Make tracing optional

Is your feature request related to a problem? Please describe.
When hyper is used anywhere within the tracing pipeline, e.g. sending data to a tracing server, we can get into an infinite loop, since hyper uses tracing unconditionally. This makes the crate effectively unusable in such scenarios.
Describe the solution you'd like
A flag for tracing usage. Ideally, there should be support for users to enable tracing in their code, but disable it in tracing itself.
Describe alternatives you've considered
Using another crate.
Additional context
Originally found at https://github.com/krojew/tracing-elastic-apm/issues/13

tracing has a feature named max_level_off that effectively disabled all types of logging. The only problem is that it only works globally. In your tracing subscriber, is there a way to filter hyper out from the output?

I feel like we ran into a similar issue in the Tokio Console, where we noticed that using tokio::sync types inside the console subscriber, trying to process tracing results, would cause new events to trigger since we had instrumented those types. I don't recall what the best proposed solution there was. I think it was either:

trying to make tracing better handle reentrancy
provide an easy way to say something like tracing::with_no_subscriber(|| do_the_thing()).

@hawkw do you recall? I believe this is a problem that likely exists in many cases, not just hyper.

In this case, this isn't a re-entrancy issue like the tokio::sync issues in tokio-console. The task that calls into hyper is not happening inside of a call into a tracing::Subscriber method, it's happening in a task that's spawned as a result of such a method. So, in this case, it's not really possible for tracing to handle this internally. Instead, the tracing-elastic-apm crate should disable the tracing subscriber when spawning its task that uses hyper, here: https://github.com/krojew/tracing-elastic-apm/blob/36dd07719cfc852037d304c8b042152d064c03ac/src/apm_client.rs#L106
This could be done using tracing's WithSubscriber combinator:
use tracing::instrument::WithSubscriber;
tokio::spawn(async {
    /* ... */
}.with_subscriber(tracing::subscriber::NoSubscriber::default())

I agree with @seanmonstar's suggestion

provide an easy way to say something like tracing::with_no_subscriber(|| do_the_thing()).

that tracing could probably have an API specifically for disabling the subscriber in a scope, which might make this code a little simpler.

Unfortunately .with_subscriber(NoSubscriber::default()) does not help - there are still spans from hyper being passed to tracing layers.


Add pub(restricted) docs

See rust-lang/rust#32409
cc @steveklabnik

This text looks good to me! I'm going to have to think about CI....

Could you add three more details

path in pub(in path) item must be some parent module of the item.
pub(super) and pub(self) are shortcuts for pub(in super) and pub(in self) respectively
pub(self) is the same thing as private

@petrochenkov Is there some reason to use pub(self) that I should mention? It doesn't seem well-motivate to me.

@cramertj
Not yet (but see https://github.com/rust-lang/rust/issues/32770), but it's useful for understanding the model.

blocked on https://github.com/rust-lang-nursery/reference/issues/14

Update: this is now unblocked, but we need the feature to stabilize to land.

@steveklabnik
Everything is stabilized already, these docs are the only missing part.

@petrochenkov running in nightly without the flag still requires the flag. Maybe my nightly was out of date?

Ah, it was. My bad!

@cramertj can you rebase this please? We can then get it in.

Something weird is going on with the tests-- Travis is complaining that it can't find outer_mod in the crate root, but it works just fine when I run it on the playground or using rustc locally. Any ideas?

You need to add # fn main() {} to the example otherwise everything gets wrapped in main.

@matthewjasper lol ty

Thanks!


Adding spice user details on home page

For now, the UI is not gorgeous, but I don't want to add more thing into this PR

@tomaszpolanski rebase and then Travis will hopefully work.


Add support for "_" special variable in REPL mode to store last expression value

Similar to Python's REPL where "_" holds the value of the last expression, it would be valuable to have this functionality in Starlark's REPL mode.
Example of desired behavior:
>>> 2 + 3
5
>>> _
5
>>> _ * 2
10
>>> _
10

Benefits:

Improves interactive debugging and experimentation workflow
Provides consistency with Python's REPL behavior, making it more intuitive for Python developers
Useful for exploring computation results without explicitly assigning variables

Implementation considerations:

Only needs to be active in REPL mode
Should be updated after each complete expression evaluation
Should not affect regular script execution outside REPL

The change would primarily affect the REPL implementation in cmd/starlark/main.go while maintaining Starlark's core principles of being a configuration language.

I had never noticed that _ worked that way in the Python REPL.
Sure, send me a PR.

@adonovan @EastSPIRA Please take a look at my PR #570

Thanks!


Monster_Maker Game added

PR Description 📜
#787

Mark the task you have completed ✅

[x] I follow CONTRIBUTING GUIDELINE & CODE OF CONDUCT of this project.
[x] I have performed a self-review of my own code or work.
[x] I have commented my code, particularly in hard-to-understand areas.
[x] My changes generates no new warnings.
[x] I have followed proper naming convention showed in CONTRIBUTING GUIDELINE
[x] I have added screenshot for website preview in assets/images
[x] I have added entries for my game in main README.md
[x] I have added README.md in my folder
[x] I have added working video of the game in README.md (optional)
[x] I have specified the respective issue number for which I have requested the new game.

Add your screenshots(Optional) 📸

Thank you soo much for contributing to our repository 💗

Thank you @Kalivarapubindusree ,for creating the PR and contributing to our GameZone 💗
Review team will review the PR and will reach out to you soon! 😇
Make sure that you have marked all the tasks that you are done with ✅.
Thank you for your patience! 😀

I Have already added images in assets/Images folder please check at once!

I Have already added All images in assets/Images folder please check at once! @kunjgit

Hello @Kalivarapubindusree,
You have to add your image here : https://github.com/kunjgit/GameZone/tree/main/assets/images which will be used as thumbnail for your game on our website.

Okay sir I will change it soon thank you for responding and letting me know the mistake @daccdacc


Check all results are sensible

I have had some issues with results being incorrectly calculated due to trying to get the results quickly. I am not entirely confident with the results I have, and whether they are up to date, so I should go through and confirm the correctness of the results I have collected, taking note of any peculiarities.

An analysis of the dynamics results show there are some unusual results for the basic quantities like the mean-squared-displacement. This is potentially a result of a lack of equilibration at the start of the configuration. Before getting too carried away running additional simulations, I would like to check the configurations. Unfortunately this is reliant on an issue in the statdyn-analysis repository https://github.com/malramsay64/statdyn-analysis/issues/66

An initial check of the values with a hacked together fix (https://github.com/malramsay64/statdyn-analysis/pull/67/commits/bb9ac5159f41edfc016a9d34c6f48e5bc9218af2) I have checked that the final configurations seem reasonable at the low temperatures, with no sign of crystallisation, so the not yet equilibrated is probably correct.

There were issues with the keyframes not sampling the space of configurations appropriately. The assumption of independence was incorrect. By increasing the keyframe interval to 1 million, they now sample the entire space at low temperatures which significantly improves the results.


JSON import requires all columns to be provided

YDB CLI's ydb import file json requires that all columns for the particular table are provided. This looks like an overkill, specifically for nullable columns, where the missing column in a row can be treated as NULL.

Added pull request https://github.com/ydb-platform/ydb/pull/1498 to resolve the issue


Closes #5565: Helm reconcile period from CR annotations

Description of the change:
Added the parsing of the helm.operator-sdk/reconcile-period key in the custom resource's annotations. The value obtained from this is set to the RequeueAfter field of the reconciler for Helm.
Motivation for the change:
Close #5565
Checklist

[x] Add a new changelog fragment in changelog/fragments
[x] Add or update relevant sections of the docs website in website/content/en/docs

Note:
As mentioned in my comment on the issue: this feature already exists via a command line flag. This PR is to provide the user with the option of doing the same in the CR annotations, which there seems to be a demand for. This feature already exists for the Ansible-based operator, so I thought it would be a good idea to do the same for the Helm-based operator.

@VenkatRamaraju if possible, can you also add this in https://github.com/operator-framework/helm-operator-plugins?

@varshaprasad96 yup, I can do that.


Removing some uses of "delete"

This PR changes (delete as applicable)

Nothing, it's a bug fix

Describe the changes below:
Removed some uses of delete, since it breaks optimization.

Why are there so many uses of typeof for an undefined check?
 if (typeof this._beforeCallbacks[key] !== 'undefined')
I don't see the need to invoke typeof here, it could simply be:
 if (this._beforeCallbacks[key] !== undefined)
Also, I'm dubious about the wholesale replacement of delete for undefined. They're two totally different things. In the Data Store we use delete because we want to actually get rid of that key from the object. Not just blank it, but literally remove it. I agree that mutation is bad for hot objects, but that doesn't really count the Data Store or any destroy call (but may include the shaderCache, would have to look further at that one).

typeof is ever so slightly faster than comparing against undefined, and I'm
a sucker for pointless speed gains. I could definitely change that though.
Comparing against undefined makes for smaller code after all.
I didn't see anywhere where setting to undefined would have a different
effect than deleting, as long as you compare against undefined instead of
using "in". Is there any particular reason for it that I've missed?
On Nov 22, 2017 13:12, "Richard Davey"<EMAIL_ADDRESS>wrote:
Why are there so many uses of typeof for an undefined check?
if (typeof this._beforeCallbacks[key] !== 'undefined')
I don't see the need to invoke typeof here, it could simply be:
if (this._beforeCallbacks[key] !== undefined)
Also, I'm dubious about the wholesale replacement of delete for undefined.
They're two totally different things. In the Data Store we use delete
because we want to actually get rid of that key from the object. Not just
blank it, but literally remove it. I agree that mutation is bad for hot
objects, but that doesn't really count the Data Store or any destroy call
(but may include the shaderCache, would have to look further at that one).
—
You are receiving this because you authored the thread.
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[Feature] Revert text input outline

Fixes

Fixes #167  by @mbonamensa
Description

This feature reverts the outline: none that is set on all input fields in their focus state within the codebase, specifically for the search query text input box. It will allow full accessibility for users especially keyboard users because the outline of the text input is left to the browser default.
Tests

Open CC search in a web browser
The text input is automatically focused on load
See feature
Screenshots

Checklist

[x] My pull request has a descriptive title (not a vague title like Update index.md).
[x] My pull request targets the default branch of the repository (main or master).
[x] My commit messages follow best practices.
[x] My code follows the established code style of the repository.
[x] I added or updated tests for the changes I made (if applicable).
[ ] I added or updated documentation (if applicable).
[x] I tried running the project locally and verified that there are no
visible errors.

