AddLicenses and RemoveLicenses usage notes

OPS Build status updates of commit 2f89187:
:clock10: Preparing: average preparing time is 1 min(s) 18 sec(s)

OPS Build status updates of commit 2f89187:
:x: Validation status: errors

File
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azureadps-1.0/MSOnline/Set-MsolUserLicense.md
:x:Error

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:x:Error

Details

azureadps-1.0/MSOnline/Set-MsolUserLicense.md

[Error] Unable to load file: azureadps-1.0/MSOnline/Set-MsolUserLicense.md via processor: AzureCliDocumentProcessor: :34:(195) '```
>Set-MsolUserLicense : Unable to assign this ...'
Expect Heading

[Error] Markdown.MAML.Transformer.HelpSchemaException: :34:(195) '```
>Set-MsolUserLicense : Unable to assign this ...'
Expect Heading
at Microsoft.DocAsCode.Build.Engine.SingleDocumentBuilder.GetInnerContexts(DocumentBuildParameters parameters, IEnumerable1 processors, TemplateProcessor templateProcessor, IHostServiceCreator creator) at Microsoft.DocAsCode.Build.Engine.SingleDocumentBuilder.BuildCore(DocumentBuildParameters parameters) at Microsoft.DocAsCode.Build.Engine.SingleDocumentBuilder.Build(DocumentBuildParameters parameters) at Microsoft.DocAsCode.Build.Engine.DocumentBuilder.BuildCore(DocumentBuildParameters parameter, IMarkdownServiceProvider markdownServiceProvider, BuildInfo currentBuildInfo, BuildInfo lastBuildInfo) at Microsoft.DocAsCode.Build.Engine.DocumentBuilder.Build(IList1 parameters, String outputDirectory)
at Microsoft.DocAsCode.SubCommands.DocumentBuilderWrapper.BuildDocument(BuildJsonConfig config, TemplateManager templateManager, String baseDirectory, String outputDirectory, String pluginDirectory, String templateDirectory)
at Microsoft.DocAsCode.SubCommands.DocumentBuilderWrapper.BuildDocument()

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.

  This is the expected behavior of the build system.

OPS Build status updates of commit 97a2305:
:x: Validation status: errors

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azureadps-1.0/MSOnline/Set-MsolUserLicense.md
:x:Error

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:x:Error

Details

azureadps-1.0/MSOnline/Set-MsolUserLicense.md

[Error] Unable to load file: azureadps-1.0/MSOnline/Set-MsolUserLicense.md via processor: AzureCliDocumentProcessor: :34:(194) '```
Set-MsolUserLicense : Unable to assign this l...'
Expect Heading

[Error] Markdown.MAML.Transformer.HelpSchemaException: :34:(194) '```
Set-MsolUserLicense : Unable to assign this l...'
Expect Heading
at Microsoft.DocAsCode.Build.Engine.SingleDocumentBuilder.GetInnerContexts(DocumentBuildParameters parameters, IEnumerable1 processors, TemplateProcessor templateProcessor, IHostServiceCreator creator) at Microsoft.DocAsCode.Build.Engine.SingleDocumentBuilder.BuildCore(DocumentBuildParameters parameters) at Microsoft.DocAsCode.Build.Engine.SingleDocumentBuilder.Build(DocumentBuildParameters parameters) at Microsoft.DocAsCode.Build.Engine.DocumentBuilder.BuildCore(DocumentBuildParameters parameter, IMarkdownServiceProvider markdownServiceProvider, BuildInfo currentBuildInfo, BuildInfo lastBuildInfo) at Microsoft.DocAsCode.Build.Engine.DocumentBuilder.Build(IList1 parameters, String outputDirectory)
at Microsoft.DocAsCode.SubCommands.DocumentBuilderWrapper.BuildDocument(BuildJsonConfig config, TemplateManager templateManager, String baseDirectory, String outputDirectory, String pluginDirectory, String templateDirectory)
at Microsoft.DocAsCode.SubCommands.DocumentBuilderWrapper.BuildDocument()

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.

  This is the expected behavior of the build system.

OPS Build status updates of commit 7c840d6:
:x: Validation status: errors

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azureadps-1.0/MSOnline/Set-MsolUserLicense.md
:x:Error

Details

:x:Error

Details

azureadps-1.0/MSOnline/Set-MsolUserLicense.md

[Error] Unable to load file: azureadps-1.0/MSOnline/Set-MsolUserLicense.md via processor: AzureCliDocumentProcessor: :34:(194) '```
Set-MsolUserLicense : Unable to assign this l...'
Expect Heading

[Error] Markdown.MAML.Transformer.HelpSchemaException: :34:(194) '```
Set-MsolUserLicense : Unable to assign this l...'
Expect Heading
at Microsoft.DocAsCode.Build.Engine.SingleDocumentBuilder.GetInnerContexts(DocumentBuildParameters parameters, IEnumerable1 processors, TemplateProcessor templateProcessor, IHostServiceCreator creator) at Microsoft.DocAsCode.Build.Engine.SingleDocumentBuilder.BuildCore(DocumentBuildParameters parameters) at Microsoft.DocAsCode.Build.Engine.SingleDocumentBuilder.Build(DocumentBuildParameters parameters) at Microsoft.DocAsCode.Build.Engine.DocumentBuilder.BuildCore(DocumentBuildParameters parameter, IMarkdownServiceProvider markdownServiceProvider, BuildInfo currentBuildInfo, BuildInfo lastBuildInfo) at Microsoft.DocAsCode.Build.Engine.DocumentBuilder.Build(IList1 parameters, String outputDirectory)
at Microsoft.DocAsCode.SubCommands.DocumentBuilderWrapper.BuildDocument(BuildJsonConfig config, TemplateManager templateManager, String baseDirectory, String outputDirectory, String pluginDirectory, String templateDirectory)
at Microsoft.DocAsCode.SubCommands.DocumentBuilderWrapper.BuildDocument()

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.

  This is the expected behavior of the build system.

OPS Build status updates of commit 9272f42:
:white_check_mark: Validation status: passed

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Preview URL
Details

azureadps-1.0/MSOnline/Set-MsolUserLicense.md
:white_check_mark:Succeeded

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.

Hi @YuriySamorodov
Per the read me file:
Please be aware that if you have any updates to automatically generated reference content, you should create an issue and not a PR.  The issue will then be created into a bug and triaged accordingly.  We do this because the reference content must mirror the *dll-help.xml file and subsequent updates to the reference content may overwrite any changes made through the repo.  Capturing it in the source code ensures that this does not occur.  Any PR with changes to automatically generated reference content will be closed.
Automatically generated reference content is any of the content under this Reference node, such as Get-AzureADUser
This only applies to reference content and not conceptual content.  Pull requests for changes to conceptual content are accepted and encouraged.  An example of the conceptual content is the Overview or a scenario such as importing data.
Thank you!
Bill


Graphics improvements

Move infinity to the south pole on the Riemann sphere (a la Wegert).
Use a variant of Wegert's function explorer.
Create a point/click grid generator.

Can't disagree with 1).
What did you have in mind for 2)? It's not clear to me what part of Wegert's function explorer is applicable to what we're doing. Unless you're thinking of allowing typing the map command line constructors into a text dialog. I guess that would be like Wegert's explorer.
Could you please expand on 3)?


use job arrays for supercloud

@amburger66 FYI, this addresses the supercloud email that you pointed out, and also affects your scripts


[Design] Integrating animation sequences together with damage calculation in Entitas (RPG battle system)

Hi,
Animation and Entitas is an issue I had for a long time, and still couldn't find a definite solution for it. There are several use cases that differ slightly, so I thought I should make an issue instead of asking in the chat.
Most of the problems I couldn't solve are from my experience making this jam game, so if you need a reference to what I'm talking about, please just take a look at the game (it takes like 5 minutes).
Some prerequisite to make the system less broad:

Non-physics-based RPG-ish combat: meaning the resolution of an attack could be calculated before the attack occur (it doesn't need a physics system to determine that an axe has hit a skull).
Completely offline (not making a Homestone card game any time soon).

Anyway, going through the problems, order from "partially solved" to "absolutely no clue":
(It's a long wall of text, get some popcorn)
Situation 1: Unit 1 attack unit 2 with single target melee skill.
Expected behavior:

Attacker play an attack animation.
At the "hit" moment in the animation, defender plays a "got hit" animation (or dead, depending on remaining health), a floating notification popup showing damage number, defender's health bar plays a deplete animation.

My "solution":
[Game, Event(EventTarget.Self)]
public class AttackingComponent: IComponent {
  public Guid target;
  public float hitTime;
  public string skillType;
}

When the attacker start attacking, I call

attacker.AddAttacking(
  defender.id.value,
  gameContext.time.timeSinceLoad + skillConfig.animationDelayTime,
  skillType
);

UnitView: IAttackingListener react to new Attacking component and play corresponding animation.
A ResolveAttackSystem loop through all GameMatcher.Attacking and resolve the damage:

if (entity.attacking.hitTime<= gameContext.time.timeSinceLoad) {
  var defender = ...
  defender.ReplaceHP(calculatedDamage);
  gameContext.CreateEntity().AddDamageNotification(calculatedDamage, defender.position.value);
}

UnitHealthBarView: IHPListener subscribe to HP changes and play the tween.
MarkDyingUnitSystem marks unit.isDying = true; if needed.
UnitView: IHPListener subscribe to HP change and play damaged (or healed, or dead) animation, depending on before/after state.
ShowDamageNotificationSystem add a view for the damage text.
The unit.isDying -> unit.isDead thing is just a repeat of the Attacking-> ResolveDamage process so I won't delve into that.

What I don't like about this:

Notice the skillConfig.animationDelayTime? it's from a SkillConfig: ScriptableObject for every skill. What I don't like is the for every animation change, the designer/animator have to both change the animation, and (calculate then) type in the hit moment delay of the animation into the SO. Even as the creator, I forget about it all the time, causing hard-to-notice desync of animation & resolution.

Another option I discarded is to have an public void OnAttackHit() { } callback in the UnitView, and make use of Unity's AnimationEvent to call it at the correct frame. This make the game logic dependent on the view (not to mention the fabled Unity's bug with AnimationEvent).

Another choice was about determining which animation the defender should play. In the end I chose not to use DamagedComponent + HealedComponent and determine the animation based on how HP has changed instead. This result in the View having to cache unit's current HP (so it has something to compare new HP value with). Not sure if keeping game value in View is a good choice.

