,050,000 reads
...
1,000,000 docs = 2,000,500,000 reads
2,000,000 docs = 8,001,000,000 reads

So, I believe if @davidoort let his collection run fully, it would be about 8 billion reads. At Firestore's current pricing (US multi-region) of $0.06 per 100k reads, that's about $4,800 for one collection import. And 2M docs isn't even that big.
I can't absolutely certify the math above, but I'm pretty sure it's right. Hope that's useful!

hey @go-sean-go  I am not against the update but more that my bandwidth is limited.  I am all for improving the extension.  I will see if I can make time but if you do have time to write up a PR, I can get it reviewed and merged.

hey @go-sean-go @davidoort I have a PR ready for merging.  Do you guys mind reviewing it?


(SERVER-537) Cleanup jruby pools during shutdown

With https://github.com/puppetlabs/trapperkeeper/pull/198, puppet-server may begin receiving HUP signals which will cause it to shut down and restart. Without these commits, that results in leaks of scripting containers. This PR adds a stop function to the jruby puppet service that cleans up the existing jruby pools during a shutdown. Any agents connecting during a shutdown will be given a 503 if the webserver is still up.

The HUP test included depends on https://github.com/puppetlabs/trapperkeeper/pull/198.

This won't be testable by travis until the related TK PR is merged and released, but these tests are passing locally against the TK PR, so feel free to review.

This looks good to me. I'm not super knowledgable this area of the code so I reviewed it mostly for my own education.

I just had one question, other than that I didn't have any additional feedback on top of what @KevinCorcoran already provided. I'm :+1: once his feedback gets addressed.

@KevinCorcoran i've broken down the flush-pool! function some.

This is getting close!  :+1:  I'm definitely a fan of the refactor to split out those flush functions.

I did some functional testing of this with puppetserver built into a jar, running on a CentOS VM.  Everything seemed to work the way I had expected it to in terms of how the process responded to HUP signals.
I noticed that when I do a 'service puppetserver stop' while the pool is still being initialized that the process won't shut down completely until after the pool has been fully initialized.  That all seems to be working the way we would expect it to be per the current implementation.  One aspect of this to consider is that we have a number of acceptance tests that involve starting up Puppet Server, doing some quick operation that only requires one pool instance to have been initialized (e.g., a puppet agent run), and shutting down the service - often before the pool is fully initialized.  In today's world, the process is shut down right away, since none of the Trapperkeeper service stop functions are gated on completion of pool initialization.  When this PR comes in, though, it will impose a few extra seconds in some cases to allow for the pool to be fully initialized before it is torn down.  Not sure if this is going to end up making our acceptance test runs longer as a result.  May just have to see how noticeable the difference is.
If this ends up being a problem, we might consider filing a follow-on ticket that would allow for the pool initialization to be terminated if a stop has been triggered before the pool is done fully initializing.

Overall :+1: from me.  Looks great, works great!  I just left a few cosmetic comments, mostly about code that didn't appear to be used anywhere.

@KevinCorcoran @camlow325 I believe i've now responded to all of your feedback.

needs a rebase

rebase complete. running tests then i'll push out a thing.

okay, tests are passing, but puppetlabs.services.jruby.jruby-puppet-service-test/test-error-during-init is intermittently showing a stacktrace during execution. i haven't been able to suppress it so far.

One other thing that I wasn't totally clear how we've covered is determining whether any memory has leaked between service HUP restarts.  I think we've done a good job focusing specifically on whether or not any ScriptingContainer objects have leaked across the restarts.  In my anecdotal functional testing of this on a VM, I didn't see any evidence that ScriptingContainer objects were leaking across restarts - but I didn't go any further than that.  I'd be curious to see if there are any other ones that may be leaking that we don't know about - seems like there was some suspicion about Jetty / JMX-related resources leaking but not sure if there are others lurking.  Do we feel like we're well covered for this already?

@camlow325 I don't have a super good answer for that. I know that @erikPrime had some ideas about beaker tests around this. The best idea I've heard so far would be to spin up this branch, and alternate between jmap and hup for a few times and then aggregate the results and see if anything isn't being cleaned up correctly. That's how I spotted the jetty related objects previously.

@haus Yeah, I wasn't expecting that we'd have an answer yet for having a long-term automated way of doing this.  Even just doing the manual jmap/hup a few times and compare snapshots for potentially leaking objects would be enough for me for now.  If you've already done that and didn't spot anything that isn't accounted for - like the Jetty ones that you found - then I'm good with this for now.

@camlow325 I'll do another check today and throw anything suspicious in a gist for review

@camlow325 I have a ticket about the jetty thing and was planning on doing some more exhaustive testing sometime around whenever I work on that.  I think it's probably OK for this PR to just be concerned with the scriptingcontainers for now.

The HUP test has been disabled until the TK support for HUP lands. That should enable this PR to get merged independent of the TK PR.

+1 Imma merge this today unless anyone has any last thoughts or concerns... @camlow325 @KevinCorcoran ?

No more concerns from me.  I'm good with it.


Add limit on reminder description length

Fixes #146

Codecov Report
Base: 77.21% // Head: 77.23% // Increases project coverage by +0.02% :tada:

Coverage data is based on head (6015d87) compared to base (8423b9a).
Patch coverage: 100.00% of modified lines in pull request are covered.

Additional details and impacted files
@@             Coverage Diff              @@
##             master     #160      +/-   ##
============================================
+ Coverage     77.21%   77.23%   +0.02%
- Complexity      786      787       +1
============================================
  Files           108      108
  Lines          2199     2201       +2
  Branches        249      250       +1
============================================
+ Hits           1698     1700       +2
  Misses          410      410
  Partials         91       91

Impacted Files
Coverage Δ

...ress/logic/parser/ReminderCreateCommandParser.java
78.94% <100.00%> (+2.47%)
:arrow_up:

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.

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feat(core): add horizontal-stuck-scrollbar component (#4838)

PR Type
What kind of change does this PR introduce?

[ ] Bugfix
[x] Feature
[ ] Refactoring
[ ] Build or CI related changes
[ ] Tests related changes
[ ] Documentation content changes

Closes #4838
What is the new behavior?
Added horizontal-stuck-scrollbar component
Progress

[ ] Fix tests
[ ] Unite with tui-scrollbar

I believe you can achieve something similar using tui-scroll-controls instead of the whole tui-scrollbar. Position it the way you need it and provide TUI_SCROLL_REF so it knows what element is scrollable. In the current form I have to close this PR.


dbvis app does not work

scoop install dbvis installs correctly (see below), but when you try and run it you get "No JVM could be found on your system". The application should be self contained, not require Java knowledge to get it working.
A successful install:
>scoop install dbvis
Installing 'dbvis' (10.0.21) [64bit]
dbvis_windows-x64_10_0_21.zip (76.2 MB) [=====================================================================] 100%
Checking hash of dbvis_windows-x64_10_0_21.zip ... ok.
Extracting dbvis_windows-x64_10_0_21.zip ... done.
Linking ~\scoop\apps\dbvis\current => ~\scoop\apps\dbvis\10.0.21
Creating shim for 'dbvis'.
Creating shim for 'dbviscmd'.
Creating shortcut for DbVisualizer (dbvis.exe)
'dbvis' (10.0.21) was installed successfully!

What happens when you run it:

scoop installs the program with ZIP file of "without JVM" version, which does not contain JVM.
I think it would be better to choose the "with JVM" version (it will be more stable and less likely to have problems). However, the installer of dbvis modifies Windows Registry (which is against the general criteria of scoop).
If we can "crack open" the installer and extract all the required files from it, we can add it to scoop, but the installer is made with install4j, and I can't find a way to do that.

If dbvis depends on java, just install java with scoop. And add
    "suggest": {
        "JDK": [
            "java/oraclejdk",
            "java/openjdk"
        ]
}

in manifest.

However, the installer of dbvis modifies Windows Registry (which is against the general criteria of scoop).
If we can "crack open" the installer and extract all the required files from it, we can add it to scoop, but the installer is made with install4j, and I can't find a way to do that.

Hello,
I have a similar problem and would like to know how you resolved this. In dbvis.json, I see this:
    "extract_dir": "DbVisualizer",
    "bin": [
        "dbvis.exe",
        "dbviscmd.bat"
    ],

Is this it? How do you handle Windows registry modifications then? Or are apps that really rely on this, out of scoop's scope?


Raw css imports are not supported

Hello,
we're using raw css imports (https://github.com/sass/libsass/pull/754), but sass-extract fails on them, because the custom imported always adds a .scss before trying to import the file.
Error: Can not determine imported file for url 'sanitize.css/sanitize.scss' imported in src/stylesheets/main.scss
    at Object.module.exports.renderSync (node_modules/node-sass/lib/index.js:439:16)
    at extractSync (node_modules/sass-extract/lib/extract.js:171:22)
    at Object.renderSync (node_modules/sass-extract/lib/render.js:46:44)
    at Object.<anonymous> (sass-test.js:7:34)
    at Module._compile (module.js:571:32)
    at Object.Module._extensions..js (module.js:580:10)
    at Module.load (module.js:488:32)
    at tryModuleLoad (module.js:447:12)
    at Function.Module._load (module.js:439:3)
    at Module.runMain (module.js:605:10)
    at run (bootstrap_node.js:427:7)
    at startup (bootstrap_node.js:151:9)
    at bootstrap_node.js:542:3

Thank you!

@jgranstrom This would be relatively easy to fix, or rather try to find the file according to the original import resolution of Sass. This is described in https://jonathantneal.github.io/sass-import-resolve/#resolve-algorithm, and already implemented in sass-loader's importsToResolve(). I can do the task if needed.


add rule 'declare_strict_types' => true

Adding this rule via cs-fixer following a common decision (internal RFC).
This will prevent some oversights and help us to use php strict typing.

@valentin-claras he did not change the other configs, he only added "declare strict_types=1" to these files (maybe because he simply ran php-cs-fixer in this project)
it looks good

@valentin-claras he did not change the other configs, he only added "declare(strict_types=1)" to these files (maybe because he simply ran php-cs-fixer in this project)
it looks good

That's exactly what I did, but I understand there's no real point in updating deprecated files indeed ... 🤷🏼


Adding saml2 support

Fixing below error by adding proper pkg
$ ceph dashboard sso show saml2
Error EPERM: Required library not found: python3-saml
Closes #57

Thanks @xtrusia, taking a look.