Developer Certificate of Origin

For the purposes of this DCO, "license" is equivalent to "license or public domain dedication," and "open source license" is equivalent to "open content license or public domain dedication."

Developer Certificate of Origin
Developer Certificate of Origin
Version 1.1

Copyright (C) 2004, 2006 The Linux Foundation and its contributors.
1 Letterman Drive
Suite D4700
San Francisco, CA, 94129

Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.

Developer's Certificate of Origin 1.1

By making a contribution to this project, I certify that:

(a) The contribution was created in whole or in part by me and I
    have the right to submit it under the open source license
    indicated in the file; or

(b) The contribution is based upon previous work that, to the best
    of my knowledge, is covered under an appropriate open source
    license and I have the right under that license to submit that
    work with modifications, whether created in whole or in part
    by me, under the same open source license (unless I am
    permitted to submit under a different license), as indicated
    in the file; or

(c) The contribution was provided directly to me by some other
    person who certified (a), (b) or (c) and I have not modified
    it.

(d) I understand and agree that this project and the contribution
    are public and that a record of the contribution (including all
    personal information I submit with it, including my sign-off) is
    maintained indefinitely and may be redistributed consistent with
    this project or the open source license(s) involved.

@mbonamensa Seems sound! Thanks so much! 🚀

@mbonamensa Seems sound! Thanks so much! 🚀

Awesome 🚀


Invalidate the current credentials before release

Because we have in our Git history old credentials, it is easiest to just regenerate new credentials from Bluemix before release.

done


Add support for centralized reviewers list

Feature requested in #24.
For chrome version only.

Great, thank you very much. I'll do the review soon!


@conda-forge-admin please rerender

Additional comment:
No response

Rebuild for aarch which has a circular dependency (i think)


[SUPPORT] After changed schema could not update schema of Hive

Tips before filing an issue

Have you gone through our FAQs?
Yes

Join the mailing list to engage in conversations and get faster support at<EMAIL_ADDRESS>

If you have triaged this as a bug, then file an issue directly.

Describe the problem you faced
When we added column new_col to middle of existed schema, and sync it to hive
We got error below
0/05/14 10:40:45 ERROR HiveSyncTool: Got runtime exception when hive syncing
org.apache.hudi.hive.HoodieHiveSyncException: Failed in executing SQL ALTER TABLE `default`.`test_minh_delete_col_ro` REPLACE COLUMNS(`_hoodie_commit_time` string, `_hoodie_commit_seqno` string, `_hoodie_record_key` string, `_hoodie_partition_path` string, `_hoodie_file_name` string, `id` bigint, `value` string, `new_col` int, `is_ok` int, `created_at` bigint, `_daas_event_type` int, `__daas_internal_ts` bigint, `_daas_is_deleted` boolean, `updated_at` bigint ) cascade
	at org.apache.hudi.hive.HoodieHiveClient.updateHiveSQL(HoodieHiveClient.java:482)
	at org.apache.hudi.hive.HoodieHiveClient.updateTableDefinition(HoodieHiveClient.java:261)
[...]
Caused by: java.sql.SQLException: Error while processing statement: FAILED: Execution Error, return code 1 from org.apache.hadoop.hive.ql.exec.DDLTask. Unable to alter table. The following columns have types incompatible with the existing columns in their respective positions :
is_ok,_daas_event_type,__daas_internal_ts,_daas_is_deleted
	at org.apache.hive.jdbc.HiveStatement.execute(HiveStatement.java:297)
	at org.apache.hudi.hive.HoodieHiveClient.updateHiveSQL(HoodieHiveClient.java:480)
	... 86 more

A clear and concise description of the problem.
To Reproduce
Steps to reproduce the behavior:

Setting hudi by using hive options

      TABLE_NAME -> "table",
      PRECOMBINE_FIELD_OPT_KEY -> "__daas_internal_ts",
      RECORDKEY_FIELD_OPT_KEY -> "id",
      PARTITIONPATH_FIELD_OPT_KEY -> "_partition_key",
      TABLE_TYPE_OPT_KEY -> MOR_TABLE_TYPE_OPT_VAL,
      HIVE_SYNC_ENABLED_OPT_KEY -> "true",
      HIVE_DATABASE_OPT_KEY -> "XXXX",
      HIVE_TABLE_OPT_KEY -> "YYYYY",
      HIVE_PARTITION_FIELDS_OPT_KEY -> "created_at",
      HIVE_PARTITION_EXTRACTOR_CLASS_OPT_KEY -> classOf[MultiPartKeysValueExtractor].getName

Create a DF with column and write to hudi tables
Create a same DF2 as 2. with a new column in middle
Write DF2 to hudi table

Expected behavior
Same exception as description
A clear and concise description of what you expected to happen.
I think there are already detected the schema changement
https://github.com/apache/incubator-hudi/blob/3a2fe13fcb7c168f8ff023e3bdb6ae482b400316/hudi-hive-sync/src/main/java/org/apache/hudi/hive/SchemaDifference.java#L37-L39
Should also support update hive schema for each pattern
Environment Description

Hudi version : 0.5.2

Spark version : 2.4.4

Hive version : 3.1.2

Hadoop version : 3.1.2

Storage (HDFS/S3/GCS..) : S3

Running on Docker? (yes/no) : no

Additional context
Add any other context about the problem here.
Stacktrace
Add the stacktrace of the error.

@zherenyu831 : Schema evolution rules does not allow for adding columns in the middle of schema. You would need to add them at the end.

@bvaradar
Thank you, I think this is the only solution could works now


Add block timestamp to block header

Upgrade SDK to 0.0.13
Tests changes and due to the addition of type timestamp in the block header.

It was closed due to @MichaelKim20's mistake, open it again.

It was closed due to @MichaelKim20's mistake, open it again.

Cause of Docker Build Error
node-pre-gyp WARN Using request for node-pre-gyp https download
node-pre-gyp WARN Tried to download(403): https://mapbox-node-binary.s3.amazonaws.com/sqlite3/v5.0.1/napi-v6-linux-x64.tar.gz
node-pre-gyp WARN Pre-built binaries not found for<EMAIL_ADDRESS>and<EMAIL_ADDRESS>(node-v83 ABI, musl) (falling back to source compile with node-gyp)

Cause of Docker Build Error
node-pre-gyp WARN Using request for node-pre-gyp https download
node-pre-gyp WARN Tried to download(403): https://mapbox-node-binary.s3.amazonaws.com/sqlite3/v5.0.1/napi-v6-linux-x64.tar.gz
node-pre-gyp WARN Pre-built binaries not found for<EMAIL_ADDRESS>and<EMAIL_ADDRESS>(node-v83 ABI, musl) (falling back to source compile with node-gyp)

https://github.com/mapbox/node-sqlite3/issues/1424
Try with<EMAIL_ADDRESS>

https://github.com/mapbox/node-sqlite3/issues/1424
Try with<EMAIL_ADDRESS>

https://github.com/bpfkorea/stoa/blob/9e40408e0c72b1b0b530209d786d88bb07a7e3e8/package-lock.json#L2359-L2367

https://github.com/bpfkorea/stoa/blob/9e40408e0c72b1b0b530209d786d88bb07a7e3e8/package-lock.json#L2359-L2367

It's Green.

It's Green.


Virtual manifest no longer works

The List executables with cargo change ea26ecc950f619be424ddd3df4f9a368086f4c68 does now work with a virtual manifest where the previous method did. Now getting:

error: manifest path /code/Cargo.toml is a virtual manifest, but this command requires running against an actual package in this workspace

Perhaps there's a way to continue to support the virtual manifest case? I've yet to dig in to look for one.

linking the docs here for my own reference - https://doc.rust-lang.org/cargo/reference/manifest.html#virtual-manifest
Breaking this was unintentional. I'll look into this. My initial guess is this is a limitation of read-manifest not supporting virtual manifests.

Looks like cargo metadata --no-deps might work in place of cargo cargo read-manifest see: https://github.com/rust-lang/cargo/issues/2356
In my virtual manifest use case it's returning the expected metadata by the looks of it.

Thanks for the early bread crumbs

@eikeon that turned out to be a terrific tip!
I just tested the following on both a crate with a top level src, I'm learning is now referred to as a "package" as well as a project with workspace members which has multiple "packages" and a virtual manifest and it works in both cases.
cargo metadata --no-deps --format-version=1 \
   | jq -r '.packages[] | .targets[] | select(.kind[] | contains("bin")) | .name'

I'll try to roll this out into a new release at the latest but the end of the weekend

Awesome; and thank you for lambda-rust!


Bluetooth: controller: Handle parallel (across connections) CU/CPRs in refactored LLCP

In legacy LLCP exists a mechanism to enforce running only a single CU/CPR procedure at a time across all connections.
The refactored LLCP should support this also, however it is suggested to do this without rejecting incoming requests, but take advantage of procedure timeout and 'queue' them up and perform them in some order.

Is fixed by PR #45163 and in 3.1 release


Is there such a component like Hello, mdx?

Lets say we have a custom MathBlock Component to add additional styles like borders etc. to the Math expression:
<MathBlock>
$C=\frac{Q}{V}$
</MathBlock>

This works so far.
Now we want to include some additional text explaining the expression, we also want to style it relative to it, but we want to use markdown for it.
<MathBlock explaination={`wants to add **mdx** string`}>
$C=\frac{Q}{V}$
</MathBlock>

This does not work, obviously.
Would be nice to have a component like
<MathBlock explanation={<Mdx>
  where **C** represents the capacitance in Farads (**F**), **Q** is the charge stored on the capacitor in Coulombs (**C**), and **V** is the voltage across the capacitor in Volts (**V**).
</Mdx>}>
$C=\frac{Q}{V}$
</MathBlock>

So which component could we use to render mdx?