Any better option?
Situation 2: Unit 1 attack unit 2 with single target projectile-based skill.
Expected behavior:

Same as the melee use case, but at the "hit" moment, a projectile (arrow) is shot instead.
The arrow flies sexily toward the defender, and only when the arrow hit will the damage resolution process trigger.

This is actually not (that) hard. My solution was to consider every skill in the game projectile-based. The previous ResolveAttackSystem now become ShootProjectileSystem, which create a projectile instead:
public class Projectile: IComponent {
  public string type;
}
public class ProjectileFlyingBehaviorComponent: IComponent {
  public string type;
}
public class ProjectileSpeedComponent: IComponent {
  public float value;
}

Melee projectiles has a movementSpeed of 0 and flies to target instantly, while ranged projectile have an arbitary movementSpeed and a distinct fly behavior (straight or curved etc). Upon landing (sqrDistance < sqrDeltaSpeed) I now create an AttackResult, which is used by ResolveAttackSystem:
[Game, Cleanup(CleanupMode.DestroyEntity)]
public class AttackResultComponent: IComponent {
  public Guid attacker;
  public Guid defender;
  public float damage;
}

1 small note here is that because it's an RPG, the defender doesn't move, so for melee attack to work I only need to set meleeProjectile.ReplacePosition(defender.position.value); and it will trigger immediately. I am not sure if this will still work in a dynamic game, where the defender may run around (possibly even teleport).
Situation 3: unit attack many units with AoE damage skill.
You may think it's just a simple conversion to 1-to-n relationship, but it's not that simple. You see, in this screenshot:

If I make all floating numbers to popup at the same time, it would look bad. So instead I want a delay between numbers showing up, somekind of smooth wave-like cascading flating text instead of 9 numbers flying up in parallel.
Expected behavior:

Instead of having all hits resolved at the same time, have some kind of delay between them.

In the actual game, what I did was to throtte ShowDamageNotificationSystem, so it only create 1 new floating text each 3 frame.
This is a very bad idea because tween choice is limited. The ShowDamageNotificationSystem system doesn't know which notification that is, you can't have each skill do its own distinct floating animation (For example an Explosion!!! skill should have text floating in a circle from the center, while a Charge Mofo!!! skill should have text floating up in a wave from the front toward the back):

You are pretty much limited to a Linear time function (No "ease" of showing text).
The order of the floating text showing up is undetermined, because IGroup doesn't guarantee order.

I have a feel it's also wrong in a more fundamental way (like it's violating some ECS principles here), but can't put it into word. Maybe someone could tell me if it is.
So, in a later game, I made some changes. I split AttackingComponent into 2:
public SkillInProgressComponent: IComponent {
  public Guid attacker;
  public Guid defender;
  public string skillType;
  public float hitTime;
}

[Game, Event(EventTarget.Self), Cleanup(CleanupMode.RemoveComponent)]
public DoingSkillComponent: IComponent {
  public string skillType;
}

SkillInProgressComponent is used by the game systems to resolve damage, while DoingSkillComponent is subscribed by the view to display corresponding animation. The hitTime of each individual hit can be determined by whichever system creating them, allowing me to do whatever crazy idea I could think of.
What I don't like about it:

Don't really know where to put the hitTime calculation code in. A SkillService? Right now because there's only 2 different kinds of text animation I'm putting it all in the PerformAttackSystem within an if/else block. But obviously this is not scalable.
Then YESTERDAY, the designer came up with a brand-new, totally-not-copied-from-the-Disgaea-game-hit-was-gifted-last-week idea of having multi-hits skills. So now:

The skills will possibly have several hit moments, each with a damage coefficiency value (you know, a Thousand Punches!! skill where the initial 999 hits deal 1000 damage and a 1000th "Finisher" hit that deal 3000 instead?).
The defender will stay at the last frame of the "hurt" animation throughout the combo, and only revert to the idle animation after the skill has completely finished.

The first part is doable with current implementation, I only need to change SkillInProgressComponent it to have public float[] hitTime; together with a public float[] hitCoefficiency;
But still, "something" is ringing here. I don't know why but I have a feeling I'm going down a dark path. Maybe I should not change this to float[], or maybe the component becamse bloated? Again, can't put it into word.
For the second part (keeping defender at last hurt frame), still absolutely no clue. Any idea?
Situation 4: very long chain of back and forth skills that cause turn time to become varied.
Very long chain of back-to-back skill triggers, for example, a Vine skill deal damage, then cause the Poison debuff (visual the debuff after the attack). The defender happen to have a Counterattack so he perform a revenge attack. Attacker's ally have a Protect skill which make him block the attack for the attackers. He also has Counterattack so he does that as well.
Anyway, with the types of skill increasing, the total resolution time of the whole combo become undeterminable at compile time. In the example game, after player choose a skill, I would put a 2 seconds delay before moving on to the next unit's turn, and it worked great, because no skill combination could ever reach 2 seconds (it was a game jam, don't judge)
Expected behavior:

Slight delay between skill chaining (most importantly there should be a delay between Counterattacks)
Unit turn will end only after all skill chain has ended.

Now this is inside the "totally no clue" zone for me, but I'll try to input some idea:
For the 2nd point, I'm thinking about have an NextTurnSystem: IExecuteSystem that count the number of entities that has either

GameMatcher.Acting (this component mark unit whose turn's up and didn't receive player input) or
GameMatcher.SkillInProgress (this component mark units performing some kind of skill).

If the both groups are empty for some time (let's say 1 second), the turn will end, when I mark nextUnit.isActing = true;. I have this idea from the way Mount&Blade determine how a battle has ended.
Still, puting a time counter in a system is... idk, again, "danger" bell ringing. I will most likely have to put "exception" cases in the system later, to account for game paused, battle ended etc.
For the 1st pointer, I can't think of any "clean" way to do. And it's a must because without a delay, the counterattack will happen immediately after the initial attack end, and it looks terrible.
So that was it. A lot of problems here and there, looking for input to improve/change. How do you do yours?

I read Situation 3
Possible solution is Parametric Animation. It's doable with tweens, behaviour trees, or coroutines. During them create Input/Command entites, this will most likely happen during unity's Update stage, so be careful what entities you create.

Don't really know where to put the hitTime calculation code in. A SkillService? Right now because there's only 2 different kinds of text animation I'm putting it all in the PerformAttackSystem within an if/else block. But obviously this is not scalable.

I write functions into systems at first, then once needed elsewhere, refactor them into service and call from various places.

I read Situation 3
Possible solution is Parametric Animation. It's doable with tweens, behaviour trees, or coroutines. During them create Input/Command entites, this will most likely happen during unity's Update stage, so be careful what entities you create.

Which part were you talking about? The delay between AoE hits, or the multi-hits part? (sorry I didn't organize the point very well).
Anyway, this part is an animation visual, so creating InputEntity wouldn't be a sound idea, would it?

Which part were you talking about? The delay between AoE hits, or the multi-hits part? (sorry I didn't organize the point very well).

It should work for both parts, it's written in code and quite flexible.

Anyway, this part is an animation visual, so creating InputEntity wouldn't be a sound idea, would it?

Fine for me. Would like to know more solutions

I haven't read all of your explanation yet, but for situation 1 (and in other async command) I will use an InputEntity with component that have a callback as property like this
[Input]
public class CmdPlayAnimationComponent : IComponent {
	public GameEntity Entity;
	public string Animation;
	public Action OnAnimationEnd;
}

and the reactive system that catch on this will just have to call the callback when it finished
public class AnimationSystem : ReactiveSystem {
	public void Execute() {
		//PlayAnimation is just function that will play animation and call callback when end
		PlayAnimation(cmd.Animation, cmd.OnAnimationEnd);
        }

and use a command like this
var cmd = CreateInputEntity();
cmd.AddCmdPlayAnimation(entity, "hurt", () => createCommandThatShowDamage());

and I combine the concept above with RSG Promise and it become like this
[Input]
public class CmdPlayAnimationComponent : IComponent {
	public GameEntity Entity;
	public string Animation;
	public Action OnAnimationEnd;
}

public static class CmdPlayAnimationExtension {

	public static IPromise PlayAnimation(this GameEntity entity, string animation) {
		return new Promise((resolve, reject) => {
			Contexts.sharedInstance.input.CreateEntity(e => e.AddCmdPlayAnimation(entity, animation, resolve));
		});
	}
}

and use it
entity.PlayAnimation("hurt")
	.Then(() => createCommandThatShowDamage());

hope this help somehow


ci: Fix interactive ci

Wait a while for compiler to get the latest graph schema.
See https://github.com/alibaba/GraphScope/actions/runs/11812000683/job/32907096373

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 58.78%. Comparing base (c6184c8) to head (618310e).

Additional details and impacted files

@@             Coverage Diff             @@
##             main    #4324       +/-   ##
===========================================
+ Coverage   36.95%   58.78%   +21.83%
===========================================
  Files         126       12      -114
  Lines       13252      592    -12660
===========================================
- Hits         4897      348     -4549
+ Misses       8355      244     -8111

see 114 files with indirect coverage changes

Continue to review full report in Codecov by Sentry.

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Added Chinese and English translations, and some other features

Add Chinese and English translations
Add language toggle buttons
Enable save api key to localstorage
Enable enter submit

online demo  https://chat-vrm-cn.lxfriday.xyz/

添加中英文翻译
添加语言切换按钮
启用将 api 密钥保存到本地存储
启用回车提交

在线演示 https://chat-vrm-cn.lxfriday.xyz/

请问能够添加设定界面呀

Thanks for your pull request.
ChatVRM is intended for technology sharing and demonstrations.
If you want to add new features, please fork it.

ChatVRM is intended to share technology and provide demonstrations, and this repository has not been actively operated.
Considering our maintenance system, we will archive this repository with the current code.
If you would like to change ChatVRM in the future, we would appreciate it if you fork it.
We apologize for the late response to your kind contributions.


Fix: Spacing in StreamScreen and TopicListScreen

The first commit fixes the spacing between OptionRow components in the StreamScreen component by adding OptionDivider
Before:

After:

The second commit adds OptionDivider between rows in TopicList and increases the padding from 8 to 16 to match components found in other menus such as OptionRow. The 3rd commit removes padding from TopicListScreen as it seems unnecessary since there is no text or other elements that would require padding.
Before:

After:

@agzuniverse My personal view would be that the spacing between the stream name, description and options is good but spacing between the options doesn't look good, Instead we could add a thin line between each option. What do you think of my idea ?

@anirudhjain75 The aim for this change was to make the menus consistent looking across the whole app. The options would indeed look better if a thin line separated them but if such a change was to be made, it would have to apply to everything across the application, which would require more work and validation. Maybe I'll change it to be like that in the future, but for now this is a quick fix that makes it look better.