@xtrusia can you please rebase your PR with main ? I have unblocked the cephadm CI tests, we should be able to get your PR merged with it.

@UtkarshBhatthere  thanks. I adjusted it. but it seems that still doesn't work yet?

The CephadmTest passes which implies the change is OK. We still have not fixed the Rook tests yet.

@xtrusia are all the commits in this PR not signed ? Github seems to be complaining about it.


Add support for different types of queueDelete

Implement these methods:

queueDelete(String queue)
queueDelete(String queue, boolean ifUnused, boolean ifEmpty)
queueDeleteNoWait(String queue, boolean ifUnused, boolean ifEmpty)

Check the signatures in the java doc of the official java client:
https://www.rabbitmq.com/releases/rabbitmq-java-client/current-javadoc/com/rabbitmq/client/Channel.html

I think this is already implemented https://github.com/gvolpe/fs2-rabbit/blob/master/core/src/main/scala/com/github/gvolpe/fs2rabbit/algebra/AMQPClient.scala#L49

That'd be super nice to have. Go ahead :+1:


NpgSqlexception Registration Service

Hello, thank you for sharing.  I tried running the demo as outlined in your blog post, but I am getting an exception error.  Error detail: {"28P01: password authentication failed for user "philipp""}

I found a typo in the connection string in app.config. Change Id=philipp to Id=phillipp and it works!

Great! This is a database configuration related issue, so I am closing the issue.


Updated deleteTask use case in DG, and updated PPP for harish-coding.

Updated deleteTask use case in DG, and updated PPP for harish-coding.

Codecov Report

Merging #243 (f1c5359) into master (8302799) will not change coverage.
The diff coverage is n/a.

@@            Coverage Diff            @@
##             master     #243   +/-   ##
=========================================
  Coverage     69.51%   69.51%
  Complexity      720      720
=========================================
  Files           105      105
  Lines          2434     2434
  Branches        325      325
=========================================
  Hits           1692     1692
  Misses          615      615
  Partials        127      127

Continue to review full report at Codecov.

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Improve check in score formula

Fixes #19 and fixes #57

Current coverage is 10.03% (diff: 92.00%)

Merging #70 into master will decrease coverage by 0.22%

@@             master        #70   diff @@
==========================================
  Files            17         17
  Lines           760        757     -3
  Methods          99        100     +1
  Messages          0          0
  Branches          0          0
==========================================
- Hits             78         76     -2
+ Misses          682        681     -1
  Partials          0          0

Powered by Codecov. Last update 75d7f5e...8c8fd96


[Feat] Remove RayService sample YAML Python tests

Why are these changes needed?

Remove RayService sample YAML Python tests
Delete https://github.com/ray-project/kuberay/blob/master/tests/test_sample_rayservice_yamls.py
Delete test_sample_rayservice_yamls.py in buildkite

Related issue number

Closes #2518
Checks

[x] I've made sure the tests are passing.
Testing Strategy

[ ] Unit tests
[ ] Manual tests
[ ] This PR is not tested :(

@kevin85421  PTAL


how to train the model on wiki data

Hi,
I had train the kgpool model on NYT/freebase dataset, when tried your code on wiki data with source you provided here
the data structure is RDF format i.e (e1,rel,e2) but as you know for training KGPool we need sentence in which e1 and e2 exist . what is your advice ?

Hi,
If you look at the files in the folder enwiki-20160501 which contains the entire (unmodified) dataset, then if we look at the sample here. It is structured as :
	"vertexSet": [{
		"kbID": "Q430469",
		"type": "LEXICAL",
		"variable": false,
		"unique": false,
		"namedEntity": true,
		"tokenpositions": [0],
		"numericalValue": 0.0,
		"lexicalInput": "Tulostoma"
	}, {
		"kbID": "Q34740",
		"type": "LEXICAL",
		"variable": false,
		"unique": false,
		"namedEntity": true,
		"tokenpositions": [3],
		"numericalValue": 0.0,
		"lexicalInput": "genus"
	}, {
		"kbID": "Q913614",
		"type": "LEXICAL",
		"variable": false,
		"unique": false,
		"namedEntity": true,
		"tokenpositions": [13],
		"numericalValue": 0.0,
		"lexicalInput": "Agaricaceae"
	}],
	"edgeSet": [{
		"kbID": "P0",
		"right": [13],
		"left": [3]
	}],
	"tokens": ["Tulostoma", "is", "a", "genus", "of", "over", "100", "species", "of", "fungi", "in", "the", "family", "Agaricaceae", "."]
}```

here tokens is the target sentence, and (e1 e2) are in vertex set.

Thanks for the response
but there is a problem in above mentioned structure where in edgeSet kbID P0 , Pxxx has been used which has no meaning in contrast to fb/NYT relations ...
is there any dictionary which maps the relations to meaningful relations for example : location/location/contains

Yes, the mapping exists.
It is a relation that exists in wikidata for example: https://www.wikidata.org/wiki/Property:P460
You can find the complete details of the dataset from the original paper: https://aclanthology.org/D17-1188.pdf

Thanks for response
which structure should be fed into the model?
should
	"vertexSet": [{ 		"kbID": "Q430469", 		"type": "LEXICAL", 		"variable": false, 		"unique": false, 		"namedEntity": true, 		"tokenpositions": [0], 		"numericalValue": 0.0, 		"lexicalInput": "Tulostoma" 	}, { 		"kbID": "Q34740", 		"type": "LEXICAL", 		"variable": false, 		"unique": false, 		"namedEntity": true, 		"tokenpositions": [3], 		"numericalValue": 0.0, 		"lexicalInput": "genus" 	}, { 		"kbID": "Q913614", 		"type": "LEXICAL", 		"variable": false, 		"unique": false, 		"namedEntity": true, 		"tokenpositions": [13], 		"numericalValue": 0.0, 		"lexicalInput": "Agaricaceae" 	}], 	"edgeSet": [{ 		"kbID": "P0", 		"right": [13], 		"left": [3] 	}], 	"tokens": ["Tulostoma", "is", "a", "genus", "of", "over", "100", "species", "of", "fungi", "in", "the", "family", "Agaricaceae", "."] }
be modified so that it looks like NYT-Freebase dataset?

感谢您的回复 ，应该将哪个结构输入模型？
应该 "vertexSet": [{ "kbID": "Q430469", "type": "LEXICAL", "variable": false, "unique": false, "namedEntity": true, "tokenpositions": [0], "numericalValue": 0.0, "lexicalInput": "Tulostoma" }, { "kbID": "Q34740", "type": "LEXICAL", "variable": false, "unique": false, "namedEntity": true, "tokenpositions": [3], "numericalValue": 0.0, "lexicalInput": "genus" }, { "kbID": "Q913614", "type": "LEXICAL", "variable": false, "unique": false, "namedEntity": true, "tokenpositions": [13], "numericalValue": 0.0, "lexicalInput": "Agaricaceae" }], "edgeSet": [{ "kbID": "P0", "right": [13], "left": [3] }], "tokens": ["Tulostoma", "is", "a", "genus", "of", "over", "100", "species", "of", "fungi", "in", "the", "family", "Agaricaceae", "."] } 修改使它看起来像 NYT-Freebase 数据集？

Hello, have you solved this problem? I also try to run with Wiki, but there are some problems with the data

Hi
yes I did.
feel free to ask your clear question about the data

嗨 ，是的，我做到了。 随时询问有关数据的明确问题

Hello, what is the F1 effect of your running in wikidata

嗨 ，是的，我做到了。 随时询问有关数据的明确问题

Hello, how much F1 have you achieved by running kgpool with wikidata


[New game]:Flappy Bird

🎮 Game Request
Game logic and basic description
Flappy Bird is a side-scrolling game where the player controls a bird and tries to navigate it through obstacles. The bird moves upward when the player interacts and falls due to gravity. The game ends if the bird collides with the boundaries or obstacles. The player earns points for successfully passing through gaps between obstacles. The goal is to achieve the highest score possible by avoiding collisions and navigating through the obstacles.
Point down the features
Game points
Simple Gameplay: Flappy Bird features straightforward gameplay where the player controls a bird by tapping the screen or pressing a key to make it flap its wings and fly.
Challenging Obstacles: The game presents a series of pipes or obstacles with small gaps in between. The player must navigate the bird through these gaps without touching the pipes.
One-Touch Controls: The game utilizes simple one-touch controls, making it easy to learn and play. Players tap or click to make the bird flap its wings, allowing it to ascend and descend in a rhythmic pattern.
Endless Scrolling: Flappy Bird is an endless scrolling game, meaning the obstacles keep coming indefinitely. The player's goal is to survive for as long as possible by avoiding collisions.
Select program in which you are contributing
GSSoC23
Code of Conduct

[X] I follow CONTRIBUTING GUIDELINE of this project.

Hey @PUJAmangale1221 !
Thank you for raising an issue 💗
You can self assign the issue by commenting /assign in comment 😀
Make sure you follow CODE OF CONDUCT and CONTRIBUTING GUIDELINES 🚀
Don’t Forget to ⭐ our GameZone🎮
Make sure you join our Discord🕹

/assign

Hello @PUJAmangale1221, Time's Uppp!⏰
Sorry for closing your issue!
But it's more than a week since we haven't received anything from your side 😢 .
Come up with new ideas, create a new issue and make sure you finish it within a week! 🔥
All the best! 🚀
Happy Hacking! 💗

Hey @PUJAmangale1221 ! Thank you so much for your raising the issue💗
It’s all yours, you can come anytime again and make some contributions! 🚀
Alone, we can do little, but together we can do so much! 😇


can I choose outgoingurls?

As far as I know, outgoingurls are automatically being found by Crawler4j.
However, can I choose outgoingurls with the html I got from the page in the method visit().
This is my case in visit():

                                 Page:                 Git Branch Management

                                 Page:                 Source code management

I want to these two children as my next visits:

/main/display/child1
/main/display/child2

I think you can use regular expression to filter the urls.

