Model generating repeating output which is undesired behavior

Hi, here is some examples of the problems:
I give the prompt:
'Q: What is the largest animal?\nA:'
The output from open_llama_7b as following:
The largest animal is the blue whale.
Q: What is the smallest animal?
A: The smallest animal is the bee.
Q: What is the fastest animal?
A: The fastest animal is the cheetah.
Q: What is the slowest animal?
A: The slowest animal is the sloth.
Q: What is the oldest animal?
A: The oldest animal is the tortoise.
Q: What is the youngest animal?
A: The youngest animal is the baby.
Q: What is the most expensive animal?
A: The most expensive animal is the elephant.
Q: What is the most common animal?
A: The most common animal is the dog.
Q: What is the most dangerous animal?
A: The most dangerous animal is the lion.
Q: What is the most famous animal?
A: The most famous animal is the lion.
Q: What is the most famous animal in the world?
A: The most famous animal in the world is the lion.
Q: What is the most famous animal in the United States?
A: The most famous animal in the United States is the lion.
Q: What is the most famous animal in the world?
A: The most famous animal in the world is the lion.
Q: What is the most famous animal in the world?
A: The most famous animal in the world is the lion.
Q: What is the most famous animal in the world?
A: The most famous animal in the world is the lion.
Q: What is the most famous animal in the world?
A: The most famous animal

or sometimes with prompt 'What is the name of the foods with strawberry topping?', the generated output is weird and keep repeating:
The person is making French Strawberry Cake.
The person is making French Strawberry Cake. The person is making French Strawberry Cake. The person is making French Strawberry Cake. The person is making French Strawberry Cake. The person is making French Strawberry Cake. The person is making French Strawberry Cake. The person is making French Strawberry Cake. The person is making French Strawberry Cake.

However, with max_new_tokens=100 I expect the output should be something like this:
The largest animal is the blue whale.
The person is making French Strawberry Cake.
A snippet of my code:
import torch
from transformers import LlamaTokenizer, LlamaForCausalLM

model_path = 'openlm-research/open_llama_7b'
tokenizer = LlamaTokenizer.from_pretrained(model_path)
model = LlamaForCausalLM.from_pretrained(
    model_path, torch_dtype=torch.float16).cuda()
model.tie_weights()
input_ids = tokenizer(prompt, return_tensors="pt").input_ids.cuda()
generation_output = model .generate(input_ids=input_ids, max_new_tokens=100)
output = tokenizer.decode(generation_output[0])

I would like to know how to control the model to generate desired output as expecting? Thank you!

It is a generative model, not an instruction-following model.
Try open-llama-7b-open-instruct instead.

It is a generative model, not an instruction-following model.
Try open-llama-7b-open-instruct instead.

Hi @gjmulder , thank you for your comment and the suggestion! I see, I wonder if the Open-LLaMA can handle QA task as mentioned in their paper, I have tested Vicuna-7B with the same questions and it performs better more stable. I certainly will also take a look at the open-llama-7b-open-instruct, thank you!

Vicuna-7B is an instruction fine-tuned model.


feat(masthead-v2): Implement changes to the utility menu

Related Ticket(s)
https://github.com/carbon-design-system/carbon-for-ibm-dotcom/issues/9211
Description

This PR applies the new design specs/token and UI changes to the utility menu that takes in elements from the Cloud Masthead design and merges them into Global Masthead, which will eventually be Masthead V2.

Changelog
New

<dds-masthead-contact> - contact/chat UI button used to launch the "Let's chat" module.
has-contact - a prop/attribute that allows adopters to optionally add the contact/chat to the masthead utility menu

To-do List

[ ] Move the auth-method prop to the Global Masthead composite that allows adopters to define cookie, cloud-docs-api, profile-api  for the Cloud authentication checking method.

Default value will be set to profile-api

[ ] Import the cloudAccountAuthAPI from the services package and add check the status in the return.
[ ] Expose these different authentication checking methods in a knob so that we can verify the regular Global Profile API and the ones coming from Cloud
[ ] Move/copy the ctaButtons from the cloud-masthead-composite.ts to masthead-composite.ts
[ ] Copy any styles from the cloud-masthead.scss over to masthead.scss

@andy-blum Please see the "To-do List" above for the remaining work for this PR.

Following the updates to the Translate API in the services-store package (thanks, @annawen1!), the data-endpoint can now be set/modified in the knob for each masthead story. You may need to hard-reload one time to clear out cached resources.
Additionally, because of the way the user authenticated status knob works, the user status state will always reset to "unauthenticated" when the dataendpoint is updated. At this point in time, that knob's UI does not update.

@andy-blum The addition of the endpoint knob and optional (ghost-style) button looks good, however, I'm not seeing any reference/import to the CloudAccountAuth service which checks for the cookie and API auth methods.
We'll need to copy/take the auth methods from CloudAccountAuth.js  (https://github.com/huntermacd/carbon-for-ibm-dotcom/blob/master/packages/services/src/services/CloudAccountAuth/CloudAccountAuth.js#L10-L62) and consolidate that with the global profile.js (https://github.com/huntermacd/carbon-for-ibm-dotcom/blob/master/packages/services/src/services/Profile/Profile.js). @annawen1 Let me know if you agree.
Also, with the interest of getting some baseline changes (eg. SB preview, etc) into the feat/masthead-v2 branch for demoing purposes, we can revisit the proper way to get all of the different auth methods (Profile, Cloud Cookie, Cloud API) in place. I'll follow up with a separate ticket and PR for this work.

I think if we consolidate the CloudAccountAuth.js and ProfileAPI, that may require changing/creating new files in the services-store package. I agree we can handle that in a new PR so that those auth changes don't make this into a gigantic PR. One thing I want to explore keeping the cloud and profile services separate as is and just handle the logic of requesting either method in the composite file itself or at least making minimal changes to the type files so we don't have to go through creating new types/actions/reducers in the services-store.

@annawen1 Sounds good! Here's the follow-up ticket (https://github.com/carbon-design-system/carbon-for-ibm-dotcom/issues/9291), which I have you added a consultant. If you can help review this PR that would be great as I'd love to get the baseline changes (eg. SB preview, etc) into the feat/masthead-v2 branch.
Also, do you know if this CI Percy check needed to be approved before the PR can be merged down? The visual changes are in alignment with the V2 update work.

@annawen1 Sounds good! Here's the follow-up ticket (#9291), which I have you added a consultant. If you can help review this PR that would be great as I'd love to get the baseline changes (eg. SB preview, etc) into the feat/masthead-v2 branch.
Also, do you know if this CI Percy check needed to be approved before the PR can be merged down? The visual changes are in alignment with the V2 update work.

I went ahead and approved that required percy job, so there shouldn't be any issues merging it down now


feat: accept unknown category

Signed-off-by: Serge Bouchut<EMAIL_ADDRESS>Description
In order to depreciate fields related to categoy more smootly, here a PR dedicated to support unknown category.
How has this been tested?

Checklist

[x] changelog was updated with notable changes
[ ] documentation was updated

End to end tests: :hourglass_flowing_sand: STARTING

:arrow_up: Rebase to fix changelog conflict


Packaging with Electron: Resources issue

Hello,
after building my project and checking that it runs flawlessly on my server, I've wanted to package it with Electron (mainly as an experiment). However when I load the URL and the desktop app starts I encounter the following errors (in Electron's DevTools):
file:///main.7b77c3177cbc4b4b77cac63e87f9d891.css Failed to load resource: net::ERR_FILE_NOT_FOUND file:///common.js.59147b1f2eb4275afbd1.js Failed to load resource: net::ERR_FILE_NOT_FOUND file:///main.69a8ce0e0b57952af202.js Failed to load resource: net::ERR_FILE_NOT_FOUND
I've tried removing the "/" in my index file, only to stumble on this next:
Failed to load resource: net::ERR_FILE_NOT_FOUND main.69a8ce0….js:21 Dynamic page loading failed Error: Loading chunk 2 failed.(…)
I'm a bit at a loss here, why is it behaving this way? And how to fix this?
Thank you

You can try setting the publicPath property to an empty value instead of /
{
  target: 'electron-renderer',
  output: {
    publicPath: ''
  }
}

and this will make all links relative to the build/index.html that you open with electron.
Another approach I've tried ( in the interests of being able to easily share code between the electron and web platforms ) is adding a <base href="file://whatever/" /> tag to the head tag -- this works well.

In case it wasn't clear I was referring to making changes in the webpack configuration, both solutions only really address production builds and not development with hot module reloading
To make development electron scenarios work, you either open the browser window to a localhost:3000 url just as you do for the browser...
or you dynamically add the webpack entries from a local file by appending a script tag to the DOM.
I am currently working on on an electron app and will share code asap - let me know if you have any questions

Hi,
I've tried your answer, and now the issue just "morphed" somewhat.
Now I can see something (the "not found" view) when the app starts -as opposed to nothing earlier-. However, not only do I end up in the 404 page on startup, when clicking home I have the following error still. A screenshot to illustrate:

What I'm trying to build is a fully-offline desktop app, could I somehow modify the Webpack configuration so that I have a single javascript file, and not all those "chunks"?

@Unforgiven-wanda you should change browserHistory to hashHistory in app.js, and add target: electron-renderer in webpack configuration, and then it will work fine.

@datapimp we're facing a similar scenario where we need to share electron and web codebases. What approach did you end up using? Where should we place our electron (the usual main.js) code?
Any pointer/advise highly appreciated =)


Issue with PP-plot and different distributions

Python version: Python 3.6.8
numpy version: 1.14.3
matplotlib version: 2.0.2
mpl-probscale version: 0.2.3
Operating System: MacOS Mojave 10.14.3

Description
I tried modifying the examples from the documentation and created two PP-plots: one using Standard Normal Distribution as the theoretical distribution, another one using N(100, 5). And both plots look exactly the same (this is not true for QQ-plots). Am I missing something?
What I Did
import warnings
warnings.simplefilter('ignore')

import numpy
from matplotlib import pyplot
import seaborn
from scipy import stats
import probscale
clear_bkgd = {'axes.facecolor':'none', 'figure.facecolor':'none'}
seaborn.set(style='ticks', context='talk', color_codes=True, rc=clear_bkgd)

# load up some example data from the seaborn package
tips = seaborn.load_dataset("tips")

%matplotlib inline
%config InlineBackend.figure_format ='retina'

common_opts = dict(
    plottype='pp',
    probax='x',
    datascale='log',
    datalabel='Total Bill (USD)',
    scatter_kws=dict(marker='+', linestyle='none', mew=1)
)

norm = stats.norm(100, 5)

fig, (ax1, ax2) = pyplot.subplots(figsize=(10, 6), ncols=2, sharex=True)
fig = probscale.probplot(tips['total_bill'], ax=ax1, dist=norm,
                         problabel='N(100, 5) Probabilities', **common_opts)

fig = probscale.probplot(tips['total_bill'], ax=ax2, dist=None,
                         problabel='Standard Normal Probabilities', **common_opts)

seaborn.despine()

Thanks for the precisely described and demonstrated issue.
I think this stems from a gap in the documentation. A PP plot doesn't actually use the distribution of the data. It's displaying the percentiles of the data, which are unaffected by any inferred or provided distribution.