@agzuniverse the TopicItem component is reused elsewhere (the unread list for example)
Also I don't think it is an improvement, as this should be more of a list and not separate options.

@borisyankov okay, so could you merge the first commit (2ab5883) that fixes the StreamScreen?
I'll modify the other commits to add a thin line between options rather than making them look similar to OptionRows.

Yeah, I will merge the first one.
I have some other plans for the topic list view anyway, so focus on other things.

Thanks @agzuniverse !
I agree with you here:

The options would indeed look better if a thin line separated them but if such a change was to be made, it would have to apply to everything across the application, which would require more work and validation.

But I actually think this quick fix doesn't really improve things -- the divider of wide white space isn't normal in other apps, and it looks odd to me. And there's enough inconsistency in our spacing anyway that this doesn't particularly stick out as inconsistent. :)
I also think it wouldn't be that much work to go change the other settings screens -- there aren't that many of them, and they have a pretty regular structure anyway.
So I'd rather see us go in a direction that we actually like and think looks good: with a thin divider line, and also (in light mode) a white background instead of medium-gray. (Just like most other apps, on both iOS and Android.) Would you like to prototype that for one settings screen (could be this one) so we can iterate on how it looks? Then when we're happy with one, we can apply that change to all the others.

Thanks, Aswin.
That was a lot of effort, but in the end I think this PR looks great.


Remove version: TheZDaemonTeam.ZDaemon version 1.10.24

URL_404
Microsoft Reviewers: Open in CodeFlow

[Policy] Highest Version Removal

[Policy] Moderator Approved


Support for optional account verification

Is there a way to got configurable option for allowing users with not approved account to log in? In my application e-mail confirmation isn't mandatory, but possible and adding more functionality for the users.

You should be able to override the login logic to support your use-case.

Yes, your extension is greatly configurable right now and thats what I've actually done. Just thought it will be good to have this feature in stock.

The whole idea behind this extension was to allow you to use it for any application. I would like to keep the features to a minimum but leave room for implementing any use-case you might have.
If there is something we can do to make it easier to override certain things, we'd love to hear about it. The last thing we want is people abandoning the extension because they are unable to implement their authentication flow.

What we usually end up doing is using a different Account model, with additional columns. Often that's the only thing we need to override, everything else can be done through configuration.

Actually what you could do is to use add a new status STATUS_VERIFIED = 2 for your Account model and disabled the account activation process. I think we should keep the account activation and verification separate. I'll give the verification part some thought, maybe we can support it out of the box as a separate feature.

Thanks a lot! Additional status should be enough.

If user has written not his\her email there should be link in recipients e-mail I haven't initiated a sign up to delete account.
This feature could be useful for current behavior with activation e-mails too.

That's also a good idea, we should create a separate issue for that.

Closing and archiving repo.


core dumped

When running translate.py to convert the daytime images to night scenes, it says segmentation failed(core dumped). The size of dataset is only about 700.
cuda version 11.4
RAM:376GB
GPU: RTX TITAN
system:ubuntu 18.04

Hello, can you show the complete logs?

I guess it is that specific photo's problem. Thank you so much

Ok, closing.


Ensure circuits are thread-safe

See discussion here

That is; compiling the same circuit in parallel is an issue, but I think mostly for internal testing. In a normal workflow, I don't see why a circuit developer would want to compile the exact same instance of a circuit more than 1 time, and in parallel (?).

That is; compiling the same circuit in parallel is an issue, but I think mostly for internal testing. In a normal workflow, I don't see why a circuit developer would want to compile the exact same instance of a circuit more than 1 time, and in parallel (?).

Makes sense, there shouldn't be a plausible reason to compile the same circuit in parallel outside of testing infrastructure. But I guess within testing it is reasonable to have a lock on the circuit (in the TestCircuit structure) as the circuits are used in different tests and possibly compiled in parallel.
I guess this makes this issue less relevant, but still nice-to-have in the future.


Fix bug where rerunning a function with multiple implicit parameters fails

Describe your changes and why you are making these changes
This bug came about because we processed each implicit parameter one at a time, performing validation and then creating the parameter. However, the act of creating the parameter would alter the validation step for the remaining implicit parameters, causing the assertion error described in the task.
The solution is to perform the validation for all implicit parameters at once, and only afterwards to alter the state of the dag.
Related issue number (if any)
ENG-2481
https://github.com/aqueducthq/aqueduct/issues/1003
Loom demo (if any)
Checklist before requesting a review

[ ] I have created a descriptive PR title. The PR title should complete the sentence "This PR...".
[ ] I have performed a self-review of my code.
[ ] I have included a small demo of the changes. For the UI, this would be a screenshot or a Loom video.
[ ] If this is a new feature, I have added unit tests and integration tests.
[ ] I have run the integration tests locally and they are passing.
[ ] I have run the linter script locally (See python3 scripts/run_linters.py -h for usage).
[ ] All features on the UI continue to work correctly.
[ ] Added one of the following CI labels:

run_integration_test: Runs integration tests
skip_integration_test: Skips integration tests (Should be used when changes are ONLY documentation/UI)

@cw75 because we use the operator name that consumes the parameter as the mechanism for deciding whether to overwrite (because we're replacing the same operator) or error. If you call create_param_artifact() on the first parameter in the overwriting case, then the operator will be removed from the DAG. Later, when you process the second parameter, it will not see that operator in the dag, which means some assumptions were broken (hence why we ran into the assertions).


Installing from source in Windows 7 gives WinError

Using Anaconda on Windows 7 64-bit. Since AstroConda has no Windows distribution, my only option is to install from source, but even that failed.
>python setup.py install
Freezing version number to imexam\version.py
Compiling wrappers/xpa.pyx because it changed.
[1/1] Cythonizing wrappers/xpa.pyx
C:\...\setuptools-27.2.0-py3.5.egg\setuptools\dist.py:
rning: Normalizing '0.6.3dev263' to '0.6.3.dev263'
running install
running bdist_egg
running egg_info
creating imexam.egg-info
writing top-level names to imexam.egg-info\top_level.txt
writing dependency_links to imexam.egg-info\dependency_links.txt
writing imexam.egg-info\PKG-INFO
writing entry points to imexam.egg-info\entry_points.txt
writing manifest file 'imexam.egg-info\SOURCES.txt'
reading manifest file 'imexam.egg-info\SOURCES.txt'
reading manifest template 'MANIFEST.in'
warning: no files found matching '*' under directory 'scripts'
warning: no previously-included files found matching 'cextern\xpa\man'
warning: no previously-included files found matching 'cextern\xpa\doc'
warning: no previously-included files found matching 'cextern\xpa\notes'
warning: no previously-included files matching '*.o' found anywhere in distribution
no previously-included directories found matching 'astropy_helpers\build'
no previously-included directories found matching 'docs\build'
no previously-included directories found matching 'docs\api'
no previously-included directories found matching 'build'
no previously-included directories found matching 'dist'
writing manifest file 'imexam.egg-info\SOURCES.txt'
installing library code to build\bdist.win-amd64\egg
running install_lib
running build_py
creating build
creating build\lib.win-amd64-3.5
creating build\lib.win-amd64-3.5\imexam
copying imexam\conftest.py -> build\lib.win-amd64-3.5\imexam
copying imexam\connect.py -> build\lib.win-amd64-3.5\imexam
copying imexam\ds9_viewer.py -> build\lib.win-amd64-3.5\imexam
copying imexam\ginga_viewer.py -> build\lib.win-amd64-3.5\imexam
copying imexam\imexamine.py -> build\lib.win-amd64-3.5\imexam
copying imexam\imexam_defpars.py -> build\lib.win-amd64-3.5\imexam
copying imexam\math_helper.py -> build\lib.win-amd64-3.5\imexam
copying imexam\util.py -> build\lib.win-amd64-3.5\imexam
copying imexam\version.py -> build\lib.win-amd64-3.5\imexam
copying imexam\xpa_wrap.py -> build\lib.win-amd64-3.5\imexam
copying imexam\_astropy_init.py -> build\lib.win-amd64-3.5\imexam
copying imexam\__init__.py -> build\lib.win-amd64-3.5\imexam
creating build\lib.win-amd64-3.5\imexam\tests
copying imexam\tests\setup_package.py -> build\lib.win-amd64-3.5\imexam\tests
copying imexam\tests\test_imexamine.py -> build\lib.win-amd64-3.5\imexam\tests
copying imexam\tests\__init__.py -> build\lib.win-amd64-3.5\imexam\tests
copying imexam\tests\coveragerc -> build\lib.win-amd64-3.5\imexam\tests
running build_ext
error: [WinError 2] The system cannot find the file specified

@pllim  it looks like you forgot to pull the submodule data

I did git submodule update --init -- cextern/xpa and still get the following error. I have checked that both cextern and astropy_helpers folders are not empty.
Freezing version number to imexam\version.py
Compiling wrappers/xpa.pyx because it changed.
[1/1] Cythonizing wrappers/xpa.pyx
C:\...\setuptools-27.2.0-py3.5.egg\setuptools\dist.py:331: UserWarning: Normalizing '0.6.3dev263' to '0.6.3.dev263'
running install
running bdist_egg
running egg_info
creating imexam.egg-info
writing top-level names to imexam.egg-info\top_level.txt
writing dependency_links to imexam.egg-info\dependency_links.txt
writing entry points to imexam.egg-info\entry_points.txt
writing imexam.egg-info\PKG-INFO
writing manifest file 'imexam.egg-info\SOURCES.txt'
reading manifest file 'imexam.egg-info\SOURCES.txt'
reading manifest template 'MANIFEST.in'
warning: no files found matching '*' under directory 'scripts'
warning: no previously-included files found matching 'cextern\xpa\man'
warning: no previously-included files found matching 'cextern\xpa\doc'
warning: no previously-included files found matching 'cextern\xpa\notes'
warning: no previously-included files matching '*.o' found anywhere in distribution
no previously-included directories found matching 'astropy_helpers\build'
no previously-included directories found matching 'docs\build'
no previously-included directories found matching 'docs\api'
no previously-included directories found matching 'build'
no previously-included directories found matching 'dist'
writing manifest file 'imexam.egg-info\SOURCES.txt'
installing library code to build\bdist.win-amd64\egg
running install_lib
running build_py
creating build
creating build\lib.win-amd64-3.5
creating build\lib.win-amd64-3.5\imexam
copying imexam\conftest.py -> build\lib.win-amd64-3.5\imexam
copying imexam\connect.py -> build\lib.win-amd64-3.5\imexam
copying imexam\ds9_viewer.py -> build\lib.win-amd64-3.5\imexam
copying imexam\ginga_viewer.py -> build\lib.win-amd64-3.5\imexam
copying imexam\imexamine.py -> build\lib.win-amd64-3.5\imexam
copying imexam\imexam_defpars.py -> build\lib.win-amd64-3.5\imexam
copying imexam\math_helper.py -> build\lib.win-amd64-3.5\imexam
copying imexam\util.py -> build\lib.win-amd64-3.5\imexam
copying imexam\version.py -> build\lib.win-amd64-3.5\imexam
copying imexam\xpa_wrap.py -> build\lib.win-amd64-3.5\imexam
copying imexam\_astropy_init.py -> build\lib.win-amd64-3.5\imexam
copying imexam\__init__.py -> build\lib.win-amd64-3.5\imexam
creating build\lib.win-amd64-3.5\imexam\tests
copying imexam\tests\setup_package.py -> build\lib.win-amd64-3.5\imexam\tests
copying imexam\tests\test_imexamine.py -> build\lib.win-amd64-3.5\imexam\tests
copying imexam\tests\__init__.py -> build\lib.win-amd64-3.5\imexam\tests
copying imexam\tests\coveragerc -> build\lib.win-amd64-3.5\imexam\tests
running build_ext
error: [WinError 2] The system cannot find the file specified

This is because build_ext explicitly calls make, but can't find it is %PATH% so it dies (very ambiguously).
XPA also requires some manual patches to the code in order to build on Windows. I remember reading about it in their docs not too long ago.