In your WebCrawler implementation you can parse your links and add to the list of links to visit with:
this.getMyController().getFrontier().scheduleAll(webUrlList);

Have care to add only links not already added, something link this:
HtmlParseData htmlParseData = (HtmlParseData) page.getParseData();
Set<WebURL> links = htmlParseData.getOutgoingUrls();
Set<Type> difference = new HashSet<Type>(myParsedLinks);
difference.removeAll(links);


Hello, The Theme has a small problem on my terminal

the theme is so cool but on my terminal isn't perfect. I install the awesome powerline fonts, and arg POWERLEVEL9K_MODE='awesome-patched'

Hi @netcan
What terminal emulator do you use?
You seem to have two problems:

your terminal doesn't support 256 colors. Try to set TERM=xterm-256colors, or similar.

your terminal seems to use the wrong font. Have you chosen an awesome-patched font in the settings of your terminal emulator?

I use the terminal is gnome-terminal，and Built-In schemes is XTerm，in ~/.zshrc，I export TERM="xterm-256color"，and POWERLEVEL9K_MODE='awesome-patched' but dosen't work.

@netcan Yep. For this theme you need a special font.
If you use awesome-patched, you need a awesome-font.
In all other cases, you need an powerline-font
That should do the trick ;)

But it look like dosen't work...and this is my ~/.zshrc

This is still the wrong font.
To clear things up:
In awesome-patched mode you need either a font that combines the original awesome font, octoicons and a powerline-patched font or a mechanism to use a normal font and fall back to the right one. The awesome-terminal-fonts repository suggests the latter way, but offers in its patching-strategy a already combined font (first way).
If the second way doesn't work for you, just download one of the already patched fonts here.
I assume, you just installed the "awesome-font" from the "fonts" directory, which is just the normal awesome-font and does not include octoicons and powerline..
Let me know, if that worked. :)

em. It work! I use already patched fonts...Thanks

Good to hear! You are welcome :)

Btw. Could you mark this issue as resolved and close it? Thx.

Hi! Can someone help me?
I'm having almost the same problem as @netcan's.

Then I saw @dritter's comment

In awesome-patched mode you need either a font that combines the original awesome font, octoicons and a powerline-patched font or a mechanism to use a normal font and fall back to the right one. The awesome-terminal-fonts repository suggests the latter way, but offers in its patching-strategy a already combined font (first way).
If the second way doesn't work for you, just download one of the already patched fonts here.
I assume, you just installed the "awesome-font" from the "fonts" directory, which is just the normal awesome-font and does not include octoicons and powerline..

But I didn't figure out how to resolve this issue.
I'm using zsh on gnome-terminal, and the cited fonts from gabrielelana/awesome-terminal-fonts@c24e7e1e8c2106ef8a136b0861c11ce95b555443 (patching-strategy branch) were copied to .fonts but don't appear on font selection.
Thanks!

Hi @paulochf !
It seems like you mixed two things together.
 Then you have to copy the fallback-fonts to ~/.fonts.
 Then all you have to do, is to download one of the three fonts from here and install it (usually something like doubleclicking it, and clicking at "install font").

Hey @dritter!
Ok, so (I guess) I removed the awesome-terminal-fonts and tried the patching-strategy. Downloaded the 3 fonts from your link to ~/.fonts. When double-clicked, it opened the Font Viewer and there's a grey shaded button "Installed".
So, I went to ~/.zshrc and enabled the theme
ZSH_THEME="powerlevel9k/powerlevel9k"
POWERLEVEL9K_MODE="awesome-patched"

but then

Did I miss anything?

@paulochf That looks awesome! :) Glad that you figured it out.
I think we need a simpler installation tutorial..


Update adding_test_data.md

overview
trying to make things a bit more clear based on internal slack convo

will fix dco later

@msorens pls push a commit


move busybox to quay.io

Closes #324' -->
What changes have been made
Swapping out the docker.io busybox to the quay.io one.
Verification steps

Checks
TBD - in process....

[ ] I've made sure the tests are passing.
Testing Strategy

[ ] Unit tests
[x] Manual tests
[ ] Testing is not required for this change

I am having a second thought about the image https://quay.io/repository/quay/busybox. It seems not maintained for a year.
@Maxusmusti @MichaelClifford Should we push a version of busybox into the https://quay.io/organization/project-codeflare

@jbusche what's the status of the PR ?

Dang it, I've messed up my PR, I'm going to close this and re-do fresh... sorry!


Move Navigation and Context models to ngx-fabric8-wit

These are useful for modules that want to integrate

I moved context - see https://github.com/fabric8-ui/ngx-fabric8-wit/releases/tag/v6.7.0


Additional Umbrella Implementation

This more or less apes the Saber code beat-for-beat. I hope that, at the very least, this is of use to someone.

Very rudimentary testing says that this is working. A few things could be better, though:

Is umbrellaState the best name for the property?
maximizer is currently not willing to fold this, presumably because I copied all the saber code and saber can't be reconfigured during the day--how do I resolve that?
Mafia always calls it unbreakable umbrella (broken) despite the item's name changing periodically--I want to declare this out of scope of this PR
the CLI command's inputs are case sensitive and possibly counterintuitive. Does that matter if the help feature exists?

umbrellaState seems fine to me.  I couldn't think of anything I liked more but maybe someone else can.
Have not looked at the maximizer issue but if it can be addressed that would be great.  I don't think that is blocking as long as it ends up on someone's TODO list.
I'm fine with name changes being out of scope.  Indeed I think I'd prefer a constant name for the item and to have to use unbrellaState to determine the state.
I feel like mafia cli commands are inconsistent in terms of case sensitivity and exact vs. fuzzy matching for parameters.  The only reason not to defer action on the command is the highly likely situation where someone writes a script using V1.0 of the command parameters and the V2.0 version deliberately or otherwise breaks the script.
Might you consider using an ENUM for the umbrella states?  It can make code easier to read.  You could go one step further and make unbrellaState externally a string.  That would make scripts potentially easier to read.

This is great! Don't use an integer for the states, use the word that's used in kol. That's easier for everyone. Enum still a good idea. Write some tests please also

I'll switch over to an enum later today, and use words like "broken" and
"cocoon". May take me longer on the tests
On Thu, Apr 7, 2022, 9:44 AM Samuel Gaus @.***> wrote:

This is great! Don't use an integer for the states, use the word that's
used in kol. That's easier for everyone. Enum still a good idea. Write some
tests please also
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Is umbrellaState the best name for the property?
This seems fine.

maximizer is currently not willing to fold this, presumably because I copied all the saber code and saber can't be reconfigured during the day--how do I resolve that?

There are other items which change names and/or effects via "using" - (Sneaky Pete's leather jacket, Lucky Tam O'Shanter) -> (Sneaky Pete's leather jacket (collar popped), Lucky Tam O'Shatner) - but those are actually different objects. Ditto for the items in foldgroups.txt, which fold (in sequence) into distinct items.
On the other hand, you CAN configure the backup camera multiple times per day - and maximizer supports that.

Mafia always calls it unbreakable umbrella (broken) despite the item's name changing periodically--I want to declare this out of scope of this PR

It changes name, but does not actually change itemID or itemDescid?
When I looked at mine - in the (broken) state - I noticed that its image was umbrella7.gif. Considering that umbrella1.gif is the un-bound IOTM, that implies the existence of umbrella2.gif - umbrella6.gif
Huh. I just configured it into "unbreakable umbrella (bucket style)" and it has the same descid and the image is umbrella5.gif
I've seen this for the latte lovers member's mug: mine currently has the name "Latte: Guarna and oil paint Latte with a shake of cinnamon".
Well, combining thoughts on those last two:
What are the six possible names for this item?
What if the "base name" in items.txt and modifiers is simply "unbreakable umbrella".
modifiers.txt would have modifiers for unbreakable umbrella as you have it - based on the umbrellaState property
AdventureResult .getName() could choose the appropriate name for the item based on the property.

that just to make it pretty for the user - you could see in your inventory how it was configured.

modifiers.txt has a BackupCamera section with the three configuration options.
Presumably, that is how the Maximizer knows it can switch between them.
Add an UnbreakableUmbrella section with the six options.
Teach Maximizer to use that, regarding the "unbreakable umbrella" equipment, the same way it deals th the backup camera.

the CLI command's inputs are case sensitive and possibly counterintuitive. Does that matter if the help feature exists?
Case sensitive is fine. We make item and effect names and such insensitive - we do have the infrastructure to do that - but we never bother with command parameters.

Strive to make the options intuitive. You can provide multiple variants of the same parameter name.

It does not change itemID, although its description changes. Weird little item! I'll look at the latte code to figure out exactly how you do that. Now that the umbrellaState property just steals the name directly, it'll be easier.

We don't actually do anything with the latte mug - that is how KoL reports it to my main, who owns one and last configured it that way.
I just looked at the unbreakable umbrella with a character who doesn't own one. It shows me a description of an "unbreakable umbrella (broken)". With my main, it shows me "umbreakable umbrella (bucket style)". I expect because there is no such thing as an "unconfigured" version of the item. Presumably, "(broken)" is the "default". You should use that in defaults.txt, where you declare the property.
I like the idea of changing the name in items.txt, modifiers.txt, and equipment.txt to simply "unbreakable umbrella". Look at this:
> /closet 2 unbreakable umbrella

You don't have that many unbreakable umbrellas, you've only got 1.

