Can't run kubernetes within boot2docker

I'm following the docker tutorial (https://github.com/GoogleCloudPlatform/kubernetes/blob/master/docs/getting-started-guides/docker.md) but I can't make it work.
etc runs without problems, but the master shows some errors on the log: https://gist.github.com/acroca/dac7cdc196b26c6ae65d
I get the following error running containers too:
$ kubectl run-container nginx --image=nginx --port=80
Error from server: the server could not find the requested resource (post replicationControllers)

I use boot2docker and docker 1.6.0.

cc @brendandburns looks like the apiserver didn't come up?

Is there anything else I can do to help troubleshooting this issue?

Those instructions seem totally broken. The step that is entitled "Run the
master" is actually running the kubelet.
On Wed, Apr 29, 2015 at 3:33 AM, Albert Callarisa<EMAIL_ADDRESS>wrote:

Is there anything else I can do to help troubleshooting this issue?
—
Reply to this email directly or view it on GitHub
https://github.com/GoogleCloudPlatform/kubernetes/issues/7428#issuecomment-97382168
.

Never mind, I see the comment that says "This actually runs the kubelet,
which in turn runs a pod that contains the other master components."
On Wed, Apr 29, 2015 at 9:13 AM, Eric Tune<EMAIL_ADDRESS>wrote:

Those instructions seem totally broken. The step that is entitled "Run the
master" is actually running the kubelet.
On Wed, Apr 29, 2015 at 3:33 AM, Albert Callarisa <
<EMAIL_ADDRESS>wrote:

Is there anything else I can do to help troubleshooting this issue?
—
Reply to this email directly or view it on GitHub
https://github.com/GoogleCloudPlatform/kubernetes/issues/7428#issuecomment-97382168
.

Okay, I followed the instructions, and my cluster came up okay.  I also see
similar error messages in my logs (by the way, the logs in the gist are
from kubelet not apiserver).
acroca: what happens when you follow the next steps (setup ssh tunnel, and
then run kubectl -s http://localhost:8080 get pods)
On Wed, Apr 29, 2015 at 9:15 AM, Eric Tune<EMAIL_ADDRESS>wrote:

Never mind, I see the comment that says "This actually runs the kubelet,
which in turn runs a pod that contains the other master components."
On Wed, Apr 29, 2015 at 9:13 AM, Eric Tune<EMAIL_ADDRESS>wrote:

Those instructions seem totally broken. The step that is entitled "Run
the master" is actually running the kubelet.
On Wed, Apr 29, 2015 at 3:33 AM, Albert Callarisa <
<EMAIL_ADDRESS>wrote:

Is there anything else I can do to help troubleshooting this issue?
—
Reply to this email directly or view it on GitHub
https://github.com/GoogleCloudPlatform/kubernetes/issues/7428#issuecomment-97382168
.

I can get the pods, nodes and so on, but the problem comes when I try to run a container, create a service or a rc.

I'm out next week, so I am not going to be able to work on this.  Someone should try to repro this.

I have the same problem. I followed instructions on examples/meteor/README.md on master branch, but deployed my k8s cluster with v0.16.2 tag.

We’re going through old support issues and asking everyone to direct your questions to stackoverflow.
We are trying to consolidate the channels to which questions for help/support are posted so that we can improve our efficiency in responding to your requests, and to make it easier for you to find answers to frequently asked questions and how to address common use cases.
We regularly see messages posted in multiple forums, with the full response thread only in one place or, worse, spread across multiple forums. Also, the large volume of support issues on github is making it difficult for us to use issues to identify real bugs.
The Kubernetes team scans stackoverflow on a regular basis, and will try to ensure your questions don't go unanswered.


What's the best way to make sure metadata is updated with every build?

Hi, I'm trying out this crate to embed build metadata into the built binary, however I've noticed that the metadata doesn't update if the code hasn't changed since the last build:

(Note the difference between the current system time and the reported compile time)
Admittedly it could be argued that this is accurate as cached data built at the reported time has been used to generate the binary, however this becomes more of an issue with the commit hash and dirty flag. In this instance, the cache was created before my changes were committed, so in fact when this binary was created there is now a new commit hash and the build is no longer dirty.
To demonstrate, running cargo clean && cargo run now gives:

I don't want to do this however, as I don't need all the dependencies to be rebuilt every time. I've tried adding
let out_dir = env::var("OUT_DIR").unwrap();
println!("cargo:rerun-if-changed={out_dir}/shadow.rs");

to the build script which seems to work, but I wondered if there are any alternatives?
Maybe it's worth adding this to the examples/docs if this is considered the best approach?

@petekubiak Thank you for your suggestion. I am considering optimizing it.

Hi @petekubiak ,apologies for the delayed response to this question. Additionally, the desired solution has finally arrived.
New version publised, please use :
shadow-rs = "0.37.0"

The code in build.rs, use BuildPattern::RealTime it will always trigger rebuilding a package.
Please see detail:https://github.com/baoyachi/shadow-rs?tab=readme-ov-file#buildpattern
fn main() {
	ShadowBuilder::builder()
+		.build_pattern(BuildPattern::RealTime)
		.build().unwrap();
}

I will close it. If there is a problem, it can be reopened.

Beautiful, nice work!


Release Google.Analytics.Admin.V1Alpha version 2.0.0-alpha12

Changes in this release:
Bug fixes

BREAKING CHANGE Rename the enterprise_daily_export_enabled field to fresh_daily_export_enabled in the BigQueryLink resource (commit bb7b89d)

New features

Add UpdateConversionEvent method to the Admin API v1 alpha (commit bb7b89d)
Add the counting_method field to the ConversionEvent type (commit bb7b89d)
Add the ConversionCountingMethod enum (commit bb7b89d)

Created release for Google.Analytics.Admin.V1Alpha-2.0.0-alpha12


Navbar Highlighting Behavior for Nested Routes is different between Docs and Blog

Have you read the Contributing Guidelines on issues?

[X] I have read the Contributing Guidelines on issues.

Prerequisites

[X] I'm using the latest version of Docusaurus.
[X] I have tried the npm run clear or yarn clear command.
[X] I have tried rm -rf node_modules yarn.lock package-lock.json and re-installing packages.
[X] I have tried creating a repro with https://new.docusaurus.io.
[X] I have read the console error message carefully (if applicable).

Description
Navbar Highlighting Behavior for Nested Routes is different between Docs and Blog.
For example, let us define /docs for Docs and /blog for the blog on the navbar.
Reproducible demo
No response
Steps to reproduce
Mentioned Above
Expected behavior
Both should behave consistently, either only highlighting when it's a strict match or highlighting when it is a subroute.
Actual behavior
If you are at /docs/page1, the /docs button highlight. But if you are at /blog/page1, the /blog button will not highlight.
Your environment
No response
Self-service

[X] I'd be willing to fix this bug myself.

I have found that it was my subroute redirection pattern that caused the issue. Closing the issue!


Use zstd compression for s3 cached layers.

From some brief testing this seemed to reduce the time to prepare layers for remote cache export, with one case previously taking 5 seconds now taking 1 second. This isn't surprising given zstd is generally considered faster than zlib (what underlies gzip, the previous default) in almost all cases.

It'd be awesome to trim down on the cost of compression here!


why are we keeping user location?

why are we keeping user location I think it should start on the Turitea,
starting where you left off is kinda stupid, imagine going to a cafe website and there map not starting on where the cafe is it doesn't make sense.

if you are a researcher you change or create one pin, if it don't remember the location, it will difficult to find it.

but if a researcher is looking for a pin he would have had it a while ago not had just looked at it so it wouldn't really help. all it would do is when someone comes back to it will not center on the Turitea.

if you like please make a home button

But I believe anyone will like remebering the position. remeber that it is a explore system, no one want to restart.

it just a very little thing in this project if you like please add, but don't delete this function. Both you and me are not all the users.


linux binaries does not work on ubuntu 20.04 due to GLIBC version requirement

ubuntu 20.04 is three years old and it is already too old ? :-)
Normally what people say for linux binaries is to compile on an old distribution like for example ubuntu 18.04. In this way the binaries will works just fine in almost any distribution except the very old ones.

Yeah, for that takase did some custom container to produce the builds using an older distro image but when I forked everything from lite-xl to pragtical dropped it since I was feeling lazy on also incorporating the custom container :smile:
I wonder if we could switch instead to something like musl to produce fully static linux builds as done on the plugin manager https://github.com/pragtical/plugin-manager/blob/master/.github/workflows/build.yml#L23 that way we don't have to worry about incompatibilities with the libc runtime.


Updated AIB contract with default portal language

This pull request primarily focuses on adding support for default portal language code in the sendApiRequest function and related changes in various files. The changes include adding a new parameter to the sendApiRequest function, fetching the default language code, and passing it to the sendApiRequest function. Additionally, there are changes to telemetry events and utility functions related to finding website YAML files.
The most important changes are:
Addition of default portal language code:

src/common/copilot/IntelligenceApiService.ts: The sendApiRequest function now includes a new parameter defaultPortalLanguageCode which is used in the request body. [1] [2]

Fetching and passing default language code:

src/common/copilot/PowerPagesCopilot.ts: The defaultPortalLanguageCode is fetched using the getDefaultLanguageCode function and passed to the sendApiRequest function. [1] [2] [3]

Support for fetching default language code:

src/common/copilot/dataverseMetadata.ts: Added a new function getDefaultLanguageCode to fetch the default language code. This function uses various other helper functions added in this file to read website YAML files and fetch language code from API. [1] [2]

Telemetry events:

src/common/copilot/telemetry/telemetryConstants.ts: Added new telemetry events CopilotGetLanguageCodeSuccessEvent and CopilotGetLanguageCodeFailureEvent.

Utility functions:

src/common/utilities/Utils.ts: Added a new function findWebsiteYAML to find YAML files in the website. [1] [2]

Additional changes:

src/web/client/schema/constants.ts: Added new keys LANGUAGE_NAME_CODE and LANGUAGE_ID to the EntityMetadataKeyAdx enum.
src/web/client/utilities/fileAndEntityUtil.ts: Added a new function getDefaultLanguageCodeWeb to get the default language code in the web client. [1] [2]

as per discussion with Neeraj, dropping plan of using "portal Base Language" to localize co-pilot for now, hence closing this PR.


Add method to compute Minimum cost spanning arborescence to WeightedGraph

There are various use cases of graphs where it's relevant to extract a minimum cost spanning arborescence (equivalent of minimum spanning tree for undirected weighted graphs).
For example in my case it was relevant to create a variant of the observer pattern (then turned into mediator), to avoid redundant updates: you create a dependency graph and for each component, extract a minimum cost spanning arborescence (weights are used if some routes for updates are preferred to others), then send updates down the MSA rooted in the component.
I can share some code if needed.