So in English, it means imexam currently cannot build on Windows unless this magical patch is applied?

For the record, I just want to use this with Ginga, which does not need XPA. Is there a way to make cextern/xpa success optional, i.e., imexam will still install without XPA?

I think there's also the issue of the windows C compiler she has on her system, and having to point to an explicit one, including all these goodies: https://github.com/cython/cython/wiki/CythonExtensionsOnWindows
I have on my list this week to try out the latest release of xpa and haven't read through the docs yet, perhaps they've added the windows the patches.
also on the list is to see if I can do this in appveyor

Let me think about the best way to make an optional build with no cython

I think my Windows 7 is using Visual C++ 2015, as I had to install that to build Astropy from source. (Let me know if there is a specific command I can use to find out for sure. My win-fu is not very strong.)
When I do gcc --version, it gives 4.7.0 (experimental). Not sure if that is provided by Visual C++ install, or I somehow installed that manually in the past. (This is an old laptop.)
I have Cython 0.25.2 from Anaconda distribution.

@jhunkeler , did you ever get this to install on that Windows VM?


Add pkg-config and version information to every jhbuild module

Moved from https://github.com/Igalia/webkit-container-sdk/pull/51#issuecomment-2378877909
When pkg-config and version information are present in a jhbuild module, jhbuild will compare the version requested to the version of the library installed via system packages (in case the package was installed). If the system package is newer, then the module is skipped.
Avoiding building modules that are already installed as system libraries will reduce the size of the image. Having pkg-info and version present will also help to inadvertely downgrade a package that is already installed (In case you need to downgrade a package, simply remove the pkg-config or version from the module configuration).
In any case, it seems this mechanism only works in jhbuild for tarballs. I have pushed a merge-request to make the same logic work with git branches:

Add support for attribute 'version' in Git branches

We have many modules setup as git branches, so we need to get that merge-request merged and jhbuild updated before implementing this change cc @TingPing

FWIW I don't really see the point of this. We control the versions in the SDK, sans micro version updates by Ubuntu. So we just remove any modules we don't need whenever.

FWIW I don't really see the point of this. We control the versions in the SDK, sans micro version updates by Ubuntu. So we just remove any modules we don't need whenever.

The meson module was part of the JHBuild moduleset for a long time even though it was not necessary (https://github.com/Igalia/webkit-container-sdk/pull/37). The same is currently happening with the openh264 module, as I explained in https://github.com/Igalia/webkit-container-sdk/pull/51#issuecomment-2378877909.
IMHO, the best way to inadvertely downgrading a module via JHBuild, or installing a module that it's not necessary, is to attach the pkg-config information to every module (whenever possible). It may also help to save time in the build of the JHBuild modules and save space in the image.


Delete my user api integration

Notes already has this update.

@manojava-gk FYI - pr is in DRAFT state - not sure if this is intended

@manojava-gk FYI - pr is in DRAFT state - not sure if this is intended

Usually will make Ready for review after/before adding reviewers. This time, I forgot to move it. Thanks for the notice :)


Please pay attention to chatie-grpc>=0.16.2

The betterproto module has been upgraded to 2.0.0b1 (from v1), start from<EMAIL_ADDRESS>If there are any problems, we can revert it back.
See: https://github.com/Chatie/grpc/issues/46

Close this issue because it seems no one complain anything about the gRPC in Python for months.


Build failure: surrealist-2.0.6

Steps To Reproduce
Steps to reproduce the behavior:
Attempt to build surrealist version 2.0.6 on NixOS 24.11.
The build fails during the build phase.
Build log
error: builder for '/nix/store/9z32j3nnlb3gndx4bl5k9bsmvqnv5xl2-surrealist-2.0.6.drv' failed with exit code 1;
       last 10 log lines:
       >    |
       > 83 |     let items: Box<_> = format_items
       >    |              ++++++++
       >
       >    Compiling tauri-macros v1.4.3
       >    Compiling open v3.2.0
       > For more information about this error, try `rustc --explain E0282`.
       > error: could not compile `time` (lib) due to 1 previous error
       > warning: build failed, waiting for other jobs to finish...
       >     Error failed to build app: failed to build app
       For full logs, run 'nix log /nix/store/9z32j3nnlb3gndx4bl5k9bsmvqnv5xl2-surrealist-2.0.6.drv'.

Additional context
I reported a similar issue here:
https://github.com/NixOS/nixpkgs/issues/336907
Notify maintainers
@MDM23
Metadata
Please run nix-shell -p nix-info --run "nix-info -m" and paste the result.
[user@system:~]$ nix-shell -p nix-info --run "nix-info -m"
 - system: `"x86_64-linux"`
 - host os: `Linux 6.10.5-zen1, NixOS, 24.11 (Vicuna), 24.11.20240831.12228ff`
 - multi-user?: `yes`
 - sandbox: `yes`
 - version: `nix-env (Nix) 2.18.5`
 - nixpkgs: `/nix/store/bd4fmzws6n5542khxbifbkr6nrygi232-source`

Add a :+1: reaction to issues you find important.

another #332957 failure


Make SSL optional when selecting SASL Auth

We have a webview now (#193), but SSL is still required when selecting SASL* auth.
@jnsjunior needs it to be optional (#195).

It means that we should just remove this validation https://github.com/jlandersen/vscode-kafka/blob/889a6068642cdeaf2bec40806abdd596beda1891/src/wizards/clusters.ts#L389 ?

Changing the severity of the problem allows us to still warn the user and allow them to save the cluster

@jnsjunior can you please check the CI build from https://github.com/jlandersen/vscode-kafka/actions/runs/1027031973?


Edits

Oops.. I'm definitely not trying to merge with the base branch

@benpetty just close this PR and press the "fork" button :)

thanks!


Remove the Subscription type from the Public API model

It is used internally by the AzureContainerService and not by the acs-engine itself

@raveeram can you please close or bring up to date so no conflicts?

Closing pull request since it is obsolete.  Please re-open when you update this again.


Kured container image link

Is there any plan to release Kured 1.15.0 image?
After org-name change, where are Kured-team maintaining Kured container images?

Please see #911


[DO NOT MERGE] Release/v2.7.35

To versions

agent: v2.8.17
immucore: v0.1.28
kcrypt: v0.11.2

kcrypt version is wrong @mauromorales for 3.0.x it should be in the  0.10.x branch as 0.11.x updates the systemd minimum version https://github.com/kairos-io/kcrypt/releases/tag/v0.11.0

[!CAUTION]
This version requires systemd >= 255 for TPM policy locking/unlocking with UKI measurements


feat: type optional graphql-js functions

Add typings for graphql-js related functions

Thanks @saihaj , this was handled in https://github.com/contrawork/graphql-helix/pull/84 as part of v16 upgrade .


Subsets are not being loaded

I'm using the approach to load several subsets of a font (so, several font files):
google: {
    families: [
        'Exo:400:latin,latin-ext',
    ]
},

It is not working. Only the latin subset file is loaded. latin-ext is still loaded only once the browser encounters a need to use it for rendering.
See a demo fiddle here: https://jsfiddle.net/janise/7c508q09/17/

Also, if I list each subset as a different array element, it does not work sometimes. Exo font seems to be all right, but there is a problem with, for example, Oswald font.
It has two files (one contains latin subset, the other one contains the rest supported subsets (latin-ext, vietnamese, cyrillic)). If latin, latin-ext, vietnamese are requested, both files get loaded all right. However, if one of the requested subsets is cyrillic, only the latin file gets loaded.
See the demo fiddles here:
https://jsfiddle.net/janise/7c508q09/44/ – the request includes cyrillic (and does not work correctly)
https://jsfiddle.net/janise/7c508q09/45/ – the request does not include cyrillic (and works all right)

I have exactly the same problem. Have you solved this problem?

I worked around the problem by inserting an invisible (opacity = 0) text element somewhere on the page containing a character of each subset and dynamically setting its font face to each of the necessary fonts, one after another, thus making the browser actually load all the font subsets. It was done upon Web Font Loader's active event.
I'm not sure if doing it this way it's possible to detect precisely when all those subsets become actually available. So, there should be some kind of a pause between loading the subsets and trying to use them.

I have exactly the same issue with Google Font subset (latin,greek):
On active event I'm displaying text that contains greek but it shows backup font for a second (greek is loading after "active" event.

I worked around the problem by inserting an invisible (opacity = 0) text element somewhere on the page containing a character of each subset and dynamically setting its font face to each of the necessary fonts, one after another, thus making the browser actually load all the font subsets. It was done upon Web Font Loader's active event.
I'm not sure if doing it this way it's possible to detect precisely when all those subsets become actually available. So, there should be some kind of a pause between loading the subsets and trying to use them.

You can also use WebFontConfig.google.text parameter:
WebFontConfig = {
  google: {
    families: ['Lato', 'Roboto', 'Open Sans'],
    text: 'āąăćĉď' // <- subset characters here
  }
};

Sorry, that project is done and forgotten long ago. :) My comments above is the most I can give you. :)
BTW, I'm not sure how webfontloader works, but if the parameters match Google Font API, then maybe "subset" even is not a supported parameter and has no effect.