That is KoL's response to a chat command. I think that tells us that KoL's internal name really is "unbreakable umbrella".
If we wanted a purely cosmetic change, we could add a case clause to AdventureResult.getName() which would return one of six names for display purposes - in the GUI. We do that for El Vibrato punchcards, for example.
If we wanted the user to actually be able to type in and use such names, we can declare "aliases" in ItemDatabase. That is necessary for Dungeon of Doom bang potions, for example: if the user wants to put "use 1 potion of detection" into a mood, say, that has to resolve to the correct (identified) potion.
But for this item, if we declared "unbreakable umbrella" and also 6 aliases, would that cause ambiguity in the "use" command in the CLI, say? So we probably don't want aliases.
As I said, I like changing the base name in the three data files. I think that is the correct thing, based on my chat command example.
And maybe the display name via AdventureResult. I don't think that would do any harm. I'll try it myself, if you decide not to, once you release whatever you end up doing. :)

Alright I think I'm done, assuming me kicking the maximizer can down the road is chill.


fix: Fixed CUDA collection for v11+

As mentioned @MateoLostanlen in #96, the CUDA version collection was failing with our current version of the script. As suspected, this is due to the regex used not being compatible with nvcc console output after version 11 cf. https://github.com/pytorch/pytorch/issues/51840
This PR fixes this using what was mentioned in the above issue, and now works both for CUDA>= 11 and CUDA < 11

Hi @frgfm, thanks for the PR. Unfortunately, I still have the same output:
Collecting environment information...
Pyrovision version: 0.2.0a0
PyTorch version: 1.7.1
Torchvision version: 0.8.2

OS: Microsoft Windows 10 Home

Python version: 3.8
Is CUDA available: Yes
CUDA runtime version: Could not collect
GPU models and configuration: Could not collect
Nvidia driver version: Could not

Hi @frgfm, thanks for the PR. Unfortunately, I still have the same output:

Strange, it fixed it on my end! Could you post the output of the following commands please ?
nvcc --version
"C:\\Program Files\\NVIDIA Corporation\\NVSMI\\nvidia-smi"
"C:\\Program Files\\NVIDIA Corporation\\NVSMI\\nvidia-smi" -L

I may have to adapt the regex for windows support if this happens to be the issue.

Ok I think the issue is on my side, nvcc was not working, now I have :
python scripts\collect_env.py
Collecting environment information...
Pyrovision version: 0.2.0a0
PyTorch version: 1.7.1
Torchvision version: 0.8.2

OS: Microsoft Windows 10 Home

Python version: 3.8
Is CUDA available: Yes
CUDA runtime version: 11.2.67
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect

and for your command :
 nvcc --version
nvcc: NVIDIA (R) Cuda compiler driver
Copyright (c) 2005-2020 NVIDIA Corporation
Built on Mon_Nov_30_19:15:10_Pacific_Standard_Time_2020
Cuda compilation tools, release 11.2, V11.2.67
Build cuda_11.2.r11.2/compiler.29373293_0

Maybe one of the drivers is missing on my side

@MateoLostanlen good news then! It looks like you still have issues with nvidia-smi but the rest looks good :ok_hand:


Line Copying

You should be able to copy lines in Depot and copy over all of their nested values as well, only changing the GUID values.

Implemented as part of v1.6


[cxx-interop] Use typedef's swift_name attr to rename anonymous enums.

Thanks Puyan for helping find the cause of this issue.

@swift-ci please test


Add axis labels to plot about scaling

Quiz M1.2 Q4 has had scores around 55% in sessions 2 and 3. We decided that maybe people thought the plot represented feature vs. target instead of feature A vs. feature B.
This PR is meant to settle the issue.

@ogrisel I changed the plot to seaborn. It is indeed much better like this.

Indeed, I also find it much clearer. Can you please add the grid? This should be doable via ax.grid(visible=True) if I am not mistaken.


Cannot find module 'cross-spawn'

Found this NPM package after reading: "How to ignore hidden files in fs.readdir result" but upon install attempt:
npm i is-hidden-file

per Installation docs but throws the error:
Error: Cannot find module 'cross-spawn'
Require stack:
- /Users/path/to/project/node_modules/is-hidden-file/src/install.js

OS: Mac Mojave
Node: v14.17.1
NPM: 6.14.13
cross-spawn is missing as a dependency in package.json.

thanks for your report, I'll take a look into it soon.

I've committed a fix for this, could you please try the latest commit (9e08bec617a38c8b6b763beb2b6c70368869df9d)?

Tested within my project with npm link is-hidden-file and:
const { isHiddenFile } = require('is-hidden-file')
console.log(isHiddenFile('.git'))
console.log(isHiddenFile('README.md'))

results logged to console successfully, issue of missing dependency resolved.

Thanks for confirming it!


Support Filter by Categories

Allow filtering events in agenda view by categories.
Right now, only filter by category id is available.
In next fase, filter by category name will be supported.
https://github.com/PythonFreeCourse/calendar/issues/67
Demo:

Codecov Report

Merging #298 (9d551f4) into develop (4b255f5) will increase coverage by 0.08%.
The diff coverage is 100.00%.

@@             Coverage Diff             @@
##           develop     #298      +/-   ##
===========================================
+ Coverage    98.65%   98.73%   +0.08%
===========================================
  Files           67       60       -7
  Lines         2897     2691     -206
===========================================
- Hits          2858     2657     -201
+ Misses          39       34       -5

Impacted Files
Coverage Δ

app/routers/agenda.py
100.00% <100.00%> (ø)

app/routers/profile.py
92.07% <0.00%> (-0.65%)
:arrow_down:

app/database/models.py
96.38% <0.00%> (-0.29%)
:arrow_down:

app/routers/event.py
97.88% <0.00%> (-0.17%)
:arrow_down:

app/main.py
92.85% <0.00%> (ø)

app/dependencies.py
100.00% <0.00%> (ø)

app/routers/calendar.py
100.00% <0.00%> (ø)

app/routers/register.py
100.00% <0.00%> (ø)

app/routers/calendar_grid.py
100.00% <0.00%> (ø)

app/routers/salary/config.py
100.00% <0.00%> (ø)

... and 8 more

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 4b255f5...d49034a. Read the comment docs.


Update structure_test to pick up fix for parallel execution.

This fixes #65
In CI we run with   bazel test --test_output=errors //..., which serializes test execution. There was a bug in structure tests which made parallel executions fail. This fixes that bug.

Did you mean to check-in the node_modules folder also?

Doh, no.

Updating runtimes_common to 3d73b4fecbd18de77588ab5eef712d50f34f601e fixes the problem for me, thx @dlorenc :)!


feat: add termux-language-server

as per #3646, pkgbuild-language-server was wiped from the internet. The successor to that is termux-language-server. It adds several other file formats other then a PKGBUILD. This PR adds that LSP and I recommend deprecating or removing pkgbuild-language-server.

From what I've seen so far is that it is put under the termux community and it receives a lot of commits from one dude, who seems to be the maintainer for it.
Featurewise it is almost complete, only code actions are completely missing. For PKGBUILD itself it has everything you need from a LSP server.

I see! I've gone ahead and asked the maintainer if they have any input regarding adding it here yet.


[Save Our Ship 2] Infinite Projectiles

Describe the bug
During some ship battles there will be a bug where infinite projectiles are spawns and the screen goes grey when the game is unpaused.  Issue will end in a crash since too many projectiles are spawned.
Steps to reproduce the behavior (VERY IMPORTANT)

Enter a SOS2 ship battle with a large ship
If the bug happens it will happen immediately, the screen should turn grey and the game will start lagging badly.

Error Logs
Player.log
https://github.com/IK3Holy/Misc/blob/main/Player (1).log
HugsLib log
https://gist.github.com/23e23fa506f0334033cc6bdc90e0148e
Save file
Angelic Army.zip
Screenshots