Sure, if you want to share a pull request I'll take a look. Please put it in an extension to Graph or UnweightedGraph in a separate file and tests would be ideal too. Thanks!

I'm not that great at using Github and I'm not sure how to properly do that. Though I have the extension pushed in this repo on a convenience account that I use to park libraries for my main project without polluting my main.
It is already structured as an extension and in separate files. Currently it only contains the method for computing the MSA on top of SwiftGraph (and an Union-Find by rank with path compression leftover file that I plan to remove in the future because I don't need it anymore).
A possible improvement is to move part of the code from func MSA(_:) to a private helper function that works under the assumption that every vertex of the graph is reachable from the specified root. This way, when only a subset of the vertices was reachable from root, the check won't be performed twice, leading to performance improvements.


Passing parameters to a Python script

Hello.
How can I pass arguments to my python script?
The original script must be run as follows (3 arguments):
$ python main.py --inject video_input.mp4 video_output.mp4
(Specifically I'm trying to use this script: https://github.com/google/spatial-media ).
Thank you.

Hi confuste,
Although I have never tried passing variables to the script, you can try two different approaches.

Add parameters to the config parameter.

public static final String PYTHON_MAIN_SCRIPT_NAME = "hello.py";
DROID_PYTHON/apk-2.7/app/src/main/java/com/android/python27/config/GlobalConstants.java

Add the parameters to the arguments array list or environment variables in scriptservice.java .

DROID_PYTHON/apk-2.7/app/src/main/java/com/android/python27/ScriptService.java
Let me know if you get it working and what approach for others...

Hello again
The first way can't work because with the "PYTHON_MAIN_SCRIPT_NAME" your project must generate the file with File java class but...
The second way works fine!
I have add the parameters in BackGroundScriptService.java (no ScriptService.java)
DROID_PYTHON/apk-2.7/app/src/main/java/com/android/python27/support/BackGroundScriptService.java
This is the code:
/* arguments List */
ArrayList<String> args = new ArrayList<>();
args.add(scriptName);
//I deleted this argument
//args.add("--foreground");

//I added three arguments more
args.add("--argument1");
args.add("input_file");
args.add("output_file");

Thank you very much ainsophical
: )

right on! no problem.  i'll add that into the wiki when i get a chance.


Font size small on iPhone SE

The fonts are a little bit small on the SE

Hi and thank you for reporting this issue.
Could you please add some screenshots of the application with the iPhone SE? That would help us a lot!

Agreed - definitely think a screenshot would be super useful. Thank you for logging this @lXSPandora 🙌
With that being said - maybe we can consider allowing the user to change between regular and large font sizes on the settings screen 🤔  @machour

Good idea!

here's a shot of this issue:

and here's what it looks like on github:

Thanks for the screenshot @brandly 🙌🏾
Definitely not a high priority, but I think a settings option to change between "Regular" and "Large" would be nice to have


fixed readme for newcomer

added mkdir -p

Coverage remained the same at 39.02% when pulling e1aabe062b1c8149925b30dc20ee25f7a606b1eb on liuggio:patch-1 into e1e7259b8a4d39c13f49ada94570e8f7f85d3a8a on docker:master.

Hi @liuggio, can you please sign-off your commit?

hi @abronan thanks I'm going to do it...

Coverage remained the same at 39.02% when pulling 7510b25c5f168641eb5b6722331acddff36ddc07 on liuggio:patch-1 into e1e7259b8a4d39c13f49ada94570e8f7f85d3a8a on docker:master.

Thank you @liuggio!
LGTM @SvenDowideit


Revive Oculus Rift / general VR support [$25]

I realized there wasn't an issue posted for this yet, just a couple mentions in the forum. Also not minding the idea of putting a small bounty on here that maybe could be added to over time to get this done. After all Oculus is about to go commercial so it is good timing :-)
We supported the Oculus DK1 some time ago at a way older SDK level, as visible here: https://www.youtube.com/watch?v=nNsN_konRbs
The SDK bindings haven't kept up with later releases and then DK2 happened. Occasionally a user would tweak at the support like in http://forum.terasology.org/threads/oculus-issues.890 but even if any code got merged it would go out of date soon enough.
New thread was also just posted: http://forum.terasology.org/threads/support-for-modern-vr-hmds-and-or-motion-controllers.1428
Marking as Contributor friendly with the assumption that anybody who actually has an Oculus Dev Kit would also know how to use it + GSOC candidate for the expanded version of supporting generic VR.
Goal for this issue (to claim the bounty):

[ ] Update TeraOVR (if needed, alternative available?) - https://github.com/MovingBlocks/TeraOVR
[ ] Update code to work with latest Oculus Rift SDK and the DK2
[ ] Associated Javadoc and some basic intro work (forum, readme, or wiki)
[ ] Any tweaking needed to config options in-game to enable and adjust VR
[ ] New showcase video to see it all in action

Bonus (required if a GSOC item):

[ ] Tutorial / better intro doc for module authors who may want to do something extra in VR land (like visual effects or content only applicable to VR somehow)
[ ] Clean up related rendering systems
[ ] Add generic support for VR such as via OpenVR
[ ] Support something beyond the DK2 - CV1 or a different headset

For posterity: I suspect this particular issue is dependent on a considerable restructuring of the rendering engine.
The current Oculus-related code is (too) deeply embedded in the rendering engine. Extracting it and abstracting it, to allow for other HMDs for example, won't be straightforward. This is due to the current rendering engine. No matter its excellent visuals it was not written to be particularly easy to modify or expand.
It might be necessary to implement a radically new architecture, such as the one discussed in #1741 before this issue can be tackled. I might be wrong though and anybody is welcome to try. =)

Thanks for the thoughts @emanuele3d :-)
Would it almost be worth blessing the DAG pipeline issue for GSOC instead / as a paired item? Although I don't imagine it'll be easy, and mentor availability for 3d wizardry is a bit tricky :-)

I agree with the assessment on mentor availability for the 3d wizardry department... =(
Promoting the DAG-based pipeline idea for the GSOC is certainly worth considering. I would certainly try and implement that before tackling this issue.
But that's just me: it might be theoretically possible for somebody particularly fluent in java/opengl to tackle this issue without major restructuring. I personally feel it would exacerbate the problem.
It might also be possible to restructure the rendering engine in a completely different way from what I proposed in #1741. It would be interesting to hear about radically or even slightly different approaches.
It would certainly be a fairly major project though: perhaps just perfect for the GSOC.

Hello,
I have experience porting a closed-source VR application (currently under NDA) to the HTC Vive using OpenVR and an earlier version of the Oculus SDK. I have ordered a personal HTC Vive for my home (I was using a dev kit through my company for the earlier work), and I have some thoughts on the matter and am willing to help with development and testing. Unfortunately, most of my work is in C++/OpenGL, and although I have developed some Android applications using the NDK, I would consider myself a Java novice.
The two main VR toolkits out there have more similarities than differences. The basic idea is:

Take two 4x4 homogenous transformation matrix from the SDK that defines the pose of the left and right eye in tracking space.
Take a projection matrix for each eye from the SDK; this is an important step because it ensures that a pixel observed from your left eye's perspective is projected to where your right eye expects.
For each eye:

bind an offscreen framebufffer
pass projection matrix and pose matrix to your shaders, do whatever you need to inside of there.

Use a pre-defined distortion pattern defined by the SDK. There is a clear example of this in OpenVR.

Unfortunately, OpenVR does not have a ready way of dealing with Java. It is (ironically, given the name) a collection of headers and pre-compiled libraries for Windows, MacOS, and Linux. Naively I would suspect that it would be possible to do one of the following:

Have a simple C++ program that does nothing more than set up the required OpenGL context, query OpenVR for controller events, and calls renderScene() or somesuch on Terasology.
Have a simple C++ wrapper for the OpenVR SDK that performs necessary initialization steps and allows the appropriate frame buffers to be bound at the proper times.

The primary difference being where the bulk of the rendering code is written.
Anyway, my equipment doesn't arrive until mid-late next week, and there are a lot of question marks as to how to proceed, but i figured I would kick off the discussion and see if there is any interest. Thanks for your efforts; I see a ton of potential to this game.

@indianajohn, thank you for your interest: work on VR support would certainly be welcome.
What I mentioned in a previous comment still stand however: VR work is dependent on a considerable restructuring of the rendering engine. The good news is: the restructuring is happening. @tdgunes's proposal was accepted within the context of the Google Summer of Code initiative and he's currently working hard to implement a new architecture for the rendering engine. The bad news is: it will takes weeks and possibly the whole allocated period (another two months from now) to get to the point where the code is stable enough for other people to be able to build on it. We certainly want people to build on top of the new architecture, opening the rendering engine is its fundamental goal, but if you start too soon you might find yourself on very shifty grounds.
Given your interest and your level of (Java) experience my suggestion would be first of all to setup your development environment for Terasology. Then I'd recommend you start following tdgunes work. He currently has an open PR (#2367) and the previous one was just merged-in. Then I'd suggest you chip-in on some side-tasks. Think of tdgunes as the guy with the ball running full tilt for a touchdown and you being the crucial teammate getting those pesky opponents out of his way. It would give you the chance to be exposed to important discussions on the current proceedings, learn about the codebase in a focused way and help along the way.
Then, when the time comes and the rendering engine is stable enough, you'd be in a much better position to work on VR.
All that been said, a wrapper for the OpenVR SDK would most likely be needed no matter the new architecture. It just won't be wise to attempt to integrate it in Terasology too soon.