Ok, found out how to create such a component, so Mdx can be used as Props.
import { evaluateSync } from "@mdx-js/mdx";
import * as provider from "@mdx-js/react";
import { useMDXComponents } from "nextra/mdx";
import * as runtime from "react/jsx-runtime";

export default function Mdx({ children }) {
  const { default: MDXContent, ...rest } = evaluateSync(children, {
    ...runtime,
    ...provider,
    useMDXComponents,
    format: "mdx",
    development: false,
  });

  return <MDXContent />;
}

You can use it like
export function Counter({ label }) {
  // const [count,..  your counter.. logic..

   return

      {label}: {count}

}

# Hello

<Counter label={<Mdx>Some **mdx** counter label</Mdx>}

Still one question remaining, how to add all the nextra plugins like katex to it, can't get the latex formats rendered inside.. Would be a nice hint.

Ok, found out how to create such a component, so Mdx can be used as Props.
import { evaluateSync } from "@mdx-js/mdx";
import * as provider from "@mdx-js/react";
import { useMDXComponents } from "nextra/mdx";
import * as runtime from "react/jsx-runtime";

export default function Mdx({ children }) {
  const { default: MDXContent } = evaluateSync(children, {
    ...runtime,
    ...provider,
    useMDXComponents,
    format: "mdx",
    development: false,
  });

  return <MDXContent />;
}

You can use it like
export function Counter({ label }) {
  // const [count,..  your counter.. logic..

   return

      {label}: {count}

}

# Hello

<Counter
  label={<Mdx>Some **mdx** counter label</Mdx>}
/>

Still one question remaining, how to add all the nextra plugins like katex to it, can't get the latex formats rendered inside.. Would be a nice hint.

Seems that some of Nextra's rendering features are not functioning with this, such as superlinks following the title or code linting within code blocks.

Nextra has exported Playground component https://nextra.site/docs/guide/advanced/playground


[Feature Request] Can InputNumber support add prefixes and suffixes?

Existing Component
是
Component Name
InputNumber
Description
Can you provide a prefix or suffix attribute for a counter so that some number, such as percentage or currency, becomes particularly convenient? I currently complete this function by packaging the components myself, although I can do it, but it is particularly inconvenient, so I beg the big guys to add this function for ordinary developers, please.

Why would this have been added feature been added to inputs and not number inputs?

+1

+1

+2


Multiarch support

Add support for hardware with architectures other than amd64

Nice one @yolonhese
Can't wait to test this out. I'll push it up to the dev branch for now so I and others can test on the edge tag
Cheers!


[WIP] Codecov fix

Fixed #206 by adding --cov argument to setup.cfg.

Finally! Thanks for the fix, will merge when Travis finishes.

Actually, I'm still working on it. I think that travis will pass but it won't generate any report.

Oops, didn't see the [WIP]. Ping me when done.

The backlog for OS X Builds is quite long https://www.traviscistatus.com/ so I suggest you not to wait for it to finish if you can avoid it...

And BTW, isn't the codecov bot comment the proof that the report was uploaded?

Yes, Travis was successful, and the report was uploaded, but Appveyor failed.

I've been doing push -f in order to get a clearer log in poliastro, but I guess that makes PR difficult to review. Is it a good decision?

@Juanlu001 It is ready to be merged, although we should wait for codecov to comment 😆

I've been doing push -f in order to get a clearer log in poliastro, but I guess that makes PR difficult to review. Is it a good decision?

It's totally acceptable, although you might want to do this as the last step, after an interactive rebase to remove dirty commits, when everything works.


sync Getting Started docs to readme

Summary
Was there / is there supposed to be an automatic script that does this?
Looks a bit like it because of generated_getting_started_{start,end}

Test plan

Codecov Report

Merging #7782 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master    #7782   +/-   ##
=======================================
  Coverage   68.34%   68.34%
=======================================
  Files         252      252
  Lines        9707     9707
  Branches        5        5
=======================================
  Hits         6634     6634
  Misses       3071     3071
  Partials        2        2

Continue to review full report at Codecov.

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chef-dk is broken and missing some utils

Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:

nix-build -A chefdk
./result/bin/chef
./result/bin/knife

Expected behavior
The chef executable is there but is broken, the knife executable isn't even present.
Additional context
7136e0d0a6f61734994c566e2cc72fd75733b873 broke chef, it worked before that commit. I've bisected it down to that changeset.
Problem for me is that I don't know ruby or the ruby ecosystem...
This is a problem in 19.09 as well.
Metadata

system: "x86_64-linux"
host os: Linux 4.19.74, NixOS, 20.03pre193829.f0fec244ca3 (Markhor)
multi-user?: yes
sandbox: yes
version: nix-env (Nix) 2.3
channels(root): "nixos-20.03pre193829.f0fec244ca3"
nixpkgs: /nix/var/nix/profiles/per-user/root/channels/nixos

Maintainer information:
# a list of nixpkgs attributes affected by the problem
attribute: chefdk
# a list of nixos modules affected by the problem
module:

cc @nicknovitski

I also ran into this; I tried to debug and build it myself locally but it never seemed to rebuild when I ran nix-build -A chefdk -v in my local copy of nixpkgs. Even so, ls result/bin showed just the chef binary and nothing else.
Eventually I tried the following diff to force a new build:
diff --git a/pkgs/development/tools/chefdk/default.nix b/pkgs/development/tools/chefdk/default.nix
index d5c74201418..102885866d6 100644
--- a/pkgs/development/tools/chefdk/default.nix
+++ b/pkgs/development/tools/chefdk/default.nix
@@ -1,7 +1,7 @@
 { lib, bundlerEnv, bundlerUpdateScript, ruby_2_4, perl, autoconf }:

 bundlerEnv {
-  pname = "chef-dk";
+  name = "chef-dk-2.4.17-1";

   ruby = ruby_2_4;
   gemdir = ./.;

Which caused nix-build to actually rebuild, and for some reason the rest of the binaries showed up in result/bin even with no other changes:
enorris:nixpkgs enorris$ ls result/bin/
berks				knife
bundle				ldiff
bundler				minitar
chef				mixlib-install
chef-apply			nokogiri
chef-client			ohai
chef-shell			pirb
chef-solo			pruby
chef-vault			pry
chef-zero			rackup
coderay				rake
cucumber-tag-expressions	rspec
erubis				rubocop
fauxhai				ruby-parse
ffi-yajl-bench			ruby-rewrite
foodcritic			rwinrm
gherkin-ruby			rwinrmcp
htmldiff			safe_yaml
httpclient			serverspec-init
inspec				thor
kitchen				tt

I'm relatively new to nix, so not sure why bumping the version changes anything.

@ericnorris Interesting find!
Just changing pname to name makes it work as well, even without adding a version to the end of it.
I tried keeping pname and adding a separate version attribute but no such luck.
There's something odd going on with bundlerEnv I'd say.

@ericnorris So what seems to happen is that bundlerEnv is two different things depending if you have a name or a pname.
Maybe there's a bug in there somewhere: https://github.com/NixOS/nixpkgs/blob/master/pkgs/development/ruby-modules/bundler-env/default.nix#L38-L60
But I made PR's to revert to using name instead for now.

Seems like this is still/again a problem (knife missing) on NixOS 21.11 since it has been again mass-replaced in https://github.com/NixOS/nixpkgs/commit/6f04cd0e6967bc2a426b209fa700b3a3dbb1dbc3

@Informatic I don't know the ruby tooling in nix enough to know if there's any downsides or upsides of making that change. however, I'm not sure why version is removed? If you would make a PR of that we could ask someone with more ruby insights.

Sure, I can do that next week. IIRC bundlerApp/bundlerEnv changes behaviour depending on existence of version param. If it is missing, it'll be pulled in from relevant gemfiles in gemdir anyways.

Sounds good to me, I'm currently running my knife install from nixos 19.09, because it was the latest release where I found it working :wink: I guess that's the power of Nix, but it's not a good thing to have broken packages like this.
So ping me when you have that PR open and I'll test it it and possibly merge it :)

Heyho,
any updates on this? :)
I finally also migrated my work laptop to NixOS and just ran into this because the berks binary is missing.
I am not at all experienced with neither Nix or NixOS but just renaming pname to name in the default.nix appears to  fix the problem, the presence of the version variable apparently doesn't have any impact on the result.


This PR doesn't have any linked issues. Please open an issue that references this PR. From there we can discuss and prioritise.

This PR doesn't have any linked issues. Please open an issue that references this PR. From there we can discuss and prioritise.
Originally posted by @typescript-bot in https://github.com/microsoft/TypeScript/issues/42611#issuecomment-771815539

The bot shouldn't complain at itself


Toast is not automatically dismissed if another toast is present.

Short description of the problem:
I found an issue with the Toast's demo (http://ionicframework.com/docs/v2/api/components/toast/Toast/). When I click on 'Show custom duration toast' , the toast is not automatically dismissed if there is another toast displayed.
Steps to reproduce:

Go to http://ionicframework.com/docs/v2/api/components/toast/Toast/
Click on 'Show Toast'
Click on 'Show Custom Duration Toast'
The toast is never dismissed

Which Ionic Version? 1.x or 2.x
2.x
Plunker that shows an example of your issue
http://ionicframework.com/docs/v2/api/components/toast/Toast/

Hello! Thanks for opening an issue with us! This is a known issue and is slated to be fixed soon. You can follow the progress on this issue: https://github.com/driftyco/ionic/issues/6657. Thanks for using Ionic!


Fulma animated Logo

Hi all,
My co-worker is an awesome guy and just did this without I ask anything.
Take a look I think you will like this !
https://github.com/evilz/Fulma/blob/master/docs/public/assets/FULMA-LOGO-ANIM.mp4?raw=true

@evilz this is super awesome.... I loved it...
@MangelMaxime , @alfonsogarciacaro you should see this... it is too good...

@evilz Awesome 😍
Did you know that the readme is missing a logo ? Telling that... Telling nothing...

And please thanks him for me :)

Thank Romain Noel =>http://noel-romain.over-blog.com/

It's great, I love it!!! :clap: :clap: :clap:


Typo fix for ICMP DoS Attack

It is ICMP (Internet Control Message Protocol) DoS Attack.