Mod list (Preferably a RimPy compatible list.)
Modlist.zip
[Mod list length: 162]
Harmony [https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077]
Core [https:// no link (local mod)]
Royalty [Official DLC] [https:// no link (local mod)]
Ideology [Official DLC] [https:// no link (local mod)]
HugsLib [https://steamcommunity.com/sharedfiles/filedetails/?id=818773962]
Dual Wield [https://steamcommunity.com/sharedfiles/filedetails/?id=1628211313]
Vanilla Expanded Framework [https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013]
Vanilla Factions Expanded - Mechanoids [https://steamcommunity.com/sharedfiles/filedetails/?id=2329011599]
Vanilla Textures Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2016436324]
Vanilla Furniture Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1718190143]
Vanilla Furniture Expanded - Art [https://steamcommunity.com/sharedfiles/filedetails/?id=1968134023]
Vanilla Weapons Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814383360]
Vanilla Weapons Expanded - Quickdraw [https://steamcommunity.com/sharedfiles/filedetails/?id=1906780517]
Vanilla Apparel Expanded — Accessories [https://steamcommunity.com/sharedfiles/filedetails/?id=2521176396]
Vanilla Armour Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814988282]
Vanilla Furniture Expanded - Medical Module [https://steamcommunity.com/sharedfiles/filedetails/?id=1718191613]
Vanilla Furniture Expanded - Spacer Module [https://steamcommunity.com/sharedfiles/filedetails/?id=2028381079]
Vanilla Weapons Expanded - Coilguns [https://steamcommunity.com/sharedfiles/filedetails/?id=2375692535]
Vanilla Weapons Expanded - Grenades [https://steamcommunity.com/sharedfiles/filedetails/?id=2194472657]
Vanilla Furniture Expanded - Security [https://steamcommunity.com/sharedfiles/filedetails/?id=1845154007]
Vanilla Weapons Expanded - Non-Lethal [https://steamcommunity.com/sharedfiles/filedetails/?id=2454918354]
Vanilla Traits Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2296404655]
Mortar Accuracy [https://steamcommunity.com/sharedfiles/filedetails/?id=1729446857]
Vanilla Furniture Expanded - Production [https://steamcommunity.com/sharedfiles/filedetails/?id=1880253632]
RuntimeGC [1.3] [https://steamcommunity.com/sharedfiles/filedetails/?id=2559582557]
Vanilla Weapons Expanded - Heavy Weapons [https://steamcommunity.com/sharedfiles/filedetails/?id=2329126791]
Compact Hediffs [https://steamcommunity.com/sharedfiles/filedetails/?id=2031734067]
ResearchPal - Forked [https://steamcommunity.com/sharedfiles/filedetails/?id=2351393394]
UnLimitedArmor [https://steamcommunity.com/sharedfiles/filedetails/?id=1695493009]
Camping Tent [https://steamcommunity.com/sharedfiles/filedetails/?id=2407128339]
Yayo's Combat 3 [Adopted] [https://steamcommunity.com/sharedfiles/filedetails/?id=2513695736]
Alpha Animals [https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856]
Better Pawn Control [https://steamcommunity.com/sharedfiles/filedetails/?id=1541460369]
Quarry [https://steamcommunity.com/sharedfiles/filedetails/?id=2007576583]
Rimsenal - Core [https://steamcommunity.com/sharedfiles/filedetails/?id=725947920]
Save Our Ship 2 [https://steamcommunity.com/sharedfiles/filedetails/?id=1909914131]
[NL] Chibi Face Male only [https://steamcommunity.com/sharedfiles/filedetails/?id=1562135044]
[NL] Compatible Body 2 [https://steamcommunity.com/sharedfiles/filedetails/?id=1906148376]
Mod Manager [https://steamcommunity.com/sharedfiles/filedetails/?id=1507748539]
Graphics Settings+ [https://steamcommunity.com/sharedfiles/filedetails/?id=1678847247]
JecsTools (Unofficial) [https://steamcommunity.com/sharedfiles/filedetails/?id=2195729899]
[NL] Facial Animation - WIP [https://steamcommunity.com/sharedfiles/filedetails/?id=1635901197]
Allow Tool [https://steamcommunity.com/sharedfiles/filedetails/?id=761421485]
Humanoid Alien Races [https://steamcommunity.com/sharedfiles/filedetails/?id=839005762]
Androids [https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015]
Auto-Cut Blight [https://steamcommunity.com/sharedfiles/filedetails/?id=1885186534]
Avoid Friendly Fire [https://steamcommunity.com/sharedfiles/filedetails/?id=1134165362]
Blueprints [https://steamcommunity.com/sharedfiles/filedetails/?id=708455313]
Centralized Climate Control (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2007268173]
CM Color Coded Mood Bar [1.1+] [https://steamcommunity.com/sharedfiles/filedetails/?id=2006605356]
Dubs Bad Hygiene [https://steamcommunity.com/sharedfiles/filedetails/?id=836308268]
Common Sense [https://steamcommunity.com/sharedfiles/filedetails/?id=1561769193]
Rimsenal - Federation Faction Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736172213]
Rimsenal - Rimhair [https://steamcommunity.com/sharedfiles/filedetails/?id=725949967]
Rimsenal - Security pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736139206]
Rimsenal - Storyteller pack [https://steamcommunity.com/sharedfiles/filedetails/?id=725952322]
Achtung! [https://steamcommunity.com/sharedfiles/filedetails/?id=730936602]
Beautiful Outdoors [https://steamcommunity.com/sharedfiles/filedetails/?id=2011794898]
Change map edge limit [https://steamcommunity.com/sharedfiles/filedetails/?id=1546494565]
Character Editor [https://steamcommunity.com/sharedfiles/filedetails/?id=1874644848]
Subsurface Conduit [https://steamcommunity.com/sharedfiles/filedetails/?id=1609226728]
Cybernetic Organism and Neural Network [https://steamcommunity.com/sharedfiles/filedetails/?id=2045064990]
Tilled Soil [https://steamcommunity.com/sharedfiles/filedetails/?id=725747149]
Damage Indicators [1.3] [https://steamcommunity.com/sharedfiles/filedetails/?id=2016331497]
Defensive Positions [https://steamcommunity.com/sharedfiles/filedetails/?id=761219125]
Designator Shapes [https://steamcommunity.com/sharedfiles/filedetails/?id=1235181370]
Dire Raids [https://steamcommunity.com/sharedfiles/filedetails/?id=1542379675]
DontBlockDoor [https://steamcommunity.com/sharedfiles/filedetails/?id=1691076769]
Dubs Mint Menus [https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594]
Dubs Mint Minimap [https://steamcommunity.com/sharedfiles/filedetails/?id=1662119905]
Dubs Performance Analyzer [https://steamcommunity.com/sharedfiles/filedetails/?id=2038874626]
Eccentric Extras - Angel Hairs [https://steamcommunity.com/sharedfiles/filedetails/?id=2014890320]
Expanded Prosthetics and Organ Engineering - Forked [https://steamcommunity.com/sharedfiles/filedetails/?id=1949064302]
GlitterNet [https://steamcommunity.com/sharedfiles/filedetails/?id=1725544583]
Harvest Organs Post Mortem [https://steamcommunity.com/sharedfiles/filedetails/?id=1204502413]
Haul to Stack [https://steamcommunity.com/sharedfiles/filedetails/?id=949498803]
Locks [https://steamcommunity.com/sharedfiles/filedetails/?id=1157085076]
Interaction Bubbles [https://steamcommunity.com/sharedfiles/filedetails/?id=1516158345]
Jobs of Opportunity (While You're Up) [https://steamcommunity.com/sharedfiles/filedetails/?id=2034960453]
Just Ignore Me Passing [https://steamcommunity.com/sharedfiles/filedetails/?id=1231617602]
KanbanStockpile [https://steamcommunity.com/sharedfiles/filedetails/?id=2287142613]
Mad Skills [https://steamcommunity.com/sharedfiles/filedetails/?id=731111514]
Map Reroll [https://steamcommunity.com/sharedfiles/filedetails/?id=761315214]
More Sculpture [https://steamcommunity.com/sharedfiles/filedetails/?id=1612316880]
More Utility Packs [https://steamcommunity.com/sharedfiles/filedetails/?id=2357611837]
Nals Facial Animation for HAR [https://steamcommunity.com/sharedfiles/filedetails/?id=2280607572]
Nano Repair Tech [https://steamcommunity.com/sharedfiles/filedetails/?id=1447372624]
No Lazy Doctors [https://steamcommunity.com/sharedfiles/filedetails/?id=2476396157]
OgreStack [https://steamcommunity.com/sharedfiles/filedetails/?id=1447140290]
LegoBricks [https://steamcommunity.com/sharedfiles/filedetails/?id=2548933983]
Packs Are Not Belts [https://steamcommunity.com/sharedfiles/filedetails/?id=2509511179]
Perfect Pathfinding [https://steamcommunity.com/sharedfiles/filedetails/?id=2341486509]
Eccentric Tech - Core [https://steamcommunity.com/sharedfiles/filedetails/?id=2552623545]
Eccentric Tech - Cosmetic Modifications 2.0 [https://steamcommunity.com/sharedfiles/filedetails/?id=2552628984]
Polarisbloc - Core LAB [https://steamcommunity.com/sharedfiles/filedetails/?id=1500244593]
Polarisbloc - Security Force [https://steamcommunity.com/sharedfiles/filedetails/?id=1500248421]
Polarisbloc - Mechenemy [https://steamcommunity.com/sharedfiles/filedetails/?id=1498573216]
Power++ [https://steamcommunity.com/sharedfiles/filedetails/?id=1771402217]
[KV] RimFridge [https://steamcommunity.com/sharedfiles/filedetails/?id=1180721235]
LWM's Deep Storage [https://steamcommunity.com/sharedfiles/filedetails/?id=1617282896]
Quality Colors [https://steamcommunity.com/sharedfiles/filedetails/?id=2420141361]
QualityBuilder [https://steamcommunity.com/sharedfiles/filedetails/?id=754637870]
Quest Reward Rebalance [https://steamcommunity.com/sharedfiles/filedetails/?id=2312419897]
Netrve's DeepStorage GUI [https://steamcommunity.com/sharedfiles/filedetails/?id=2169841018]
RT Fuse [https://steamcommunity.com/sharedfiles/filedetails/?id=728314182]
RT Solar Flare Shield [https://steamcommunity.com/sharedfiles/filedetails/?id=728315620]
Raise The Roof 1.3 [https://steamcommunity.com/sharedfiles/filedetails/?id=1776143665]
Recipe icons [https://steamcommunity.com/sharedfiles/filedetails/?id=1616643195]
Replace Stuff [https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680]
RimPy Mod Manager Database [https://steamcommunity.com/sharedfiles/filedetails/?id=1847679158]
Dubs Rimatomics [https://steamcommunity.com/sharedfiles/filedetails/?id=1127530465]
RimThemes [https://steamcommunity.com/sharedfiles/filedetails/?id=1668983184]
RimSaves [https://steamcommunity.com/sharedfiles/filedetails/?id=1713367505]
Rimefeller [https://steamcommunity.com/sharedfiles/filedetails/?id=1321849735]
Search and Destroy [https://steamcommunity.com/sharedfiles/filedetails/?id=1467764609]
Selectable Sculpture Graphic [https://steamcommunity.com/sharedfiles/filedetails/?id=1537873717]
Show Draftees Weapon [https://steamcommunity.com/sharedfiles/filedetails/?id=1690978457]
Simple sidearms [https://steamcommunity.com/sharedfiles/filedetails/?id=927155256]
SimplyMoreFloors [https://steamcommunity.com/sharedfiles/filedetails/?id=1639883955]
CyberNet [https://steamcommunity.com/sharedfiles/filedetails/?id=1725545225]
Medical System Expansion 2 [https://steamcommunity.com/sharedfiles/filedetails/?id=2056706586]
Smarter Construction [https://steamcommunity.com/sharedfiles/filedetails/?id=2202185773]
Sparkling Worlds - Full Mod [https://steamcommunity.com/sharedfiles/filedetails/?id=1123043922]
Statue of Colonist [https://steamcommunity.com/sharedfiles/filedetails/?id=1539031321]
Statue Of Colonist Alien Race Patch [https://steamcommunity.com/sharedfiles/filedetails/?id=1846741408]
Utility Columns [https://steamcommunity.com/sharedfiles/filedetails/?id=2013476665]
Utility Columns Royalty Patch [https://steamcommunity.com/sharedfiles/filedetails/?id=2513552690]
VFE-M: Add-On [https://steamcommunity.com/sharedfiles/filedetails/?id=2329025520]
VFE Mechanoids - Craftable Mechanoid Components (Alternative) [https://steamcommunity.com/sharedfiles/filedetails/?id=2351501245]
Wall Light [https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208]
Share The Load [https://steamcommunity.com/sharedfiles/filedetails/?id=2576277142]
[I3] Combat Sounds (I3CS) [https://steamcommunity.com/sharedfiles/filedetails/?id=2147296730]
Traders Have Money [https://steamcommunity.com/sharedfiles/filedetails/?id=2022959333]
Camera+ [https://steamcommunity.com/sharedfiles/filedetails/?id=867467808]
What's That Mod [https://steamcommunity.com/sharedfiles/filedetails/?id=2258431182]
Where is my weapon? [https://steamcommunity.com/sharedfiles/filedetails/?id=1539028008]
Work Tab [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116]
[O21] Seamless Embrasures [https://steamcommunity.com/sharedfiles/filedetails/?id=2290689449]
[FSF] Filth Vanishes With Rain And Time [https://steamcommunity.com/sharedfiles/filedetails/?id=1508341791]
RimBank (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2071695947]
Ameiro anime hairs [https://steamcommunity.com/sharedfiles/filedetails/?id=1207934602]
[KV] Show Hair With Hats or Hide All Hats [https://steamcommunity.com/sharedfiles/filedetails/?id=1180826364]
[SR]Factional War [https://steamcommunity.com/sharedfiles/filedetails/?id=2534328163]
FE3H Black Eagles Hair [https://steamcommunity.com/sharedfiles/filedetails/?id=1962075314]
Show Me Your Hands [https://steamcommunity.com/sharedfiles/filedetails/?id=2475965842]
Project RimFactory Revived [https://steamcommunity.com/sharedfiles/filedetails/?id=2033979700]
[NL] Chibi Body [https://steamcommunity.com/sharedfiles/filedetails/?id=1556214130]
Roppoi hair [https://steamcommunity.com/sharedfiles/filedetails/?id=1100547661]
Gloomy Hair mk2 [https://steamcommunity.com/sharedfiles/filedetails/?id=1870678335]
Gw hair mod [hair only] [https://steamcommunity.com/sharedfiles/filedetails/?id=1352123439]
Polyamory Beds (Vanilla Edition) [https://steamcommunity.com/sharedfiles/filedetails/?id=2008138191]
[SS]Lovely Hair Style [https://steamcommunity.com/sharedfiles/filedetails/?id=1498706339]
[NL] Chibi Face Female only [https://steamcommunity.com/sharedfiles/filedetails/?id=1540475285]
[NL] Compatible Body -WIP [https://steamcommunity.com/sharedfiles/filedetails/?id=1533944446]
Eyes back to 1.2! [https://steamcommunity.com/sharedfiles/filedetails/?id=2538702875]
[WD] Fast Moisture Pumps [https://steamcommunity.com/sharedfiles/filedetails/?id=1164753788]
[WD] Realistic Darkness [https://steamcommunity.com/sharedfiles/filedetails/?id=1531882210]
RunAndGun [https://steamcommunity.com/sharedfiles/filedetails/?id=1204108550]
Comigo's Nutrition [https://steamcommunity.com/sharedfiles/filedetails/?id=2546863371]
Pawns Just Don't Die [https://steamcommunity.com/sharedfiles/filedetails/?id=2239397152]
RimJobWorld [https:// no link (local mod)]
RimThreaded [https://steamcommunity.com/sharedfiles/filedetails/?id=2222907981]