Heya @indianajohn and welcome! :-)
Yeah we'd appreciate the help, although it may take a little while before we can properly (re)implement VR. Did you check out TeraOVR? Linked in the top post. That's how we originally wrapped the Oculus SDK back in the age of the DK1. I don't really know anything about it and it targets a way outdated SDK level for Oculus (not to mention our rendering has changed and is changing more), but it might be interesting to look at.
I'll echo @emanuele3d on his recommendations, especially on trying out a few smaller issues to get used to the codebase. Then maybe at a good time we can have a little brainstorming/design session on future VR implementation. I'd love to be able to use OpenVR, have been following some and am considering getting their dev kit (got a DK2 at present)
On a vaguely related note we did a proof of concept implementation for the Leap Motion controller once as well, another geeky peripheral. Have you checked out any other hardware projects like that? Any thoughts on how future motion controllers from Oculus, Valve, or others? Way back when I worked on our Leap implementation I wasn't actually sure what to really do with it, so the setup was pretty gimmicky. Main neato part I can imagine working would be something like spell casting with your hands :-)

@emanuele3d Thanks for the advice. I'll start reading the bug tracker and commits and see if I can find somewhere to stick my nose in.
@Cervator The Vive is much superior to the Oculus Rift DK2, I can say from experience. The buzzword HTC uses is room-scale VR, and it is an experience head-and-shoulders above the seated experience that Oculus aims for.
Re: TeraVR, I just took a look, and I think something like that would be doable with OpenVR when the time comes closer. Probably using TeraVR as a starting point.
Something like Leap Motion has potential for VR control but it has to be pinned to the Vive reference frame, I think. I've never actually seen a really impressive implementation of a control scheme with it. The controllers on the HTC Vive are completely motion tracked, and I think that is the most promising future value-add of VR. The funnest adaptations are things like shooting games that require painstaking aiming by closing one eye and actually lining up the vector of your shot, or sports games like baseball (batting). So for Teratology, one possibility would be mining blocks by actually striking them with a mining pick that you hold by grasping the controller. At some point in the future combat could also be controlled using the motion controllers.
Anyway, to kick off some ideas on how to make a meaningful standing VR experience (I know these are quite a ways off; I just like talking about it):

The biggest thing to work around is that translation and rotation of the 3D frame has to be done with some physical analog. If you have a joystick and the frame translates without any stationary reference, it's a one-way ticket to VR sickness. I've handled this by making the user "pull" inertial space like an astronaut grabbing on to a bar in zero-G, but it's not suitable for a game like Terasology. One thing that's occurred to me is creating some sort of platform that looks... vehicular, and gives the user a stationary frame of reference while the camera is translating. Another way that some people do it is a "blink" movement system where you can teleport small distances by selecting your destination by pointing the motion controller at it.

I'm also not quite sure how to come up with a compelling purpose for the motion controllers that leverages their tracked pose to actually interact with the game world. I mentioned mining blocks through detecting collisions with the controller/pick. In addition to that could be some sort of gesture-based spell casting or skill-based combat.

It's entirely possible that the VR experience could be an entirely separate facade from those currently under development due to the above reasons.

Some sort of 3D UI that allows inventory management could also make things a lot cooler/smoother.

Finally, there are some games on Steam that make use of voice recognition to avoid the need for complicated menu interaction using a VR controller. Something to consider.

Vive - yeah the DK2 wouldn't stand a chance, nor would it against CV1, I'm looking forward to experience the real thing one day. I played the most with Elite Dangerous and those side menus at that resolution ... aieee! ;-)
Leap - I've tried the combination of it mounted to the front of the DK2. AWESOME effect.  Threw around some blocks and stuff too. Still, the tech is there, but actually putting it to use on some sort of gameplay? Trickier.
The matching hand-held controllers getting paired with the headsets are likely going to be better for some stuff since they have a more (well, at all) physical feel, and may even have some feedback like vibration or what not. I am supposed to get a basic VR glove from some crowdfunding campaign, but that project is somewhat in trouble (surprise). Was very curious about the combination of VR + Leap + Glove with individual finger vibration. Imagine drawing a bow, yet be able to drop it then cast a spell :D
Still, it is a brave new world to come up with the gameplay and UIs for all this. Leap Motion has nice Sword Art Online style UI for its setup paired with a VR headset (attaches to your arm then rolls out menus) but I haven't tried it yet.
Looking forward to the potential, one step at a time until then :-)

Since GitHub supports assigning multiple users now I'm going to start marking who may be interested in an issue. Doesn't mean any one of them will necessarily do it, but I figure it is a good way to highlight who may be relevant :-)

I'd like to point out this:
https://github.com/jrbudda/minecrift/tree/vive_1_7_10/src/jopenvr
which appears to be a great base for development to begin on a OpenVR plugin for Teratology.

Awesome! I had hoped there would be something like that out there, thanks for the find :-)

Vive owner here. Let me know if you need testing done.

@AWebb3701 - thanks! It'll probably be at least a couple months still before we can hit this, but we can ping you then if available :-)

So I had some free time this weekend and reviewed the state of OpenVR support in Java. My conclusion is that it sucks.

https://github.com/StellaArtois/JOpenVR had some issues compiling and was very incomplete.

https://github.com/jrbudda/minecrift/tree/vive_1_7_10/src/jopenvr is deeply intertwined with Vivecraft and not able to be used standalone.

https://github.com/phr00t/jMonkeyVR requires that one adopt an entire game engine as a dependency. (note that Vivecraft is based on this - he pulled jopenvr out of here and used it.)