@yusufozturk,
Thanks for having already signed the Contribution License Agreement. Your agreement was validated by Microsoft. We will now review your pull request.
Thanks,
Microsoft Pull Request Bot


Restrict DROP USER/ROLE from non-dbo user (#2859) (#2864)

Description
Cherry Picked from 2864
Earlier, a user was able to drop user/role that belonged to another database. With this commit, a user can only drop the role/user that belongs to the same database with sufficient privileges. Issues Resolved
Task: BABEL-5173
Signed-off-by: Shalini Lohia<EMAIL_ADDRESS>Issues Resolved
BABEL-5173
Test Scenarios Covered

Use case based -

Boundary conditions -

Arbitrary inputs -

Negative test cases -

Minor version upgrade tests -

Major version upgrade tests -

Performance tests -

Tooling impact -

Client tests -

Check List

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

By submitting this pull request, I confirm that my contribution is under the terms of the Apache 2.0 and PostgreSQL licenses, and grant any person obtaining a copy of the contribution permission to relicense all or a portion of my contribution to the PostgreSQL License solely to contribute all or a portion of my contribution to the PostgreSQL open source project.
For more information on following Developer Certificate of Origin and signing off your commits, please check here.

Pull Request Test Coverage Report for Build<PHONE_NUMBER>8
Details

19 of 19 (100.0%)  changed or added relevant lines in 1 file are covered.
No unchanged relevant lines lost coverage.
Overall coverage increased (+0.01%) to 73.047%

Totals

Change from base Build<PHONE_NUMBER>:
0.01%

Covered Lines:
41932

Relevant Lines:
57404

💛  - Coveralls


correcting image target location

Apologies @dstebila for cluttering your personal docker hub namespace with ci-images in the previous run: This PR fixes this.

No worries. Okay for me to delete them from the dstebila Docker Hub?

Okay for me to delete them from the dstebila Docker Hub?

Absolutely (OK).


Multiple sites, nginx-proxy and php-fpm containers

Hello, i have setup a jwilder/nginx-proxy container for a multi domain environment. In my host i have a folder called sites and every domain has its own folder there. So i have a structure like this:
~/sites
  - example.com
    - html
  - example2.com
    - html
  - example3.com
    - html
etc.

In my nginx-proxy container, i have setup a volume so my site's folder is attached to /var/www in nginx-alpine image.
For each one website, i use a php-fpm container and for example a part of the docker-compose.yml for domain example.com is the following
...
environment:
      - VIRTUAL_HOST=example.com
      - VIRTUAL_ROOT=/var/www/example.com/html
      - VIRTUAL_PORT=9000
      - VIRTUAL_PROTO=fastcgi
      -<EMAIL_ADDRESS>      - LETSENCRYPT_HOST=example.com

So far, so good. Everything is working.
And now comes the letsencrypt part :). I need for some domains to use SSL Certificate.
Do i have to run a different container each time i need a certificate? My issue is about the /usr/share/nginx/html path for writing the .well-known folder ? I have different folder for every website. As i noticed the JrCs/docker-letsencrypt-nginx-proxy-companion container renews every existing certificate when is running, so i think it would be a bad idea to have multiple containers...
In my experiments just for one site, i checked that the .well-known folder is not created into my html subfolder. The *.cert files are not created too (should be placed at certs' folder ?)
I think i am missing something. Could you please enlighten me ?

And now comes the letsencrypt part :). I need for some domains to use SSL Certificate.
Do i have to run a different container each time i need a certificate?
The whole idea of using docker is to distribute your application as a container, this means that each container has its own webserver. So yes, you'll be deploying every website in a different container. This should not cause a lot of overhead though.

Closing in favor of the more complete discussion in https://github.com/jwilder/nginx-proxy/issues/1052


Time Zone issues after updating to v0.16.x

Describe the bug
After updating I noticed a timezone discrepency in new speedtests. It seams the "created at" column and the json-data of the test now contain both UTC time. Prior to the upgrade the "created at" column contained local time.
I use a MariaDB-Database which has the local timezone set:
SELECT @@global.time_zone, @@session.time_zone;
@@global.time_zone 	@@session.time_zone
SYSTEM 			SYSTEM
output of date command on command line:
Wed Feb 21 22:18:04 CET 2024
CET (UTC+1) is used
I've had the following settings that worked prior to upgrading to the new release:

In the results table new entries have UTC-time in both the JSON-field and "created_at" column. Older tests before the migration had the local time in the created_at column and display with the correct local time in the result list and the charts.

The public dashboard is even stranger - it backdates the result one hour from UTC - displaying the result at UTC-1.
To Reproduce
Steps to reproduce the behavior:

Run a manual speedtest at an specific local time
Click on 'Results' or refresh the dashboard
Time of the result in list and graph is not displayed in local time

Expected behavior
Time in the result list and the graph should be in local time as they did in v15 I think.
Environment (please complete the following information):

OS: debian (docker)
Architecture: amd64
Browser: Firefox
Version v0.16.6 (Linuxserver,io)
Linuxserver.io MariaDB-Docker running 10.11.6 of MariaDB

Screenshots
Test run at 21:47 local time
Admin Dashboard displays 20:47 as last entry

Result list displays 20:47 as test time

Public dashboard displays 19:47 as last entry

Logs
Nothing oblivious in the logs

I am seeing the same behavior (also using version v0.16.6 from Linuxserver). My MariaDB and the Speedtest container are both set to the local timezone (with environment variable TZ). If you switch "Database has timezone" off then the times presented on the Result page are OK for new tests (of course not for old tests).

On my end, I can't even choose time zones or servers anymore. Both show arrows, but nothing happens when I click on them:

Are you guys running v0.16.6 as well?

@OddSquirrel, as I wrote earlier: yes I am also running v0.16.6 (from linuxserver)..
I have created the Speedtest-tracker container with a docker-compose file and with the TZ environment variable set. For the database I am running MariaDB (version 11.3.2) in a docker container which is also created with a docker-compose file and with the TZ environment variable set. I switched off the "Database has time zone".
Since one of the v16 versions (I really do not know which one) all times are correct now (on the Dashboard page as well as on the Result and Public pages). In new database records, all times are now written everywhere in UTC (in the "data" field and in the "created_at" and the "updated_at" fields).
@alexjustesen, it appears that the solution to the previously reported Timezone issues with the "Database has time zone" switch is no longer necessary.

@hoorna Sorry, must have missed the version part. I'm running PostgreSQL on my end.
@alexjustesen Do you have an eye on that issue with the non-choosable time zone and server, or should I raise a dedicated ticket for it?

@alexjustesen Do you have an eye on that issue with the non-choosable time zone and server, or should I raise a dedicated ticket for it?

Can you open a separate issue and also add your browser info?

@Starfiresg1 can you share your docker-compose.yml config?

version: '3.3'
services:
    speedtest-tracker:
        container_name: speedtest-tracker
        ports:
            - '<redacted>:8765:80'
        environment:
            - PUID=1000
            - PGID=1000
            - DB_CONNECTION=mysql
            - DB_HOST=mariadb
            - DB_PORT=3306
            - DB_DATABASE=<redacted>
            - DB_USERNAME=<redacted>
            - DB_PASSWORD=<redacted>
	    - APP_KEY=base64:<redacted>
        volumes:
            - /opt/docker/speedtest-tracker:/config
            - /opt/docker/speedtest-tracker/web:/etc/ssl/web
        image: 'lscr.io/linuxserver/speedtest-tracker:latest'
        restart: unless-stopped
networks:
  swagnet:
    external: true
  mariadb:
    external: true

Database is defined external (Linuxserver.io MariaBD) - used by multiple docker-containers
in case it is needed, here it's it compose:
version: "2.1"
services:
  mariadb:
    image: ghcr.io/linuxserver/mariadb
    container_name: mariadb
    environment:
      - PUID=1000
      - PGID=1000
      - MYSQL_ROOT_PASSWORD=<redacted>
      - TZ=Europe/Berlin
    volumes:
      - /opt/docker/mariadb:/config
    ports:
      - <redacted>:3306:3306
    restart: unless-stopped
networks:
  mariadb:
    external: true

Network mariadb is a user defined bridget network which allows docker containers needing access to the mariadb-docker talking to each other and the mariadb-container.

Timezone issues will always be present, unless proper implementation of connection to the db is implemented. Assuming that a db MUST be in UTC is a totally wrong approach, and all the issues are a consequence of bad assumptions.
This has been discussed tens of times in the past, last conclusive discussion and diagnosis of the problem is here, you can read the entire thread if you're curious about details.
I guess the nail can be removed from the coffin (ref. last post of that old thread) because it was not a proper solution but an ugly workaround. So here we are...always discussing about the same old issues and having different timestamps in the UI, the DB, etc.


Corrupt message error when trying to connect with STARTTLS

Describe the bug
Corrupt message error when trying to connect to https://ethereal.email on port 587 with STARTTLS.
error: Uncaught (in promise) InvalidData: received corrupt message
      const rr = await this.#rd.read(this.#buf.subarray(this.#w));
                 ^
    at async read (deno:ext/net/01_net.js:28:19)
    at async BufReader.#fill (https://deno.land/std@0.130.0/io/buffer.ts:323:18)
    at async BufReader.readSlice (https://deno.land/std@0.130.0/io/buffer.ts:609:9)
    at async BufReader.readLine (https://deno.land/std@0.130.0/io/buffer.ts:497:14)
    at async TextProtoReader.readLineSlice (https://deno.land/std@0.130.0/textproto/mod.ts:131:11)
    at async TextProtoReader.readLine (https://deno.land/std@0.130.0/textproto/mod.ts:33:15)
    at async SMTPConnection.readCmd (https://deno.land/x/denomailer@1.0.1/client/basic/connection.ts:76:19)
    at async SMTPClient.#prepareConnection (https://deno.land/x/denomailer@1.0.1/client/basic/client.ts:302:7)
    at async https://deno.land/x/denomailer@1.0.1/client/basic/client.ts:55:7

Code example
import { SMTPClient } from<EMAIL_ADDRESS>
const auth = {
  username: /* redacted */,
  password:  /* redacted */,
};

export const email = new SMTPClient({
  connection: {
    hostname: "smtp.ethereal.email",
    port: 587,
    tls: true,
    auth,
  },
});

Logs
deno 1.21.1 (release, aarch64-apple-darwin)
v8 <IP_ADDRESS>
typescript 4.6.2

Thanks.

No problem!


RabbitMQ sink integration

Is your feature request related to a problem? Please describe.
Hi all, will be any RabbitMQ Sink integration support available soon or later ?
Describe the solution you'd like
No response
Describe alternatives you've considered
No response
Additional context
No response

Yes, there will be RabbitMQ source and sink soon

duplicated with #15430, close this issue


remove selenium dependencies

if aquatone makes it to master, remove all dependencies from my own screenshot efforts.

did this in build 191


Missing new line between grouped lines

For example Fixes is written as - fix1 - fix2 -fix3 instead of
- fix1
- fix2
- fix3

fixed in release 2.3.1


[BACKLOG-38641] Ensure the Internal*FileName.Name variables get

populated and shown on the PUC scheduler UI.