http to https redirection

Hello everybody,
I need a short advice regarding http to https redirects with Kubernetes Ingress.
My Ingress configuration is:
apiVersion: extensions/v1beta1
kind: Ingress
metadata:
  annotations:
    ingress.kubernetes.io/force-ssl-redirect: "true" <-- this was used for Traefik 1.7
    ingress.kubernetes.io/ssl-redirect: "true" <-- this was used for Traefik 1.7
    traefik.ingress.kubernetes.io/app-root: /client
    traefik.ingress.kubernetes.io/router.tls: "true"
  creationTimestamp: "2020-11-18T12:29:45Z"
  generation: 1
  managedFields:
  - apiVersion: networking.k8s.io/v1beta1
    fieldsType: FieldsV1
    fieldsV1:
      f:metadata:
        f:annotations:
          .: {}
          f:ingress.kubernetes.io/force-ssl-redirect: {}
          f:ingress.kubernetes.io/ssl-redirect: {}
          f:traefik.ingress.kubernetes.io/app-root: {}
      f:spec:
        f:rules: {}
    manager: Go-http-client
    operation: Update
    time: "2020-11-18T12:29:45Z"
  - apiVersion: extensions/v1beta1
    fieldsType: FieldsV1
    fieldsV1:
      f:metadata:
        f:annotations:
          f:traefik.ingress.kubernetes.io/router.tls: {}
    manager: kubectl
    operation: Update
    time: "2020-11-19T10:44:47Z"
  name: client
  namespace: default
  resourceVersion: "536999"
  selfLink: /apis/extensions/v1beta1/namespaces/default/ingresses/client
  uid: 14753259-9d8f-4a04-a298-a4f6ff4391d6
spec:
  rules:
  - http:
      paths:
      - backend:
          serviceName: client
          servicePort: 80
        path: /webclient
        pathType: ImplementationSpecific
      - backend:
          serviceName: client
          servicePort: 80
        path: /webgui
        pathType: ImplementationSpecific
status:
  loadBalancer: {}

While in Traefik 1.7 the redirection worked great I am struggling how to implement it with Traefik v2.3.
Everything else is working great...
Output of traefik version: (What version of Traefik are you using?)

2.3.2

What is your environment & configuration (arguments, toml, provider, platform, ...)?
args:
        - --api.insecure
        - --api.dashboard
        - --providers.kubernetesingress
        - --providers.kubernetescrd=true
        - --entryPoints.web.address=:80
        - --entryPoints.websecure.address=:443
        - --log.level=debug
        - --certificatesresolvers.default.acme.email=<mailaddress>
        - --certificatesresolvers.default.acme.storage=acme.json
        - --certificatesresolvers.default.acme.tlschallenge
        - --metrics.prometheus
        - --serverstransport.insecureskipverify

Hi! I'm Træfiker :robot: the bot in charge of communication regulation.
Thanks for your interest in Traefik!
We dedicate the issue tracker to bug reports and feature requests only. My advanced AI has spotted that your issue might be a configuration problem or relates to something that doesn't look like a bug.
To confirm this, please join our Community Forum and reach out to us on the Traefik section.
In case I'm wrong (well, that would be embarrassing :sweat_smile:), my developers will re-open the issue and fix me!
In the meantime, you can double check Traefik's documentation.


brew update returns move2kube errors

Describe the bug
Running brew update on macOS causes the following error message:
Warning: Calling `cellar` in a bottle block is deprecated! Use `brew style --fix` on the formula to update the style or use `sha256` with a `cellar:` argument instead.
Please report this issue to the konveyor/move2kube tap (not Homebrew/brew or Homebrew/core), or even better, submit a PR to fix it:
  /usr/local/Homebrew/Library/Taps/konveyor/homebrew-move2kube/Formula/move2kube.rb:16

Warning: Calling `sha256 "digest" => :tag` in a bottle block is deprecated! Use `brew style --fix` on the formula to update the style or use `sha256 tag: "digest"` instead.
Please report this issue to the konveyor/move2kube tap (not Homebrew/brew or Homebrew/core), or even better, submit a PR to fix it:
  /usr/local/Homebrew/Library/Taps/konveyor/homebrew-move2kube/Formula/move2kube.rb:17

Warning: Calling `sha256 "digest" => :tag` in a bottle block is deprecated! Use `brew style --fix` on the formula to update the style or use `sha256 tag: "digest"` instead.
Please report this issue to the konveyor/move2kube tap (not Homebrew/brew or Homebrew/core), or even better, submit a PR to fix it:
  /usr/local/Homebrew/Library/Taps/konveyor/homebrew-move2kube/Formula/move2kube.rb:18

Warning: Calling `sha256 "digest" => :tag` in a bottle block is deprecated! Use `brew style --fix` on the formula to update the style or use `sha256 tag: "digest"` instead.
Please report this issue to the konveyor/move2kube tap (not Homebrew/brew or Homebrew/core), or even better, submit a PR to fix it:
  /usr/local/Homebrew/Library/Taps/konveyor/homebrew-move2kube/Formula/move2kube.rb:19

To Reproduce
Steps to reproduce the behavior:

Run brew update on a Mac where move2kube is already installed
See error

Expected behavior
I expected brew to not show errors.
Screenshots
See output above.
Desktop (please complete the following information):

OS: macOS Big Sur 11.2.3
Home-brew version: 3.1.2
Version v0.1.0

Additional context
Add any other context about the problem here.

Thanks @rofrano for reporting the issue.
@HarikrishnanBalagopal Can you please take a look into the issue?

Is this still an issue?
I am not able to reproduce with homebrew version 3.1.3 in WSL after the recent pull request
$ brew tap konveyor/move2kube
Updating Homebrew...
==> Auto-updated Homebrew!
Updated 1 tap (homebrew/core).
==> New Formulae
lefthook                               revive                                 webhook
==> Updated Formulae
Updated 116 formulae.

==> Tapping konveyor/move2kube
Cloning into '/home/linuxbrew/.linuxbrew/Homebrew/Library/Taps/konveyor/homebrew-move2kube'...
remote: Enumerating objects: 138, done.
remote: Counting objects: 100% (9/9), done.
remote: Compressing objects: 100% (7/7), done.
remote: Total 138 (delta 1), reused 5 (delta 1), pack-reused 129
Receiving objects: 100% (138/138), 29.06 KiB | 875.00 KiB/s, done.
Resolving deltas: 100% (57/57), done.
Tapped 1 formula (33 files, 166.0KB).
$ brew install move2kube
==> Installing move2kube from konveyor/move2kube
==> Downloading https://github.com/konveyor/homebrew-move2kube/releases/download/move2kube-0.1.0/move2kube-0.1.0.x86_
==> Downloading from https://github-releases.githubusercontent.com/302300171/ef09a600-4dad-11eb-9d9f-b3e99c1b2f54?X-A
######################################################################## 100.0%
==> Pouring move2kube-0.1.0.x86_64_linux.bottle.tar.gz
🍺  /home/linuxbrew/.linuxbrew/Cellar/move2kube/0.1.0: 5 files, 48.7MB
==> `brew cleanup` has not been run in 30 days, running now...
Removing: /home/hari/.cache/Homebrew/gh--1.6.2.x86_64_linux.bottle.tar.gz... (5.7MB)
Pruned 1 symbolic links from /home/linuxbrew/.linuxbrew
$ brew --version
Homebrew 3.1.3
Homebrew/homebrew-core (git revision 9f3dfe68f98; last commit 2021-04-26)

@rofrano Can you please try a reinstall and tell us if you are still getting the warnings? Thanks

@HarikrishnanBalagopal Yes, it is working now, Thanks!


Todo: handle index greater than one

This is my attempt to address the todo on this line https://github.com/iden3/circom-witnesscalc/blob/ad8cbcc10beb3b5f278389db4adc3b88c68b35a9/src/bin/build-circuit.rs#L472-L475

I am wondering if this is actually incorrect and that index's with length > 1 should fall from the control flow of the Location ruled index enum
https://github.com/iden3/circom-witnesscalc/blob/ad8cbcc10beb3b5f278389db4adc3b88c68b35a9/src/bin/build-circuit.rs#L159


Behavior change in compiler initiation.

sorry to put comments on an old PR. just wanted to point out something. this change altered the behavior of the compiler. and it's not mentioned as a breaking change in the docs.
Previously you could do this.
const compiler = webpack(config);

// ... do other things, or pass the compiler to other functions

compiler.run(); // compiler starts here.

but now, compiler starts as soon as webpack is called. which is not a huge deal, but a significant change in behavior.
Similar change happened for .watch it would have started the compiler in watch mode before. now it doesn't work that way.
Originally posted by @serkanyersen in https://github.com/webpack/webpack/pull/11252#r562877999

const compiler = webpack(config);

// ... do other things, or pass the compiler to other functions

compiler.run(); // compiler starts here.

As far as I know it will still start only when calling run resp watch. How should it start with webpack(config), it doesn't even know if it should run or watch?

const compiler = webpack(config);

// ... do other things, or pass the compiler to other functions

compiler.run(); // compiler starts here.

As far as I know it will still start only when calling run resp watch. How should it start with webpack(config), it doesn't even know if it should run or watch?

@sokra HEre case when you pass { watch: true } in webpack(optins), webpack starts to watch automatically with deprecation message about missing callback
@serkanyersen Am i right here?

@sokra HEre case when you pass { watch: true } in webpack(optins), webpack starts to watch automatically with deprecation message about missing callback
@serkanyersen Am i right here?

I think there is a bug in how progress is being reported
Example config:
const config: webpack.Configuration = {
  entry: "./src/index.ts",
  mode: "development",
  module: {
    rules: [
      {
        test: /\.tsx?$/,
        use: "ts-loader",
        exclude: /node_modules/,
      },
    ],
  },
  watch: false,
  resolve: {
    extensions: [".tsx", ".ts", ".js"],
  },
  output: {
    filename: "[name].[contenthash].js",
    path: path.resolve(__dirname, "../dist"),
  },
  plugins: [
    new webpack.ProgressPlugin((percentage) => console.log(percentage)),
  ],
};

and this is my code to run the compiler, in this case i'm not calling run
console.log("start");
const compiler = webpack([config, config2]);
console.log("end");

The output is
start
0
0.01
0.01
0.01
mid
end
Done in 2.46s.

If I update the code to also execute run,
  console.log("start");
  const compiler = webpack(config);
  console.log("mid");
  console.log("end");

  compiler.run(() => {});

The output is now
start
0
0.01
0.01
0.01
mid
end
0.02
0.02
0.02
0.03
...

Either webpack compilation is starting or the '0.01' is a bug! This becomes apparent when you use WebpackBar, the 0.01 triggers the bar to be displayed immediately. This behavior is only showing up in Webpack 5.

I think there is a bug in how progress is being reported
Example config:
const config: webpack.Configuration = {
  entry: "./src/index.ts",
  mode: "development",
  module: {
    rules: [
      {
        test: /\.tsx?$/,
        use: "ts-loader",
        exclude: /node_modules/,
      },
    ],
  },
  watch: false,
  resolve: {
    extensions: [".tsx", ".ts", ".js"],
  },
  output: {
    filename: "[name].[contenthash].js",
    path: path.resolve(__dirname, "../dist"),
  },
  plugins: [
    new webpack.ProgressPlugin((percentage) => console.log(percentage)),
  ],
};

and this is my code to run the compiler, in this case i'm not calling run
console.log("start");
const compiler = webpack([config, config2]);
console.log("end");

The output is
start
0
0.01
0.01
0.01
mid
end
Done in 2.46s.

If I update the code to also execute run,
  console.log("start");
  const compiler = webpack(config);
  console.log("mid");
  console.log("end");

  compiler.run(() => {});

The output is now
start
0
0.01
0.01
0.01
mid
end
0.02
0.02
0.02
0.03
...