Anyway, all three of these are unacceptable to use, and it's shameful that nobody (least of all Valve) had addressed the issue, so I took a run at it.
I wrote and tested this over the weekend: https://github.com/indianajohn/jopenvrwrapper
It wraps OpenVR into the following interface:
```Java
public class HelloWorld {
        public void run() {
            init();
            loop();
    }

    private void init() {
        // opengl and window setup
        // ...
        // OPENVR: Disable v-sync. This is important for VR to get high frame rates.
        glfwSwapInterval(0);
        // ...
    }

    private void loop() {
        // Create the OpenGL context
        GLContext.createFromCurrent();
        // ...

        // OPENVR: create the rendering context for the eyes.
        // This object must be constructed after a valid GLContext exists.
        vrRenderer = new OpenVRStereoRenderer(vrProvider,1280,720);

        // ...

        double fTime = getTime();
        while ( glfwWindowShouldClose(window) == GL_FALSE ) {
            for (int nEye = 0; nEye < 2; nEye++)
            {
                // OPENVR: bind the VAO associated with the target eye
                EXTFramebufferObject.glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,vrRenderer.getTextureHandleForEyeFramebuffer(nEye));

                // tell OpenGL to use the shader
                GL20.glUseProgram(shader.getProgramId());
                // ...
                // rendering code
            }
        }
    }

    public static void main(String[] args) {
        // OPENVR: object initialization.
        OpenVRProvider provider = new OpenVRProvider();
        try {
            // OpenVR: add a controller listener. Could also be this class if we wanted.
            provider.vrState.addControllerListener(new SampleControllerListener());
            Thread vrPoller = new Thread(provider, "vrPoller");
            vrPoller.start();
            SharedLibraryLoader.load();
            HelloWorld app = new HelloWorld();
            app.setVRProvider(provider);
            app.run();
            vrPoller.join();
        } catch (Exception e) {
            System.out.println("Unhandled exception: " + e.toString());
        }
        System.out.println("Exited normally.");"
}

Compling / running that on my machine puts a half-meter psychedelic triangle in the middle of my living room at 90 fps.
I struggled with exactly how much to do for the client, and decided that the interface doesn't need much more trimming down. It only provides controller callbacks transformation matrices, and VR frame buffer access; the user retains control of their rendering loop.
At the moment, it can be built/run using grade and integrated by copying some lines from grade and the relevant classes. I know enough to know that I should do something else, but I figured I should post here as a Java novice and ask advice on how to package this. Use Maven to distribute a jar through a repo?

Very nice @indianajohn! Thanks for the great update :-)
For our libraries we have build jobs in Jenkins that are configured to publish the resulting built artifact to our Artifactory instance. Then in turn that gives you the ability to declare a dependency in Gradle with group and module name, assuming you include our Artifactory's URL in a repository block.
From there you can then also publish further into Maven Central, jcenter, and so on, so the artifact will be available elsewhere even if our Artifactory is unavailable for some reason.
If you want to play around with that we could set up a test job to build your repo and publish it. Or if you want to go all in we could put it into a MovingBlocks repo and maintain it permanently that way :-)

Related general news of interest! I just talked to an OSVR rep for a bit about getting Terasology up to speed with an implementation. They're up for some freebie hardware and everything :-)
@indianajohn - do you have a forum account yet or an email you mind sharing with me? Can email to<EMAIL_ADDRESS>if you're up for it.  Would be ideal.

FYI: The open source ViveCraft is a mod that turns Minecraft into a full-featured VR room-scale experience.

So it has been about a year since @indianajohn started his successful journey on rejuvenating this topic so it seems like a good time to actually finally close this and call it included with a release ... :D
It might not quite be perfect or heavily used yet, and we broke at least one thing again with #2933, but the way forward is clearer now. #2761 and #2611 cover some related topics. There is more to do but we can capture that in new topics when appropriate :-)


Implement .populate() for map_anon()

Resolves #70.

You have missed stub, but otherwise it's fine.

OK, updated.

Published.


Feature: CLIKey

CLIKey is available on Node.js runtimes and allows Terra.js to use keys stored and registered with terracli. This implementation assumes the latest version of terracli has been installed and is available in the user's path. The solution also works with keys registered with terracli that use Ledger.
Usage:
import { StdFee, MsgSend } from '../src';
import { LocalTerra } from '../src';
import { CLIKey } from '../src';

const terra = new LocalTerra();
const { test1 } = terra.wallets;
const cliKey = new CLIKey('<key-name>');
const cliWallet = terra.wallet(cliKey);

const send = new MsgSend(cliWallet.key.accAddress, test1.key.accAddress, { uluna: 100000 });

async function main() {
    const tx = await cliWallet.createAndSignTx({
        msgs: [send],
        fee: new StdFee(100000, { uluna: 100000 })
    });

    console.log(await terra.tx.broadcast(tx));
}

main().catch(console.error)

Should we add functionality for customizing path to terracli and / or setting terracli --home path? @hanjukim

Should we add functionality for customizing path to terracli and / or setting terracli --home path? @hanjukim

by putting params to constructor of CLIKey?

@ouiliame done

@hanjukim should we add multisig feature


Make Random Image Collage Maker

A program that says, "Who needs organization, anyway?"
Create a program that takes a folder of images and randomly arranges them into a single collage image.

hi can you assign this issue to me

Can I too work on this ?


phantomjs unable to find angular library

While generating PDF its always throws
ReferenceError: Can't find variable: angular
How do i tell phantomjs where is angular library?

Could you post a sample please? Current PhantomJS supports AngularJS.

Hey guys I ran into this same issue, I can provide a simple test case:
test.js file:
var page = require('webpage').create();
page.open('http://preview.granadatile.com/en/', function() {
  page.render('test.png');
  phantom.exit();
});

from the commandline:
phantomjs test.js

Output:

OS :Windows 10
phantomjs --version
2.1.1
If there is something else i need to provide please let me know.
Thanks!


Cache Expiration : Example script not working

The problem
I tried to run the example/expiration.py script and it doesn't work.
We get an AssertionError :
  File "C:\Users\expiration.py", line 34, in main
    assert not response.from_cache
AssertionError

Expected behavior
The assertion to be right.
Steps to reproduce the behavior
Just run the example/expiration.py script.
Environment

requests-cache version: requests-cache==1.1.0
Python version: 3.10
Platform: Windows 10

Thanks 👍

Thanks for letting me know! The script hits https://httpbin.org, which appears to be having an outage right now (or unusually slow response times). If the problem persists, I'll update the example scripts to use a different test site.

I don't think that https://httpbin.org/ is the problem.
I also noticed the big slowdown of the website so I tried another website which was very fast and still got the issue. That's why I opened this ticket.
I was trying to implement the same behavior than in the script and it wouldn't work, so I figured out that I would try the script and I got the same behavior.
Maybe there's really something there.

I'm not able to reproduce this when running httpbin locally or using another test site.

I was trying to implement the same behavior than in the script and it wouldn't work

Can you post your full example, and enable debug logging and show me the output?
An example of a case where I'd expect this to behave differently is if the site supports conditional requests, in which case the server might respond with a 304. Then the cached response would be reused, and both response.from_cache and  response.revalidated would be True. In that case, the test could be changed to:
assert response.revalidated or not response.from_cache

You're right, seems like it's working now. That's weird.
I even tried again the previous version and it also worked.
I'll try again on the environment where I first noticed this behavior to see if I still reproduce this. But I think I can close this and reopen it if needed.
Thanks for your time !


Memory leak

qAndora spawns new threads for each new song and RAM usage gets crazy after a while. After listening for a few hours it was 60+ threads strong and RAM usage was over 100MB. It's got to be in the VLCplayer or VLC.py it's self. I wrote a tkinter UI and it exhibits the same behavior. So I know it's not Pyside/Qt. I'm definitely not an expert on the VLC bindings but from the looks of things a new player is created every time the song changes if so it seems that the old instance is not properly destroyed?

That is in fact what is happening. VLC python docs are here -> https://www.olivieraubert.net/vlc/python-ctypes/doc/
I don't see a delete function though for the player class.

I've been browsing those for a couple days. There's a release function but as soon as you hit it, it locks up the player. there's got to be a way to only have one instance running and just add url's to it's playlist.

Yea - I was never able to get the API to add songs to an existing player,

We'll figure it out. It's got to be in there somewhere.

Maybe something along these lines? https://forum.videolan.org/viewtopic.php?t=90233

Does that support appending more files later?

Switching back to the gstreamer backend and adding a bus to detect the eos signal until I can figure out the vlc bindings. Everything I've tried so far has awesomely failed...

Found out how to kill the old player. It was in fact "release."
It basically works like this. I attached another callback to the end reached event that invokes "release" then "nextSong" from the mainloop. Now it never goes over 5 threads. Next up is to try to tame the RAM usage. It seems to go up a megabyte or 2 everytime the song changes. Maybe it's not clearing the song out of memory? When I get that figured out I do a merge request.

Sounds good. I'm going to be fairly quiet the next couple of weeks as quarter where I teach is coming to an end. Will be reading/reviewing anything you post.

That's cool gotta pay those bills,lol!!! It'll give me a chance to do some tweaking.

The memory leak is in the list created in addSongs and in nextSong. Even if everything is disabled and all you do is retrieve a playlist and cycle through the song index without even actually loading anything, RAM usage increases by pretty much exactly the amount as the data(album art, mp4 audio file, etc) that would have been loaded if everything weren't disabled.  You would expect that the list would be a reference to the objects not the actual objects themselves.


Unhandled "KeyError: 'inserter'" on Blueprint.flippable

>>> new_bp.to_string()
'0eNp9kMFuwyAQRP9lzxDZTuK4/pWoqmy6clbFgFhsNbL49y5R1fqQ9gSMdt7OsMFoFwyRXIJ+A0o4Q7/TFKwYmbyDvunq0+WlubTtuWu7TgG6RImQob9u4IYZxTkw4zxacpOeB3Mjh7oRSPAso4WywSf09eGs4P44s4KIhkIxR28+MGkm68VTsnAxBNGRuTAXR5KzqSoFxjsTMYmvrsobLZoUyWh0U1m7G+WEaHWww+90eGyUe/7ucX9zyzxiFDGrnzrkGGMS9c8Kx8MTRLNDWD8RJ8llbshJB/khWlFLqZXe/yOfnpGP+TXnL7QYj2Q='

>>> new_bp.flippable
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/tmp/gun/.venv/lib/python3.10/site-packages/draftsman/classes/collection.py", line 83, in flippable
    if not entity.flippable:
  File "/tmp/gun/.venv/lib/python3.10/site-packages/draftsman/classes/entity.py", line 520, in flippable
    return entities.flippable[self.name]
KeyError: 'inserter'

>>>

Confirmed. Also fails with all the logistic chests. Reason is that I do the hokey pokey to make data.raw categories match draftsman classes, so the code for assigning them a flippable value just never got run. Amending this now.
Is this catastrophic enough for a hotfix or should I just push it onto the next minor release? Flippability is still a work in progress, after all.

Fixed. Also added a new test and test category to ensure this doesn't happen again. Will be in the next version, either 1.0.4 or 2.0.0, whichever comes first.

Whoops, git was being overzealous.


JDK 9 has stricter inferring rules, adjust code accordingly.

Using JDK 9 EA (build 129), I came across a compilation error caused by generics usage.
JDK 9 probably has stricter rules for this although as of now, I haven't found any relevant info on that.

Merged. Thank you.


Multiple bbox per image ?

Hej Dan ! Very nice your raccoon-dataset. I am working in a similar problem and I am having trouble to find information of how to create TFrecord when a image has multiple labels (object/bbox).
For example, in your CSV file you have one image per line with one box. But how would you do if there are two boxes ? Would you just add another line ?
Example:
filename	width	height	class	xmin	ymin	xmax	ymax
raccoon-17.jpg	259	194	raccoon	95	60	167	118
raccoon-17.jpg	259	194	cat	35	90	67	11
Thank you very much for sharing your code.

It's Dat not Dan:) And to your question, yes you are correct, just add another line. In my csv, I also have images where there are two raccoons on this image, for example, see image raccoon-117.jpg