Fixed with my PR


Functions on subclass prototype not type checked for parent class

This compiles, though the wrong # of arguments are passed to the function.
/**
 * @constructor
 */
function Foo() {}

/**
 * @constructor
 * @extends {Foo}
 */
function Bar() {}

/**
 * @param {string} a
 */
Bar.prototype.bar = function(a) {};

window['keep'] = new Foo().bar();

A less fabricated example:
document.createElement('canvas').getContext(function anythingIsOkay() {});

Since 98% of the time, HTML elements have parent type, this makes the getContext extern on HTMLCanvasElement (and other element-specific functions) almost worthless for static checks.

The issue is that the current type checker is loose about missing properties. The correct warning here would be that bar doesn't exist on Foo. For any class that you annotate with @struct, you will get the warning.
You can also try out --new_type_inf, which is stricter about missing properties and catches this.

Duplicate of #265

@dimvar, I think I may have used a bad example. I meant to create a self-contained example that had the same problem as HTMLCanvasElement.prototype.getContext. I didn't mean to illustrate the missing property issue.
/**
 * @constructor
 */
function Foo() {}

/**
 * @constructor
 * @extends {Foo}
 */
function Bar() {}

/**
 * @param {string} a
 */
Bar.prototype.bar = function(a) {};

/**
 * @type {Foo}
 */
var foo = new Bar;

window['keep'] = foo.bar();

This compiles. But if you modify @type {Foo} to be @type {Bar}, you get the expected JSC_WRONG_ARGUMENT_COUNT.

The problem is that there is no property bar on a Foo. (And when a variable x is annotated as Foo, that's all a type checker can assume about it, because the type checker can't know whether x holds a subtype.) If you call the method and the receiver is a bar, you'll see the wrong-argument-count issue.

So, your example is fine, it's just that you shouldn't expect type checking on property accesses that shouldn't have been allowed in the first place.

Right. I was thinking that you would grant leniency as long at it could be correct.
I tried the new type inference.
I see that it now requires downcasting, which is a reasonable thing.
So the HTMLCanvasElement.prototype.getContext example is required by new type inference to be
/** @type {HTMLCanvasElement} */(document.createElement('canvas')).getContext('foo')


fixed a Read.me typo error

I noticed it while reading through the read.me file

@anje123 you forgot to signoff your P.R. which is the reason that some checks were not successful. Pls try:
git commit --amend --signoff

git push --force-with-lease origin patch-1

@anje123 This PR is ancient by now. Are you going to fix it? Else it can be closed

I close this as it has become obsolete by now. Nevertheless, thanks for your contribution, @anje123!


[Bug] Panning is broken in the multi-dataset public treemap example "How $3.7 Trillion is Spent"

Version
5.5.1
Link to Minimal Reproduction
https://echarts.apache.org/examples/en/editor.html?c=treemap-obama&lang=js&version=5.5.1
Steps to Reproduce

Open public example: https://echarts.apache.org/examples/en/editor.html?c=treemap-obama&lang=js&version=5.5.1
Hold left mouse click, make sure that panning works on the dataset opened by default (2012Budget)
Switch to 2011Budget by pressing the button in the Legend. Panning by left-mouse-click-hold still works.
Switch back to 2012Budget. Panning no longer works. Position of the chart is fixed.

Current Behavior
See "Steps to Reproduce"
Expected Behavior
Panning by mouse click should work regardless how many times you switch between legend datasets/tabs.
Environment
- OS: Ubuntu 22.04
- Browser: Firefox 130.0.1, Chrome 128.0.6613.137
- Framework: https://echarts.apache.org/

Any additional comments?
No response

confirmed bug in treemap. It seems legend switch resets roam to false. Series types tree and graph are not affected.
Demo

@helgasoft Do you have any feeling how serious the issue is (looks like it's deep in the core implementation) and do you know if there is anyone likely to provide some guidance on the way to fixing it?

My feeling is that this bug is low priority and heavy workload, and wont be fixed anytime soon.
Would love to be wrong though...

Thanks @helgasoft . Sounds like a detour to d3 is unavoidable in this case, since switching between tabs (w/o losing panning/zooming) is a core feature in my personal application/use-case.

d3 is a big bag to carry. CSS is simpler, just some way of keeping charts separate and avoid legend - Demo.

d3 is a big bag to carry. CSS is simpler, just some way of keeping charts separate and avoid legend - Demo.

Cool. Wonderful insight and advice 👍. Appreciated 🙏.

actually, legend can be replaced with graphic buttons (or toolbar custom buttons) - Demo

actually, legend can be replaced with graphic buttons (or toolbar custom buttons) - Demo

Great tip for those who will be running into the same issue and will hopefully find this page.


scheduler: Optimize CPU usage of waking up

Signed-off-by: MyonKeminta<EMAIL_ADDRESS>
What is changed and how it works?

Issue Number: Close #13692
What's Changed:

Optimize CPU usage of waking up.

1. When popped entries are empty in `on_release_locks`, do not do anything in the high priority pool. This seems to be the reason of the performance regression mentioned in #13692 .
2. Skip waking up if the `LockWaitQueues` is empty.

Related changes

Check List
Tests

Unit test
Manual test (add detailed scripts or steps below)

Side effects

Release note
None

/release

@MyonKeminta
The benchmark test results could be pasted in the description field or in the issue comment.


Ability to prevent sensitive object content from getting written to logs

Sorry for the redundancy, switching github accts :)
Description: Under certain conditions log files (e.g. crash.log) will pull in the contents of unencrypted or uncompressed objects. This is a problem for customers that store sensitive data especially if the log files need to be shared for troubleshooting purposes.  These customers would like to have the option of excluding this data from the logs.
Drivers: data sensitivity
Requestors: customers, Ciprian M (Basho)

Is this going anywhere or should we just close out?


modulesync 1.2.0

The modulesync had failed so many times; I just deleted the old branch / PR and created this one.
We already put in a fix for the templating thing that was causing the rubocop failure with 1.1.0.

So, tests are passing now. I did some structural work as well (that maybe should have been outside modulesync), but I think this has stuff at least in a better state before.
Ubuntu still has some slight wackiness in the acceptance tests (though basically works)


Implement automatic serving of gzip static files if available

This feature is justified and implemented in picoweb. Basically it enables sophisticated web apps to be served with much reduced load on the cpu.
See :
https://github.com/pfalcon/picoweb/issues/25
https://github.com/pfalcon/picoweb/pull/5

Check here: https://github.com/DrTom/MicroWebSrv2/commit/24d1690d41470ef44fa2f2f2068d571149e5ad79


Fix deepscan issues

Description
Fix issues pointed out by DeepScan.
Motivation
Clean up code.
Tests included/Docs Updated?

[ ] Included for each change/fix?
[x] Passing? (Merge will not be approved unless this is checked)
[ ] Docs updated?
[ ] New packages used/requires npm install?
[ ] Toggle added for new features?
[ ] Requires update of SciCat backend API?