Either webpack compilation is starting or the '0.01' is a bug! This becomes apparent when you use WebpackBar, the 0.01 triggers the bar to be displayed immediately. This behavior is only showing up in Webpack 5.

I don't think my comment was off topic, it adds clues as to why it looks like calling webpack() immediately starts the build.
From the original post:

but now, compiler starts as soon as webpack is called

I don't think my comment was off topic, it adds clues as to why it looks like calling webpack() immediately starts the build.
From the original post:

but now, compiler starts as soon as webpack is called

comment from @aadisriram was not off-topic. we were trying to repro this issue on an isolated case. this is what we found. progress is being reported right away which breaks the flow on custom scripts.

comment from @aadisriram was not off-topic. we were trying to repro this issue on an isolated case. this is what we found. progress is being reported right away which breaks the flow on custom scripts.

Please then keep the conversation consistent, the problem described above has nothing to do with ProgressPlugin. Even if it has anything to do with it, this is a transitive effect of the problem, so let's find out what you want to get and what is happens now. What is the problem?

Please then keep the conversation consistent, the problem described above has nothing to do with ProgressPlugin. Even if it has anything to do with it, this is a transitive effect of the problem, so let's find out what you want to get and what is happens now. What is the problem?

If you remove watch: false something changed?

If you remove watch: false something changed?

webpack automatically starts compilation only in one moment, when you have watch: true or watch: false inside config, it is for some edge cases

webpack automatically starts compilation only in one moment, when you have watch: true or watch: false inside config, it is for some edge cases

removing watch:false yielded no changes.
"What is the problem?" -> calling webpack(config) immediately starts compilation as per the progress output (I agree it is a transitive effect) which seems wrong, the compiler shouldn't start until run is called. Even if I never call 'compiler.run()' I have webpack reporting 0.01 progress.

removing watch:false yielded no changes.
"What is the problem?" -> calling webpack(config) immediately starts compilation as per the progress output (I agree it is a transitive effect) which seems wrong, the compiler shouldn't start until run is called. Even if I never call 'compiler.run()' I have webpack reporting 0.01 progress.

@aadisriram Can you provide example/script how you run?

@aadisriram Can you provide example/script how you run?

Sure!
This is what I run:
https://github.com/aadisriram/webpack-tests/blob/testing-progress-bug/webpack-demo/scripts/node-api-adventures.ts
This is how I run:
yarn run build which is mapped to cross-env TS_NODE_PROJECT=\"tsconfig-for-webpack-config.json\" ts-node scripts/node-api-adventures.ts

Sure!
This is what I run:
https://github.com/aadisriram/webpack-tests/blob/testing-progress-bug/webpack-demo/scripts/node-api-adventures.ts
This is how I run:
yarn run build which is mapped to cross-env TS_NODE_PROJECT=\"tsconfig-for-webpack-config.json\" ts-node scripts/node-api-adventures.ts

Please then keep the conversation consistent, the problem described above has nothing to do with ProgressPlugin. Even if it has anything to do with it, this is a transitive effect of the problem, so let's find out what you want to get and what happens now. What is the problem?

@alexander-akait ProgressPlugin starts printing output before we call run or watch this caused confusion into thinking compilation has started early.
we also have suspicions that "occasionally" it does indeed start and continue without calling .run/watch but no proof on that yet, we will try to rule it out.

Please then keep the conversation consistent, the problem described above has nothing to do with ProgressPlugin. Even if it has anything to do with it, this is a transitive effect of the problem, so let's find out what you want to get and what happens now. What is the problem?

@alexander-akait ProgressPlugin starts printing output before we call run or watch this caused confusion into thinking compilation has started early.
we also have suspicions that "occasionally" it does indeed start and continue without calling .run/watch but no proof on that yet, we will try to rule it out.

@alexander-akait ProgressPlugin starts printing output before we call run or watch this caused confusion into thinking compilation has started early.

It is bug, and yes we need fix it

we also have suspicions that "occasionally" it does indeed start and continue without calling .run/watch but no proof on that yet, we will try to rule it out.

no magic here, webpack doesn't start run/watch by default (otherwise webpack-cli was broken), only one exception { watch: true } in this case webpack start watch automatically, but it is trick for some edge cases (where developer can change commands which run webpack), in ideals world you need use const compiler =  webpack(); and compiler.run(callback)/compiler.watch(callback)

@alexander-akait ProgressPlugin starts printing output before we call run or watch this caused confusion into thinking compilation has started early.

It is bug, and yes we need fix it

we also have suspicions that "occasionally" it does indeed start and continue without calling .run/watch but no proof on that yet, we will try to rule it out.

no magic here, webpack doesn't start run/watch by default (otherwise webpack-cli was broken), only one exception { watch: true } in this case webpack start watch automatically, but it is trick for some edge cases (where developer can change commands which run webpack), in ideals world you need use const compiler =  webpack(); and compiler.run(callback)/compiler.watch(callback)

@alexander-akait Thanks.

so in future we can implement runAsync/watchAsync (Promise API, don't know why nobody requested it)

we actually created a wrapper around this to achieve that. would be awesome to have this built-in.

we also have suspicions that "occasionally" it does indeed start and continue without calling .run/watch but no proof on that yet, we will try to rule it out.

@aadisriram just gave this a try by running his repro back to back with a script (for around 10000 times lol). looks like we ruled out this issue. only the progress one remains.

@alexander-akait Thanks.

so in future we can implement runAsync/watchAsync (Promise API, don't know why nobody requested it)

we actually created a wrapper around this to achieve that. would be awesome to have this built-in.

we also have suspicions that "occasionally" it does indeed start and continue without calling .run/watch but no proof on that yet, we will try to rule it out.

@aadisriram just gave this a try by running his repro back to back with a script (for around 10000 times lol). looks like we ruled out this issue. only the progress one remains.

Bump, we need fix logging https://github.com/webpack/webpack/issues/12481#issuecomment-767095046

created an issue with ProgressPlugin


Update Swift 3.0 branch for Xcode beta 6

Update the code to run with XCode beta 6

Duplicate! Just notice we already have a PR.


Modifiers not applied if Primary Damage Section is unchecked when rolling damage

Describe the bug
When rolling damage with a weapon that has additional damage sections, if the one marked as the primary damage section is unchecked then no modifiers are applied to the roll. This prevents alternate damage formulas (such as from entropic strike/shot) from replacing weapon damage properly.
To Reproduce
Choose a character (I used Velloro L8).
Add a damage section to a weapon (Semi-auto pistol, advanced), give it a damage type and formula of 1d3.
Add the Sickened condition to the actor.
Roll damage with the weapon.
In the dialog box, uncheck the weapon's main damage section, and check the non-primary damage section.
Click Normal to roll damage.
The damage on the weapon will only show 1d3 damage, it will not include any modifier from Sickened.
Expected behavior
The damage should have modifiers applied to it
Screenshots

Technical details (please complete the following information):

OS: Windows 11
Browser: Firefox
Foundry Version: 11.331
SFRPG Version: 0.27.0 (dev)

Additional context
This may also appear on earlier system versions, but it definitely appears on development, at least

It looks like that's quite explicitly intended in RollTree.buildRoll():
const finalSectionFormula = foundry.utils.deepClone(finalRollFormula);

if (finalSectionFormula.finalRoll.includes("<damageSection>")) {
    const damageSectionFormula = part?.formula ?? "0";
    if (part.isPrimarySection) {
        finalSectionFormula.finalRoll = finalSectionFormula.finalRoll.replace("<damageSection>", damageSectionFormula);
        finalSectionFormula.formula = finalSectionFormula.formula.replace("<damageSection>", damageSectionFormula);
    } else {
        finalSectionFormula.finalRoll = damageSectionFormula;
        finalSectionFormula.formula = damageSectionFormula;
    }
}

In your case with Velloro, finalRollFormula.finalRoll enters this section equal to "<damageSection> + floor(8 / 2)" regardless of the selected damage section. And in fact, for every damage section selected, because it's calculated before considering which section (part, in this code) was selected. It appears this is being done so that the bonuses get applied at most once, even though each section is rolled in chat individually.
I can't say I'm a fan of this code. But there are some rough edges that suggest several iterations, and I'm a newcomer to this code base, so I'm going to assume that this is all complicated because it's solving a complicated problem.
Otherwise, as a solution, you can assign both damage sections the same Damage Group (for example, 1) and set the "Primary Damage Group" field to that same group number (again, for example, 1). This makes both sections "primary" and ensures that only one of either can be selected.

As it relates to this bug, I've got two takeaways:

The observed behavior is the consequence of a deliberate choice, so changes will likely imply reworking how rolls are performed.
The concepts of a "Damage Section" and a "Damage Group" need to be clarified, along with a better description of "Primary" and (ideally) some better UI support.

@levirak Muhahahaha you fool! You looked at the roll code so it is yours now! In all seriousness though it took me a week to figure out how it worked enough to fix some issues with it's recursion a while back and fix modifiers. It definitely needs a re-write.
For this case though if you look at the tooltip on the checkbox it is pretty explicit. "PrimaryDamageSectionTooltip": "Modifiers that affect this weapon's damage will only apply to the primary damage section. Non-primary sections will simply roll their formula. A weapon must have exactly one primary damage section."

It is more tempting than in should be to be offered the roll code. It would be... ambitious... of me to attempt a re-write, especially as a newcomer to the code base who has no idea what all this code solves. I may offer up some more surgical clean-ups, however.
Good shout on the tooltip. I didn't notice that, but it is indeed quite descriptive. Not terribly good UX, however. Just to spitball a better UX, what if I renamed "Damage Sections" to "Primary Damage Sections" and added a new "Extra Damage Sections" box just before the existing "Critical Damage Sections" box? All sections in the PDS box would implicitly belong to a Primary Damage Group, and the EDS box would contain all non-primary damage sections.
Two concerns I have about this proposition right of the bat: 1) that EDS box would almost always be empty, which could be confusing or ugly. 2) This change either necessitates very broad compendium changes or implies incongruity between how damage sections are presented and how they are stored.

I say go ahead and play around with it. If you come up with something you think is better there are people who will test it out. This feels like it could potentially easily be solved as well by requiring a primary damage group rather than allowing none.
I can't really think of any scenarios myself where you would want to avoid having the roll add all the weapons modifiers so I'm not sure why it's allowed. Could easily be scenarios I'm not familiar with though.


Incorrect function for fluid interface

The function used for the generation of the fluid interface grid is incorrect. Looking at the function:
1% * (@fluidGridColumnWidth * @columns) + (@fluidGridGutterWidth * (@columns - 1))
Changing the variables, using defaults for span1, and refactoring the function:
1% * (6.382978723% * 1)  + (2.127659574% -* (1 -1)) <=> 1% * (6.382978723% ) + 0 <=>  1% * 6.382978723% = 0,06382978723% <=> 0.000638297872
In other other words, the function is asking for 1% of the @fluidGridColumnWidth value.
The correct function should be
1 * (@fluidGridColumnWidth * @columns) + (@fluidGridGutterWidth * (@columns - 1))
Refactoring:
1 * (6.382978723% * 1)  + (2.127659574% -* (1 -1)) <=> 1 * (6.382978723% ) + 0 <=>  1 * 6.382978723% = 6,382978723% <=> 0.0638297872
which will request for 1 time the value of @fluidGridColumnWidth value, which wil end up being the correct value (and expected) 6.382978723%

Of course that the initial "1 * " can be removed since it won't change anything. Other way to solve this is to change the default values from percentage to absolute and let the 1% from the current function force the unit conversion.


ci: Fix failing Snap build

Thanks @vanillajonathan !