raccoon-117.jpg	640	448	raccoon	100	124	266	324
raccoon-117.jpg	640	448	raccoon	342	101	570	297
If you have more classes, the same concept applies. Only the class name changes, the script is able to take care of it. Personally, I prefer my way to create TFRecords out of the csv file instead of the PASCAL VOC or Oxford Pet script that the TF API provided as I'm more flexible in creating the train/test dataset out of one csv. Hope this helps!

Hej Dat ! Sorry for misspelling :-)
Yes, I figure it out and I managed to make it work in my own data. I think the difficult is the scripts are always specific to a example. So, there is always some re-coding to make it work with your own data.
Thanks for sharing it and replying. It was very useful to see your code and the details in your blog. I understand TFrecords a bit more now.
My Best Regards

Hey Dat, I was wondering instead of having another line can we add them in the same row, like min-x could have 2 elements [100,342] and same for others? This would avoid repetition of images in the tfrecord and thus reduce the size of tfrecord. Is this possible to be trained on such tfrecord?


Allow setting arbitrary workflow/job/step/trigger attribute

If the library doesn't support a given GH Actions frature, it would be nice to provide a way to set an arbitrary YAML key.

Mocks for actions
Correct:
CheckoutV3(
    repository = "someRepo",
    ref = "main",
    _customInputs = mapOf(
        "foo" to "bar",
        "baz" to "[1, 2, 3]",
        "goo" to """
            - one
            - two
            - three
        """.trimMargin()
    )
)

Incorrect - references ref input both through wrapper's API and custom inputs:
CheckoutV3(
    repository = "someRepo",
    ref = "main",
    _customInputs = mapOf(
        "foo" to "bar",
        "ref" to "master",
    )
)

Custom inputs to actions are in scope of https://github.com/krzema12/github-actions-kotlin-dsl/issues/74.


Evaluate the potential of UPX

The agent binaries are still about 5x bigger than I'd like them. UPX can squash them down, but comes with some caveats (e.g. the entire binary being decompressed into memory or in some cases a temporary directory). We should determine if the benefits outweigh the costs. Hopefully Go will continue on its march towards smaller binaries (golang/go#6853) via compiler and linker optimizations, though I don't think the Go toolchain will ever reach anything close the UPX potential.

@havoc-io You could offer separate release builds (with and without UPX) if that's a concern.
For the Raspberry Pi, I'd suggest trying to get this packaged in Fedora and Debian, then people will be able to just install via the usual package manager. The distros can make sure that it runs properly on the Pi.  The downside is that it will only work when things stabilize a bit, as both Fedora and Debian (as well as many of its derivatives) expect longer-term support.
Personally, I don't think the size of the binaries is a big deal. Disk space isn't usually an issue nowadays, and while many people are still using slow networks, the binary only needs to be updated occasionally. It might make a big difference if you're tethering over cellular (where the per-byte costs are very high) or something like that, but I'm not sure how common a use case that is in practice.

I think this issue is somewhat blocked by the issues described in golang/go#16706, though we might be able to whitelist certain platforms where we know behavior is correct. We may also want to restrict that to platforms supporting in-memory decompression.
For the time being though, I'm not convinced that this is really worth pursuing, especially given the relatively small size of the agent binaries, the fact that they're already compressed in the agent bundle, the fact that they can be compressed during transfer, the fact that old versions will be regularly cleaned up, and the fact that platform support isn't likely to expand drastically beyond where it is now.  I also want to believe that we'll also start seeing some binary size shrinkage due to the SSA compiler backend and new optimizations, but it'll probably take a few more Go releases before those gains are realized.  We can monitor that in golang/go#6853.
I'll close this issue for now, but keep UPX in mind if we need a better answer to this in the future.


Don't panic if rand.Reader returns an error

This would be a breaking change to the UUID package and would instantly cause a large amount of existing software to break.
What was the situation and environment that ended up causing a panic for you?

I didn't actually encounter this myself, but that's irrelevant anyway. It just doesn't make sense to panic there. Better fix this now than later down the road where this change could potentially cause breakage for even more people than it would now.

That shipped sailed years ago, July 30 2011 to be exact.  The code has been out for 5 years now.  It panics as crypt/rand failing is a serious system issue, it is not clear what would happen if you can't generate a UUID, and it makes using the uuid package easier as you never have to worry about an error.
Adding a new function that captures the error and then making existing public functions, with no signature changes, call the error returning one and panic on error would be a non-breaking change.
The github.com/google/uuid package does provide for error returns (it was a package rename and also changed a UUID from a string to a [16]byte).  This UUID package probably should eventually be refactored to use the new one, but I don't think I can change the signatures of the existing package.

It panics as crypt/rand failing is a serious system issue

I agree. But it wouldn't just panic on the crypt/rand reader. It would panic on any reader that's set with SetRand.
Anyways, I do understand why you can't merge this change. The package you linked can't panic on NewRandom anymore, but will panic in some other places. So I guess I'll maintain a fork. Thanks for your time.


az acr login failed

Related command

$> az acr login -n exampleacr
You may want to use 'az acr login -n vmagentacr --expose-token' to get an access token, which does not require Docker to be installed.
2022-09-23 04:00:53.806011 An error occurred: DOCKER_COMMAND_ERROR
Please verify if Docker client is installed and running.
Describe the bug

We have installed dockerCE at C:\Windows\System32\docker.exe by following document Get started: Prep Windows for containers, but az-cli can't find the location of docker-cli.
To Reproduce

1> create a windows VM
2> install dockerCE with script install-docker-ce.ps1
3> install az-cli latest version
4> run az acr login -n exampleacr --debug
cli.azure.cli.command_modules.acr.custom: Could not run 'docker' command. Exception: [WinError 2] The system cannot find the file specified
cli.azure.cli.command_modules.acr.custom: Could not run 'docker.exe' command. Exception: [WinError 2] The system cannot find the file specified
cli.azure.cli.command_modules.acr.custom: You may want to use 'az acr login -n vmagentacr --expose-token' to get an access token, which does not require Docker to be installed.
cli.azure.cli.core.util: azure.cli.core.util.handle_exception is called with an exception:
cli.azure.cli.core.util: Traceback (most recent call last):
  File "D:\a\1\s\build_scripts\windows\artifacts\cli\Lib\site-packages\azure/cli/command_modules/acr/custom.py", line 354, in get_docker_command
  File "subprocess.py", line 969, in __init__
  File "subprocess.py", line 1438, in _execute_child
FileNotFoundError: [WinError 2] The system cannot find the file specified

Expected behavior

login succeeded.
Environment summary

az-cli version: 2.40.0
winver: windows server ltsc2019 (build 17763.3406)
Additional context

We find that az acr login could work if we create a symbol link of docker.exe at current dir.
Formerly it also works with either docker desktop or docker EE, so I guess any folder out of system32 in PATH should also work.
As a workaround, we use docker login exampleacr.azurecr.io -u exampleacr -p password instead.

route to CXP team

Adding Service team to look into this ask.

@toddysm, @luisdlp, @northtyphoon Could you please look into this issue and provide an update ? Thanks in advance.

any ETA on this ? It's coming up to almost a year now


option to see someone elses xp tracker/loot tracker? (live or with delay)

would it be possible to add a option to see someone elses or only ur friends loot/xp tracker? for example would only work if he also added you or you can change it in settings to make it public so everyone sees it (live or would update every minute)

I could be wrong, but this would require some sort of "server" to store the tracker information on. You can't exactly "broadcast" information from your Runelite instance to another (friend's)

This is likely possible now that we have the party plugin, depending on how the UI and UX is handled.

I've built a group loot tracker for my clan so people can join in at bosses while the loot is still split evenly. I could clean it up and release it here? It's based on the Loot Tracker plugin so it will look and act quire similar. I'll post a screenshot when I get to my pc.


MMD R&R - Device/peripherals

with the deprecation of 1PS, and in general.... This document should more clearly call out that device support and hardware support  at a hardware level is the responsibility of the customer. Repair or warranty work for Surface devices and peripherals, monitors, keyboards, cameras, printers, docking stations beyond driver deployment via Windows Update (MMD) is the responsibility of the customer.

@soupman98 Please indicate which document you are referring to. Thanks

@soupman98  Thank you for your feedback. From the information provided, I assume you are referring to https://docs.microsoft.com/en-us/microsoft-365/managed-desktop/intro/roles-and-responsibilities?view=o365-worldwide
There is a whole set of articles and updates coming to this document.
@yogkumgit There are no changes required at the moment.
Thanks
Sri

@msbemba Thank you very much for the contribution and sharing this explanation. @soupman98 Hope this comment is helpful for you. If you see a documentation update is required, please feel free to open an issue for the same. We proceed here to close it. Thanks for taking out some time to open the issue. Appreciate and encourage you to do the same in future also.


Public section not showing personal public folder in history

In the OS X client's menubar "floating" window, the private/ and public/ sections keep the history of the most recently opened sub-folders.
The issue I'm reporting is that the public/ section omits my own public folder from the list, so every time I need to access it, I have to type my username.
If it's supposed to work this way, I'd suggest to reconsider it.

@Walkersneps Could you try an update ("keybase update check") and re-test?  I think we might have fixed this one already.

@cjb Just tried, looks like I'm already updated with the latest version (console gave me ▶ INFO Update matches current version: 1.0.15-20160519130020+51248e3 = 1.0.15-20160519130020+51248e3), and I'm still experiences the issue. I'm on OS X 10.10.5.

@Walkersneps Thanks -- are you sure that your public folder isn't anywhere in the list?  Mine is in the list, but not at the top.
(I'm running a slightly newer build than your latest public one, so I might have to ask you to retest again in a few days..)

@cjb Yes, I've only got 2 folders in the list, and none of those is my own.
Here's a screenshot:

I'll report as soon as I get a client update.

Cool, I think I've confirmed that this is fixed in our test builds (though the list isn't alphabetized and should be..) and not fixed in our public builds, there'll be an update in a few days.

Updated and now the issue is fixed!


Update CODEOWNERS

Summary
The focus of these changes is to capture recent organizational updates for ownership

/check-enforcer override


Stream True:  'generator' object does not support item assignment

Hi,
If I try the chat completions with stream = True, it gives me an error  'generator' object does not support item assignment.
I think this is part of the generate function of LLM.py
Any idea how I can deal with Stream = True
Regards,
Mohit

Hello, could you show the full error please? Thank you!


chore: update lu/lg all up view

Description
update lu/lg all up view UX
Task Item
Closes #822
Type of change
Please delete options that are not relevant.

[ ] New feature (non-breaking change which adds functionality)

Checklist

[ ] I have added tests that prove my fix is effective or that my feature works
[ ] I have performed a self-review of my own code
[ ] I have commented my code, particularly in hard-to-understand areas
[ ] I have functionally tested my change

Screenshots

@zhixzhan  can you help review this first?

To keep /microsoft/BotFramework-Composer clean,  we should develop and PR from our own forking repository, like Andy previously mentioned here.
https://github.com/microsoft/BotFramework-Composer/blob/stable/CONTRIBUTING.md#forking

There is a bug when refresh or go back. we should get the id from the URL.

@liweitian Left some comments on code quality.

@liweitian Left some comments on code quality, we can make small improvements
(sorry I clicked on the 'closed' button)

Thanks @yeze322 , I think @zhixzhan should also take a look for those comments and advises, see if we can optimize some internal structure in this PR.  If some points is valid but requires a bigger change, it's OK to mark an issue and solve it in next batch.


Improve start/stopping/restarting commands by waiting for completion