As a side-note, I recently had an unexpected use for the "text" property. I didn't use webfontloader, just manual <link> tags. I wanted to output an infinity character, which is included in the Noto font. However, Google fonts (https://fonts.googleapis.com/css?family=Noto+Serif) outputs only latin, cyrillic, greek, and vietnamese subsets, even though the Noto font contains more characters.
So, I ended up including the font a second time by passing the infinity character. And it all seems to merge together in the browser well, and work.
<link href="https://fonts.googleapis.com/css2?family=Noto+Serif:ital,wght@0,400;0,700;1,400;1,700&display=block" rel="stylesheet">
<link href="https://fonts.googleapis.com/css2?family=Noto+Serif:ital,wght@0,400;0,700;1,400;1,700&display=block&text=%E2%88%9E" rel="stylesheet">

@JanisE if one day you remember how you solved it, I'm here 🙂


Fix dropdown popup positioning.

As highlighted by user @Mandy767 in issue#5566, there was an issue with the dropdown menu on the contents page, causing an undesired extra space below the footer due to its positioning. I fixed this issue by simply adjusting the icon size from 24px to 20px, as it's the most straightforward and efficient solution.

Before
After

@nimishmedatwal you need to sign the Plone Contributor Agreement to merge this pull request.
Learn about the Plone Contributor Agreement: https://plone.org/foundation/contributors-agreement

@nimishmedatwal please read and follow Contributing to Plone and First-time contributors.

Also this "solution" is not one at all. It won't work on smaller screens, and it changes the UI in a completely inappropriate manner. Please see my latest comment on this issue for a more appropriate issue that won't spoil the UI design. Closing.


SpeechRecognizer needs another event handler

A user pointed out that when no speech is detected, or when a user of an app inventor app taps the center of the speechrecognizer gui (on my 5.1 device) to end speech recognition without saying anything, App Inventor does not have an event to deal with the situation.
example aia for playing with it is at:
https://drive.google.com/file/d/0B56Z0pvSZgwqY3NwdnAzR0JGVFk/view?usp=sharing

@jsheldonmit
I tried fixing this, but I can't make it work.  There's supposed to be a timeout error, but I don't see it happening, at least not on my Marshmallow phone.  and I don't see any good suggestions on the Web.

Is this the forum thread?
The way of reproducing is by making the recognition fail (say, cough to the phone or similar). It will try to recognise it and when it fails, it shows that screen to try again (in 5.1 the widget is much nicer).
There is no point in having a simple function for that (it would not be a handler, but a call block to dismiss the widget). The user can either try again, use the cancel button, or click anywhere else in the window to make it go away.
I am closing this for now, feel free to reopen cc/ @jsheldonmit @halatmit


Add Wire

Fixes https://github.com/rust-lang/rust-www/issues/704

r? @brson
(rust_highfive has picked a reviewer for you, use r? to override)

Thanks!


Remove duplicate default value for cookie_samesite

Overview
Currently, the cookie_samesite system configuration override documentation show 2 options as being the default.
You can view this here: https://github.com/ExpressionEngine/ExpressionEngine-User-Guide/blob/1519a2eda5c08f6f9b0e37040c71244aae55f8c6/docs/general/system-configuration-overrides.md#cookie_samesite
This pull request changes 'Strict' to be shown as the default... I do not know if this is correct. Please review!
Current cookie_samesite table

Value
Behavior

None
Allow cookies to be sent on all requests (cookie_secure will be set to true)

Lax
Allows cookies to be sent on some cross-site requests (default)

Strict
Does not allow cookies to be sent on some cross-site requests (default)

Note: Lax and Strict are shown as being the default

Nature of This Change

[x] 🐛 Fixes a bug
[ ] 🚀 Implements a new feature
[ ] 🛁 Rewrites existing documentation
[ ] 💅 Fixes coding style
[ ] 🔥 Removes unused files / code

@ops-andy I just wanted to follow up and make sure that the change here was correct.
That 'Strict' is in fact the default cookie_samesite system configuration?


theme not working

Type: Feature Request
My vs code is not changing when i change it it revert back to the normal black theme agian. 3-4 times i unstalled and restalled the vs code but the same problem was happining again again.
VS Code version: Code 1.71.2 (74b1f979648cc44d385a2286793c226e611f59e7, 2022-09-14T21:03:37.738Z)
OS version: Windows_NT x64 10.0.22622
Modes:
Sandboxed: No

Have you enabled Settings Sync? If yes, perhaps something is going wrong in this area?
Another thing to try is the Start Extension Bisect command, in case an extension is causing your problem.

Very probably an extension causing this. Please try to run without extensions to verify.


Second image in the how to install wiki

It's not huge but I just though I'd let you know that the second image references "scripts_motd.sh" when it should be referencing "update_motd.sh".

ok I will update this image very soon... 🔢

It's not huge but I just though I'd let you know that the second image references "scripts_motd.sh" when it should be referencing "update_motd.sh".

is done in the wiki session.... 👍


Advanced CSS rules validation

The react-htmt-email project features a great approach to validating styles based on a map of allowed/supported email clients. I like how Oy has very useful custom propTypes for markup, but as of now only one ShorthandFontRule actually validates style.
Would be ideal to borrow that repo's approach in order to configure a style validator the same way for Oy.
Thoughts?

Thanks for sharing! I'll review this weekend.

This is a great idea. Users shouldn't have to worry about any specific rules—they provide what clients they'd like to support, and we provide the appropriate checks. It's actually something I was thinking about when I built this little scraper: https://github.com/revivek/email-css-support
Thinking about an API, one place to put this config would be in Oy.renderTemplate (side: I'm wary of the growing size of the config). We alternatively could pursue a static config method similar to the react-html-email project (i.e. Oy.configure or Oy.configurePlatforms). I lean towards the first to minimize API changes.


Create a search page

At the top of the page is a search field that lets you search for

entity
check
entity & check

Ideally the search bar is displayed in the navbar at all times. Submitting a search query takes you to the search page.

Link to the search from the list of top noise candidates. One click on the top-alert takes you to the search results page
The search results page shows the amount of times the alert fired
display whatever other awesome things come to mind

See #9


ShareFile SSO optional Setting Also needs to be updated to Exact for Azure AD intergration

The document is missing a step which the ShareFile administrator needs to change under ShareFile SSO configuration.
on ShareFile page, under Admin -> Login & Security Policy -> Optional Settings
modify the SP-Initiated Auth Context: to User Name and Password(default) and Exact.

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

ID: f0bc4f40-b67f-5d0d-88f3-7627963d6dd8
Version Independent ID: e2898011-786f-0157-a567-14e12c8cb384
Content: Tutorial: Azure Active Directory integration with Citrix ShareFile
Content Source: articles/active-directory/saas-apps/sharefile-tutorial.md
Service: active-directory
Sub-service: saas-app-tutorial
GitHub Login: @jeevansd
Microsoft Alias: jeedes

@ZXJzzzz We are checking this and we will get back to you.

@ZXJzzzz
Thanks for your feedback! I have assigned this issue to the author who will investigate and update as appropriate.

@chetansriv and @azureadappteam Please update the article.

The Issue got resolved as suggested above.
#please-close

The Issue got resolved as suggested above.
#please-close


To large list/right-click menues when using magnifier in full screen

Dear Team,
I opened this issue on Terminal repo. But the described behaviour also exists e.g. with sticky notes. So the Terminal-Team told me to point it out here.
What do you need from my side to clearify the behaviour?
Kind regards!

This looks like https://github.com/microsoft/microsoft-ui-xaml/issues/1875 possibly? :smile:

Looks like ;-)
Is there a schedule when ui3 will be available and is it dependend to sole specific build/win version?
🎉

Am 29.09.2020 um 18:58 schrieb Dustin L. Howett<EMAIL_ADDRESS>
This looks like #1875 possibly? 😄
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

Here is the winui 3 roadmap : https://github.com/microsoft/microsoft-ui-xaml/blob/master/docs/roadmap.md#winui-30-feature-roadmap
Winui 3 is designed to be independent of the operating system and the initial release will support any version after RS4.


Update service-fabric-reliable-actors-platform.md

Due to a bug, actor backup directories are not deleted, and will blow up your disk unless you delete them manually.
Updating the sample to reflect that until the bug is fixed.

Hi @aelij, I'm your friendly neighborhood Azure Pull Request Bot (You can call me AZPRBOT). Thanks for your contribution!

This seems like a small (but important) contribution, so no contribution license agreement is required at this point. Real humans will now evaluate your PR.

TTYL, AZPRBOT;

@aelij, Thanks for signing the contribution license agreement so quickly! Actual humans will now validate the agreement and then evaluate the PR.
Thanks, AZPRBOT;

@vturecek / @seanmck - Could you review this proposed change from @aelij in the public repository?

@aelij Thanks Eli, this will be fixed soon but we'll get the docs updated until then anyway.
@tysonn Please merge.


display does not work quite right for me

First of all, this package is really awesome!
Trying it on linux, I get some strange characters in the display:

Unfortunately, I don't have a linux box to test it on. I developed this on a mac using iterm, using xterm-256 emulation.
The boundary works fine so a part of it behaves okay. The way the code works is that it tries to print utf8 strings of "L", rotated "T" and triangles in the ncurses window, using ccall on mvwprintw
Some hypotheses:

mvwprintw may not handle utf8 well? or,
it does handle it but the terminal somehow doesn't know how to display utf8 characters in that context?

Is it possible for you to try different terminal applications in linux to see if they behave the same?

Another thing to try, does the linux distro support wide char using a separate libcursesw? If so, go to the script src/ccall.jl and try replacing line 3 from libcurses to libcursesw to see if it makes a difference.

I have tried xterm and uxterm, and also the libncursesw change; no luck so far.
With libncursesw the unicode character in the message ஃ TermWin: Please wait ... displays correctly. However the rest of the display is even worse: the window border turns into l, q, x, and m instead of lines.

I have to admit I'm out of my depth. Perhaps we should reach out to the user mailing list to see if others have more luck?

@sjkelly had some success with debian last year. Perhaps he can shed more light on this issue.

I'm completely shooting in the dark. Googling a bit gives another thing to try: calling setlocale(LC_ALL,"") in libc at the very beginning of the initialization. I guess it's just setlocale( 0, "" )

FWIW, I get the exact same result as @JeffBezanson, ubuntu 14.04, julia 0.3.6, and xfce4-terminal.

@tonyhffong I just noticed I was mentioned here, so I decided to try again. I am getting the same issues as Jeff on Debian Jessie now. This package was quite helpful when I was learning meta programming a few months ago.