Can you get 0.9.4 out on the Snap store?

I actually not sure that's easy to do, since working code to release in not in the place as the rust code for 0.9.4. If we've had issues with something like prql-js, I've released locally or done another release.
Are we OK to wait until 0.9.5? The changes are small from 0.9.3...

Sure, the reason I wanted it published is to download it from Snap and verify that the core22 works as expected, so that I can go ahead and create a new PR that changes the grade property from devel to stable.

Can we run a dry-run? That won't let you download it, but it might test that it's working. We now have a good system for testing publishing in the workflow, by setting it to only actually publish when the publish input is true...

We can wait, I want to download it from the Snap store anyway.


[Switch] Fix rendering in IE 11 and Safari

Fixes #17029
Fixes #16812
Hey @oliviertassinari !
Is this what was required?
Thanks !

@rbrishabh It's a great first pull request on Material-UI 👌🏻. Thank you for working on it!


fix: [#450] The image rule of validation is wrong

📑 Description

Closes https://github.com/goravel/goravel/issues/450
Related PRs: https://github.com/goravel/gin/pull/67, https://github.com/goravel/fiber/pull/84
✅ Checks

[x] Added test cases for my code

Summary by CodeRabbit

New Features

Improved data binding logic for better handling of specific field types.

Bug Fixes

Updated version number to v1.14.2 for consistency and clarity.

Tests

Enhanced test structure using inline assertions for clearer and more adaptable data validation.

@coderabbitai review

@coderabbitai full review

@coderabbitai summary

@coderabbitai review

@coderabbitai review

@coderabbitai review

@coderabbitai resolve


Fails to append link element to body until after DOM is loaded

I'm currently running netlify-plugin-subfont on a Nuxt.js project. This plugin doesn't generate any errors at build time, but when the page is accessed it creates a Uncaught TypeError: document.body is null error in the console, where this code is injected in the <head>:
!function(){
  var el=document.createElement('link');
  el.href='/subfont/fallback-929f745fb0.css',
    el.rel='stylesheet',
    document.body.appendChild(el)
}()

Even though this error is created, it seems to inject the <link>s after the DOM is loaded.
Is this a problem with subfont itself? if not, could this be resolved by wrapping the append call in a window.onload handler?

@Sergix This does indeed look like the javascript is attempting to access the dom a bit too early. I'm quite surprised, as I was under the impression that we had guards for this.
Do you have a live page, or netlify deploy preview where I can see this error in action?


CoreRt does not compile on Ubuntu 16.04

I've downlaoded with GIT the last version of CoreRt and compiled with:
./build.sh clean Debug

The compilation ends with these errors:
-- Install configuration: "RELEASE"
-- Installing: /home/fano/core_rt/corert/bin/Product/Linux.x64.Release/lib/libRuntime.a
-- Installing: /home/fano/core_rt/corert/bin/Product/Linux.x64.Release/lib/libPortableRuntime.a
-- Installing: /home/fano/core_rt/corert/bin/Product/Linux.x64.Release/lib/libbootstrapper.a
-- Installing: /home/fano/core_rt/corert/bin/Product/Linux.x64.Release/lib/libbootstrappercpp.a
-- Installing: /home/fano/core_rt/corert/bin/Product/Linux.x64.Release/./jitinterface.so
-- Installing: /home/fano/core_rt/corert/bin/Product/Linux.x64.Release/lib/libSystem.Private.CoreLib.Native.a
CoreRT native components successfully built.
Tools are already initialized
Using CLI tools version:
1.0.0-rc2-002416
./build.sh: line 86: /home/fano/core_rt/corert/Tools/corerun: No such file or directory

tail: cannot open '/home/fano/core_rt/corert/msbuild.x64.log' for reading: No such file or directory
Build Exit Code = 127
cp: cannot stat '/home/fano/core_rt/corert/tests/../packages/toolchain.ubuntu.14.04-x64.Microsoft.DotNet.AppDep/1.0.6-prerelease-00004': No such file or directory

Thank you for filling the issue. It looks like we will need to update CLI tools to get Ubuntu 16.04 support. It is a non-trivial - requires number of infrastructure changes.

@jkotas I have this same issue on macOS (sx.10.11-x64)
-- Install configuration: "RELEASE"
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libRuntime.a
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libPortableRuntime.a
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libbootstrapper.a
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libbootstrappercpp.a
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/./jitinterface.dylib
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libSystem.Private.CoreLib.Native.a
CoreRT native components successfully built.
Installing dotnet cli...
Restoring BuildTools version 1.0.25-prerelease-00319-02...
Initializing BuildTools...
Unable to find the specified file.
chmod: /Users/Toni/Workspace/corert/Tools/corerun: No such file or directory
mkdir: /Users/Toni/Workspace/corert/packages/Microsoft.DotNet.BuildTools/1.0.25-prerelease-00319-02/lib: No such file or directory
/Users/Toni/Workspace/corert/packages/Microsoft.DotNet.BuildTools/1.0.25-prerelease-00319-02/lib/init-tools.sh: line 74: /Users/Toni/Workspace/corert/packages/Microsoft.DotNet.BuildTools/1.0.25-prerelease-00319-02/lib/portableTargets/project.json: No such file or directory
/Users/Toni/Workspace/corert/packages/Microsoft.DotNet.BuildTools/1.0.25-prerelease-00319-02/lib/init-tools.sh: line 75: cd: /Users/Toni/Workspace/corert/packages/Microsoft.DotNet.BuildTools/1.0.25-prerelease-00319-02/lib/portableTargets: No such file or directory
cp: /Users/Toni/Workspace/corert/packages/Microsoft.DotNet.BuildTools/1.0.25-prerelease-00319-02/lib/portableTargets/packages/Microsoft.Portable.Targets/0.1.1-dev/contentFiles/any/any/.: No such file or directory
cp: /Users/Toni/Workspace/corert/packages/Microsoft.DotNet.BuildTools/1.0.25-prerelease-00319-02/lib/portableTargets/packages/MicroBuild.Core/0.2.0/build/.: No such file or directory
cp: /Users/Toni/Workspace/corert/Tools/corerun: No such file or directory
mv: rename /Users/Toni/Workspace/corert/Tools/Microsoft.CSharp.targets to /Users/Toni/Workspace/corert/Tools/Microsoft.CSharp.Targets: No such file or directory
Restoring Microsoft.Net.Compilers version 2.0.0-beta3...
Done initializing tools.
Using CLI tools version:
1.0.0-preview3-003223
./build.sh: line 86: /Users/Toni/Workspace/corert/Tools/corerun: No such file or directory

tail: /Users/Toni/Workspace/corert/msbuild.x64.log: No such file or directory
Build Exit Code = 127

This log says that things started failing in the init-tools.sh script. init-tools.log has more detailed log. Could you please look into this file why it failed? Or you just run ./init-tools.sh directly again.

Directly running ./init-tools.sh simply prints Tools are already initialized. I did look at the init-tools.log file and apart from several warn logs like this:
warn : Detected package downgrade: System.Resources.ResourceManager from 4.0.1 to 4.0.1-rc3-24128-00
warn :  Tools (>= 1.0.0) -> Microsoft.Net.Compilers.netcore (>= 2.0.0-beta3) -> System.Security.Cryptography.X509Certificates (>= 4.1.0-rc3-24128-00) -> System.Resources.ResourceManager (>= 4.0.1)
warn :  Tools (>= 1.0.0) -> Microsoft.Net.Compilers.netcore (>= 2.0.0-beta3) -> System.Resources.ResourceManager (>= 4.0.1-rc3-24128-00)

I don't see any of the errors printed out the first time

Also running the build again ./build.sh clean release I get output similar to @fanol above
-- Install configuration: "RELEASE"
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libRuntime.a
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libPortableRuntime.a
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libbootstrapper.a
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libbootstrappercpp.a
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/./jitinterface.dylib
-- Installing: /Users/Toni/Workspace/corert/bin/Product/OSX.x64.Release/lib/libSystem.Private.CoreLib.Native.a
CoreRT native components successfully built.
Tools are already initialized
Using CLI tools version:
1.0.0-preview3-003223
./build.sh: line 86: /Users/Toni/Workspace/corert/Tools/corerun: No such file or directory

tail: /Users/Toni/Workspace/corert/msbuild.x64.log: No such file or directory
Build Exit Code = 127

Does this problem also plague macOS osx.10.11-x64

Fixed by #2005. There is cleanup left to do, but the build works on Ubuntu 16.04 now.


How much SSD write when RAM disk is enabled

so basically with this parameter: -t ssd_path -2 ramdisk_path -f ssd_path
Assuming ramdisk has 120GB space.
How much SSD write per plot?

Crystal Disk Info gives you exact data about TBW to a given SSD.  Just run it first, then run one plot, and go back to Crystal Disk Info.

Crystal Disk Info gives you exact data about TBW to a given SSD. Just run it first, then run one plot, and go back to Crystal Disk Info.

I have other applications run on that SSD, so it's not accurate.

assuming that a plot requires 1.3Tib (about 1.43TB) of written data and 75% of writes are on tmp2, I would assume that you save about 1.07TB of writes by using a ramdisk. However I cannot test since my ram is just 32G. By the way, even with less ram, you can use programs like PrimoCache to have a consistent benefit, for me it's around 26% of saved writes with 21G ram

assuming that a plot requires 1.3Tib (about 1.43TB) of written data and 75% of writes are on tmp2, I would assume that you save about 1.07TB of writes by using a ramdisk. However I cannot test since my ram is just 32G. By the way, even with less ram, you can use programs like PrimoCache to have a consistent benefit, for me it's around 26% of saved writes with 21G ram

Hardly believe that temp2 takes 75% writes. putting slow HDD on temp2 didnt expands plot time so much as for temp1
And why -t and -2 work opposite -t is temp2 and -2 is temp1!?
Strange...

@RenarYnosX Huh? What are you talking about?
  -t, --tmpdir arg     Temporary directory, needs ~220 GiB (default = $PWD)
  -2, --tmpdir2 arg    Temporary directory 2, needs ~110 GiB [RAM] (default = <tmpdir>)

@niconiconi
with tmp/tmp2 split, tmp takes in total ~370G of io sent to storage device.


Method for debugging in packaged application no longer works

I think this used to work in the packaged app (yarn run package) and not only when using yarn run start but this no longer works with the current dependency versions. (Or this never worked in the packaged application and I'm remembering incorrectly.)

Are you using the DEBUG_PROD env variable?

Yep yep. Doesn't work in the packaged application anymore. A search turned up lots of results saying it's not possible to set environmental variables in packaged electron apps. I don't know if this is true.
This did used to work in the packaged application ~ 1 year ago though, didn't it? I'm not crazy?

This is very likely the solution. Trying it now. Looking back through the history of that file, it used to contain this code:
    new webpack.DefinePlugin({
      'process.env.NODE_ENV': JSON.stringify(process.env.NODE_ENV || 'production'),
      'process.env.DEBUG_PROD': JSON.stringify(process.env.DEBUG_PROD || 'false')
    })

Whereas it now contains:
    new webpack.EnvironmentPlugin({
      NODE_ENV: 'production',
      DEBUG_PROD: 'false'
    })

Interesting. I checked the v0.13.3 branch and this seems to work. Can anyone reproduce this error on that branch?