Description

Resource start/stop/restart wait for a notification that the resource's state has changed to the desired state. For example, starting a resource causes the server to wait for a state of "Running".
Timeout of 20 seconds and then a failure message is displayed.
Fixed issue with displaying toast update in the dashboard. If a toast has closed then updating it does nothing. Now a toast is updated and its close time is extended if it is still open, or a new toast is shown with the update

Fixes https://github.com/dotnet/aspire/issues/6224
Checklist

Is this feature complete?

[x] Yes. Ready to ship.
[ ] No. Follow-up changes expected.

Are you including unit tests for the changes and scenario tests if relevant?

[ ] Yes
[ ] No

Did you add public API?

[ ] Yes

If yes, did you have an API Review for it?

[ ] Yes
[ ] No

Did you add <remarks /> and <code /> elements on your triple slash comments?

[ ] Yes
[ ] No

[ ] No

Does the change make any security assumptions or guarantees?

[ ] Yes

If yes, have you done a threat model and had a security review?

[ ] Yes
[ ] No

[ ] No

Does the change require an update in our Aspire docs?

[ ] Yes

Is this introducing a breaking change?

[ ] Yes

Link to aspire-docs issue (please use this breaking-change template):

[ ] No

Link to aspire-docs issue (please use this doc-idea template):

[ ] No

Microsoft Reviewers: Open in CodeFlow

/azp run

/azp run


update docker?

question: how is the self hosted pwa-docker being updated?
i tried to build front- and backend after pulling from git and then did "docker-compose pull". neither of that seemed to update the docker to the most recent version (released the day before yesterday).
ist the docker not being updated by pulling from git repo or how does it work?
sorry, not exactly familiar with docker yet.
cheers,
bendsch

Good point, at the moment the process is semi-automated and I need to run the docker image release manually. Also, versioning needs to be set up as all images are currently released under the "latest" tag.

Is there any update on this? I'd love to get my docker image updated. Anything I can do to help out?

The docker images were updated - https://hub.docker.com/u/4gray


npm install ERR! Tried to download(403)

I use nodegit as a dependency in my project.
My project is designed to be hosted on the Raspberry Pi (3) running Raspbian (Debian).
When running npm install I see this error:
ERR! Tried to download(403): https://nodegit.s3.amazonaws.com/nodegit/nodegit/nodegit-v.2.2-node-v46-linux-arm.tar.gz
While compiling is successful, it takes 20-30 minutes to compile, which is 90% of my setup. I am hoping to increase the install of my node application. Since 403 is forbidden access, is there a username and password I can set somewhere to make the download possible?

@lashower I don't think it's an access problem. If you try and write a random filename that clearly shouldn't exist, you will get the same error.
I don't think there are builds for Linux ARM uploaded to S3 so you are forced to build NodeGit by hand.

If I provide a completed build, do you know if anybody can upload the file for me?

I'm not sure what that would entail but perhaps @johnhaley81 or @maxkorp can offer some insight. One issue might be the question of the binary's integrity. By uploading other people's binaries onto S3, we are opening NodeGit's users up to downloading potentially malicious code. We would have to guarantee that the binary is clean prior to uploading it and that would be a non-trivial undertaking.

I have the same error, (the file that I'm trying to access is a bit different). A few days it was working as intended.
Now I'm getting this error
node-pre-gyp ERR! Tried to download(403): https://nodegit.s3.amazonaws.com/nodegit/nodegit/nodegit-v0.20.2-node-v46-linux-x64.tar.gz
Are the binaries moved from the s3?

The same issue, has anybody found the solution?

The solution would be to help improve the nodegit travis and appveyor matrix I guess :)

https://github.com/nodegit/nodegit/issues/1392


Edit Campground Page improved

For some reason the images are not loading in my end,other than that everything is working fine.
You can check it once @Vignesh025

Thankyou for Contributing!


remove-migration

@Top0201 commented on Wed Apr 15 2020
I added a migration for my my project and it done successfully, but when I update the database, it showed the error that---Microsoft.Data.SqlClient.SqlException (0x80131904): A network-related or instance-specific error occurred while establishing a connection to SQL Server. The server was not found or was not accessible. Verify that the instance name is correct and that SQL Server is configured to allow remote connections. (provider: SQL Network Interfaces, error: 50 - Local Database Runtime error occurred. The specified LocalDB instance does not exist.
);
So I want to remove migration, and it show me that ---System.NullReferenceException: Object reference not set to an instance of an object.
at Microsoft.EntityFrameworkCore.Migrations.Internal.MigrationsModelDiffer.Initialize(ColumnOperation columnOperation, IProperty property, CoreTypeMapping typeMapping, Boolean isNullable, IEnumerable1 migrationsAnnotations, Boolean inline)    at Microsoft.EntityFrameworkCore.Migrations.Internal.MigrationsModelDiffer.Add(IProperty target, DiffContext diffContext, Boolean inline)+MoveNext()    at System.Linq.Enumerable.SelectManySingleSelectorIterator2.MoveNext()
at System.Linq.Enumerable.CastIterator[TResult](IEnumerable source)+MoveNext()
at System.Collections.Generic.List1.InsertRange(Int32 index, IEnumerable1 collection)
at Microsoft.EntityFrameworkCore.Migrations.Internal.MigrationsModelDiffer.Add(ITable target, DiffContext diffContext)+MoveNext()
at Microsoft.EntityFrameworkCore.Migrations.Internal.MigrationsModelDiffer.DiffCollection[T](IEnumerable1 sources, IEnumerable1 targets, DiffContext diffContext, Func4 diff, Func3 add, Func3 remove, Func4[] predicates)+MoveNext()
at System.Linq.Enumerable.ConcatIterator1.MoveNext()    at System.Linq.Enumerable.Any[TSource](IEnumerable1 source)
at Microsoft.EntityFrameworkCore.Migrations.Internal.MigrationsModelDiffer.HasDifferences(IModel source, IModel target)
at Microsoft.EntityFrameworkCore.Migrations.Design.MigrationsScaffolder.RemoveMigration(String projectDir, String rootNamespace, Boolean force, String language)
at Microsoft.EntityFrameworkCore.Design.Internal.MigrationsOperations.RemoveMigration(String contextType, Boolean force)
at Microsoft.EntityFrameworkCore.Design.OperationExecutor.RemoveMigrationImpl(String contextType, Boolean force)
at Microsoft.EntityFrameworkCore.Design.OperationExecutor.RemoveMigration.<>c__DisplayClass0_0.<.ctor>b__0()
at Microsoft.EntityFrameworkCore.Design.OperationExecutor.OperationBase.<>c__DisplayClass3_0`1.b__0()
at Microsoft.EntityFrameworkCore.Design.OperationExecutor.OperationBase.Execute(Action action)
Object reference not set to an instance of an object.
I feel confused and don't know how to solve it.

@srvbpigh commented on Wed Apr 15 2020
Hello, @Top0201
Thank you for your feedback.
We are actively reviewing your comments and will get back to you soon.
Kind regards,
Microsoft DOCS International Team

@Top0201 What version of EF Core are you using?

EF Team Triage: Closing this issue as the requested additional details have not been provided and we have been unable to reproduce it.
BTW this is a canned response and may have info or details that do not directly apply to this particular issue. While we'd like to spend the time to uniquely address every incoming issue, we get a lot traffic on the EF projects and that is not practical. To ensure we maximize the time we have to work on fixing bugs, implementing new features, etc. we use canned responses for common triage decisions.


Download menu

The text under "Presentation" (which is a weird term itself) should

be one consistent link per line and not two seemingly "broken" links ("video/mp4" and the resolution separated),
should be in a consistent font where
the resolution has no grey background and
should say something like "Video (mp4, 666x666px)"

I agree with everything that Olaf wrote.
One question: What would be needed to make it possible to download a composite video (side-by-side or picture-in-picture) of a dual stream video?

I think these are valid requests.
Regarding the term "presentation": Dual stream videos use the terms "presentation" for the slides and "presenter" for the, well, presenter. Single audio and video streams just use the term "presentation".  I think this is coming from opencast and we apdapted the naming convetion, but I am not super happy with these terms either.
Maybe we can just drop the term on single steams (i.e. not use any term). But for dual streams, we still need some distinction, and I am, as always, open for suggestions.
I would refer David's question to @LukasKalbertodt.

I agree with everything that Olaf wrote.
One question: What would be needed to make it possible to download a composite video (side-by-side or picture-in-picture) of a dual stream video?

I presume you would have to produce such a composite video as part of a workflow in order for it to be available as a download option.

Regarding the term "presentation": Dual stream videos use the terms "presentation" for the slides and "presenter" for the, well, presenter. Single audio and video streams just use the term "presentation". I think this is coming from opencast and we apdapted the naming convention, but I am not super happy with these terms either.

If you're not happy, no one is happy. Can we make us all happy by switching to something like

Presentation video - Speaker video or
Video (presentation) - Video (speaker)?

What would be needed to make it possible to download a composite video (side-by-side or picture-in-picture) of a dual stream video?

As Olaf said: that is something that has to be created by a workflow in Opencast.

+1 for dropping the "class" (presentation or presenter) for single stream videos. I'm also fine with all other suggestions.


Error with VIEW and enable_optimize_predicate_expression

If option enable_optimize_predicate_expression = 1 and tables like this
DROP TABLE IF EXISTS test1
DROP TABLE IF EXISTS test2
CREATE TABLE test1 (_id String) ENGINE=Memory
CREATE TABLE test2 (_id String, userId String) ENGINE=Memory
CREATE VIEW IF NOT EXISTS test2_view AS SELECT * FROM test2

so query
SELECT * FROM test2_view AS t2 ALL INNER JOIN ( SELECT * FROM test1 AS t1 ) AS t3 ON (t3._id = t2.userId)

return error
Unknown identifier: t2.userId
If enable_optimize_predicate_expression = 0 - the query is ok

thank you, view predicate optimization has a logical error, and I'm fixing that : )

fixed in https://github.com/yandex/ClickHouse/pull/3107/commits/e6e376e86afd9121f48cd72ab84637347fe91e6b

Thank you too. Could you tell me, when I can get this fix in stable?


Token macros: create common abstract base class

Also:

simplify the root macro, matching only the needed fields
define the branch macro, by copying root, removing custom parents and
replacing root annotations with branch annotations.

Looks good! As far as I can see this mostly just move the code a bit?

yes, pretty much. and copy.


Point test and build workflow to 2.x instead of main

Description
Point test and build workflow to 2.x instead of main
Issues Resolved
[List any issues this PR will resolve]
Check List

[ ] New functionality includes testing.

[ ] All tests pass, including unit test, integration test and doctest

[ ] New functionality has been documented.

[ ] New functionality has javadoc added
[ ] New functionality has user manual doc added

[ ] Commits are signed per the DCO using --signoff

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.
For more information on following Developer Certificate of Origin and signing off your commits, please check here.

@derek-ho should this PR point to 2.x branch?

@ps48 it shouldn't matter too much, but 2.x shouldn't be pointing to main. I am closing this PR out because it is stale, and I am clearing my open PRs list. @Swiddis @ps48 can you follow up here? It looks like its not failing, but I am concerned that if there is a breaking change in main, we may be building/testing against that on 2.x when we shouldn't be. The easiest way may be to keep it as main for all branches and then do a branch switch if possible - something like: https://github.com/derek-ho/setup-opensearch-dashboards/blob/main/action.yml#L81. @RyanL1997 I got the idea from you.

Thanks @derek-ho. Yes, thats a good point to bring up actually. We can also apply this branch switching strategy here I think. We can do that as a follow-up, since we are not having any reusable actions for this repo yet. I would suggest that we can apply this into some re-usable gha.

Closing this as we went with the more general way of switching the branch, and 2.10 is stale anyway.


fix: create env.json before building curriculum

Checklist:

[x] I have read and followed the contribution guidelines.
[x] I have read and followed the how to open a pull request guide.
[x] My pull request targets the main branch of freeCodeCamp.
[x] I have tested these changes either locally on my machine, or GitPod.

It's a prerequisite, which I hadn't noticed because my env.json already existed.

Ref: https://github.com/freeCodeCamp/freeCodeCamp/pull/50765


adds basic refund/capture endpoints

adds basic refund/capture endpoints.
/cc @andrewpaliga @jordanliddle

Amazing - the ability to refund from admin for HPSDK integrations has been requested over and over again. This will have such a positive impact!
I attempted to 🎩  refund ability with my existing gateway (id 1030450), but it keeps failing on signature validation here. I'm probably doing something wrong here, but could it possible that the my gateway credential2 is not being pulled as expected  when being signed?
