Changing skybox

I couldn't find this in the engine, is this a feature which would be interesting for you?
It would be something like:
opts = { ...., skyboxTextureFolder: night_skybox}
And then one would be able to set one by simply using:
noa.world.setSkybox(skyboxTop, skyboxSide1, skyboxSide2, skyboxSide3, skyboxSide4, skyboxBottom);
EDIT:
I tried adding a skybox to the scene but it just didn't work, does this work for you? (https://doc.babylonjs.com/tutorials/environment)
    public init_skybox() {
    	this.skybox = BABYLON.Mesh.CreateBox("skyBox", 100.0, this.stage, true);
		this.skybox_material = new BABYLON.StandardMaterial("skyBox", this.stage);
		this.skybox_material.backFaceCulling = false;
		this.skybox_material.disableLighting = true;
		this.skybox.material = this.skybox_material;
		this.skybox.infiniteDistance = true;
		this.skybox_material.diffuseColor = new BABYLON.Color3(0, 0, 0);
		this.skybox_material.specularColor = new BABYLON.Color3(0, 0, 0);
		this.skybox_material.reflectionTexture = new BABYLON.CubeTexture(this.opts.texturePath + this.opts.skyboxStart, this.stage);
		this.skybox_material.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
		this.skybox.renderingGroupId = 0;
    }

Hi,
This is great as a code sample!  However, it falls into the big category of stuff I'd like to leave out of this particular engine.
Basically I started out building this as a "general game engine", but over time I came to understand that the scope would be endless, so in order to keep things manageable I'm trying to limit this library to only managing voxels, and things that are tightly coupled to them like physics and meshing, and leave everything else for the "client" app.
So, I want the client to be able to grab a reference to noa.rendering.getScene(), and add a skybox, lights, god rays, fog, extra cameras, or whatever they want. But I want to avoid having a lot of code in this repo for handling such things since they aren't coupled to the voxels.
With that said, it would be totally reasonable to build stuff like this into some kind of wrapper project, that lives on top of noa and exposes features to make it easier to build a certain kind of game, or something like that.  I would certainly support/link to a repo like that 😄
Hope this makes sense, and thanks for understanding!

Oh I see!
Anyway, hace you had the chance to try it out? I can't seem to get it to
work with your engine. The sky seems to remain the color set. I tried
changing the renderingGroupId, the skybox size and other settings, still
nothing.
By the way, would stuff like saving/loading the state of the map, player
mesh and its movement, weapons/items, inventory and physics for special
blocks (lava, ice, water, etc) be something you would want to have in your
engine?
I am asking because, as you can see, I am working on a bigger project and
chose to use your engine since I liked the direction it is going, so I
would love to be able to contribute back with some of the stuff I use in my
project. If you could set out a set of precise tasks that you might need
implemented, I will see what I also need and help out :)
On Tuesday, March 14, 2017, Andy Hall<EMAIL_ADDRESS>wrote:

Hi,
This is great as a code sample! However, it falls into the big category of
stuff I'd like to leave out of this particular engine.
Basically I started out building this as a "general game engine", but over
time I came to understand that the scope would be endless, so in order to
keep things manageable I'm trying to limit this library to only managing
voxels, and things that are tightly coupled to them like physics and
meshing, and leave everything else for the "client" app.
So, I want the client to be able to grab a reference to
noa.rendering.getScene(), and add a skybox, lights, god rays, fog, extra
cameras, or whatever they want. But I want to avoid having a lot of code in
this repo for handling such things since they aren't coupled to the voxels.
With that said, it would be totally reasonable to build stuff like this
into some kind of wrapper project, that lives on top of noa and exposes
features to make it easier to build a certain kind of game, or something
like that. I would certainly support/link to a repo like that 😄
Hope this makes sense, and thanks for understanding!
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/andyhall/noa/issues/18#issuecomment-286324770, or mute
the thread
https://github.com/notifications/unsubscribe-auth/ABMUATQVuk6uhw4GKsqARNepWg9cJXZXks5rliM3gaJpZM4MbFky
.

--
Alberto Vaccari
Check out my blog:  http://lulone.wordpress.com
http://www.artflakes.com/en/shop/alberto-vaccari
Skype: Mr.Red_

Hmm, I've never used skyboxes in BJS, sorry! But I'm pretty sure I know the problem - you need to call noa.rendering.addDynamicMesh(mesh). (There's no way you could have known that though, for which I apologize!)
The reason is that I'm using Octrees for the scene, to speed up Babylon's frustrum culling against all the terrain meshes. So this means that any mesh that isn't part of an octree doesn't get rendered. The API adds the mesh to a special array of meshes that get tested independently of the octrees, and it also adds a hook to the mesh's dispose method to remove it again. Sorry you tripped over that, I should really figure out better ways to document this.
For the rest, stuff like inventory and items are definitely what I'd consider "client game" stuff. Don't misunderstand me, I'd be really happy if you write such things and release them! But I want modules like that to live one level higher than noa, so that it's scope stays in check.
Movement and player mesh are an interesting spot. Right now both of them are sort of built into noa. If I was doing it all over again, I think I'd leave them as separate, and keep this engine more narrowly focused, but at this point it would be a pain to remove them. So what I'm trying to do now is just keep them where they're at a level that's basic enough that you can use the built-in functionality for a quick demo, but you can also remove the built-ins and replace them for a Real Game.
(Specifically you should be able to do this by removing components from the player entity. E.g. the player has a component called receivesInputs that hooks up keyboard inputs to the physics movement stuff. If you remove that, noa would stop trying to control the player and you could move him via some other paradigm.)