I haven't tried 0.13.3, but given that Webpack is being told to set it to false unconditionally in the main process (which runs the menu.js file which checks for the DEBUG_PROD variable) I don't see how it could work.
In my case I am using Webpack 4, but even on Webpack 3 I could not get this working. I'm on Windows 7. @amilajack, what OS do you use? The only thing I can imagine is that the variable set by cross-env takes precedent over the webpack.EnvrionmentPlugin, but at least on Windows 7 this is not the case.

@amilajack I couldn't reproduce this on branches v0.13.3 or v0.14.0 on macOS.
@Slapbox the EnvironmentPlugin is configured with default values. Keys defined on process.env, such as in the terminal, will take precedence over the EnvironmentPlugin config.
Unfortunately, I don't have a windows machine to test on. I would give the following a shot:
set DEBUG_PROD=true yarn run start
or
set DEBUG_PROD=true && yarn run start

Whoops. This issue should be closed. This was solved in another thread that I can't find right now.
I'm not sure if the solution has been merged though.


White Screen

I got everything running in truenas scale, even the test image works.
But now the main site (localhost:9696) is simply white, without the bandwith hero writing on the top left, and the addon does not recognize the site as a proxy.
If needed, I can provide a log.

Yes, providing log will help. Also, it currently works correctly only in firefox, I'm deploying fix for chrome in coming days.

This is what the log looks like after the service has been started and the test image has been opened.
Despite the last line stating that the service will be closed, the Docker container is still running.
When I try to enter the URL in the URL field of the compression service, the log doesn't change further.
The log as promised:
2024-11-17 09:35:29.433392-08:00[Sun Nov 17 17:35:29 2024] PHP 8.3.13 Development Server (http://<IP_ADDRESS>:8000) started
2024-11-17 09:36:37.241052-08:00[Sun Nov 17 17:36:37 2024] <IP_ADDRESS>:6091 Accepted
2024-11-17 09:36:37.283607-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "BHERO_LOGIN" in /usr/src/app/config.php on line 24
2024-11-17 09:36:37.283707-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "BHERO_PASSWORD" in /usr/src/app/config.php on line 25
2024-11-17 09:36:37.283771-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "jpeg" in /usr/src/app/config.php on line 31
2024-11-17 09:36:37.283870-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined variable $greyscale in /usr/src/app/config.php on line 48
2024-11-17 09:36:37.286757-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "PHP_AUTH_USER" in /usr/src/app/auth.php on line 12
2024-11-17 09:36:37.286839-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "PHP_AUTH_PW" in /usr/src/app/auth.php on line 13
2024-11-17 09:36:37.286929-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "PHP_AUTH_USER" in /usr/src/app/auth.php on line 14
2024-11-17 09:36:37.286967-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "PHP_AUTH_PW" in /usr/src/app/auth.php on line 14
2024-11-17 09:36:37.287008-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "HTTP_X_FORWARDED_FOR" in /usr/src/app/proxy.php on line 19
2024-11-17 09:36:37.287082-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "HTTP_COOKIE" in /usr/src/app/proxy.php on line 20
2024-11-17 09:36:37.287169-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "HTTP_REFERER" in /usr/src/app/proxy.php on line 22
2024-11-17 09:36:37.514911-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "http" in /usr/src/app/middleware/cleanup.php on line 12
2024-11-17 09:36:37.515005-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "image" in /usr/src/app/middleware/cleanup.php on line 15
2024-11-17 09:36:37.515072-08:00[Sun Nov 17 17:36:37 2024] <IP_ADDRESS>:6091 Closing
2024-11-17 09:36:37.629280-08:00[Sun Nov 17 17:36:37 2024] <IP_ADDRESS>:6092 Accepted
2024-11-17 09:36:37.632721-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "BHERO_LOGIN" in /usr/src/app/config.php on line 24
2024-11-17 09:36:37.632835-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "BHERO_PASSWORD" in /usr/src/app/config.php on line 25
2024-11-17 09:36:37.632872-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "url" in /usr/src/app/config.php on line 28
2024-11-17 09:36:37.632985-08:00[Sun Nov 17 17:36:37 2024] PHP Deprecated:  urldecode(): Passing null to parameter #1 ($string) of type string is deprecated in /usr/src/app/config.php on line 28
2024-11-17 09:36:37.633045-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "jpeg" in /usr/src/app/config.php on line 31
2024-11-17 09:36:37.633074-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined variable $greyscale in /usr/src/app/config.php on line 48
2024-11-17 09:36:37.633134-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "PHP_AUTH_USER" in /usr/src/app/auth.php on line 12
2024-11-17 09:36:37.633180-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "PHP_AUTH_PW" in /usr/src/app/auth.php on line 13
2024-11-17 09:36:37.633207-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "PHP_AUTH_USER" in /usr/src/app/auth.php on line 14
2024-11-17 09:36:37.633234-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "PHP_AUTH_PW" in /usr/src/app/auth.php on line 14
2024-11-17 09:36:37.633287-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined variable $http_response_code in /usr/src/app/router.php on line 15
2024-11-17 09:36:37.633664-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "http" in /usr/src/app/middleware/cleanup.php on line 12
2024-11-17 09:36:37.633722-08:00[Sun Nov 17 17:36:37 2024] PHP Warning:  Undefined array key "image" in /usr/src/app/middleware/cleanup.php on line 15
2024-11-17 09:36:37.633752-08:00[Sun Nov 17 17:36:37 2024] PHP Fatal error:  Uncaught Error: Value of type null is not callable in /usr/src/app/router.php:15
2024-11-17 09:36:37.633795-08:00Stack trace:
2024-11-17 09:36:37.633824-08:00#0 [internal function]: staifa\php_bandwidth_hero_proxy\router{closure}(Array)
2024-11-17 09:36:37.633850-08:00#1 /usr/src/app/util.php(17): call_user_func(Object(Closure), Array)
2024-11-17 09:36:37.633876-08:00#2 /usr/src/app/main.php(38): staifa\php_bandwidth_hero_proxy\util\flow(Array, Object(Closure), Object(Closure), Object(Closure), Object(Closure), Object(Closure))
2024-11-17 09:36:37.633915-08:00#3 /usr/src/app/middleware/cleanup.php(10): staifa\php_bandwidth_hero_proxy\main{closure}(Array)
2024-11-17 09:36:37.633943-08:00#4 /usr/src/app/middleware/context_logger.php(10): staifa\php_bandwidth_hero_proxy\middleware\cleanup{closure}(Array)
2024-11-17 09:36:37.633969-08:00#5 /usr/src/app/main.php(47): staifa\php_bandwidth_hero_proxy\middleware\context_logger{closure}(Array)
2024-11-17 09:36:37.634099-08:00#6 /usr/src/app/index.php(36): staifa\php_bandwidth_hero_proxy\main\run(Object(Closure))
2024-11-17 09:36:37.634138-08:00#7 {main}
2024-11-17 09:36:37.634166-08:00thrown in /usr/src/app/router.php on line 15
2024-11-17 09:36:37.634819-08:00[Sun Nov 17 17:36:37 2024] <IP_ADDRESS>:6092 Closing

Unfortunately, I don't know what you mean with whole request and response, but I use Google Chrome (131.0.6778.70 (64-Bit)) and Windows 11 (Build 22631.4460).
I have also tried another fork of Bandwidth Hero (rusty-bandwith), which is a locally running Rust port.
I was able to add his URL to the addon, and it did work, so the addon should still work.


error with NN part

hey omid,
why when I am running your simple NN code it raises error:
return bytes_or_text.decode(encoding)
UnicodeDecodeError: 'utf-8' codec can't decode byte 0x80 in position 85: invalid start byte
It has problem with last part I mean optimization,
persian girl

Actually, it is the problem with version of python. When you use python 3.x you should make some change.
I just change all the w and r into wb and rb in tf.gfile.Open and tf.gfile.FastGFile and it works.
complete code looks like:
from tensorflow.python.tools import optimize_for_inference_lib

input_graph_def = tf.GraphDef()
with tf.gfile.Open(output_frozen_graph_name, "rb") as f:
    data = f.read()
    input_graph_def.ParseFromString(data)

output_graph_def = optimize_for_inference_lib.optimize_for_inference(
        input_graph_def,
        ["I"], # an array of the input node(s)
        ["O"], # an array of output nodes
        tf.float32.as_datatype_enum)

# Save the optimized graph

f = tf.gfile.FastGFile(output_optimized_graph_name, "wb")
f.write(output_graph_def.SerializeToString())


Need documentation for working with positions

SourceFile.getPos(), SourceFile.getStartLinePos(), SourceFile.getEnd() - what do all these exactly return?
When I try this code sourceFile.insertStatements(sourceFile.getEnd());, I get an Invalid index: The max index is 39, but 2173 was specified. error. So what is the meaning of the parameter this function expects?
I assumed that all these positions are compatible, but it seems they are not?

Mostly all the add/insert methods take an index (not a position). The exception is insertText and replaceText because those allow you to insert or replace text at any position within the file.
You would want to do: sourceFile.insertStatements(sourceFile.getStatements().length, "codeGoesHere;");
I can add more documentation around pos, end, start, etc. though.

Sidenote: Perhaps insertText and replaceText should be renamed insertTextAtPos and replaceTextAtPos. I will open an issue for that later.

Oh, I see! Position means index among the statements, not a character position in the file. Indeed, this should be documented so that other can easily find this out.
Thanks!

@Maximaximum no, position (ex. getPos(), getEnd()) means a character position in the file. The index parameter in this case means the index among the children. I guess that's confusing. I will change the index parameter to be childIndex in all these cases.

No, I think index is fine, but it would rather be helpful to clearly state the meaning of the parameters in the method documentation comments.

I was recently reading/skimming a few chapters about comments from a book and it made me realize I don't do documentation comments well. I've made a few improvements, but this will be part of an ongoing effort to. I'll improve the comments over time. Closing this.


support for multiple configuration lines on same display

with this small change is possible to define multiple configuration lines on Mobiflight Connector in order to manage different parts of the display on different configuration lines.
It's enough to define an escape character in the display configuration to skip that character from being shown on the display
Config line 1

Config line 2

Result

This PR should be used together with
https://github.com/MobiFlight/MobiFlight-FirmwareSource/pull/336

Hi maintainers,
Is this feature interesting to be merged or shall I close the PR?
I'm using it since I created it with no issues.
B.R.


Game crashes when equipping certain CIT armour

with this texture pack https://powerups4u.wixsite.com/seaofpixels/anvil-item-names-dungeons (New Default+) all custom armours i have tested but 1 crash the game the second i put it on or when somebody who has it on loads in for me
it works fine on optifine i have tested but i want to use sodium for the extra fps
all other items work fine (after i figured out eating animations was messing with the icons for some reason)
the crash report says that it crashed trying to load in the texture from the file it is stored at
the crash log
latest.log
crash report
crash-2021-11-04_13.31.17-client.txt
broken paths is enabled and i have checked without any other mods or any other texture packs

The is caused by Broken Paths being enabled.
Broken Paths is not officially supported and any issues that it causes are ignored.
You'd need to contact the pack author or fix the pack yourself.
(automated response)


added logic for the keysets to be created automatically

closing this PR as I have rebase off master instead in this PR


Has 0.9.1 been updated on NPM?

I tried updating my package.json for ng-admin to 0.9.1, deleting the current folder from node_modules and then running npm update ng-admin and even npm install ng-admin --save (after deleting the version from my package.json). Node says i'm getting 0.9. but when I type angular.version in the chrome console, I still see angular 1.3.2.
The weird thing is, if I clone the latest repo from git into my node_modules and type in the chrome console: angular.version, I see angular 1.4. However, I need proper dependency management so I'm a bit stuck.
Is the latest truly on NPM or am I missing something?
Thanks a mill for any direction.