Hi -- also encountering the same issue on Centos 7, julia 0.3.8.
I tried changing src/ccall.jl to use libcursesw and saw similar behavior as  @JeffBezanson -- the unicode in the splash screen is fine, but the screen that follows is much worse than before.
As a shot in the dark, I tried calling:
ccall((:setlocale,"libc"),Void,(Int32,Ptr{Uint8}),0,"")
before using TermWin but that didn't seem to make a difference.

But, without doubt, this is an awesome package!

Small progress -- it only makes sense to use libcursesw if you are also using libpanelw (this is why the splash screen works fine -- it isn't using a panel)  Changing the appropriate line in ccall.jl from libpanel -> libpanelw makes things better but not perfect:  Below is a screen shot of os x on the left and  linux on the right (both centos and ubuntu show similar behavior) .  Some unicode characters work, others do not

Notes for my future self or others:
good starting point for using on linux

in ccall.jl: use "w" versions of library
in TermWin.jl: update cglobal calls to use w
(once this issue is fully resolved, submit PR that uses os conditionals)
(scan above entries to better understand what these statements mean)

With these changes "generic" unicode works fine.
What does't work are "acs" characters (this is some sort of ncurses concept that allows for
creating corners and tees and such in a portable way across terminals of varying power -- acs is some sort of poor man's unicode)
It's probably not hard to fix this but I haven't tracked it down just yet

There must be a Unicode equiv of the acs codes. I can take a look this
weekend.
On Friday, May 8, 2015, Nehal Patel<EMAIL_ADDRESS>wrote:

Notes for my future self or others:
good starting point for using on linux

in ccall.jl: use "w" versions of library
in TermWin.jl: update cglobal calls to use w (once this issue is
fully resolved, submit PR that uses os conditionals) (scan above entries to
better understand what these statements mean)

With these changes "generic" unicode works fine.
What does't work are "acs" characters (this is some sort of ncurses
concept that allows for
creating corners and tees and such in a portable way across terminals of
varying power -- acs is some sort of poor man's unicode)
It's probably not hard to fix this but I haven't tracked it down just yet
—
Reply to this email directly or view it on GitHub
https://github.com/tonyhffong/TermWin.jl/issues/13#issuecomment-100323730
.

Unfortunately the unicode equivalents do not display the same as the acs characters, because terminals treat those specially. I can probably also take a look at this. I've been working on some better automated testing for this package which I should finish and which might help here.

Hey thanks for jumping in guys. I wonder if we should use mvwadd_wch instead of mvwaddch. Could you test it out?

Hi -- Yesterday, I tried a few variations using  mvwadd_wch -- none of them worked, but I was just trying things out quickly so I could have made a mistake -- others should definitely try as well.
(basically, i changed the acs_map_ptr found in TermWin to use the wide acs map defined in the curses.wide header file (google "ncurses github" to browse the source) )
then i modified the places in julia code which uses get_acs_val to call mvwadd_wch with the correct pointer (this part was rough and dirty)
It didn't work but I could have had a typo. (the output looked different, but was still broken)
My advise would be to try to replicate and then fix the issue with the following standalone code offered here:
http://melvilletheatre.com/articles/ncurses-extended-characters/index.html
(working in C, not in julia)
And then based on that figure out how to best fix TermWin because there might need to be a bit of refactoring to cleanly support both the OSX and Linux variants of ncurses


[Feature]: Add details to error messages when query fails - Mongo

Is there an existing issue for this?

[X] I have searched the existing issues

Summary
A discord user reached out suggesting that Appsmith should display the actual property/field name causing the error.
https://theappsmith.slack.com/archives/C02KTH6EHUG/p1647245759079579
https://discord.com/channels/725602949748752515/725609493974614076/948383144887873629
Why should this be worked on?
It would save a lot of time spent investigating the cause of the error.

related #6261

reach for #6261 is 9600.
Mongo 6m usage is 8.77%, so reach: 842
Stats

Stat
Values

Reach
842

Effort (months)
<>


Avoid failing on undefined converter + add tests for converter registry

Description
Avoid failing on undefined converter + add tests for converter registry
Type of change

[x] Bug fix
[x] New feature
[ ] Breaking change

@tovbinm Pull latest commits from main. Backlog source was added and version needs to be bumped.


Add freeze and thaw account to module declaration in spl token js library

closes #697

Thank you!


clojure-lsp: 2022.02.23-12.12.12 -> 2022.03.26-18.47.08

Description of changes

Bump to latest
Fix update script

Things done

Built on platform(s)

[X] x86_64-linux
[ ] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

[ ] For non-Linux: Is sandbox = true set in nix.conf? (See Nix manual)
[ ] Tested, as applicable:

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

[X] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[ ] Tested basic functionality of all binary files (usually in ./result/bin/)
22.05 Release Notes (or backporting 21.11 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module
[ ] (Release notes changes) Ran nixos/doc/manual/md-to-db.sh to update generated release notes

[X] Fits CONTRIBUTING.md.

Result of nixpkgs-review pr 166149 run on x86_64-darwin 1

1 package failed to build:

clojure-lsp

fail log:
$ nix --experimental-features nix-command build --no-link --keep-going -f /Users/gordias/.cache/nixpkgs-review/pr-166149/build.nix
error: builder for '/nix/store/rim289srkx6476saxl295r4hk9953zyw-graalvm11-ce.drv' failed with exit code 1;
       last 10 log lines:
       >     yield ELFFile(stream)
       >   File "/nix/store/0qmwd1hj38nj7dsnyhn5pxbwqv6f52m1-python3-3.9.10-env/lib/python3.9/site-packages/elftools/elf/elffile.py", line 73, in __init__
       >     self._identify_file()
       >   File "/nix/store/0qmwd1hj38nj7dsnyhn5pxbwqv6f52m1-python3-3.9.10-env/lib/python3.9/site-packages/elftools/elf/elffile.py", line 482, in _identify_file
       >     elf_assert(magic == b'\x7fELF', 'Magic number does not match')
       >   File "/nix/store/0qmwd1hj38nj7dsnyhn5pxbwqv6f52m1-python3-3.9.10-env/lib/python3.9/site-packages/elftools/common/utils.py", line 77, in elf_assert
       >     _assert_with_exception(cond, msg, ELFError)
       >   File "/nix/store/0qmwd1hj38nj7dsnyhn5pxbwqv6f52m1-python3-3.9.10-env/lib/python3.9/site-packages/elftools/common/utils.py", line 114, in _assert_with_exception
       >     raise exception_type(msg)
       > elftools.common.exceptions.ELFError: Magic number does not match
       For full logs, run 'nix log /nix/store/rim289srkx6476saxl295r4hk9953zyw-graalvm11-ce.drv'.
error: 1 dependencies of derivation '/nix/store/mm8fsnmbsv9jsj1hkzqnvb06wbpwxcrg-clojure-lsp-2022.03.26-18.47.08.drv' failed to build
error: 1 dependencies of derivation '/nix/store/c0jmpmimnq8ymk5p8y337sgfx9vhdhwr-review-shell.drv' failed to build

@EllipticCrab not sure if there is anything wrong, maybe something with darwin only? I tested the binary on NixOS and it worked properly


Sticky Nav

The Navbar should be sticky so that navigation will be easier

It's okay without a sticky navbar because many of the websites don't have a sticky navbar.


Add in optional argument to repbulk cwl to allow for imputation via rowmeans

We need to turn rowmeans imputation off if we're using the dreamAI docker step.

Done with #127


Fix wrong evaluation of boolean kwargs

After spending too much time debugging why my extra entry in SOCIAL_AUTH_USER_FIELDS was None, if figured out that the issue lies in social.pipeline.create_user. If the extra field in SOCIAL_AUTH_USER_FIELDS is a boolean evaluated to False, and it´s provided in kwargs, it will return None instead of the correct False value.
>>> kwargs = {'field': False}
>>> details = {}
>>> results = kwargs.get('field') or details.get('field')
>>> print(results)
None
>>> results = kwargs.get('field', details.get('field'))
>>> print(results)
False

Thanks!


Schedule

It would be awesome if task execution could be either scheduled from the web interface or executed from console and scheduled with cron.

This is something i am planning to implement in future.
Do you want to queue single task to be executed at specified time or periodic execution like using cron jobs?
Just curious: what kind of task would you like to schedule?

This would be helpful mainly for backup purposes or any regular maintenance tasks (like clearing cache, etc)

:+1: I would like to see this feature implemented too

:+1:


JS strict mode (with two minor fixes) + disable grunt test locally

@dmitrig01
Let's settle this once and for all!

The package.json effect of this PR is:
lint.sh will run locally
grunt test won't run locally

:+1:


Unclear explanation in Service concept

This is a Bug Report

Problem:
https://kubernetes.io/docs/concepts/services-networking/service/#publishing-services-service-types states:

The type field in the Service API is designed as nested functionality - each level adds to the previous. This is not strictly required on all cloud providers, but the Kubernetes API design for Service requires it anyway.

This isn't really true. For example, you can define a load balanced Service without a node port.
We should reword.
Proposed Solution:
Revise the wording around the 4 values for the .spec.type field in Service.
Page to Update:
https://kubernetes.io/docs/concepts/services-networking/service/
Additional Information:
/language en
/sig network

/assign

/triage accepted

/assign

@sftim I have a question regarding this statement.

This isn't really true. For example, you can define a load balanced Service without a node port.

The load LoadBalancer service is an extension of a NodePort service. Then how is it possible to create a LoadBalancer service without a NodePort service?

@Affan-7 While it's true that the LoadBalancer service type is an extension of a NodePort service, it does not necessarily mean that you must explicitly define a NodePort service when using a LoadBalancer. The LoadBalancer service type itself includes the functionalities of a NodePort service, so you don't need to create a separate NodePort service if you only want to use a LoadBalancer.

@pranav-pandey0804 In cloud environments, to create a LoadBalancer we do need to provide nodeport explicitly. The cloud provider dynamically manages these nodeports. And these nodeports allow inbound traffic only from the loadbalancer.
So the traffic flows like the following:
External user -> LoadBalancer -> NodePort -> ClusterIP -> Pod
But if we remove the nodeport, where the LoadBalancer is going to send the traffic?
It can't send traffic directly to the ClusterIP because it needs to be exposed via a nodeport.