example order
@Busfox could you do a sanity check on this and 🎩 on your shop?

@ShayneP for 🎩 - lemme know if you need a hand setting up the environment

With the new changes in #92171, this now works as expected. "Refund created successfully!"
🚢 :shipit:

Two small things:

I think there was still one 👍  missing
I'm surprised no tests changed

@Krystosterone oh 💩 , I thought you :+1:'d this one... my bad. Well there's no test on the app but I can add them.

@pi3r is there any documentation for capture and refund endpoints and what parameters are expected in request/response ? how to configure these endpoints in shopify shop ?

@dinesh not yet, this is still early stages. We will update the documentation once it's ready.


FIX: Workaround for Intel bug

I keep hitting an annoying "SVD did not converge" error, and traced it to an [Intel bug] (https://software.intel.com/en-us/forums/intel-distribution-for-python/topic/628049). Who knows when they will fix it, and when that fix will make its way into Anaconda. In the meantime, this works around it if SciPy 0.18 is avaliable by using a different lapack_driver.

Once SciPy 0.18 comes out and Anaconda has it, if you upgrade and try again you should instead get a warning that it failed on the first try but the second computation should succeed.

Actually probably needs to be:
mne.fixes._safe_svd(np.load('bad_sse42_2.npy'), full_matrices=False)

[Current coverage][cc-pull] is 86.32%

Merging [#3333][cc-pull] into [master][cc-base-branch] will decrease coverage by 0.01%

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  Branches       8734       8736     +2
==========================================
- Hits          49545      49544     -1
- Misses         5172       5180     +8
- Partials       2667       2670     +3

[][cc-pull]

Powered by Codecov. Last updated by [64a9c91...15ceb19][cc-compare]
[cc-base-branch]: https://codecov.io/gh/mne-tools/mne-python/branch/master?src=pr
[cc-compare]: https://codecov.io/gh/mne-tools/mne-python/compare/64a9c91c6cab7c34fada862cb825a5cb6add51a7...15ceb1956828135ada550041aa3855866b7abaf6
[cc-pull]: https://codecov.io/gh/mne-tools/mne-python/pull/3333?src=pr

@kambysese actually never mind, I realized I could test locally using conda since I'm still on 0.17.1 there.
@agramfort okay for me to merge, then?


Support for Helm plugins

support helm plugin install, remove, list and run.
adding new combo box to select helm plugin action
does not currently change patch or version

The command input is editable, so this is supported in the current context of the task well. I don't see the need for this.


Bugfix: get Kotlin sse to support \r and \r\n

improve kotlin SSE procedure performance
fix bug where SSE jobs do not get properly cancelled from the inside SSE hooks


Define ADMIN_USER and ADMIN_CTX macros

We're repeating ourself too often with his macros.
This causes the following changes:
https://github.com/kxepal/couchdb-chttpd/compare/apache:master...define-adminctx
https://github.com/kxepal/couchdb-mem3/compare/apache:master...define-adminctx
https://github.com/kxepal/couchdb-couch-mrview/compare/apache:master...define-adminctx
https://github.com/kxepal/couchdb-couch-replicator/compare/apache:master...define-adminctx
https://github.com/kxepal/couchdb-fabric/compare/apache:master...define-adminctx
https://github.com/kxepal/couchdb-global-changes/compare/apache:master...define-adminctx
https://github.com/kxepal/couchdb-cassim/compare/apache:master...define-adminctx

+1

really nice cleanup, thanks.

Cool, all landed.


jitsi android and ios sdk update

5.1.0 (2022-05-16)
Android
iOS
Changes
Add Car Mode
Added GIPHY integration
Revamp lobby UI
Update React Native to version 0.68.1
Update WebRTC to version M100
Stop reordering tiles in small meetings
Don't show raise hand button in menu if disabled
Don't disable screen-sharing button when in audio-only mode
Hide display name label in one to one meeting
Updated UI for thumbnail indicators
Fix last N getting stuck on 1
Fix private chat messages getting stuck
Fix navigation getting stuck in the connecting state
Fix lobby not showing up on subsequent tries
Fix joining breakout rooms
Fix participant list not taking enough space
Fix recording start button not being enabled
UI tweaks and fixes
Updated translations
Android
Fix crash when starting foreground service
JitsiMeetActivity now uses JitsiMeetView instead of JitsiMeetFragment
Fix back button behavior
Relevant native dependencies:
react-native: 0.68.1
Full changelog
iOS
Build SDK releases with bitcode
Fix not marking speaker as a selected device
Fix not showing the CarPlay audio interface
Fix cycle in dependencies with Xcode 13.3
Full changelog

Done in the newest release.


⚠ Bofrost.at has degraded performance

In b832eb1, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1270 ms

Resolved: Bofrost.at performance has improved in 1a90e95.


helm chart support

Is there a plan for supporting installation with helm ?

Duplicate of: https://github.com/fluxcd/flux2/discussions/431


Using sprintf on windows

Is there any way to use sprintf on windows target? I was looking at Platform Specific Documentation and I don't see the sprintf function exported for windows.

cc @retep998

The CRT used in recent versions of VC++ does not expose a sprintf symbol. Instead in the headers sprintf is an inline wrapper around a more generic function. There is however an oldnames.lib that can be linked to which exposes all those legacy symbols such as sprintf.

I ended up using a little C function and use it with FFI to use sprintf.
This issue can be closed.


Upgrade requirements

Codecov Report

Merging #205 (4665058) into main (7ff54ba) will not change coverage.
The diff coverage is n/a.

@@            Coverage Diff            @@
##              main      #205   +/-   ##
=========================================
  Coverage   100.00%   100.00%
=========================================
  Files            1         1
  Lines           41        41
  Branches         8         8
=========================================
  Hits            41        41

Continue to review full report at Codecov.

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How to pass Tailwind styles to iFrame?

I need to have styled components in the iFrame.
My code looks like this:
<iframe srcdoc="<button class="bg-white p-4 mr-2">Sample button</button>">
Do you have any idea how to pass generated Tailwind styles to have buttons in the iFrame styled as well? :)
I wonder if we can add something like  but I'm not sure what is the generated path in Nuxt application.

I actually have no idea sorry

So for now, I found in the Sources tab of the developer tools base.css file created by Tailwind. In tailwind.config.js I added these lines to reduce file size:
purge: {
  enabled: true,
}

I used it only to build styles on dev, then commented it out for dev perfomance. After that I just copied base.css content to new file in /static/iframe.css and then included these styles in iframe like that:

...
previewHtml: `

      <link href="/iframe.css" rel="stylesheet">

        BODY

`

That's my solution for now where you have to rebuild and copy styles every time after new classes are added. I will close issue but if anyone get a better idea, feel free to reopen :)

Hi, do you found a better solution since November? Running into the same problem and also only come up with this solution.

I'm having a similar requirement. Is there an update on this issue?

Same issue. I wish there was some info on it online...

Adding

to my srcDoc string has worked for me

@maxPugh This will only add the default styles, anything custom will not be included...

Currently, I've set it up this way, and it works well. I'm using Vite as my build tool.
import styles from '../../tailwind.css?inline'

const initialContent = (
  `<!DOCTYPE html>

    `
)

@aboveyunhai This works for both development and production? It will break if nextjs changes the way it handles stylesheets right? Have you found any issues with the code so far? Is there anything missing?

@aboveyunhai This works for both development and production? It will break if nextjs changes the way it handles stylesheets right? Have you found any issues with the code so far? Is there anything missing?

Yes, it will fail if next.js change the way it handles stylesheets. The better way would be using a cli to generate an individual minified css file that we have for tailwind in production, then pass that css file into the iframe, but I didn't try it out though.
It means either you generate it manually or create that file before production build
https://tailwindcss.com/docs/optimizing-for-production
something like 'build": "tailwind-create-minified-file-command-here && next build"


Attributes not applying / DPS against revenants incorrect

Please refer to my comment below for more info about the general problem. This post was written before I found the attributes bug and details how I was alerted to it.

Original post:
A buddy of mine has confirmed that his max hit on revenant demons is 49 with the welfare gear listed below. The DPS calculator only lists a max hit of 41, which very likely also results in incorrect DPS. Below you can find Bitterkoekje's calculator with the exact same gear my friend used as set 1. The max hit of set 1 seems to be correct for Bitterkoekje's, but incorrect for the plugin. The same is probably the case for the DPS.

Bracelet of ethereum doesn't have any stats or damage enhancing effects, so no gloves.

Calculated DPS with salve (e) was lower according to the plugin IIRC, so I don't expect it to not apply the avarice boost (unless it also doesn't apply the salve boost). However, I haven't really looked into that.
Also tried some different welfare gear (MSB + rune arrows) and it seems like there's also a difference between Bitterkoekje's and the plugin. Please refer to set 2 and ignore set 1, since this is the same as the first one, but with slash instead of crush.

I haven't checked different revenants or gear setups than the one mentioned above.

It looks like there's a bug with applying certain attributes. It seems like some attributes are bugged when using the monster stats from the list and some are even bugged when manually selecting monster stats.
I used the following gear/stats/prayer as a base for the following testing:

First case: Vorkath selected from the list of NPCs.

Second case:
Same stats as vorkath, but this time manual entry. Dragon is checked, undead isn't (Vork should be both).

DPS increased! So it seems like the dragon aspect was not applied to the monster in the first case. With manual entry, it was applied.
Third case:
Vork with undead attribute, but not dragon attribute.

Same DPS as in the first case, so it looks like the undead attribute was correctly applied in the first case, or... it wasn't applied at all, even after manual entry.
Fourth case:
Vork without any attributes.

The DPS is the same as in the third case! Seems like the salve undead bonus isn't applied when selecting a monster from the list, or when entering monster attributes manually!
So, it very likely didn't apply any undead bonus to the revs.
I haven't checked any other attributes than the ones listed above, but it seems like the attributes + potentially slayer helmet could use a check. I also haven't checked any of these in Bitterkoekje's calc to see if the calculations (e.g. in case 2) are correct.

This was an incredibly lengthy read for a very simple issue. As you can see on the NPC Stats panel, the monster attributes (undead, dragon, etc.) are not being loaded when selecting an NPC that should have these. It appears that the last wiki scrape I performed failed to pull NPC attributes and broke this feature.
I will try to fix this with the Nex gear wiki import tonight.

Fixed in 408567d91d3d2c2ac0a417fea1bf7d5f33a915e8


Can this method be used on sdxl ？

our method can be applied to any models with cross attention mechanism for textual condition.
however, current version of the code cannot be used for sdxl for its different inference pipeline.


retry body_as_text 3 times

This should hopefully fix #52

went with custom code after all, as sometimes right now we are rate-limted by 403, which is not retried by the built-in retry mechanism. Our mechanism also allows us finer control of the retry timeouts.


Fix address format for Spain

According to this document the region for address labels in Spain has to
be printed in a separate line:
http://www.upu.int/fileadmin/documentsFiles/activities/addressingUnit/espEn.pdf

Furthermore I was wondering if there should be another template variable for the region code. Because in cases where the region should be printed on a separate line, the full region name should be used. Like:

Jone Doe
Plaza de las Descalzas 27
29400 MARBELLA
MÁLAGA
SPAIN

Whereas in most cases where the region should be printed on the same line, the abbrevation should be used, like

MR JOHN DOE
123 MAGNOLIA ST
HEMPSTEAD NY 11550–1234
UNITED STATES OF AMERICA

Having only the placeholder {{region}} would mean during parsing of the template one has to deceide to either use the full state name (New York) or the abbrevation (NY).
What do you think?

I think that is a prudent addition, something along the lines of "region_short"?  Though we should have a firm version bump for this.

@rposborne Yes, I guess that would be necessary.
Of course it would be possible to change the contents of the address formats for countries which require the short version to use {{region_short}} or similar. And country.address_format could return some kind of liquid code to automatically set this value from {{region}}. Like:
{% unless region_short %}{% assign region_short=region %}{%endunless%}
But I guess not everyone is parsing the adress_format with Liquid but rather simply replace the placeholders? And of course the output of address_format would not look as nice as now.

Yea I don't think we want to switch to liquid.   I think this gem focus should really be just static data, anything that moves us towards the facts is a good thing,  I think we should just have a region_short and that be that.   We will bump the gem hard to a major revision number.  Would you mind adding a PR for this, and a clarification in the readme?

Another option would be to create a new method for Country to let this parsing happen automatically. Something like this:
address = Country.new('US').formatted_address(recipient: 'John Doe', street: '123 Main Str.', ...)

Sure. If you say this would be merged into master I would work on a pull request, changing all address_format's contents to use {{region_short}} where applicable.
A simple way to do this would be to use {{region_short}} where {{region}} is currently not on a separate line. If you wish I could verify that the correct address formats are used (e.g. in master currently for Spain it's wrong). The latter would require a couple of days for me. But I guess it's not that urgent.

Yea, no rush whatsoever.  I would do the change programmatically to start, and let PR's come in for corrections. I am still searching for a good data source for address formating.

At https://www.deutschepost.de/de/b/briefe-ins-ausland/brief-beschriften.html the german postal service links to documents from the "Universal Postal Union":
http://www.upu.int/en.html
e.g.
http://www.upu.int/fileadmin/documentsFiles/activities/addressingUnit/fraEn.pdf
I assume it's a reputable source but I'm not sure about the copyright. At least they use a small © symbol on each document. :crying_cat_face:  Not sure if that kind of information is copyrightable. Probably it's wiser to use another source or build our own database my manually looking up for the desired information with the local postal website.


Fix #1612 - wrong MIME type for .js files

Fixes #1612. To reproduce this:

Set HKEY_CLASSES_ROOT\.js\Content Type to text/plain instead of application/javascript
Install LiberTEM without this PR
Start libertem-server
Note that chrome/firefox give you an error message in the developer tools console, and that the .js file is transferred as text/plain (see network tab, possibly needs a reload), and that the GUI does not load
After applying this PR, and restarting libertem-server, the GUI should load properly
Restore the registry key to the proper value

Contributor Checklist:

[ ] I have added or updated my entry in the creators.json file
[ ] I have added a changelog entry for my contribution
[ ] I have added/updated documentation for all user-facing changes
[ ] I have added/updated test cases
[ ] I have included the rebuilt production build of the client (only if changes were made to the GUI)

Reviewer Checklist:

[ ] /azp run libertem.libertem-data passed
[ ] No import of GPL code from MIT code

/azp run libertem.libertem-data

/azp run libertem.libertem-data


Add restart=always to systemd unit file

We like running processes, we should keep them running :)
systemd defaults to Restart=no which means if k3s fails on start or afterward systemd will not restart the process.  We should always restart.

Version - v0.6.0-rc3
Verified fixed


ARROW-12837: [C++] Do not crash when printing invalid arrays

I'm not opposed to this a priori, but I would find it better if the test suite avoided creating invalid arrays (except where specifically desired, e.g. to test validation).

I'm not opposed to this a priori, but I would find it better if the test suite avoided creating invalid arrays (except where specifically desired, e.g. to test validation).

I wasn't much concerned about the test suite, which I agree can create valid arrays (creating null arrays smells like a form of premature optimization). I think that my focus was more toward C++ users ending up with a nullptr returned from somewhere else. In such case it makes your life a little easier if you just get printed out that the array is invalid instead of having to attach gdb to understand why you are facing a crash

As I said, why not. But any work trying to enhance the validity check here will end up reproducing what's already done by Validate and ValidateFull.

As I said, why not. But any work trying to enhance the validity check here will end up reproducing what's already done by Validate and ValidateFull.

Thanks for pointing out Validate. I tried to replace the usage of my custom method with a call to Validate and it passes my test, so it's already verifying for the condition I was trying to catch. Locally I had 9 failures when running all tests but were unrelated ( most of them about PARQUET_TEST_DATA not being set), so I hope that we can just reuse validate without any side effect.

@pitrou I think this is ready for a second review, what do you think?

@bkietz Would you have an opinion on this?


Create naming_conventions.md

Adding an initial naming conventions file to help with development
Summary
Start some naming conventions
Checklists
This pull/merge request meets the following requirements:

[ ] developments are ethical and secure
[ ] developments adhere to AQA plan (see docs/aqa/aqa_plan.md)
[ ] minimum usable documentation written in the docs folder

Comments have been added below around the incomplete checks.

TODO comment removed, merging to main


Remove freeze timer on Vorkath Zombified spawn death

One thing I noticed is that there are two zombified spawn ids:
public static final int ZOMBIFIED_SPAWN = 8062;
public static final int ZOMBIFIED_SPAWN_8063 = 8063;

The latter is what's present in post-quest Vorkath, so I assume the former is the ID of the spawn in the quest Vorkath fight? I'd be happy to add it to the condition if that's wanted.

For completeness both should be included yeah

Needs rebase

Rebased


Rerender of components created through class

Describe the bug
I have component
class Component extends React.PureComponent {
  render() {
    console.log('render');
    return null;
  }
}

And I get two render Component
Did you try recovering your dependencies?
I have clean project created through create-react-app
Which terms did you search for in User Guide?
...
Environment
current version of create-react-app: 3.4.1
System:
OS: macOS 10.15.4
CPU: (4) x64 Intel(R) Core(TM) i5-7267U CPU @ 3.10GHz
Binaries:
Node: 12.16.1 - ~/.nvm/versions/node/v12.16.1/bin/node
Yarn: 1.19.1 - /usr/local/bin/yarn
npm: 6.13.4 - ~/.nvm/versions/node/v12.16.1/bin/npm
Browsers:
Chrome: Not Found
Firefox: 80.0.1
Safari: 13.1
npmPackages:
react: ^16.13.1 => 16.13.1
react-dom: ^16.13.1 => 16.13.1
react-scripts: 3.4.3 => 3.4.3
npmGlobalPackages:
create-react-app: Not Found

I believe it happens because CRA uses React.StrictMode. It ensures than no mutations occur, invoking some methods twice. It only happens in the development mode.
https://github.com/facebook/create-react-app/blob/master/packages/cra-template/template/src/index.js#L8
https://reactjs.org/docs/strict-mode.html

Yes, thank you. I remove React.StrictMode and all work as expected. This behavior looks like a bug, doesn’t it? If I use calculate children or other examples. This behavior shouldn't in default template maybe

@s-kobets this behavior is fine. Your render method should be fast and should not have any side effects.

I can control this behavior, this OK. Sometimes things that are not obvious can be confusing.


Two fixes in NaiveBayesClassifier

Fixed a regression in prob_classify(): we cannot iterate on a dictionary and change it at the same time. Iterate on a copy of the keys instead.

In train(), switched from defaultdict(FreqDist) to ConditionalFreqDist()

While we're there, can someone briefly explain me the status of this GitHub repo? Is it the official development repository now?
I ask because of the regression I've found (it's fixed in the SVN repo).
Also, the nltk.compat seems to have gone. Was this intended or is it another regression?

Yes, Github is the official source repository for NLTK now. The regression was a minor error done during a refactor. Thanks for the fix! ^_^
The commit that removed compat.py was deliberate:
commit 8617fa77205a58ff50a89fa9638854024d62b56a
Author: Steven Bird<EMAIL_ADDRESS>Date:   Wed Nov 2 04:32:30 2011 +1100
removed support for Python 2.4

Yes, that was deliberate.  What's the reason for this change please: "In train(), switched from defaultdict(FreqDist) to ConditionalFreqDist()"?

The only reason is consistency. I noticed there was a ConditionalFreqDist class that is essentially a defaultdict(FreqDist), so why not take advantage of it? This, unless I misinterpreted the original intent.

ConditionalFreqDist has some extra functionality that isn't used here, so it would be preferable to make it clear we're not using it - e.g. by making a defaultdict(FreqDist). Will undo that part =)

Alright, makes sense to me. Sorry for that!

Please submit a new pull request to undo this change, thanks.

I am doing a project on spam classification. The first algorithm I ran was Naive Bayes Algorithm . The algorithm ran perfectly on Feb 10 and a few days after that. I haven't done any updates to the code after that. I have the snap shots of the output too.
Now, suddenly the classifier has gone awry and it pops up such errors. I thought it was a problem with Naive Bayes and I ran MaxEnt; even then the result is the same.
Could you please help me out ? I think many of them have faced this problem. What could be the solution to it?

import spambot as s
cl=s.spamclassifier()
cl.classifier()
Traceback (most recent call last):
File "", line 1, in
File "spambot.py", line 58, in classifier
classifier= NaiveBayesClassifier.train(training_set)
File "/usr/local/lib/python2.7/dist-packages/nltk/classify/naivebayes.py", line 215, in train
label_probdist = estimator(label_freqdist)
File "/usr/local/lib/python2.7/dist-packages/nltk/probability.py", line 916, in init
LidstoneProbDist.init(self, freqdist, 0.5, bins)
File "/usr/local/lib/python2.7/dist-packages/nltk/probability.py", line 802, in init
'must have at least one bin.')
ValueError: A ELE probability distribution must have at least one bin.

Please submit a new issue, with a small code sample that allows us to replicate the problem, thanks.


option to customizing tab bar texts

The ability to customizing tab bar texts(Markdown/WYSIWYG).

covered in #54
hide mode switch tab bar and create one.


[GLUTEN-6253] Use internal udf config to avoid modify the original one

The current implementation sets spark.gluten.sql.columnar.backend.velox.udfLibraryPaths on driver side after resolving the library paths. This approach can overwrite the original settings with a local file path on the driver node before sending the SparkConf to all executors, and the executors on different nodes will fail while accessing that path.
This PR sets the resolved library paths to an internal config to avoid the conflicts.
Manually verified on a multi-node cluster.

Hi @marin-ma,  I have some concerns. In yarn-client mode, we may set an extra configuration --conf spark.gluten.sql.columnar.backend.velox.driver.udfLibraryPaths=file:///path/to/libmyudf.so  to let the driver read the local UDF library. The complete configuration is as follows:
--files /path/to/gluten/cpp/build/velox/udf/examples/libmyudf.so
--conf spark.gluten.sql.columnar.backend.velox.udfLibraryPaths=libmyudf.so
# Needed for Yarn client mode
--conf spark.gluten.sql.columnar.backend.velox.driver.udfLibraryPaths=file:///path/to/libmyudf.so

It seems like spark.gluten.sql.columnar.backend.velox.internal.udfLibraryPaths has the same meaning. Could you please clarify this?

@kecookier That's the exact configuration I used in https://github.com/apache/incubator-gluten/issues/6253
spark.gluten.sql.columnar.backend.velox.udfLibraryPaths and spark.gluten.sql.columnar.backend.velox.driver.udfLibraryPaths are the configurations exposed to users. spark.gluten.sql.columnar.backend.velox.internal.udfLibraryPaths is used as an internal configuration to save the resolved udf library path and is used on native side for loading the libraries. https://github.com/apache/incubator-gluten/pull/6255/files#diff-a633836e086157189ba6a590a79c4823e73937f896ecab711a324586e13aa73aL102-R102

Thanks for your clarification, it looks good to me.


system-requirements ignored when using no-default-feature = true

Checks

[X] I have checked that this issue has not already been reported.

[X] I have confirmed this bug exists on the latest version of pixi, using pixi --version.

Reproducible example
[project]
name = "my-project"
channels = ["conda-forge"]
platforms = ["linux-64"]

[system-requirements]
linux = "4.18.0"

[dependencies]
python = "*"

[feature.lint.dependencies]
ruff = "*"

[environments]
lint = { features = ["lint"], no-default-feature = true }

Issue description
When running pixi run -e lint ruff --version, i get the error
The current system has a mismatching virtual package. The project requires '__linux' to be at least version '5.10' but the system has version '4.18.0'

Expected behavior
IMO it would be more sensible if system-requirements would be included in the default feature similar to channels and platforms.
WDYT?

Although, with packages Like cuda this light be Not as clear… lets keep the behavior as is

I just realized that the problem I mentioned in #346 ( https://github.com/prefix-dev/pixi/issues/346#issuecomment-2561086221 ) occurs due to my environment having no-default-feature = true, but I don't understand why does it make sense?