:white_check_mark: Build finished in 12m 52s
Build command:
mvn clean verify -B -e -Daudit -amd -pl plugins/pur/core

:ok_hand: All tests passed!
Tests run: 280, Failures: 0, Skipped: 0    Test Results

:information_source:  This is an automatic message


App UI, functionality, and tests

In this PR:

main.rb file is created. It serves as the console app entry point.

The following options are added:

List all books.
List all music albums.
List of games.
List all genres.
List all labels.
List all authors.
Add a book.
Add a music album.
Add a game.

All data is preserved by saving the collections in .json files.

schema.sql files for each table are created.

Methods that facilitates app functionality are implemented.

Unit tests for all the methods are created.

We are looking forward to your feedback on this project.


Move Issue/PR labels above the title

Replaces and closes #551
Closes #523
Issues

PRs

Related: on mobile they are below the details line, perhaps we can match that.

I'm not against it, but will definitely take some getting used to.
Maybe we could reduce the font-size by one pixel and reduce the padding slightly so the labels are not fighting with the title for attention as much.

This might be better:

Also matches mobile:

That looks much better.

Looks awesome!

Should we just match mobile in every way? Similar to Refined Twitter and Refined Wikipedia, the mobile interface is much more clear. I'm not saying to remove the extra information the desktop has, but probably work on the whitespace, link styles etc.

@hkdobrev sure if you have specific suggestions it's best to make a PR to visualize them.
I'd be wary of matching GH's mobile 1:1 since it's actually just outdated.

@bfred-it Can you add it to the feature section in the readme?

Clean screenshot:

Does anyone else find that this change makes it more difficult to skim a long list of issues? The colors distract from the issue title, which is usually what I'm looking for.
Maybe it's something I just need to get used to, but I figured I'd leave a comment in case others felt similarly.

@jamesplease If you still feel that way you can now disable the feature #2872


Allow Regtest to optionally continue even if it can't generate a new genesis block

At the moment if I want to have two nodes running on the same regtest it's a bit of a mission (I'm not sure how I would do it at the moment).
However we can just use two datadirs that contain the same blockchain data.
The issue here is that the wallet will shutdown when you launch it in regtest mode if it can't generate a new genesis block.
Therefore I think we should add an option continue with the existing data if we want.

for the use case you are describing you need to use devnet


Question: How hot is Http2Connection.IsPseudoHeaderField?

Is https://github.com/aspnet/AspNetCore/blob/23596349092f69890c3efe5b8b9005856cc83db2/src/Servers/Kestrel/Core/src/Internal/Http2/Http2Connection.cs#L1210 a hot method perf-wise?
My knowledge of HTTP/2 is somewhat limited, so I don't know if its worth to optimize this method or not. Anyway I prototyped something (because I had a similar requirement somewhere else) that looks promising in a micro-benchmark.
|    Method |     Header |      Mean |     Error |    StdDev | Ratio | RatioSD |
|---------- |----------- |----------:|----------:|----------:|------:|--------:|
|      Base | :authority |  8.435 ns | 0.2043 ns | 0.2352 ns |  1.00 |    0.00 |
| Optimized | :authority |  4.630 ns | 0.0517 ns | 0.0484 ns |  0.55 |    0.02 |
|           |            |           |           |           |       |         |
|      Base |    :method |  9.919 ns | 0.1514 ns | 0.1342 ns |  1.00 |    0.00 |
| Optimized |    :method |  4.709 ns | 0.0576 ns | 0.0511 ns |  0.47 |    0.01 |
|           |            |           |           |           |       |         |
|      Base |      :path |  9.589 ns | 0.0809 ns | 0.0717 ns |  1.00 |    0.00 |
| Optimized |      :path |  3.983 ns | 0.1113 ns | 0.1094 ns |  0.42 |    0.01 |
|           |            |           |           |           |       |         |
|      Base |    :scheme | 15.269 ns | 0.1401 ns | 0.1242 ns |  1.00 |    0.00 |
| Optimized |    :scheme |  5.117 ns | 0.1371 ns | 0.1215 ns |  0.34 |    0.01 |
|           |            |           |           |           |       |         |
|      Base |    :status | 22.692 ns | 0.2991 ns | 0.2798 ns |  1.00 |    0.00 |
| Optimized |    :status |  6.114 ns | 0.0985 ns | 0.0769 ns |  0.27 |    0.01 |

Is it worth to submit a PR for this method?
The code uses Unsafe -- without Unsafe the code may be faster than the current one, but not as fast as shown above (though I didn't measure this right now, can do tomorrow).

No more new unsafe code.

I'll try to make it safe and give an update here.

Have a safe version here (uses MemoryMarshal-methods instead of Unsafe). Depends on https://github.com/aspnet/AspNetCore/pull/14447, so I'll wait for that.
| Method |     Header |      Mean |     Error |    StdDev | Ratio |
|------- |----------- |----------:|----------:|----------:|------:|
|   Base | :authority | 14.744 ns | 0.0149 ns | 0.0124 ns |  1.00 |
| Unsafe | :authority |  9.493 ns | 0.0420 ns | 0.0393 ns |  0.64 |
|   Safe | :authority | 11.332 ns | 0.0329 ns | 0.0307 ns |  0.77 |
|        |            |           |           |           |       |
|   Base |    :method | 16.337 ns | 0.0420 ns | 0.0373 ns |  1.00 |
| Unsafe |    :method |  9.833 ns | 0.0077 ns | 0.0068 ns |  0.60 |
|   Safe |    :method | 11.435 ns | 0.0312 ns | 0.0291 ns |  0.70 |
|        |            |           |           |           |       |
|   Base | :my-header | 14.228 ns | 0.0403 ns | 0.0357 ns |  1.00 |
| Unsafe | :my-header |  9.149 ns | 0.0275 ns | 0.0257 ns |  0.64 |
|   Safe | :my-header | 10.699 ns | 0.0374 ns | 0.0350 ns |  0.75 |
|        |            |           |           |           |       |
|   Base |      :path | 14.781 ns | 0.0523 ns | 0.0464 ns |  1.00 |
| Unsafe |      :path |  8.961 ns | 0.0296 ns | 0.0277 ns |  0.61 |
|   Safe |      :path |  9.931 ns | 0.0270 ns | 0.0253 ns |  0.67 |
|        |            |           |           |           |       |
|   Base |    :scheme | 20.370 ns | 0.0809 ns | 0.0757 ns |  1.00 |
| Unsafe |    :scheme |  9.879 ns | 0.0443 ns | 0.0415 ns |  0.48 |
|   Safe |    :scheme | 11.759 ns | 0.0422 ns | 0.0394 ns |  0.58 |
|        |            |           |           |           |       |
|   Base |    :status | 25.785 ns | 0.0502 ns | 0.0470 ns |  1.00 |
| Unsafe |    :status |  9.860 ns | 0.0318 ns | 0.0297 ns |  0.38 |
|   Safe |    :status | 12.163 ns | 0.0222 ns | 0.0208 ns |  0.47 |

:my-header is used to see Unknown-path.
Is it in this way worth to submit a PR?

Yes we're interested in improving the performance of the HTTP/2 scenario, but our first priority is high level optimizations that are likely to refactor code like this. We'll revisit micro-optimizations like this after the larger changes stabilize.
E.g. https://github.com/aspnet/AspNetCore/issues/4761 may make IsPseudoHeaderField unneccisary.

Ah, good to know. I'm missing the big picture here, thanks for pointing to another puzzle of it.

micro-optimizations

I'll keep my eyes open, maybe there's a good oportunity.


Move handling of hierarchical watchers to HierarchicalFileWatcherUpdater

Followup on #18332.

@bot-gradle test QF please.

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@bot-gradle test QF please.

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@bot-gradle test QF please.

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@bot-gradle test and merge.

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Pre-tested commit build failed.

@bot-gradle test and merge.

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Pre-tested commit build failed.

@bot-gradle test and merge please.

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Invalid Arcs constructed from North or South poles.

Arcs constructed from the North or South poles to any other position use the longitude of the North or South pole to calculate the pole vector.
The North or South pole longitude is likely to be invalid, the Arc pole should be calculated from the destination longitude instead.

Test the start point latitude in calculate_gc_azimuth and set azimuth to 180° or zero if point is North or South pole respectively.
Test the start point latitude in Arc::between_positions and use the end point's longitude if point is North or South pole.
Also:

add  Arc::try_from trait method to calculate an Arc using vectors which fails if the start and end points are too close or too far away (antipodal).
add constants gerat_circle::MIN_VALUE and vector::MIN_SQ_DISTANCE to test minimum angles and distances.

Incorporated in tag 0.1.2.


Different image paths generate the same alias

Describe the bug
When I setup some images in directory structure like this:

assets

images

button.png
menu

button.png

In my mantle config, I specify my images like this:
assets:
  - assets/images/**/*.png

Mantle tries to generate the same asset alias for both button.png. It is worth noting that image are successfully published, it's just the asset alias part that fails.
To Reproduce
Steps to reproduce the behavior:

Setup some images like described above
Run mantle deploy
See error Failed: Roblox error (409 Conflict): An alias with the provided name already exists.

Expected behavior
I have not used mantle a lot, but it seems like the alias could probably be made up from the image path instead of just the image name?
Side question: what is even the alias used for? I can already get the image id from the mantle outputs using the image path. In my setup I don't think I even need the alias.
Environment (please complete the following information):

OS: Windows
Mantle Version [e.g. 0.11.13]

Side question: what is even the alias used for? I can already get the image id from the mantle outputs using the image path. In my setup I don't think I even need the alias.

Aliases are a way to mark the images (and other assets) as your game's assets and name them. You may browse those "aliased" assets in Asset Manager widget within studio.
You may also reference those assets within that game by an alias instead of asset id, eg:
rbxgameasset://Images/people
structure is rbxgameasset://Images/(imageAliasHere)  [Images is not an asset folder name but a default category assigned by Roblox]
instead of rbxassetid://(asset id which changes everytime)
This way you can keep the images in-game kept up to date without redeploying the game few times everytime (1st to push assets, then 2nd to update the asset ids)
I'm not sure why mantle does not use the full path to generate the alias though (Roblox limits perhaps?)