Hi @Affan-7 , apologies if i'm creating any confusion here, you absolutely correct that the traffic flows like this :
External User -> LoadBalancer -> NodePort -> ClusterIP -> Pod
And this is also true that the LoadBalancer needs the NodePort to function correctly, and removing the NodePort would disrupt the traffic flow.
However, to my knowledge, the statement :

This isn't really true. For example, you can define a load balanced Service without a node port.

still stands true.
When you define a LoadBalancer without a NodePort then the cloud provider dynamically manages the necessary NodePort behind the scenes to facilitate the LoadBalancer's proper functioning. This ensures that the LoadBalancer can still route external traffic to the assigned NodePort, even if it's not explicitly defined by the user.

Hi @Affan-7 sorry if i caused any confusions, for your question

But if we remove the nodeport, where the LoadBalancer is going to send the traffic?

It says here that, quoting
"This should only be used for load balancer implementations that route traffic directly to pods as opposed to using node ports" ('This' being the use case where the nodeport allocation is removed for type: LoadBalancer )


Windows Defender Removing "gam.exe" Version 6.22

Full steps to reproduce the issue:

Extract GAM 6.22 (gam-6.22-windows-x86_64.zip) on Windows 10 21H2 running updated (2022-07-01 8:15am) Windows Defender

Expected Outcome:
Extract and use GAM version 6.22.
Actual Outcome:
Windows Defender identifies the new 6.22 "gam.exe" file as "Trojan:Win32/Wacatac.B!ml" and removes the file automatically.
Workaround:
Restored GAM to 6.21 version and works without issue.

Appears to be an issue with Windows Defender and Pyinstaller being detected as malware. Not directly related to GAM. I manually set Windows Defender to exclude the gam.exe file and folder it's located in and it works now. Will try to submit feedback to Microsoft. Thanks and sorry to bother.


bug: exmple template of form shows default select

No issues I have found!

//attempt #1330

This issue has been automatically closed because it received no activity for a while. If you think it was closed by accident, please leave a comment. Thank you.


Select between overlapping nodes with Alt + Right click doesn't work in 3d

Tested versions
Godot v4.3.rc1
Godot v4.3.beta1
System information
Fedora Linux 39 (KDE Plasma) - X11 - Vulkan (Forward+)
Issue description
Select between overlapping nodes with Alt + Right click doesn't work in 3d. Popup menu is not showing.
Works in 2d.
This change in behavior seems to have happen after 4.3dev6
In 4.3dev6:

Steps to reproduce
In 3d view have nodes that are overlapping. Try to select between them with Alt + Right click, no popup menu will show up.
Minimal reproduction project (MRP)
3d_overlap.zip

Looking through the changelog for 4.3beta1 I found a  mention about this PR https://github.com/godotengine/godot/pull/94387
Sounds like that should fix this

Tested, confirmed fixed by #94387.


Reload data gets tree view back to initial fully collapsed state, block it

As the title suggests, reloadData brings the tree view back to initial state. I need to preserve the current state of expanded cells. How do I do that?

Sorry, I needed to use reloadRows. That fixes the problem.


Unpublish / Delete / Move a page should optionally cascade to other locales

There is a use case where as a user unpublishes / deletes a page, they want to also unpublish / delete that same page on many locales.
A solution to this would be that on the confirmation "Are you sure" screen, to show the other locales with checkboxes to select them to be deleted also.
Unpublishing
When unpublishing the user currently gets to choose if subpages should also be unpublished. We think the best solution here would be to show the locales above this subpages checkbox. The checkbox would relate to every locale then, and the total number of subpages being unpublished should update as checkboxes are selected / deselected.
Deleting
When deleting all subpages are automatically deleted also, and the user gets to see how many will be deleted. Again, we think the locales should be tickboxes to select, and the total number of deleted pages should update.
Permissions
Some users will be able to unpublish / delete pages in the main tree but not the locales. For these users, we should show the locale checkboxes still but have them unselected and greyed out.
Ref: https://github.com/mozilla/foundation.mozilla.org/issues/7372

Need to think a little about how this would interact with bulk actions. That could be a follow on action to this though..

May depend on #7740, #7723, #7707

Here's a high level change write-up:
The feature will only be available when synced trees is enabled. In Wagtail core, this is accomplished via the WAGTAILSIMPLETRANSLATION_SYNC_PAGE_TREE = True setting from the simple_translation package. When using Wagtail Localize, this is accomplished by enabling the “sync from” feature when editing a Locale. With Wagtail Localize we would then need to feed in the various related pages.
We will not make a distinction between pure tree mirrors (that is the synced page tree has only aliases) and synced trees that have all pages submitted for translation or a mix of aliases and translated pages.
We will provide a new hook that other packages can use to provide additional pages to do the action on. We will implement this in the simple_translation core package, as well as wagtail-localize
In all three cases, the cascading will happen by default with appropriate messaging. e.g.
Unpublish
Single action

Type
Message

Main, with translations
Are you sure you want to unpublish this page? This will also unpublish all 5 translations of the this page.

Main, no translations (only aliases)
Are you sure you want to unpublish this page?

Subpages checkbox, with translations
This page has 23 subpages and its translations have a combined 345 subpages. Unpublish these too

Subpages checkbox, no translations (only aliases)
This page has 23 subpages.

Bulk actions confirmation messages

Type
Message

Full, with subpages and translations
This page has 11 subpages. 6 translations of this page will also be unpublished, which have a combined 345 subpages.

With translations, but no subpages
2 translations of this page will also be unpublished.

With only aliases, no subpages

With only aliases and subpages
This page has 6 subpages

Move
⚠  We will only move related pages if they have the same parent as the source page. If the translation page was moved under a different parent in the synced tree, it is no longer a mirror
Single action

Type
Message

Main, with translations
Add new sentence:      This will also move 6 translations of tis page and their children

Main, no translations (only aliases)

Bulk actions confirmation messages

Type
Message

Full, with subpages and translations
This page has 6 subpages. There are also 6 translations of this page with a combined 345 subpages.

With translations, but no subpages
There are 6 translations of this page.

With only aliases, no subpages

With only aliases and subpages
This page has 6 subpages

Delete
ℹ  Unlike the current alias page behaviour on Delete, instead of unlinking the alias page from its source (i.e. transform into fully fledged pages), the alias page will get deleted, but only in a sync tree scenario. Alias pages created in the same tree will continue to behave as they do currently.
⚠  We will only move related pages if they have the same parent as the source page. If the translation page was moved under a different parent in the synced tree, it is no longer a mirror
Single action

Type
Message

Full, with subpages and translations
Deleting this page will also delete 11 more subpages, 6 translations of this page and their combined 345 subpages.

With subpages but no translations (only aliases)
Deleting this page will also delete 11 more subpages.

Without subpages, with translations
Deleting this page will also delete 6 translations of this page

Without subpages, with translations and standalone subpages (i.e. create only under the translation)
Deleting this page will also delete 6 translations of this page and their combined 12 subpages.

Bulk actions confirmation messages

Type
Message

Full, with subpages and translations
This will also delete 11 more subpages, 6 translations of this page and any of their subpages.

With translations, but no subpages
This will also delete 4 translations of this page and any of their subpages.

With only aliases, no subpages

With only aliases and subpages
This will also delete 6 more subpages.

We stopped using WAGTAILSIMPLETRANSLATION_SYNC_PAGE_TREE but have implemented similar "auto translation" behaviour because of #7782. Can we replicate this behaviour by re-implementing construct_translated_pages_to_cascade_actions and removing the settings check?

Hey @jaap3, at the moment construct_translated_pages_to_cascade_actions is only used in unpublish, move and delete, so I don't think that'll work.
Will happily review a PR for #7782, though


Mwpw 138365 region nav

Integrate region nav to express
Resolves: MWPW-138365, MWPW-137191
Test URLs:

Before: https://main--express--adobecom.hlx.page/express/?martech=off
After: https://MWPW-138365-region-nav--express--adobecom.hlx.page/express/?martech=off

Codecov Report

Merging #451 (787397c) into stage (04bdf9f) will increase coverage by 0.55%.
The diff coverage is 82.00%.

@@            Coverage Diff             @@
##            stage     #451      +/-   ##
==========================================
+ Coverage   30.02%   30.58%   +0.55%
==========================================
  Files         124      125       +1
  Lines       23740    23946     +206
==========================================
+ Hits         7129     7323     +194
- Misses      16611    16623      +12

Files
Coverage Δ

express/blocks/ckg-link-list/ckg-link-list.js
100.00% <100.00%> (ø)

express/blocks/marquee/marquee.js
87.50% <100.00%> (-0.04%)
:arrow_down:

express/scripts/utils/pricing.js
68.27% <100.00%> (-9.53%)
:arrow_down:

.../blocks/hero-animation-beta/hero-animation-beta.js
13.19% <50.00%> (-0.31%)
:arrow_down:

express/blocks/hero-animation/hero-animation.js
14.28% <50.00%> (-0.32%)
:arrow_down:

...xpress/blocks/bubble-ui-button/bubble-ui-button.js
9.18% <33.33%> (-0.21%)
:arrow_down:

express/blocks/modal/modal.js
13.12% <0.00%> (+0.16%)
:arrow_up:

express/blocks/page-list/page-list.js
20.28% <33.33%> (ø)

express/blocks/promotion/promotion.js
15.47% <33.33%> (-1.00%)
:arrow_down:

express/blocks/ratings/ratings.js
2.94% <33.33%> (-0.20%)
:arrow_down:

... and 11 more

:mega: Codecov offers a browser extension for seamless coverage viewing on GitHub. Try it in Chrome or Firefox today!


[SPARK-41853] [CORE] Use Map in place of SortedMap for ErrorClassesJsonReader

What changes were proposed in this pull request?
The use of SortedMap in ErrorClassesJsonReader was mostly for making tests easier to write.
This PR replaces SortedMap with Map since SortedMap is slower compared to Map
Why are the changes needed?
SortedMap is slower compared to Map
Does this PR introduce any user-facing change?
No
How was this patch tested?
Existing test suite.

cc @cloud-fan @srowen

Merged to master


yarn build results in Error: Cannot find module './clone.js'

Is this a bug report?
Yes
Steps to Reproduce

Have a gitlab-ci docker runner set up.
Have the following Dockerfile built by it:

FROM node:8
COPY package.json .
RUN yarn install
COPY . .
RUN yarn build
EXPOSE 3000
CMD ["yarn", "start"]

Use "react-scripts: 2.1.1" in your project
Watch the pipeline throw the following error:

Step 5/7 : RUN yarn build
 ---> Running in 8c2be5be97e1
yarn run v1.6.0
$ react-scripts build
module.js:549
    throw err;
    ^

Error: Cannot find module './clone.js'
    at Function.Module._resolveFilename (module.js:547:15)
    at Function.Module._load (module.js:474:25)
    at Module.require (module.js:596:17)
    at require (internal/module.js:11:18)
    at Object.<anonymous> (/node_modules/graceful-fs/graceful-fs.js:4:13)
    at Module._compile (module.js:652:30)
    at Object.Module._extensions..js (module.js:663:10)
    at Module.load (module.js:565:32)
    at tryModuleLoad (module.js:505:12)
    at Function.Module._load (module.js:497:3)
error Command failed with exit code 1.