Pull Request Test Coverage Report for Build<PHONE_NUMBER>

0 of 0   changed or added relevant lines in 0 files are covered.
5 unchanged lines in 3 files lost coverage.
Overall coverage increased (+0.04%) to 73.593%

Files with Coverage Reduction
New Missed Lines
%

src/app/datasets/dataset-table/dataset-table.component.ts
1
68.47%

src/app/datasets/archiving.service.ts
2
48.39%

src/app/datasets/dashboard/dashboard.component.ts
2
77.55%

Totals

Change from base Build<PHONE_NUMBER>:
0.04%

Covered Lines:
3587

Relevant Lines:
4473

💛  - Coveralls


Plug-Ins from various developers stop working and crashing in FCP

Apple Feedback Assistant ID: FB13453542
DESCRIBE THE BUG:
Plug-Ins from various developers stop working and crashing in FCP often this is marked with a Pop up window that thge PlugIn stopped responding but there are also quite a few occasions where the pop-up does not appear, especially during export, and then you have the read missing screen in the export,
I have noticed this is quite frequent see the same issue on other content creators' videos as there is no FCP warning that something is missing. It seems like the longer FCP is open, the more likely the PluG Ins fail to respond. A restart for FCP fixes for a little while.
This started after the move to Apple Silicon

TO REPRODUCE:
use PlugIns and leave FCP open for a while

EXPECTED BEHAVIOUR:
PlugIns continue to work, warning message if exports have issues

SCREENSHOTS:

SPECS:

Mac Studio
macOS Sonoma
Final Cut Pro 10.6, 7.x

As I mentioned not many in there and non which seem to be related to the crashes
I will have a look at the activity monitor next time it happens currently not working on a larger project with plug ins
On 8 Dec 2023 at 2:14 AM +1100, Chris Hocking @.***>, wrote:

Can you please share any crash logs from those third party extensions that are crashing?
See: https://fcp.cafe/bugtracker/#finding-crash-logs
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you authored the thread.Message ID: @.***>

For the avoidance of doubt, and for anyone who randomly comes across this GitHub issue, whenever you get a A plug-in is not responding alert - this means that a plugin has crashed - either due to a bug in the FxPlug4 code, or because FCPX has correctly or incorrectly "force quit" it.
In both cases however, there will always be a crash log for these crashes.
Where to find crash logs is explained here: https://fcp.cafe/bugtracker/#finding-crash-logs
For example:

FWIW - in the crash logs above, please ignore the sheer quantity of Gyroflow, and Metaburner Toolbox crashes, as this is my development machine, so I'm constantly crashing things whilst coding.

Put it like this: I never cleared the crash log, and I can tell you there should be dozens of crashes in there, as I often did screenshots.
Of the crashed module in FCP. So unless Apple removes them, they are not there.
Bus, as described, while FCP is also crashing occasionally, the main issue is all sorts of Plug-ins crashing and Apple not being able to restart them.
Often that gives the mentioned error message but often also not especially during export
On 8 Dec 2023 at 7:55 AM +1100, Chris Hocking @.***>, wrote:

For the avoidance of doubt, and for anyone who randomly comes across this GitHub issue, whenever you get a A plug-in is not responding alert - this means that a plugin has crashed - either due to a bug in the FxPlug4 code, or because FCPX has correctly or incorrectly "force quit" it.
In both cases however, there will always be a crash log for these crashes.
Where to find crash logs is explained here: https://fcp.cafe/bugtracker/#finding-crash-logs
For example:
image.png (view on web)
FWIW - in the crash logs above, please ignore the sheer quantity of Gyroflow, and Metaburner Toolbox crashes, as this is my development machine, so I'm constantly crashing things whilst coding.
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you authored the thread.Message ID: @.***>

The crash logs do get uploaded frequently. They move into the Retired folder, then get deleted. I'm not sure how often it gets uploaded and trashed - maybe each time you logout of your Mac?
macOS should 100% definitely generate a crash log every time you see A plug-in is not responding for an FxPlug4-based effect.
If it's a straight Motion Template (i.e something made entirely in Apple Motion), or an Audio Unit (i.e. an Audio Effect) then you won't see a crash - but for anything that uses FxPlug4, you definitely will.
It's also entirely possible, if you turned off Share Mac Analytics or Share with app developers in System Settings, it MIGHT have an impact on the log files actually being written to disk - but I'm not 100% sure of that:

Another thing you can try is holding down OPTION when you click the the Help menubar item in Final Cut Pro, and you'll see a Gather App Diagnostics option appear. When you click this, wait 5 minutes, then you'll see a file with a name like VideoAppDiagnostics-FinalCut-2023-12-08-083149.tar appear on your Desktop. This should also contain any crash logs.

Ok, sorry, I mean, you shouldn't disable these items.

ok re-enabled this seems to show a few crashes option/help
system_log-2023-12-08-083901.log.zip

I'm no developer, but tons of Apple Runtime issue.
2023-12-05 09:30:46.466491+1100 0x14fdc    Fault       0xbcc01              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:30:46.506327+1100 0x14fdc    Fault       0xbcc02              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:31:01.102058+1100 0x14fdc    Fault       0xbcc03              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:31:05.147311+1100 0x14fdc    Fault       0xbcc04              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:31:06.975201+1100 0x14fdc    Fault       0xbcc05              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:31:07.024967+1100 0x14fdc    Fault       0xbcc06              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:31:15.456382+1100 0x14fdc    Fault       0xbcc09              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:31:15.726184+1100 0x14fdc    Fault       0xbcc0a              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:31:18.256338+1100 0x14fdc    Fault       0xbcc0b              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:33:39.068152+1100 0x14fdc    Fault       0xc65c0              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:33:39.085637+1100 0x14fdc    Fault       0xc65c1              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:33:44.132290+1100 0x14fdc    Fault       0xc65c2              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:33:44.381038+1100 0x14fdc    Fault       0xc65c3              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -
2023-12-05 09:33:46.375096+1100 0x14fdc    Fault       0xc65c4              5945   14   Final Cut Pro: (AppKit) [com.apple.runtime-issues:Nib Loading] Could not connect action, target class FFTransform2DOSC does not respond to -

You can ignore all those messages - they're just developer noise.

There are definitely no diagnostic reports for me, and this is becoming ridiculous.
https://drive.google.com/file/d/1tc-Y38tQldf403WG4OkBTkmiPrjdp4li/view?usp=sharing

I'm very sorry to hear you're still having issues! That really does suck.
What Motion Template is failing? Is it always the same Motion Template or does it happen to multiple ones?
My only GUESS as to the reason you're not seeing crash logs is because it's happening during the export, not in the timeline during normal editing. I'm not really sure how exporting works, but it's entirely possible that when a FxPlug crashes in Final Cut Pro during normal editing, you get a crash log - but in this case it seems to be silently crashing (or at least failing) during the export process, which might be triggered by a background process.
Do you have background render enabled? It's hard to tell from the video - is your timeline all rendered?
If so, what happens if you disable background render, and delete all the render files. Does it export ok now?
Alternatively, if you have background render disabled, and nothing rendered, what happens if you render and export?
What happens if you Send to Compressor and export there?
Are you exporting a H.264/HEVC? If so, what happens if you export a ProRes file instead?

This time it's Stupid Raisins Side Pop from FX Factory I find developer does not matter.
No disabled background render a while ago on advice. I re-started Final Cut Pro and re-rendered, and it now exported fine, but there are quite a few extra steps, which really should not be required.

Pinging @sharedscene - are any other FxFactory users seeing similar things? Could it be a matter of the Motion Templates needing to be updated to the latest Motion version? Based on the copyright, it looks like this plugin hasn't been updated in a loooooooong time?

as mentioned also happens with MotionVFX plug ins, usually if you have FCP open for a while even in the background

Do you get the "plugin not responding" message during the export, or does it just play fine on the timeline, and export without any issues, but then when you review, you noticed that plugins are broken?
Can you share a Diagnostics Bundle? This is explained on the Bug Tracker page.

yes that's what happened with this one no warning whatsoever

https://drive.google.com/file/d/1wryC03h3MeQRE_XOIVeyPvjG0JqwO-jG/view?usp=sharing

Ok, so this is the hardware specs for easy future reference:
Model Name: Mac Studio
Model Identifier: Mac13,1
Model Number: Z14J0006UX/A
Chip: Apple M1 Max
Total Number of Cores: 10 (8 performance and 2 efficiency)
Memory:	32 GB

Some interesting observations...
This error in SystemLog might be releated to your plugins disappearing (Ozone is the Apple Motion Engine):
Final Cut Pro: (Ozone) Unable to setup plugin connection in createPluginWithClass_block_invoke due to error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003.}
Final Cut Pro: (Ozone) Error creating plugin with class name "FxFactoryFxFilter_FC1B95ECC419452783D364599FD9EDC2" : (null)
Final Cut Pro: (Ozone) Unable to setup plugin connection in createPluginWithClass_block_invoke due to error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated from this process." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated from this process.}
 Final Cut Pro: (Ozone) Error creating plugin with class name "FxFactoryFxGenerator_B886DB4FBD7442FA95200A41F8993764" : (null)

Googling around, this comment is really interesting:

In my case I solved the issue. The issue was related to a bundle Id of an app I have in the AppStore. Using that specific bundle Id in any app with NSOpenPanel (or NSSavePanel) resulted inthe error. Replace the bundle Id in the same project with another one and the problem goes away. Why? Some caching issue of XCode. Cleaning the build folder did not help. So I did a full uninstall and removal of all directories related to XCode. Then reinstalled XCode. No more problem. I'm thinking perhaps an outdated entry TCC.db?

Could you try resetting the TCC database and see if that has any impact?
You can reset it using this Terminal command: tccutil reset All
This will reset all your Privacy & Security Settings, so you'll be prompted for permissions again by all your apps, which is annoying - but it might fix your issue.
Curious... did you upgrade from a previous macOS release to Sonoma?
Related:

A deep dive into macOS TCC.db
macOS TCC

I also spotted this:
Final Cut Pro: (Ozone) Error creating plugin with class name "mUtility" : (null)

I also saw this:
2023-12-11 09:30:56.856528+1100 0x1843d    Error       0x0                  3135   0    Final Cut Pro: (CoreFoundation) [com.apple.CFBundle:loading] Attempt to load executable of a type that cannot be dynamically loaded for CFBundle 0x600003cc33a0 </Applications/motionVFX/Plugins/mUtility.app/Contents/PlugIns/mUtility XPC Service.pluginkit> (executable, not loaded)

I assume you've already tried making sure all your MotionVFX plugins are up-to-date and that you've done all MotionVFX's various checks in mInstaller?