Version 0.9.1 still uses angular 1.3. We've published a 1.0.0-alpha1, mostly for internal testing, which is not listed on npm (on purpose, to avoid BC breaks). This new version uses angular 1.4. You can test it by calling npm install<EMAIL_ADDRESS>


Read a complete game

Read a game with tags and moves, and returns an object like
{ tags: {
     White: "Me",
     Black: "Magnus" },
  moves: [
     { turn: "w", moveNumber: 1, ... },
     ...
      ]
}

Finished implementation, already used in @mliebelt/PgnViewerJS


refactor: separate deployer into serval api and implement query and scale

related to #160
in the following PR, the pkg/cmd and pkg/deployer shall be removed or separated.

Codecov Report
Attention: 189 lines in your changes are missing coverage. Please review.

Comparison is base (61684d9) 35.36% compared to head (15b4eac) 33.92%.
Report is 1 commits behind head on develop.

Additional details and impacted files
@@             Coverage Diff             @@
##           develop     #165      +/-   ##
===========================================
- Coverage    35.36%   33.92%   -1.45%
===========================================
  Files           11       14       +3
  Lines         1377     1465      +88
===========================================
+ Hits           487      497      +10
- Misses         793      868      +75
- Partials        97      100       +3

Files
Coverage Δ

pkg/cluster/baremetal/validate.go
84.21% <84.21%> (ø)

pkg/cluster/baremetal/config.go
0.00% <0.00%> (ø)

pkg/cluster/baremetal/cluster.go
0.00% <0.00%> (ø)

pkg/cluster/baremetal/get.go
12.87% <12.87%> (ø)

... and 1 file with indirect coverage changes

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.

I have another abstraction design as the following structs that can be more clean:
type Cluster struct { ... }

type ClusterOperation interface {
    Create(ctx context.Context, name string, options *CreateOptions) error
    Get(ctx context.Context, name string, options *GetOptions) (*Cluster, error)
    List(ctx context.Context, options *ListOptions) ([]*Cluster, error)
    Update(ctx context.Context, options *UpdateOptions)
    Connect(ctx context.Context, options *ConnectOptions)
}

We can implement the K8s and bare-metal clusteroption and provide the factory method. For K8s mode, the creation of an etcd cluster and operator can be hidden in Create().
For this PR, IMHO:

pkg/api: I think it's better to maintain in pkg/cluster. api is more like the interface for cli users. But in this scenario, it's the apis for internal usage.
pkg/api/scale and pkg/api/query: maybe the two apis are too small, and it's unnecessary to split them from the parent interface. Keep in one interface will be clean;


Enables multiple file upload on MatFileInput component

The documentation for MatFileInput gives an example of being able to select or drop multiple files into the component for processing. The component currently only allows single file selection. This change enables the multiple file selection/drop into the component.

Addresses issues #432, #435, and #489 .

I think that instead of just adding multiple it should be a bool parameter to decide if it's multiple or not.

Nice feature
It would be good if multiple attribute will be optional.
What you think?

Agreed. Multiple should be an optional parameter passed to the component.

Great idea, I'll wire that up and update the PR.

@jacomarcon please let me know the status of this PR. If you are going to update it or if it is already finished. Please use develop branch for the PR. When you are finished we will review. Thanks!

Heya @enkodellc I've got it coded up, need to test/commit and I'll get it updated. Should have some time to work on it this upcoming weekend.

@jacomarcon just let us know when it is complete and we will review. Thanks!

Changes to allow single or multiple file upload is complete. @enkodellc let me know if there is anything else I need to do to get it merged in.

Great, I will take a look at it soon, most likely tomorrow.

@jacomarcon I just did a quick code review. We appreciate your contribution! Next time please add a demo example for ease of testing. I will submit a PR for that.


Sonoff RF Bridge with Tasmota - RF Smoke alarm

Hi there,
I'm just wondering if this plugin will help me setup some RF Smoke alarms using my Tasmota flashed Sonoff RF Bridge.
If so is there anything special in the config that I will need to do as each smoke alarm will have it's own RF code.
Thanks for your time.

Hi
I have a very similar setup at home: several smoke sensors with RF433 capabilities, and a Sonoff RF bridge flashed with tasmota (9.5.0) to receive the radio messages.
I then setup some rules inside tasmota like this one:
rule1 on System#Boot DO Backlog publish2 tele/smoke_alarm_garage/STATE off ENDON on rfreceived#Data=63F076 do publish2 tele/smoke_alarm_garage/STATE on endon

This way any state change will trigger an MQTT message.
On the homebridge setup, a new accossory is created like this:
        {
            "accessory": "mqtt-tasmota-smoke",
            "name": "Fumee Garage",
            "url": "mqtt://my_server",
            "topic": "smoke_alarm_garage"
        }

The only problem so far is that when a smoke sensor is triggered, I have to manually publish an 'off' message on the MQTT topic to reset the state (Hopefully fires in the house are not happening often!).
Hope this helps.
Cheers


homebrew-ed dcos-cli reports "SNAPSHOT" as version

Please answer the following questions before submitting your issue. Thanks!
What version of DC/OS + DC/OS CLI are you using (dcos --version)?
If DC/OS CLI version < 0.4.5, DC/OS version can be found at http://dcos_url/dcos-metada/dcos-version.json
Well, I guess herein lies the crux of the matter. I'm guessing I'm using 0.5.5, but who knows.
What operating system and version are you using?
macOS 10.13.1 Beta (17B35a)
What did you do?
If possible please provide a recipe for reproducing.
$ brew install dcos-cli
$ dcos --version
dcoscli.version=SNAPSHOT
dcos.version=N/A
dcos.commit=N/A
dcos.bootstrap-id=N/A

What did you expect to see?
dcoscli.version=0.5.5

What did you see instead?
$ dcos --version
dcoscli.version=SNAPSHOT
dcos.version=N/A
dcos.commit=N/A
dcos.bootstrap-id=N/A

At the moment the only supported way to install the CLI is by following instructions on the DC/OS UI (clicking on the top-left corner, then "Install CLI" would give you instructions on how to do it). Downloading from the appropriate URL depending on the cluster version (eg. https://downloads.dcos.io/binaries/cli/linux/x86-64/dcos-1.10/dcos). This makes sure you have the proper version for your cluster.
The homebrew package seems to be maintained by community members : https://github.com/Homebrew/homebrew-core/pull/13378 and they might release it differently than we do and omit the version information (cc @msabramo).
That being said, now that the cluster subcommand has been introduced we are in the process of refactoring the CLI to make it handle multiple clusters of potentially different versions without backward or forward compatibility issues (https://jira.mesosphere.com/browse/DCOS_OSS-1756).


shared type-safe context across all plugins

It would be great to have the context of all plugins somehow inferred and shared, so all plugin config that gets the context injected (e.g. sentry plugin via appendTags option) have full type-safe access on it.

Available in<EMAIL_ADDRESS>


Text is cut on Android after upgrade to Expo SDK 33 and react 16.8.3

We noticed that after upgrade to Expo SDK 33 and react 16.8.3 under some conditions the text is cut at the end of paragraphs. We work with Hebrew (RTL).
It happens only on Android with larger screens. It looks like wrong calculation of internal size of a view based on the text. Playing with padding or margins in styles will not fix it. The simple-markdown used from react-native-markdown-view, we tried to change to another markdown package but it has the same issue.
What can be the reason for that and how it can be fixed?

Hi fimkap,
This sounds like it's likely a react-native bug rather than a markdown bug, especially if this repro'd with a different package (although I'm interested in which package: if it's another simple-markdown based react-native package, it could be some awkward interaction between this project and react-native).
If you have a small project I could look at that reproduces this issue in an android simulator I'll look at it, although I'm not sure how much help I'll be able to be.

Hi,
I'll prepare a small project so you can take a look. I think another project was react-native-markdown-renderer. Thanks.

Here's the project:
https://github.com/fimkap/markdown-cutoff

the screenshot


Rendering style for islands

The GL style lacks a treatment for Islands.
Since we had easier access to tile gen than the map style on short notice, we collapsed islands temporarily into ice-shelf just so they show on top of water (yes this is illogical base don content, but works for the immediate need)
http://openhistoricalmap-1936150974.us-east-1.elb.amazonaws.com/#map=17/47.68483/-122.40920&layers=O

Let's group this with other styling needs.
┆Created By: Dan Rademacher

Steps for really formalizing and finalizing:

[ ] clean up layer_landcover() and landcover_class() to specify islands

move to bottom of stack, so an ice shelf on an island would appear on top of the island
set these to appear as landcover layer with subclass = land

[ ] re-enable Apache caching; this was turned off for development and to shorten feedback cycle for the weekend demo

[ ] update map style to display a new landcover-land layer

presumably solid white fill, since that's the background everyplace that is not ocean?

@jimmyrocks  I have adjusted the vector tiles, so islands should now be added to the map style.
@jeffreyameyer This means that Hex Island has disappeared, until it is instated into the map style.
Source layer: landcover
Filter: class = land

Hex Island is currently rendered in GIN's Leaflet map, using the json style file prepared in Maputnik, which classifies this (and Seattle Pier) as place=island as seen in this Maputnik screenshot.


(maint) Decouple hypervisors from generator

This commit is a large refactor that teases apart the generate code from
the hypervisor code.
Previously the VMPooler hypervisor class was a subclass of the Generator
class, which was fine when there was only one hypervisor, but made it
difficult to add support for per-host/multiple hypervisors.
Now, there's a 1-to-many relationship between the Generator
(BeakerHostGenerator::Generator) and the
Hypervisors (BeakerHostGenerator::Hypervisor).
The giant map of OSINFO data that was previously in the
'data/vmpooler.rb' has been promoted and moved into data.rb as the
osinfo module function. The parts specific to the VMPooler hypervisor
have been nested under submaps keyed by the name of the hypervisor,
:vmpooler.
Adding support for a new hypervisor now requires implementing
BeakerHostGenerator::Hypervisor::Interface, and adding any appropriate
platform data as a submap to the OSINFO map in data.rb, keyed under a
symbol named after the new hypervisor (e.g. :my_hypervisor).
The module function BeakerHostGenerator::Data.get_platform_info can
then be used when implementing the hypervisor to extract the relevant
platform data under the key :my_hypervisor.

Can one of the admins verify this patch?

@waynr Apologies for large commits. I had the good intention of smaller commits but found it difficult to keep the tests passing in each commit.
All the changes are in the first commit, with test fixtures and documentation in the other commits.
When I ran rake generate:fixtures the first time it produced several new Windows fixtures, so those are in their own commit as they have nothing to do with my changes here.  I suppose I could submit those as a standalone PR if necessary.
 Why do we need them?

@kevpl The test fixtures are the primary way we test this library, rather than rspec style.
The Windows fixtures were generated because at some point we added more Windows platforms to our OSINFO map but didn't re-generate test fixtures (which is fine).
The multiplatform fixtures are just for test coverage, since we didn't have much/any that did anything with multiple platforms.  Since I was doing so much refactoring I wanted greater confidence in my changes, which lead me to add these.

👍

Hmm I thought there was a PR test on jenkins-qe for this project...

retest

It looks like the test_default_list_output method may need to be fixed, otherwise I am largely :+1: on this PR.

Oh yeah, and the Utils module needs to be restored until version 1.x of beaker-hostgenerator.