I'm aware that this is a longshot. Once I downgraded from react-scripts 2.1.1 to 2.1.0, the build succeeded. Initiating the Docker build locally did not result in an error.

Run yarn upgrade to fix this.


Include completion file in Linux packages

Is your feature request related to a problem? Please describe.
It is inconvenient and ineffective that the completion file needs to be manually placed by the users. So far, netbird only exposes a completion file generator provided by cobra at netbird completion [zsh].
Describe the solution you'd like
During the packaging process, generate a completion file, such that the completions are loaded as soon as the package is installed into the OS. Examples:

https://github.com/goreleaser/goreleaser/blob/main/scripts/completions.sh
https://github.com/goreleaser/goreleaser/blob/5c15e5a6ef4079e98a8ddafc71a5606fe236db82/.goreleaser.yaml#L7
https://carlosbecker.com/posts/golang-completions-cobra/

Thanks for the suggestion @proletarius101, we will include it when updating the cobra package version in the next releases.


Update metadata.yaml

Closig this PR in favor of
https://github.com/elastic/opentelemetry-collector-components/pull/49


Windows 11 Unable to find a GPU (with workaround using DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1)

Bevy version
0.13.1
[Optional] Relevant system information
cargo 1.79.0-nightly (d438c80c4 2024-03-19)
OS: Windows 11 Version	10.0.22631 Build 22631
CPU: AMD Ryzen 5 4600H
GPU: GTX 1660 Ti
Device: 2021 Omen 15 gaming laptop (15-en0016ax)
What you did
cargo run
What went wrong
2024-03-26T19:56:30.314723Z  INFO bevy_winit::system: Creating new window "App" (0v1)
2024-03-26T19:56:32.594139Z ERROR log: enumerate_adapters: A return array was too small for the result
thread 'main' panicked at C:\Users\clonk\.cargo\registry\src\index.crates.io-6f17d22bba15001f\bevy_render-0.13.1\src\renderer\mod.rs:141:10:
Unable to find a GPU! Make sure you have installed required drivers!
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace`

Additional information
I previously had this same issue with Godot 4.0 (because they switched to a Vulkan renderer). Eventually I found somewhere that doing set DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1=1 before running Godot made it work. I have no idea what that variable does or why it works. On a whim I decided to try it with Bevy as well and lo and behold it works also. So I guess it must be a Vulkan variable then? Very strange.
I believe I got my drivers up-to-date when I had this issue with Godot, but I'll check after I get home from work today.
The problem no longer occurs for me with newer versions of Godot. It seems maybe they're just setting that environment variable automatically on Windows. One of their graphics programmers said that flag simply causes the GPUs to present separately instead of combined into one switchable one.

Ok, even easier than manually setting that environment variable before cargo run is doing this:
fn main() {
    set_var("DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1", "1");
    App::new().add_plugins(DefaultPlugins)
        .run();
}

From PR that you linked:

While a AMD driver update can resolve this issue, it still gets reported regularly and is likely to become a source of support headache for people distributing projects made with Godot (as this also affects exported projects).

Could you try updating drivers?

From PR that you linked:

While a AMD driver update can resolve this issue, it still gets reported regularly and is likely to become a source of support headache for people distributing projects made with Godot (as this also affects exported projects).

Could you try updating drivers?

As I mentioned I believe I already tried that at the time, but I'll try again when I get home after work today.

Also without this flag I have graphical artifacts in full screen games.
And windowed games aren't starting. But looks like I have driver from windows update, not from AMD.

But looks like I have driver from windows update, not from AMD.

Windows update usually contains official drivers from AMD or Nvidia. They're not Microsoft drivers. OEMs work with Microsoft to have their drivers included in Windows Update so their users don't have to manually update anything and they get a seamless experience (which, on my laptops, is actually true most of the time).

It usually have dated versions of Drivers. And my adrenalin software was telling me that I have wrong version.
I've reinstalled driver from official package, and now Bevy games are starting no problem without this ENV variable.

I think it would be best if Bevy's function run return a result to let developer handle error and display error message instead of just crashing whole app in panic.
Or dev is supposed to use catch_unwind ? Or perhaps let bevy show error message, as on Windoews there are not terminal for UI apps.
And on Linux also if app was launched from menu it won't have terminal.
But I'd suggest letting app developer handler error and provide inside Bevy's API some helper functions to show Message Box in platform independent way would be nice.

I assume that we need to set_var ony it is UNSET. if it already have either 0 or 1 there -- we should not touch this, because User of app might want to set it.
but it sound hacky either way.
Sadly I'm unable to find any documentation about this variable in the internet. I guess only source of knowledge would be opensource Linux AMD drivers

I assume that we need to set_var ony it is UNSET. if it already have either 0 or 1 there -- we should not touch this, because User of app might want to set it.

That's plausible, but unlikely given how undocumented this switch is.

but it sound hacky either way.

I disagree. It's just configuring the Vulkan system to actually inform us of the real GPUs instead of pretending there's only one. Ok so maybe it's a little hacky, but only slightly, especially if we respect any user-specified settings.

I guess only source of knowledge would be opensource Linux AMD drivers

Is it a driver thing or a Vulkan thing? I just assumed it was a Vulken-specified switch implemented in the driver, in which case the Vulkan docs/spec should give some info. But I haven't looked.


disable the use of registry prefixes in the docker image names

disable the use of registry prefixes in the docker image names

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Update examples and tutorials for removed old weight items

Weight items are removed in https://github.com/paritytech/substrate/pull/14706 and documentation need to be updated accordingly

@Rashmirreddy

@Rashmirreddy any updates on this?


feat(display): Output the size and type of disk

Currently working through a problem where I need to understand the size and type of disks to help prioritize which ones to clean up. The command will now output the type and size(in GB).

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One thing I'd add are standard disk types (SSD and HD for now, I suppose), and then have each provider map their internal representation to one of the standard ones in DiskType. Thoughts?

I like the idea of having standard disks then mapping the CSP disks back. Only nit is that I need to dig deeper at the differences between AWS/AKS. GCP is pretty easy in the sense that it's either SSH/HD, but I think AWS has many more types

Yup. A quick search shows that there are 7 EBS volume types, and the DescribeVolumes docs shows the values returned.
In the case of Azure they don't seem to have any particular identifier for their managed disks, only the full text description.

Azure:
const (
	// PremiumLRS Premium SSD locally redundant storage. Best for production and performance sensitive
	// workloads.
	PremiumLRS DiskStorageAccountTypes = "Premium_LRS"
	// StandardLRS Standard HDD locally redundant storage. Best for backup, non-critical, and infrequent
	// access.
	StandardLRS DiskStorageAccountTypes = "Standard_LRS"
	// StandardSSDLRS Standard SSD locally redundant storage. Best for web servers, lightly used enterprise
	// applications and dev/test.
	StandardSSDLRS DiskStorageAccountTypes = "StandardSSD_LRS"
	// UltraSSDLRS Ultra SSD locally redundant storage. Best for IO-intensive workloads such as SAP HANA, top
	// tier databases (for example, SQL, Oracle), and other transaction-heavy workloads.
	UltraSSDLRS DiskStorageAccountTypes = "UltraSSD_LRS"
)

AWS:
// Enum values for VolumeType
const (
	VolumeTypeStandard VolumeType = "standard"
	VolumeTypeIo1      VolumeType = "io1"
	VolumeTypeIo2      VolumeType = "io2"
	VolumeTypeGp2      VolumeType = "gp2"
	VolumeTypeSc1      VolumeType = "sc1"
	VolumeTypeSt1      VolumeType = "st1"
	VolumeTypeGp3      VolumeType = "gp3"
)

GCP:
Returns a hyperlink to the hard drive type :clown_face:

Can't find anything in AWS, but here's the output for Azure now:
unused -azure.sub $(az account subscription list | jq -r '. | map(.subscriptionId) | join(" ")')
PROVIDER  DISK                                                                      AGE     UNUSED  TYPE    SIZE_GB
Azure     pvc-...                                  155d    n/a     hdd     2
Azure     pvc-...                                 257d    n/a     hdd     100
Azure     pvc-...                                  155d    n/a     hdd     2
Azure     pvc-...                                  75d     n/a     hdd     100
...

Oh forgot all about the Interactive UI! Let me play around with a bit and I'll let you know


MSW: @mswjs/data support

Hi is there any plan to support the @mswjs/data library? https://github.com/mswjs/data

Hello @dave-500, I did some tests at the release and didn't find any good way to support it. So, it's currently not planned. If you want to work on it and come up with something I will be happy to help you.

@Will-Mann-16 can you look at this and if it is not possible let's close this ticket.

@melloware
I checked this out too but I don't have any plans so can I just close this?


can we make this area trasparent as like windows 7 style

this is without cascade

I have tried a little to fix but I still have a problem

how could i make the rest of all transparent

It should work out if you remove the background colour definitions for the URLbar and Toolbars or set them to transparent.
You can most likely even use the same modified version mentioned in #10 comment.


Add Github actions

Blocked on #6 in order to solve an UB in the old version of regex.
Closes #7

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Provide help option with mediator parameters in properties pane

Related implementation

https://github.com/wso2/devstudio-tooling-bps/commit/deeca4079a411e096eed6eebb9f93ed57f5e8cc6#diff-7ff95daa7a29086bddb6917d09e1df21
https://github.com/NatashaWso2/devstudio-tooling-bps/commit/4e82ab3c6f327868b5cde81bc1727fafe4cc281b

moved to https://github.com/wso2/product-ei/issues/2457


[loc][Query] Context for "Show Hover" needed

For string below community members asked for additional context, could you please help us with it? Thanks!
Original comments
BG ISSUE - Context please (trigger an issue)?
by lyubomirv, 5 months ago
PL - Context please?
by wojtekmaj, 5 months ago
Context
src/vs/editor/contrib/hover/hover:English (en):plaintext:showHover
Resource
vs_editor_contrib
String Hash
568d88794bea34237a5663a56c59e450
String text
Show Hover

@josefhosek please assign these requests to the owner of the corresponding feature / TS file. I am not owning the strings.

I've added the comment:
comment: [
	'Label for action that will trigger the showing of a hover in the editor.',
	'This allows for users to show the hover without using the mouse.'
]