This definitely feels like a bug. I do not remember why I made that decision initially - is it possible that aliases are not allowed to have additional / characters? Even if that is the case, we should probably use the full path and replace slashes with dashes or something.

@blake-mealey / characters appear to be allowed in the aliases (at least in Studio)
They also seem to work correctly when used in asset paths


DBZ-470 Inserting example data using longs for ids and int for quanti…

…ty instead of float
https://issues.jboss.org/browse/DBZ-470
It was just annoying me too much while reviewing the DBZ-409 PR :)

Merged, you can now sleep in peace @gunnarmorling :-)

Excellent, thanks :)


feat(useMatomo hook): add useCallback for returned methods

added useCallback to not recreate the methods on each render of the screens they are used in

Closes #4
@digorath have you thought this way when created the issue?
This version can be tested with an app using the package while temporary installing the branch version with yarn add ../../path/to/local/matomo-tracker-react-native.

you can also install versions of specific commits with
"github-url"#"commit-hash"
in your package.json ;)

but then you need the commits already.

another alternative to the useCallbacks, would be ti have the object in a useMemo hook.
const useMatomo = () => {
  const instance = useContext(MatomoContext);

  return useMemo(..., [instance]);

as one can read in the hook docs, useCallback(fn, deps) is equivalent to useMemo(() => fn, deps)
but how would it look like in a full example instead of ... in yours?
like this?
const useMatomo = () => {
  const instance = useContext(MatomoContext);

  const trackAppStart = () => instance.trackAppStart && instance.trackAppStart();
  const trackScreenView = (params) => instance.trackScreenView && instance.trackScreenView(params);
  const trackAction = (params) => instance.trackAction && instance.trackAction(params);
  const trackEvent = (params) => instance.trackEvent && instance.trackEvent(params);
  const trackSiteSearch = (params) => instance.trackSiteSearch && instance.trackSiteSearch(params);
  const trackLink = (params) => instance.trackLink && instance.trackLink(params);
  const trackDownload = (params) => instance.trackDownload && instance.trackDownload(params);

  return useMemo({
    trackAppStart,
    trackScreenView,
    trackAction,
    trackEvent,
    trackSiteSearch,
    trackLink,
    trackDownload
  }, [instance]);

haven't tried but i am skeptical somehow.

in your suggestion useMemo gets an object, but it should get a function (you are missing () =>)
otherwise it should work.
i was thinking more of something like
const useMatomo = () => {
  const instance = useContext(MatomoContext);

  return useMemo(() => ({
    trackAppStart: () => instance.trackAppStart && instance.trackAppStart(),
    trackScreenView: (params) => instance.trackScreenView && instance.trackScreenView(params),
    trackAction: (params) => instance.trackAction && instance.trackAction(params),
    trackEvent: (params) => instance.trackEvent && instance.trackEvent(params),
    trackSiteSearch: (params) => instance.trackSiteSearch && instance.trackSiteSearch(params),
    trackLink: (params) => instance.trackLink && instance.trackLink(params),
    trackDownload: (params) => instance.trackDownload && instance.trackDownload(params)
  }), [instance]);
}

but the way it is implemented in this pr is fine as well. i just wanted to point out an alternative ;)
the benefit of memoizing the object like this is of course, that not only the functions remain the same reference, but also the entire object. so mby it is worthwhile changing it, in case someone uses the whole object as a dependency to some other hook.

all right, i misunderstood your

would be to have the object in a useMemo hook

so thats why i was skeptical about my example.
i totally like your alternative because of the reasons you said and also because of readability and code style. will refactor it! thanks.


nd4j version info via maven

pack project.verision into nd4j-api, for Nd4j.class version availability

Refer to this link for build results (access rights to CI server needed):
/job/nd4j_PR/158/


Art: character concepts + vrms

We need to finish these. That means two outputs for each of the characters:

[ ] Concept sketches (one sheet probably enough)
[ ] Avatars modeled as Vroid -> VRM

The second might depend on the first (but that is up to whoever is working on it). They should of course end up matching in the end.
Concept sketches are useful for more than just the avatar creation and building; they could themselves be published.

All of these already have their own profiles in the ai lore doc, including Pinterest shots. Below I list which existing third party avatars they can be (or are already) based on -- these can be downloaded and posed for reference to sketch or remake.
I am also specifying whether the face, hair and clothes have been made, and/or where they can be sourced.
Gear
Based on gear.vrm, https://booth.pm/en/items/1024547. The original should be in our gdrive, as well as Via's version which is quite good.
I think this one is pretty close to made, but:

There are a few known things like the fingernails being too dark
Might be some silhouette work to do (such as increasing the spikiness or edging it more androgynous) depending on how it looks in black and white when posed. Some spiky hair with the right attitude: https://hub.vroid.com/en/characters/4948904433335433581/models/6870911478905495196
Clothes have the right flavor imo but I am the least sure about them, if anyone has ideas that better match the lore doc.

Face: done?
Hair: done?
Clothes+body: done?
Brown
This one has not been started.
https://hub.vroid.com/en/characters/2830638355411138718/models/190889763016197518
Face: needs to be made, but the cold look can be taken from the vroid and pinterest examples.
Hair: messy, per both this avatar and pinterest examples
Clothes+body: clothes needs to be made, but there are strong clothing references in the lore doc. per the lore doc it's supposed to be the same age/height as gear above so some adjustments might be needed
Citrine
There were a few passes made in different directions but I still think the best one is the original Citrine, especially the hair. We might want to start with some sketches.
https://hub.vroid.com/en/characters/8171135067054409405/models/1189318216410191025
Face: needs to be made, but can be roughly inspired from the vroid. It is supposed to be the most normal/average face.
Hair: needs to be made, we probably can't copy Citrine too much.
Clothes+body: body/metrics can be copied from Citrine, the clothes should come from the lore doc. there is mention of some sort of uniform in the doc, which could be something like this:
https://hub.vroid.com/en/characters/8051482746118403420/models/6525939892996755769
Shilo
I think this one has been started by Via, but I'm not sure whether to go with that or change to better match the generated lore doc.
However, there are plenty of example avatars to work with: trendy and/or cute designs (per archetype in the character sheet) are the bread and butter of vroid and as long as it fits in with the other avatars and can emote, it should be ok.
This is the original shilo basis:

https://hub.vroid.com/en/characters/4755472098203122209/models/8732392610956747100

Some more vroids that dance around the design, from which things can be taken:

Unique hair and eyes: https://hub.vroid.com/en/characters/1426176662752882970/models/1054990230631284690
Unique hair: https://hub.vroid.com/en/characters/426253657290320164/models/157320037785394032
Possible full clothing: https://hub.vroid.com/en/characters/8499023842866460493/models/2925117288345846359
Possible hoodie: https://hub.vroid.com/en/characters/3373905032678618304/models/2105843759857931137

Face: many choices available, but I think the eyes should be unique in some way (shilo is). also it is important that the morphs can make exaggerated expressions. could be from https://hub.vroid.com/en/characters/1426176662752882970/models/1054990230631284690
Hair: should be one of the unique ones, could be from https://hub.vroid.com/en/characters/1426176662752882970/models/1054990230631284690
Clothes+body: clothes should get some animal theming, though Shilo and Via's take are good bases. there is a hoodie clothing idea in the avatar above (https://hub.vroid.com/en/characters/8499023842866460493/models/2925117288345846359). shilo body seems ok.

Currently working on these, touched  base with Vian before the meeting on Monday and am working on a silhouette pass right now

For the Citrine model, are two sets of clothing needed? There's a uniform mentioned in the doc, but it also mentions that she prefers not to wear it since it makes her stand out. Will she be wearing it on the adventure, or will she swap it out for something more casual and travel-friendly?

are two sets of clothing needed?
Just to add to that, will they need to be present / worn at the same time - very important for the modelling & skinning process

Since the doc specifically mentions the military uniform, I just went ahead and started with that. I have sketches for more casual clothing and can refine them into a sheet if needed, but since Jun is accompanying the group on assignment, I assume she'd be in uniform.
Tried to keep the 'feel' of the original model, while working in a stronger design and some of her character attributes. Only focused on character and costume design here, I can do another pass for accessories and weapon if needed.
Directly tracing the geo wasn't working since it's so bulky, so I redrew her from scratch but kept the main proportions very similar, so it should be an easy implementation.

Very rough kitbash of parts just to show how this might look in 3D

I like the kitbash technique (it is literally what would be doing to see if something looks good).
Also the names are prone to changing so I deliberately don’t use them to avoid confusion, but it looks good on the concept art.

Sure, I'll keep it in mind for the future then, will hopefully help iterate better (and save some sanity!)
From my understanding there's another char. sheet on the way, so i'll do it again for that one +/ in the future.

Casual uniform before I jump over to another character.
I know you mentioned the names weren't set in stone, I just wasn't sure what else to call the model so I used "Jun" again for consistency.
Also, I have started on some accessory designs, but sidelined it - it probably makes sense to lock in the main design first. These designs are still slightly toward the generic side, but once some character-specific accessories are added, I think they'll fall into place.
I was also thinking it could be cool to have some of the emphasis on accessories regardless - since the whole point is the focus on NFT's, we could take a similar design approach as games like World of Warcraft, where there is a lot of emphasis placed on 'cosmetics' to tell the story. Just some thoughts.

k/b for the above.
Some assets were pulled from the old kanji model and edited to fit.

Engineer
Clothes
The clothes in the concepts are great, both versions.
I especially want to point out good distinct shapes, rather than wrinkles and floofiness:

I think the clothes on the kitbashes need simplification to match the theme.
I think it is mostly the materials, especially how hi fi they are, in what is otherwise a low fi and stylized design. The mats so far are all very real, whereas the concepts (and also most VROIDs, and the reference art) goes for a flatter matte look where the actual materials are almost not discernible (and not the focus). Hand drawing might be a better approach than synthesizing textures.
Hair
The hair from the concept seems like it would work, though goggles are required for that specific shape to make sense (in the uniform it kind of doesn't, but the uniform version could just as well have goggles).
The kitbashed hair would need to be made to fit better with the goggles, and to better match e.g. the tie back, since that adds a lot to the silhouette.
Face
The face concepts are based on Citrine but that isn't currently translating through to the models.
I think the main problem is that there is no facial emotion in either the concepts or the renders, so it is mostly not even giving the impression of embodiment.
In general I think the concepts should also flesh out faces and facial expression variations more (I tried to allude to that in the original post).
For reference, here is Citrine with basic vroid animations -- IMO it makes a world of difference in evaluating.