Ok I've made the following updates based on feedback:

Fixed the missing argument spec test failure in test_stdout.rb
Restored util.rb as it's part of the library API
Made new multiplatform test fixtures more deterministic (and regenerated new ones)

I believe this is ready for review / merge again.

:+1:


Issues with browser.actions().mouseMove() after upgrading from 1.x to 2.x

I'm getting this error:
UnknownError: null
at new bot.Error ...
From: Task: ActionSequence.perform ...
when I try to run this code:
browser.actions().mouseMove(browser.findElement(protractor.By.css(selector))).perform();
Worked fine in 1.x for me but now not working in 2.x.  Any ideas?

Not sure.  Could you show me more of the stacktrace?  And are you sure the only difference is 1.x -> 2.x?  Are you able to create a minimal reproduction?

does this work for you
browser.actions().mouseMove(element(by.css(selector))).perform();

@bvasilchik
That works great!  Thanks.  Looks like it just isn't supporting legacy commands anymore?

I am using Protractor 4.0.8 and 2.5.2 Jasmine framework(Integrated with Visual Studio) however the below syntax is not working.
browser.actions().mouseMove(element(by.css('a[href*="task/search"]'))).perform();
Please can someone provide your help in making this work

@Arav4prot Did you get solution for this?


Capturing too slow?

Hi, sorry for the English. You can ignore my issue if you don't understand.
I am trying to use this for a home arcade cabinet for private streams. I think I set it up correctly, but the capture.png seems to capture too slow or maybe the arcade cabinet loads faster than konasute. It always looks like this:

Any help is appreciated!
Machine translation:
機械翻訳：
こんにちは。もし理解できないのであれば、私の問題を無視しても構いません。
私はプライベートストリーム用の家庭用アーケードキャビネットにこれを使おうとしています。正しくセットアップしたつもりなのですが、capture.pngのキャプチャが遅すぎるのか、アーケード筐体のロードがkonasuteより速いようです。いつもこんな感じです：

どんな助けでもありがたい！

Thank you for your report!
The performance on capturing is a known issue of OBS websocket.
It has a possibility that the performance is improved by using another API.
You can use this settings by disabling "画面取得時にファイル保存を行う(旧方式)" on setting dialog.
When you configure like this, this tool get captures without saving it to the storage (processed on memory).

However, this method may not work under some CPUs.
btw, Are you trying to use this tool for SDVX arcade version?
I debugged it with only konasute ver, so that it might not work on arcade ver due to a slight difference on game UI.
I wish this tool will work well on your PC...

Hi, thank you for your reply.
I tried unchecking that option, but then what source do I use for OBS then since nowplaying.html doesn't update anymore?
Some other questions: Whenever i click 'save' here (am i supposed to?) this happens: https://i.imgur.com/BeSbx2Q.png
and then crashes, even if i run with administrator.
Do i need to 'set' anything else here? https://i.imgur.com/WQBr2sr.png
Thank you!
お返事ありがとうございます。
そのオプションのチェックを外してみたのですが、そうするとnowplaying.htmlが更新されなくなるので、OBSのソースは何を使えばいいのでしょうか？
他にもいくつか質問があります： https://i.imgur.com/BeSbx2Q.png。
と表示され、管理者で実行してもクラッシュしてしまいます。
https://i.imgur.com/WQBr2sr.png。
ありがとうございました！

https://imgur.com/BeSbx2Q
It seems that there is a problem concerned with premission of directory.
I guess it fails in reading/writing a setting file(settings.json) and in saving captures.
Did you install this tool in Desktop (or other directories on C drive)?

I have no idea why it doesn't work when running it with administrator...., but can you install sdvx_helper somewhere other than C drive? (e.g. D drive)

I installed it on C drive, since my stream computer only has 1 drive.
I will try my other PC to test.
私のストリームコンピュータにはドライブが1つしかないので、Cドライブにインストールした。
他のPCでテストしてみます。

Sorry, I didn't get an answer for what source I should be using in OBS. After unchecking that option, nowplaying.html doesn't update anymore, is this normal?
すみません、OBSでどのソースを使うべきかの答えが得られませんでした。このオプションのチェックを外した後、nowplaying.htmlが更新されなくなったのですが、これは正常なのでしょうか？

Here is what happened testing on other PC. It doesn't give me that permission error when pressing 'save', but only when 画面取得時にファイル保存を行う(旧方式) is checked.
When I try to uncheck and then press 'save', the program will freeze and become unresponsive.
他のPCでテストした結果です。保存'を押してもパーミッションエラーは出ないが、画面取得時にファイル保存(旧方式)を行うとエラーが出る。
チェックを外して保存を押すと、プログラムがフリーズして反応しなくなる。

Thanks for verifying.
I will check whether there might be a bug around on-memory capturing function.

By the way, if you don't check 画面取得時にファイル保存を行う(旧方式) on that PC, does it still not work due to the same problem as top of this thread?

Unfortunately I'm unable to test arcade data on my regular PC because I do not have a SDVX controller right now. I will try to test more on arcade cabinet using a second drive tomorrow.
残念ながら、SDVXコントローラーを持っていないので、普段使っているPCでアーケードのデータをテストすることができないんだ。明日、セカンドドライブを使ってアーケード筐体でもっとテストしてみるつもりだ。

Thank you for your cooperation.
In konasute SDVX, we can select songs with keyboard (cursor and Enter keys).
Or, Are you by any chance installing this tool on an Arcade Edition PC? If so, it might be equipped with a special-purpose version of Windows, so there may be compatibility issues with the x64 instruction set, etc.

I am not using konasute. I am using it for a arcade cabinet, but I have it connected to my laptop with a capture card for streaming. The laptop is the one that is running OBS when i stream, so i am trying to use sdvx_helper there. Hopefully that makes sense.
On my main PC I only tested if it had the permission error or not.
Thanks a lot for your help and patience. <3
私はkonasuteを使っていません。アーケードキャビネットに使っているのですが、ストリーミング用にキャプチャカードでラップトップに接続しています。ストリーミングの際にOBSを動かしているのはラップトップなので、そこでsdvx_helperを使おうとしています。うまくいけばいいのですが。
メインのPCでは、パーミッションエラーが出るかどうかだけテストしました。
ご協力と忍耐に感謝します。<3

I checked around the on-memory capturing function and found no problems.
We should solve the permission problem on your streaming PC.

I was working with someone else that got it working with arcade cabinet.
I solved the permission issue by selecting a different folder inside C drive for the screenshots. Normally I think it is trying to save straight into C:\ directory which may cause problems. The other person also replicated the permission error.
However, the program seems to not be recognizing plays when old method on-memory option is checked.
capture.png is updating but program stays stuck at 1 play and mode:init.
When I uncheck it seems to recognize everything, (play count will go up and mode will update) but nowplaying.html has not been updating since yesterday when I first tried unchecking the memory option. We suspect maybe it is a Windows 11 problem, because the person I am talking to has it working on Windows 10.
I was working with someone else that got it working with arcade cabinet.
I solved the permission issue by selecting a different folder inside C drive for the screenshots. Normally I think it is trying to save straight into C:\ directory which may cause problems. The other person also replicated the permission error.
However, the program seems to not be recognizing plays when old method on-memory option is checked.
capture.png is updating but program stays stuck at 1 play and mode:init.
When I uncheck it seems to recognize everything, (play count will go up and mode will update) but nowplaying.html has not been updating since yesterday when I first tried unchecking the memory option. We suspect maybe it is a Windows 11 problem, because the person I am talking to has it working on Windows 10.
私は、アーケードキャビネットで動作するようにした他の人と一緒に仕事をしていました。
私は、スクリーンショット用にCドライブ内の別のフォルダを選択することで、パーミッションの問題を解決しました。通常、私はそれが問題を引き起こすかもしれないC:³³ディレクトリにまっすぐに保存しようとしていると思います。他の人もパーミッションエラーを再現していました。
しかし、old method on-memory オプションがチェックされている場合、プログラムはプレイを認識しないようです。
capture.pngは更新されていますが、プログラムは1プレイとmode:initで止まったままです。
チェックを外すとすべてを認識するようですが（再生回数は増え、モードも更新されます）、nowplaying.htmlは、メモリオプションのチェックを外してみた昨日から更新されていません。Windows 11の問題ではないかと疑っています。というのも、私が話している相手はWindows 10で動作しているからです。

Here is a separate error that pops up sometimes when trying to change settings.
これは、設定を変更しようとしたときに時々現れる別のエラーです。
https://i.imgur.com/oCMJwLy.png
OBSに接続しました
** Error looking up your element using the key:  txt_mode The closest matching key:  None
Exception in thread Thread-30 (detect):
Traceback (most recent call last):
File "PySimpleGUI\PySimpleGUI.py", line 10423, in find_element
KeyError: 'txt_mode'
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "threading.py", line 1016, in _bootstrap_inner
File "threading.py", line 953, in run
File "sdvx_helper.pyw", line 967, in detect
File "sdvx_helper.pyw", line 627, in control_obs_sources
File "PySimpleGUI\PySimpleGUI.py", line 11705, in getitem
File "PySimpleGUI\PySimpleGUI.py", line 10429, in find_element
File "PySimpleGUI\PySimpleGUI.py", line 20938, in _error_popup_with_traceback
File "PySimpleGUI\PySimpleGUI.py", line 20957, in _error_popup_with_code
File "PySimpleGUI\PySimpleGUI.py", line 10079, in read
File "PySimpleGUI\PySimpleGUI.py", line 10150, in _read
File "PySimpleGUI\PySimpleGUI.py", line 9890, in Show
File "PySimpleGUI\PySimpleGUI.py", line 16942, in StartupTK
File "tkinter_init.py", line 1458, in mainloop
RuntimeError: Calling Tcl from different apartment

It seems to work after a new install. I unchecked the old on-memory option and nowplaying does update, but it is still too slow. It looked like it wasn't updating to me because it captures the same loading screen every time.
https://i.imgur.com/db7zlzd.jpeg
新規インストール後はうまくいくようだ。古いオンメモリオプションのチェックを外したところ、nowplayingは更新されるようになったが、それでも遅すぎる。毎回同じローディング画面をキャプチャするので、私には更新されていないように見えた。
https://i.imgur.com/db7zlzd.jpeg

The development and verification of this tool was done on Windows 10, so there may be problems with Windows 11...

I have one idea, if the problem is that you are building on Windows 10, installing Python3 for Windows, downloading the source code of sdvx_helper and running the sdvx_helper.pyw may improve the situation.
However, this workaround may be difficult because you will need to install the pip packages yourself... (e.x., py -m pip install PySimpleGUI at Command Prompt)

Since this is opened I will add that Ive tried tool with my cabinet and arcade version(using separate PC to stream)
Now playing doesn't work properly and I am sure it's because AC version loads faster on premium mode so program doesn't manage to catch up.
But in summary play title of song and score showed properly. Konaste version takes 5 sec to load that's why helper can catch it but AC takes maybe 1-2 sec

Thank you for helpful information. I didn't know the difference on transition time between konasute and arcade.
In settings.json, you can modify the sleep time for updating nowplaying.html in "detect_wait". The nowplaying.html maybe work when you decrease this value (nearly 0?)

That fixes it! Thanks so much.

One more question, is there any way to use summary.png without having to click 'save' every song?