Looking for more mUtility lines:
2023-12-11 08:49:38.455440+1100 0xf13c     Default     0x3bd79              3135   0    Final Cut Pro: (RunningBoardServices) [com.apple.runningboard:process] Hit the server for a process handle 529da1a00000c4a that resolved to: [xpcservice<mUtility-XPC-Service([app<application.com.apple.FinalCut.50092462.50095991(501)>:3135])(501)>:3146]
2023-12-11 08:49:38.455467+1100 0xf13c     Default     0x3bd79              3135   0    Final Cut Pro: (libxpc.dylib) [com.apple.xpc:connection] [0x12e68d4c0] activating connection: mach=false listener=false peer=false name=mUtility-XPC-Service
2023-12-11 09:30:56.848009+1100 0x1843d    Error       0x0                  3135   0    Final Cut Pro: (CoreFoundation) [com.apple.CFBundle:loading] Attempt to load executable of a type that cannot be dynamically loaded for CFBundle 0x600003cc33a0 </Applications/motionVFX/Plugins/mUtility.app/Contents/PlugIns/mUtility XPC Service.pluginkit> (executable, not loaded)
2023-12-11 09:30:56.852222+1100 0x1843d    Error       0x0                  3135   0    Final Cut Pro: (CoreFoundation) [com.apple.CFBundle:loading] Attempt to load executable of a type that cannot be dynamically loaded for CFBundle 0x600003cc33a0 </Applications/motionVFX/Plugins/mUtility.app/Contents/PlugIns/mUtility XPC Service.pluginkit> (executable, not loaded)
2023-12-11 09:30:56.856170+1100 0x1843d    Error       0x0                  3135   0    Final Cut Pro: (CoreFoundation) [com.apple.CFBundle:loading] Attempt to load executable of a type that cannot be dynamically loaded for CFBundle 0x600003cc33a0 </Applications/motionVFX/Plugins/mUtility.app/Contents/PlugIns/mUtility XPC Service.pluginkit> (executable, not loaded)

Digging deeper...
Lots of logs lines with AUHostingServiceClient crashing:
2023-12-10 21:13:21.722708+1100 0xc6771    Error       0x0                  9396   0    Final Cut Pro: (AudioToolboxCore) [com.apple.coreaudio:AUHostingService] AUHostingServiceClient.mm:231   [AUHostingService Client] connection invalidated.

LOTS of this:
Final Cut Pro: (libxpc.dylib) [com.apple.xpc:connection] [0x46dce7310] invalidated after a failed send of the check-in message: mach_error=[0x10000003: (ipc/send) invalid destination port]

Some other interesting lines in the SystemLog:
Final Cut Pro: (libAudioStatistics.dylib) [com.apple.coreaudio:carc]      CAReportingClient.mm:532   Attempted to remove a reporter not created by this client { careporter_id=40355512713275 }
Final Cut Pro: (CoreMediaIO) [com.apple.cmio:] CMIOHardware.cpp:295:CMIOObjectGetPropertyData the System is exiting
Final Cut Pro: (CoreMediaIO) [com.apple.cmio:] CMIOHardware.cpp:331:CMIOObjectGetPropertyData Error:<PHONE_NUMBER>, failed
Final Cut Pro: (CoreMediaIO) [com.apple.cmio:] CMIO_DAL_PlugInManagement.cpp:917:CreatePlugIn Could not find plugin with kCMIOHardwarePlugInTypeID
 Final Cut Pro: (CoreAudio) AudioHardware-mac-imp.cpp:1224   AudioObjectRemovePropertyListener: no object with given ID 109
 Final Cut Pro: (PlugInKit) [com.apple.PlugInKit:xpc] <private>: XPC error talking to pkd: Connection interrupted
 Final Cut Pro: (CoreAudio)      HALC_ShellPlugIn.cpp:860    HAL_HardwarePlugIn_ObjectHasProperty: no object
 Final Cut Pro: (CoreAudio) AudioHardware-mac-imp.cpp:1224   AudioObjectRemovePropertyListener: no object with given ID 247
 Final Cut Pro: (libAudioStatistics.dylib) [com.apple.coreaudio:carc]      CAReportingClient.mm:532   Attempted to remove a reporter not created by this client { careporter_id=13464722473012 }
 Final Cut Pro: (CoreMedia) [com.apple.coremedia:] <<<< FigCustomURLHandling >>>> curlh_finishLoadingOnQueue: com.apple.avfoundation.customurl.cfurlconnection.0x60001bf44300: requestID: 2, error: Error Domain=kCFErrorDomainCFNetwork Code=-1002 "unsupported URL"<EMAIL_ADDRESS>NSLocalizedDescription=unsupported URL, NSErrorFailingURLKey=mediaserver:///var/folders/mh/y95kb8_56x5bw1pz0ls0sxnw0000gn/T/1C0E34F4-B38B-4987-9FEC-1B1C79A60E60.export-seq-id?itemname=3978CE10-6A0D-42AA-851E-445C5967F632@23F62815-8D2B-4454-82
 Final Cut Pro: (CoreMedia) [com.apple.coremedia:] <<<< FigCustomURLHandling >>>> curlh_finishLoadingOnQueue: com.apple.avfoundation.customurl.cfurlconnection.0x60001304d5c0: requestID: 2, error: Error Domain=kCFErrorDomainCFNetwork Code=-1002 "unsupported URL"<EMAIL_ADDRESS>NSLocalizedDescription=unsupported URL, NSErrorFailingURLKey=mediaserver:///var/folders/mh/y95kb8_56x5bw1pz0ls0sxnw0000gn/T/1C0E34F4-B38B-4987-9FEC-1B1C79A60E60.export-seq-id?itemname=3978CE10-6A0D-42AA-851E-445C5967F632@23F62815-8D2B-4454-82

Hopefully someone from Apple is listening and can provide some better insight...

did again the the mInstaller checks and repairs, yes everything is up to date.
I just reset TCC lets see if that helps hop all apps ask for permissions again?

Yes, after running tccutil reset All it will reset all your Privacy & Security Settings, so you'll be prompted for permissions again by all your apps. Probably worth doing a shut down and restart after running tccutil reset All just for good measure.
Fingers and toes crossed that helps!

@stevef243 - FYI - Apple has reached out to me about this, and are actively investigating.

wow not sure what connections you have but that’s unheard of, just posted a new one going on since 10.7 where FCp hangs when updating libraries. Have easy +50 Libraries and this update business for every update is painful especially when FCP hangs. Had this happen in one out of six libraries. After a force quite FCP restart the updated library looks ok
On 13 Dec 2023 at 12:16 +1100, Chris Hocking @.***>, wrote:

@stevef243 - FYI - Apple has reached out to me about this, and are actively investigating.
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you were mentioned.Message ID: @.***>

I'm kinda hoping someone from Apple might actually respond here, but it seems unlikely - Apple staff generally aren't allowed to reply on public forums sadly, for whatever reason.
I also don't think I should share their exact response publicly, but just reading between the lines, here's my PERSONAL opinion...
Because you're (so far), the only person that's really reported this, there's not much for them to go on. If more people reported the same issue it would be far easier for them to fault-find.
Based on all of the above, my GUESS is that it's actually macOS that's "killing" the plugins due to memory getting low - which is why you're not seeing crash logs. If macOS kills it - it's not technically a crash. Because FxPlug4 plugins now run "out of process" each plugin is essentially their own application - and they use the macOS Extensions system to work - for example, you can see all your FxPlug Extensions in Privacy & Security > Extensions > Added extensions (on Sonoma at least):

Basically, the whole reason I created this Bug Tracker is for situations like this... Apple needs more information to fault-find the problem, as it clearly doesn't happen to everyone. If we can get the whole FCPX community on-board, and if EVERYONE who had the same issue shared their log files and diagnostics here, then we could probably get a response, and maybe even a fix pretty quickly. But with only one user reporting this, and not really enough information in the log files or diagnostic files to go on, it makes it tricky.
If this happens again, can you also take a screenshot of the Memory screen in Activity Monitor?

@stevef243 - Someone at Apple has requested... Could you please run System Diagnostics via Activity Monitor and upload your results?

Also, just to clarify... my understanding is that in some cases, you've been able to edit totally fine in Final Cut Pro - everything is working fine in the timeline, with no "this plugin is not responding" alerts. It also exports fine, with no "this plugin is not responding" alerts, HOWEVER when you review the export, it has red error frames, signifying that an FxPlug effort failed to render during export. Is that a correct summary?

yes, that is the correct summary.
sys diagnosis link
https://drive.google.com/file/d/18Tw8m-bnovMcGz3p5x22918h0J0lhuSq/view?usp=sharing

Legend, thank you! I've passed this on to the ProApps team.
I'll keep you posted if I hear anything back.
I'm assuming tccutil reset All didn't fix your problem?

@stevef243 sorry if you previously mentioned it; what version of FCP & macOS are you on?
how much RAM does your machine have?
we were seeing these issues a lot during the first 2 years of Apple Silicon, often with 8-16GB configurations. Apple had mostly fixed it earlier this year with macOS, FCP & FxPlug updates. it was common that crash reports were never generated, because the plugins weren't truly crashing.

MacStudio M1 Max 32GB Ram Sonomoa 14.1.2 FCP 10.7

Legend, thank you! I've passed this on to the ProApps team.
I'll keep you posted if I hear anything back.
I'm assuming tccutil reset All didn't fix your problem?

to early to say, sure didn't fix hanging FCP when doing DB updates

to early to say, sure didn't fix hanging FCP when doing DB updates

No worries - next time you do an export, and there's red render error frames, please collect System Diagnostics & Final Cut Pro Diagnostics and post them here again. Hopefully we can work out the cause and Apple can address.

Archive.zip
now always crashing on export

Archive.zip
some more crash reports got errer on export stabilisation was not finished had to spend now 30 minutes going trough every clip who was stabilised and re-render now finally can export it's a joke really. Would be very helpfull if FCP could specify what clip exactly has issues in a 30 minute video with hundred of clips doing this manual is a joke

Here is another example of plugins just stopping working with no notification or the like; a FCP restart fixes it. It seems to most likely happen if FCP is open for a while even in the background like it's running out of memory and then stopping addons.
https://drive.google.com/file/d/1z1x3_cghpKJvOuqEO83p2a-qSdsb7hdZ/view?usp=sharing