Not spending too much time on posing, it's not hugely necessary.

Imo it's worth it to do so for at least the face morphs. Sometimes you can't really tell from the neutral morph.

I think the clothes on the kitbashes need simplification to match the theme.
I think it is mostly the KB materials, especially how hi fi they are, in what is otherwise a low fi and stylized design.

It was simply a color swap of some existing materials, yes. If we want more time spent on this that's fine.

The face concepts are based on Citrine but that isn't currently translating through to the models.

I think the main problem is that there is no facial emotion in either the concepts or the renders
I think you're right, considering it is the actual face pulled from the original Citrine model to concept with. If it is somehow mistranslating from the original, then there's a different problem here.
I'll add in turntable views and flat/outline/clay renders as well going forward, so we can check the above mentioned shapes etc.
If it's easier to evaluate via video rather than several images, I can record something as well.

It was simply a color swap of some existing materials, yes. If we want more time spent on this that's fine.

Yeah I think it's worth it, since the same techniques can be used for all avatars.
It is mostly things like adjusting shininess knobs and resolution, so I'm down for learning the pipeline so I can make the tweaks along with the engine.

I think you're right, considering it is the actual face pulled from the original Citrine model to concept with.

Yup and that's probably the way to go. But I'm so used to working with posed avatars that I can't even picture how it would look animated unless it is animated. I can do this myself if the files are available.
I think the problem is more in the sketches, where could use more face detail, color, and expression. For example, if you were to ask me if these two shots are of the same character, I would say they are not. But it should be fixable with some more work on eye placement.

I can pay more close attn to the face if you are wanting more expression in the concepts - honestly the only reason it's like this is because I knew the model would be used which already has expressions/shapekeys, so I didn't put any time or design into the face area; it seemed redundant.
On the next pass, I'll render out the face with a more art-centric approach - takes a bit more time but isn't too hard. For these I literally just traced a few major landmarks from the model so that it wouldn't be blank and called it good.
Oh, also, these files are set up to be easy to work on, so if you are wanting me to go back in and spend some time really rendering stuff out to look pretty I can totally do that; the sheets as-is are almost entirely focused on the shapes, silhouettes, and design. It's not hard to render out though if you want something that looks better for presentation/socials/etc.

I knew the model would be used which already has expressions/shapekeys, so I didn't put any time or design into the face area; it seemed redundant.

Yeah, it's a good workflow.

It's not hard to render out though if you want something that looks better for presentation/socials/etc.

Something more along the lines of publishable concept art would be the goal, but while we're designing it's fine to not waste time on details. If it's easily editable then then there is no issue, but we should clean up this concept with expressions at some point.

Yeah, I know you had mentioned them potentially being used for social media posts or whatnot, so I intentionally set up the files with cleanup in mind. Just tell me when you need me to do a pass on them and I will - they could theoretically be taken all the way to an illustration level of polish.

Well in this avatar's case I think it's blocking Via, because once the concept art for visemes and emotions is done, changes may be made, if the emotes do not match the clothes.

Got it - so we need a sheet of emotes for the character, then?

Yeah I think that would be sufficient.

Sweet, shouldn't be too hard to do - I'll try to squeeze it in today.
Just to confirm, I'm envisioning something like this:

These are the types of sheets generally used for emotion in animation - if he's making visemes for them, I assume that would work

There is actually a standard VRM morph set, it's not arbitrary and vroid comes with it. Just sketching that set in from the actual model (e.g. Citrine) is probably good enough.
But yes, something like that with the standard set.
Here is the rough list, which should be available in Blender for VROID VRMs renamed as GLB:

Perfect, that's even better.

☝ Btw we don't need the vowels or the blink or anything, that would probably be silly, I'm just trying to dig the data up.

So I took a crack at these; I honestly think they may be best done in 3D, though. Since there are already visemes on the model, it'll most likely be easiest to just tweak those directly, rather than alter them in 2D and then have to try to translate them onto the mesh.

If the expressions are for the purpose of making the sheet look better/more interesting, then I would need to break the silhouette/geo pretty hard to make it appealing from a 2D standpoint. An example is those expressions I posted above - the shapes squash and stretch a lot to add the dynamism.
That's no problem to draw from an illustrative standpoint, but when trying to lock that vibe to set shapes/geo, it kind of just doesn't work - it's too flat and lifeless to really get the expression across. In 3d, it's less of an issue, but when viewed on a 2D sheet it gets kind of weird. The more I push the shapes for dynamism, the less useful it is as usable concept art - it crosses too far into illustration territory.
Essentially the TL:DR is: If the purpose is to make the concept sheet look better for socials or whatever, I'll just repaint the face entirely. It won't really be applicable to the actual geo we'll be using, but it will look good. If the purpose is to create expressions for visemes, it's best done directly in 3D, because the limitations of the geo will be built-in with immediate feedback.

quick preview just on materials and reshapes, just fleshing out poses and expressions now as required.
I've added in a toon outline to the color render to match the concept sheet, adds a lot to make the character seem less flat with simple materials as well:

I've buzzed @plankatron on the status of #1198, if there was any progress made then I can add it into the concepting here for each character, since they share an armature.

Okay - poses and expressions!
I'm surprised at the amount of character coming out from these, I think you're entirely correct on the posing and expressions making a lot of difference on visualising the character.

Couple of poses with the goggles on as well. I think it's got a fun vibe for the character, which doesn't necessarily line up with the character lore, but they're probably excited about building and tinkering with things.

@Vianvolaeus  Looking sick, this is exactly what I meant. The posing really helps to show off how good of a job you did. Also GJ on the mats, it is looking a lot closer to the sketches. It doesn’t need a too outline
This is starting to fool me that it is done, the main things that stick out are the bandages + suspenders, which seem tubular at this stage but should be fabric planes.
Btw if the suspenders are hair we would have a nice extra flair with that in the wind.

@GaladWarder I think part of it is coloring the eyes but yup, that looks on the right track. And yes, I think it’s fine to redraw the face in more detail, from the avatar itself if needed.
It’s just that the concepts should intuitively match the 3d presentation in any media we release.

Alright, makes sense! Later this week, I'll revisit the casual sheet and do an example render for socials so you can see what I have in mind for it.

Thanks! I was happy to see a bit of life come into it!

bandages + suspenders, which seem tubular at this stage but should be fabric planes

This can be fixed up easily enough. I recommend having some thickness so they're not entirely paper. It's pretty negligible on polycount, but avoids things being invisible on the backface.
This is less of a problem for the bandages, which can just have a rim to fake the effect.
The suspenders were a little thick but also smooth shaded, making them look a bit too round, so I'll fix that up.

if the suspenders are “hair” we would have a nice extra flair with that in the wind

On characters / VRM, anything that's rigged to a bone can have a spring bone component added to it, I had this in mind already 😄
Just have to be mindful of performance with collisions and number of bones is all.

This is starting to fool me that it is done

It'll need a proper go over for polish and cleanup, but that's promising 👍
Final note for now - we do have this other face texture which adds a bit more definition. Currently the facial features get a bit lost. We could find a medium between the two if needed.
left: original, right: alt

Bandages and straps reduced in thickness, shading fixed.

I honestly think the original one on the left with less detail is better. IMO its very soft neutral makes the expressions more lively in contrast.
Also re: I he suspended planes, one good part in the design is the suspenders traces along the pants.
IMO that makes the design stronger, as the lines are all flowing cohesively rather than being a new appendage. That is also why I think the plane is the way to go. The bone stuff is just set dressing compared to how it looks in static shots, so even if we can’t properly bone a tight flow like that I think it would still be better.

Updated. Bones on this will be a pain as you've said, but the uniform look carries when they're weighted to the legs like this. It looks more like they're hitched under the large pocket under movement.
I could add a small patch to tie them down to the leg if we don't want them to seem like they're stuck or floating, etc.

I could add a small patch to tie them down to the leg if we don't want them to seem like they're stuck or floating, etc.

I don't think we need any additional geo, but I'd like to try the bones. I think I've done this before; selecting that object as the only influence should work, no?
Also, I did notice though that the belt is pretty hardcore, like a thicc harness, wheras itseems more a flush fabric belt in the concept. If there is no reason for that bump in the geometry we should also keep it flush.
Other than those two things I think this seems done and we can move onto the other models.

It can be done, easiest way to stop clipping and the like is to add a collider component for the spring bone component.
we can rig the straps seperately and parent those to the leg bones so they move in uniform though, yes.
This character would benefit from a proper go-over and polish IMO, but if we can start nailing other concepts down that'll be good.

Updated geo.

It can be done, easiest way to stop clipping and the like is to add a collider component for the spring bone component.

That sounds like the best approach. I believe the VRM colliders should be supported if added.
I agree there is still cleanup to do here, and we should do it, but getting some ok version of each avatar is more impactful than polishing one by one, since it allows us to push media earlier.

I plan to get the other avatar sheets out this week, or at least as many as I can so that there's something to start working on.
I think if the avatars are essentially my only focus this week, I can get sheets for all of them done, along with any needed alts.

To recap: probably the best one to start with is MC/Scillia https://github.com/webaverse/app/issues/1382, so there is a direction for VRM edits.
Can finish up engineer concept to look more like the ava, but it is looking already good enough to post.

We also discussed that the charas could have "normal"/school and "job" attire (for example casual and drop hunter mode), which is a good idea, but it is best to get some version of the initial avas out first before we do variations.

Also, a quick recap on workflow (will treat as if it's a brand new character)

Initial lore concept (who they are, where they fit in the story, etc)
Moodboard / shotgun design inspiration
2D concept art w/ expressions
3D kitbash w/ expressions
3D refinement
Final VRM

will edit as needed, but probably good to nail this down

I see that this is still P1, is there anything further needed on the concept art side for the Engineer character?

I don't think so, not right now. We'll probably need to loop back once we have the full set of charas but this one seems like it's obvious how to complete it.