Here's an error I get sometimes when clicking 'save'. Program stops working after the error
Exception in thread Thread-6 (detect):
Traceback (most recent call last):
File "threading.py", line 1016, in bootstrap_inner
File "threading.py", line 953, in run
File "sdvx_helper.pyw", line 994, in detect
File "sdvx_helper.pyw", line 627, in control_obs_sources
File "PySimpleGUI\PySimpleGUI.py", line 3774, in update
File "tkinter_init.py", line 402, in set
RuntimeError: main thread is not in main loop


Consolidate the fact that Input is meant to be final

In Godot 4.0, Input is meant to be an OS-agnostic hub for input related operations. It's no longer meant to be overridden by platform implementations.
This reverts #38034 and removes the iteration() method.

Thanks!


Remove 'sleep infinity' hack for NMA sidecar support

When we did the first drop of the NMA sidecar support (#654), we had to added a 'sleep infinity' to the vertica command because that process would always daemonize itself. With a recent server change that prevents vertica from becoming a daemon, we can now remove the hack.
This also adds health probes to the NMA container by checking the /v1/health endpoint.
A couple of other minor changes went into this PR:

a new annotation was added (vertica.com/skip-deployment-check) to avoid checking if the image was built for admintools or vclusterops deployments. This is useful if using a build that can do either types of deployments.
set more environment variables in the NMA container that were set in the server. The main driver for this is it allows you to run vsql without having to specify the username.

Looks good! I wonder if you should also take a look at the restart logic. I made a small change there on my PR. Do we still need that?

yes, the restart logic had to be updated. Thanks for pointing that out. The restart test now runs clean.


Fix the displaying of color arrangment labels in the interactive config

The main cause of the issue was how the various functions/blocks that modify the ascii art often end up adding a trailing newline, resulting in the recolored ascii having more lines than expected. Additionally, to match the python version for how the label is padded (1 blank line before the label, 2 blank lines afterward before the next row), minor changes are made to pad blank lines around the label.
Ensuring there is no trailing newline added is kind of tricky to implement in a way that does not fiddle with indices or otherwise is not noisy and does not repeat code. See this StackOverflow question. I ended up with a decent solution that uses a trait to add a new method on iterators of Strings that will join them with newlines. That also requires generating a String per line for them to be joined, which adds allocations, but should not be a real performance concern.
Note: If you compare the fixed Rust and original Python screenshots, you will notice a difference in horizontal stripe coloring (different counts of some colors). This is due to how in the original Python code, the ascii art has a leading and trailing newline. That most definitely should be considered a bug in the Python version, because the logo ends up with the first and last stripe colors having less visible lines, and a configured hyfetch output has the logo vertically padded with a blank line at the top which neofetch does not have. This difference why in this PR there is padding added around the labels to get the desired spacing, but there are no extra lines of padding added around the labels in the Python version.
Relevant Links
Comment reporting the issue
Screenshots
cargo run -- -c --distro Arya
Before (partially highlighted):

After:

Python implementation reference:
hyfetch -c --distro Arya

Additional context
None

Thanks for looking into this. I'll take a look soon, but probably we could go with a different solution. I've only taken a quick glance at the code, but while it gives the correct result, it does not feel right to me.

Trying to solve this honestly felt like, "Which kind of not entirely great feeling approach do I pick?", but maybe I still ended up missing the mark here. It's fair that you likely want something different.
For reference for your preferred approach, I will note that different code paths (color arrangements) lead to a different number of extra newlines, and these extra newlines get the text coloring escape sequences attached to them. And as well the extra newline from normalize_acsii() affects the horizontal stripe color distribution. Also you likely have figured out that these code locations, the Python equivalent version uses '\n'.join(...), which does not add a trailing newline. Having a sort of equivalent of the string join was the point of my approach.
A different method to prevent the creation of the extra newline such as buf.pop() or checking if on the last index would work with less indentation and maybe less modification.
Removing the extra lines in hyfetch.rs according to expected number of lines mostly works, except it does not fix the horizontal stripe color distribution.

@luna-1024 Let me know what you think about #31 :smile:

The cause of the problem was my carelessness when porting the code... :see_no_evil:

Should be fixed in #31
Let me know if I've missed anything.

@luna-1024 Uhh, I see we still have the problem of stray blank spaces at the end of some of the lines, i.e.
line.push_str("  ");

what was I thinking lmao

Yeah I think I missed being able to do the join on string iterator somehow lol.
I think there is the matter of how the spacing of the label should look. This can be considered separately to cleaning up the newlines. I mentioned the label spacing and hyfetch (Python) potential bug in the initial comment. There is still a visual difference in the newline spacing around the label due to that Python bug.
Rust (newline fixed):

Python:

The question is basically whether the incidental (due to bug) extra spacing around the label is an aesthetically desirable result, or not.

@luna-1024 Uhh, I see we still have the problem of stray blank spaces at the end of some of the lines, i.e.
line.push_str("  ");

what was I thinking lmao

Uh oh! That does not align with the "per_row" calculations and could overflow into the next line.

Yeah I think I missed being able to do the join on string iterator somehow lol.

It's not in std, but provided by itertools ^^

The question is basically whether the incidental (due to bug) extra spacing around the label is an aesthetically desirable result, or not.

It looks kinda weird. The bug is not present in neofetch, so I don't think it's worth emulating this bug.

Uh oh! That does not align with the "per_row" calculations and could overflow into the next line.

Indeed. That should have been obvious when I did the highlighting. But I probably didn't have enough sleep so my brain was not braining. 😂

Okay, I get what you mean about the label now. Yeah, I think we should add back 1 blank line before the label. Haha...


GWT wrapper for ol3 and ol3-cesium(based on cesium-gwt)

Maybe it will be interesting for community. Sorry if no.
This wrapper will strive for 100% implementation of the functional OpenLayers 3 and OL3-Cesium.
https://github.com/iSergio/gwt-olcs

Hi @iSergio, it looks great, thanks for sharing the link.
Can you explain in a few words how it works for people not used to GWT?


Support Commander in deck legality checking

Check singleton, deck size, and ensure that all the cards have a color identity that matches or is a subset of the most-colorful legendary creature in the deck. That should be sufficient.
Of course it's completely useless right now so not important.

56eeae3283ec3a46bae3c11a55d49b3100b6c5d5
We don't verify Colour Identity, or highlight the commander.  But it does understand enough to say "This looks like a Commander Deck".

This seems good enough for now. We can get more radical if we ever need to. Closing.


std.datetime.systime: Skip unsupported clocks in unittests

For the same reasons why we can't test all clocks in core.time.

For reference, the druntime PR which introduced into the Druntime Makefiles was this one: https://github.com/dlang/druntime/pull/1356

Well, there should be a proper configure system in place, rather than assuming that functions and constants (such as random example utimensat()) always exists if platform matches a condition.

Rebased, removing the makefile change.  GDC will run tests with this version set anyway as the configure/make process builds both druntime and phobos in the same generated file.

@thewilsonator missing approval?


TableFilter constructor breaks when "id" parameter contains a period

Describe the bug
When the string id parameter is used in the TableFilter constructor and that id string contains a period, the column filters do not contain any values from the corresponding column.
Reproduction steps:
Steps to reproduce the behavior:

Create a table with an id that has a period
Call the TableFilter constructor with a string of that id

See these contrasting examples:
https://codepen.io/gerrycampion/pen/NWRyQxY
Expected behavior
The column filters should still be populated with the column values even when the table id contains a period.
Observed behavior:
The column filters do not contain any values from the corresponding column.
TableFilter version: 0.7.3
Browser and version: Google Chrome Version 87.0.4280.88 (Official Build) (64-bit)
OS and version: Microsoft Windows 10 Pro x64 Version 10.0.19041 Build 19041
Device: PC

Problem started happening recently, didn't happen in an older version of TableFilter: N/A - I just started using TableFilter
Problem can be reliably reproduced, doesn't happen randomly: Yes

Hi @gerrycampion,
Many thanks for reporting this bug, if you need a quick workaround while waiting for the fix, based on your 2nd table in your codepen, replace the configuration with this
var tf1 = new TableFilter("broken.table", {
  col_0: "checklist",
  col_1: "multiple",
  col_2: "select"
})
tf1.id = "broken\\.table"
tf1.init();

The id needs to be escaped... the culprit being a slack querySelectorAll usage here:
https://github.com/koalyptus/TableFilter/blob/7afe45f1e6d46ef97ea20ac47bc4ee961b5d231f/src/tablefilter.js#L2108
Cheers

Hi @gerrycampion,
Many thanks for reporting this bug, if you need a quick workaround while waiting for the fix, based on your 2nd table in your codepen, replace the configuration with this
var tf1 = new TableFilter("broken.table", {
  col_0: "checklist",
  col_1: "multiple",
  col_2: "select"
})
tf1.id = "broken\\.table"
tf1.init();

The id needs to be escaped... the culprit being a slack querySelectorAll usage here:
https://github.com/koalyptus/TableFilter/blob/7afe45f1e6d46ef97ea20ac47bc4ee961b5d231f/src/tablefilter.js#L2108
Cheers


Long-running Mi Bulbs crashes homebridge server

Hi!
I have two Mi Bulbs that periodically crash the homebridge server, log:
[10/13/2024, 12:26:10 PM] Error: 4
0|api      |     at Bulb.sendCmd (/home/pi/homebridge/node_modules/homebridge-yeelight-wifi/bulbs/bulb.js:172:27)
0|api      |     at processTicksAndRejections (node:internal/process/task_queues:95:5)
0|api      |     at Bulb.initMoonlight (/home/pi/homebridge/node_modules/homebridge-yeelight-wifi/bulbs/moonlight.js:12:28)
0|api      | [10/13/2024, 12:26:10 PM] [Yeelight] <IP_ADDRESS> closed. error? false.
0|api      | error Command failed with exit code 143.
0|api      | warning package.json: No license field
0|api      | [10/13/2024, 12:26:20 PM] [Yeelight] { id: 3, error: { code: -1, message: 'client quota exceeded' } }
0|api      | [10/13/2024, 12:26:20 PM] [Yeelight] { id: 3, error: { code: -1, message: 'client quota exceeded' } }
0|api      | [10/13/2024, 12:26:20 PM] [Yeelight] { id: 3, error: { code: -1, message: 'client quota exceeded' } }
0|api      | [10/13/2024, 12:26:20 PM] [Yeelight] { id: 3, error: { code: -1, message: 'client quota exceeded' } }
0|api      | [10/13/2024, 12:26:20 PM] [Yeelight] { id: 3, error: { code: -1, message: 'client quota exceeded' } }
0|api      | [10/13/2024, 12:26:20 PM] [Yeelight] { id: 3, error: { code: -1, message: 'client quota exceeded' } }
0|api      | [10/13/2024, 12:26:20 PM] [Yeelight] 0x000000001c0a6e9d: failed to send cmd 3 after 5 retries.
0|api      | [10/13/2024, 12:26:20 PM] Error: 3
0|api      |     at Bulb.sendCmd (/home/pi/homebridge/node_modules/homebridge-yeelight-wifi/bulbs/bulb.js:172:27)
0|api      |     at processTicksAndRejections (node:internal/process/task_queues:95:5)
0|api      |     at Bulb.initMoonlight (/home/pi/homebridge/node_modules/homebridge-yeelight-wifi/bulbs/moonlight.js:12:28)
0|api      | [10/13/2024, 12:26:20 PM] [Yeelight] <IP_ADDRESS> closed. error? false.
0|api      | error Command failed with exit code 143.

As a fix, I restart the bulbs by unplugging them from the power for a few seconds. After ~2-3 months, the issue happens again 😅

Just experienced this today, looks like a bug in lamp firmware, but this plugin might be able to circumvent it.
Will leave it here, in case this problem becomes annoying and we need to patch it on plugin side.
https://forum.yeelight.com/t/topic/15756/26