Tried in VRChat:

[ ] The shapes are good, but we need more detail around the pants/belt/clips/staps areas to make them more detailed than just flat shaded polygons.
[ ] The pants are kind of floating above the hips. If you look at it in person you get the impression that they are going to fall down. Either we should tighten it or close it off at the top
[ ] De-cartoonify the face a bit, to make it seem more like Scilly and Jun are from the same set. Jun should feel like an older half-sister to Scilly. I suspect to increase that perception, it's in the eyes and cheeks.

Jun pureref: https://cdn.discordapp.com/attachments/641036402829819914/875797001596444692/jun.pur

VRM & Blend is in relevant sections of drive, based on Fuji's concept. It is forgoing wearable accessories like goggles / backpack weapon since these were previously stated to not be included in final avatars since they can interfere with any wearable system implemented.
Shots are taken from within Blender! There's a setup we can use without changing our material nodes to get a rough idea of what the toon looks like there - will be adding it to char docs.


Moving Test from TimeDistributed to wrapper_test.py

This was in one of the TODOs.

I signed it!

The original test was failing under tensorflow 2.0 mode, which is why we split it into individual module, so that we can disable it and do further investigation. I don't think we can merge it back until we solve the test failure issue.


Carousel with 2 items shows only

Materialize css version: 1.0.0
JS:
$('.carousel').carousel({
    dist: 0,
    shift: 5,
    numVisible: 5,
    indicators: true,
    noWrap: false,
    fullWidth: false,
    duration: 200,
});

HTML:

When there are 2 items in carousel only one is visible.
This is due to incorrect calculation of opacity.
Codepen for version 1.0.0 showing the issue: https://codepen.io/swiftanthony/pen/pogqEYo
Codepen for version 0.100.2 where same code works correctly: https://codepen.io/swiftanthony/pen/KKVbgJP

It seems this commit is a culprit:
https://github.com/Dogfalo/materialize/commit/cbb45236deb7b47fdcf31a6a739cc1daf058f2b8#diff-ded54852f17bdc9eaad04d7492954385

Why are bugs not getting fixed (feel the 32k stars)?  Is there a workaround for this issue?

No one is here to fix or update this framework, everyone is busy with Material UI (which is for React). 😒

if someone can fix this, the PR would be welcome at https://github.com/materializecss/materialize 😉


fix(@schematics/angular): use correct file extension for SASS (.scss)

The ng new command sets the incorrect file extension for SASS files in the angular.json. The configuration expects styles.sass, whereas it should be styles.scss. This is due to the fact that the pull request that dropped support for creating new angular applicaplications with the .sass extension (#13444) conflicted with the pull request to only support known style extensions (#13470).
This pull request changes the referenced extension for the sass language to the correct '.scss' ending.
closes #13574

Hi, thanks for your contribution. The value you amended is correct, as the name there is not for the file extension but rather the predecessor name, and scss is not
The issue that you are trying to solve has already been addressed in https://github.com/angular/angular-cli/pull/13552


JSON file corrupted.

Issue Type: Performance Issue
Json file appears to be corrupted.  it has mistakes in the file
Live Server not opening in visual studio code
Chrome
2019 macbook pro
Macos
Chrome debugger installed
live server chrome extension installed
Json file has three mistakes.
workbench.colorTheme": "Default High Contrast",
"editor.linkedEditing": true,
"liveServer.settings.donotShowInfoMsg": true,
"liveServer.settings.donotVerifyTags": true,
"editor.formatOnSave": true,
"editor.defaultFormatter": "esbenp.prettier-vscode",
"settingsSync.ignoredSettings": ["editor.defaultFormatter"],
"liveServer.settings.port":
"liveServer.settings.ChromeDebuggingAttachment": true,
"liveServer.settings.AdvanceCustomBrowserCmdLine": "",
"liveServer.settings.CustomBrowser": "chrome",
"liveServer.settings.fullReload": true,
"liveServer.settings.root": "",
"liveServer.settings.useWebExt": true,
"liveServer.settings.useLocalIp": true
}
Extension version: 5.6.1
VS Code version: Code 1.60.2 (Universal) (7f6ab5485bbc008386c4386d08766667e155244e, 2021-09-22T11:59:27.195Z)
OS version: Darwin x64 20.6.0
Restricted Mode: No

One issue appears to be that you're missing a comma after "liveServer.settings.port":.


Add ProgressBar for to_parquet

Feature request
Add a progress bar for Dataset.to_parquet, similar to how to_json works.
Motivation
It's a bit frustrating to not know how long a dataset will take to write to file and if it's stuck or not without a progress bar
Your contribution
Sure I can help if needed

Thanks for your proposal, @zanussbaum. Yes, I agree that would definitely be a nice feature to have!

@albertvillanova I’m happy to make a quick PR for the feature! let me know

That would be awesome ! You can comment #self-assign to assign you to this issue and open a PR :) Will be happy to review

#self-assign

Closing as this has been merged @lhoestq


Fix minor mistake in tutorial

Coverage remained the same at 100.0% when pulling 8d3e434178d60eb8335266c795484384ccbfca8d on torifat:master into bf405e992dfa606aa1631f76054ed21b19d13f72 on google:master.

Thanks for the fix!


Add Django Model EndpointSet mixin

What does this PR do?
Creates mixin with commonly used code for EndpointSet.prepare() to retrieve a Django Model-based Resource object, if the request method is appropriate.
Where should the reviewer start?
Read the mixin code.
How should this be manually tested?
No tests yet for the mixin.
Any background context you want to provide?
See https://github.com/pinax/pinax-api/pull/10
What ticket or issue # does this fix?
N/A
Definition of Done (check if considered and/or addressed):

[x] Is there appropriate test coverage?

Yes, updated test case ResourceEndpointSets to use new DjangoModelEndpointSetMixin.

[x] Does this PR require a regression test? All fixes require a regression test.
[x] Did you update internal documentation appropriately?
[x] Did you update (or alert the appropriate person to update) user-facing documentation?

Coverage increased (+0.5%) to 61.847% when pulling dbd231113af9b21148f7637e1ac7cfd6a0edaf50 on grahamu:django-prepare-mixin into dbf9802214d62ccf9ba33a5aa9bcd9f8a6e92d2b on pinax:master.

Coverage increased (+0.3%) to 61.631% when pulling 31c04e7b20fffd2b224f70ef3a020d89bf4aeb4f on grahamu:django-prepare-mixin into dbf9802214d62ccf9ba33a5aa9bcd9f8a6e92d2b on pinax:master.

Coverage increased (+0.3%) to 61.64% when pulling 711a03c3f4a1575ee15977efbcc94b363476ccc8 on grahamu:django-prepare-mixin into 092e8002982de3a48765c701e3ac0010264932f8 on pinax:master.


[Refactor] Change Noraml functions to Arrow functions

File Name
Entire codebase whereever requires
Reason for Refactoring the Code
Changing the entire codebase form Normal functions to Arrow functions is because
-> less code
-> Easy to understand
-> Implicit run
-> No prototyping
For example,
Changing this function
function handleCopy(e: React.MouseEvent<SVGElement, MouseEvent>) {
    e.stopPropagation()
    copyToClipboard(url)
  }

To this function
const handleCopy = (e: React.MouseEvent<SVGElement, MouseEvent>) => {
    e.stopPropagation();
    copyToClipboard(url);
  };

Doing this way the entire codebase where ever required,
Checklist

[X] I have checked the existing issues.
[X] I have read the Contributing Guidelines.
[X] The changes don't break the code and don't introduce new functionality.
[X] I am willing to work on this issue (optional).
[X] I am a GSSoC23 contributor.

@k-deepak04 & @ujjawaltyagii what do you think about this?

@rupali-codes usually using arrow function is a good practice when working with callbacks or nested functions. in rest cases in rest other cases it won't be good
below are the disadvantages of using arrow function in every scenario.
No arguments object: Arrow functions do not have their own arguments object, which means you can't access the arguments passed to the function using arguments. Instead, you would need to use rest parameters (...args) to achieve a similar effect.
Cannot be used as constructors: Arrow functions do not have a prototype property and cannot be used as constructors to create new objects. If your function needs to be used with the new keyword or requires a prototype for inheritance, you should stick with a normal function.
No dynamic this binding: As mentioned earlier, arrow functions inherit the this value from the surrounding scope. This means that the value of this is determined when the arrow function is defined, not when it is called. If you require dynamic this binding, such as when using the function as a method or with the bind() method, a normal function might be more appropriate.

so @saikiranreddy201 i want you to rethink about this and change it to certain functions where necessary not the entire project.

@k-deepak04 & @ujjawaltyagii what do you think about this?

I think we shouldn't change all functions to arrow functions but at the same time it would be difficult for him to determine which one to change into arrow function 0_0

oaky @saikiranreddy201 please look into something else, thanks :)


Change funding to financial support

For consistency with search results, replace a few instances of "funding" with "financial options", which is the preferred description.

looks good to me :+1:


Implement submarine pathing layer

See: https://github.com/HardlySoftly/DilliDalli/blob/main/lua/FlowAI/framework/mapping/Mapping.lua#L197
Some small adaptations needed to provide "subsurface" pathing support in the mapping class.  Key thing to check is water depth, otherwise the code for the naval one can be mostly copied.
Useful for things that require a certain level of water depth, I'm not sure what the threshold should be set to but want to make sure it aligns properly to at least t1/2 subs, and preferably experimental subs too if that is possible.

Implemented by this commit


How to log in to aio cli on Linux system

I am currently creating my App Builder App，Follow this operation document：link.  When the operation reaches the third step:Signing in from CLI.  On Windows, enter: aio login.  It was successful to log in. It will trigger the browser to open and ask me to enter my username and password. After I input, I successfully logged in. But on Linux systems，It cannot open properly because the Linux system does not have a browser.  I want to know how to log in to the Linux system.

You can't, Adobe IMS requires three-legged OAuth, via the web browser.
Related: https://github.com/adobe/aio-cli-plugin-auth/issues/54


Tag GDB and LLDB specific tests

Some MI commands are implemented by LLDB but GDB, and vice versa. Tests for such commands should be tagged as being GDB or LLDB specific and the run-gdb-tests and run-lldb-tests grunt tasks should be updated to filter out irrelevant tests.

Resolved in cec54f49f05c6dac3ae2a1fad2921e5b2132fb1b