Okay, as for stuff I'd like help with. I think the biggest value / easiest thing would be to have some helper modules that work well with noa but don't need to be core parts of it. One example would be serialization. In my own game I found this to actually be pretty easy - basically I just listen for chunkBeingRemoved, and every time that happens I grab the chunk's ndarray and compress it (with this repo). Then, when a new chunk is requested, I check whether I have the data stored or not, and if so I return it, and if not I generate new data.
Now for me, the way I do all that is tightly coupled with other stuff in my particular game. But a general module for it would be useful as something that lived above noa. (Actually if it can be done so generally that it makes sense for pretty much any client, then it would make sense to put in the core engine - if not then it makes sense to live separately. I haven't done any deep thinking about this..)
Does that make sense? As for really core stuff, there are certainly things I'd like to support that I haven't got time to think about - one would be blocks whose (physics) hitbox doesn't take up their full voxel. Another would be the idea of voxels having an orientation (like whether the block faces North or East). Or an extreme feature would be blocks that invoke some kind of custom, client-specified meshing behavior, the way (e.g.) water and lava do in minecraft.
But features like those would dig pretty deep into parts of the engine that I've spent a long time tuning. So if you want to take a stab at them it would probably be best to discuss how to approach it in issues first.

Adding that line worked like a charm!
So, to add anything to the world, I need to send it to noa. Great to know :)
At the moment some things that are in my personal roadmap are:

Change the shape of the map (currently I am using data.shape)
Player mesh + skin
Player movement animation
Liquid physics
Save/Load custom maps
Adding mobs with AI
Physics for meshes over blocks (e.g. if a block is broken under a flower, it should break as well. Since that's how I remember Minecraft behaving)

Hey, thanks for the info. Most of those features sound great for client or helper modules. Liquid physics is something I haven't thought deeply about - what's in the engine now is kind of a quick hack, and I think I will probably wind up not putting fluids in my game (for now, anyway) so I don't have it high on my agenda. My gut thinking is that it's not an interesting feature to have until there's some better way of rendering fluid-like blocks.
For block-breaking stuff, I think the way to go is probably to have some kind of "blockChanging(oldID, newID, x, y, z)" event, where the client can listen for that and handle whatever special cases it needs to handle. But I'm not currently using such a feature, and I try not to implement things until I'm ready to use them. Would that cover what you have in mind?

Probably that might work :)
Btw, is there any event for when the player (or any entity) gets in contact with a block? Or some sort of internal structure for setting the durability of a block (e.g. the stone block needs 5 hits to be broken), together with changing the texture accordingly (e.g. partially broken block)?
Or do you think that should be handled by the client as well? (it might require some knowledge of the internals, I guess)

Also:
I tried creating a babylon box and adding it to the world but it just doesn't show up. I thought that using this would be enough:
let myBoxMesh = BABYLON.MeshBuilder.CreateBox('SuperBox', {height: 5}, scene);
noa.rendering.addDynamicMesh(myBoxMesh);

Am I missing something silly?

Btw, is there any event for when the player (or any entity) gets in contact with a block?

The only events related to blocks right now are for when they're set/unset or loaded/unloaded. However there's a collidesTerrain component, which gets added to the player entity by default, and calls a callback whenever the entity collides with terrain, which might be of use?

internal structure for setting the durability of a block (e.g. the stone block needs 5 hits to be broken), together with changing the texture accordingly (e.g. partially broken block)?

Nothing like that right now. I've thought about having some kind of "store a arbitrary object of data associated with a given block" feature - in fact I have this built into my own client app - but to be honest it's like 10 lines of code and it doesn't have much to do with the engine code so right now I've left it out.
For texture changes - it's a useful idea but I don't know what the right way to do it would be. Due to how terrain gets meshed it wouldn't be easy to change the texture of just one voxel face, so I think one would need to create a temporary overlay mesh? I don't know if there's a clever solution.
let myBoxMesh = BABYLON.MeshBuilder.CreateBox('SuperBox', {height: 5}, scene);
noa.rendering.addDynamicMesh(myBoxMesh);

I'm not sure, this works as expected for me. Maybe the mesh is being created inside terrain and you need to move its position.y upwards?

The only events related to blocks right now are for when they're set/unset or loaded/unloaded. However there's a collidesTerrain component, which gets added to the player entity by default, and calls a callback whenever the entity collides with terrain, which might be of use?

That would be nice. I'll give it a try!

Nothing like that right now. I've thought about having some kind of "store a arbitrary object of data associated with a given block" feature - in fact I have this built into my own client app - but to be honest it's like 10 lines of code and it doesn't have much to do with the engine code so right now I've left it out.

Is that in the testbed? I'd like to see how you did it :)

For texture changes - it's a useful idea but I don't know what the right way to do it would be. Due to how terrain gets meshed it wouldn't be easy to change the texture of just one voxel face, so I think one would need to create a temporary overlay mesh? I don't know if there's a clever solution.

Or maybe create 1 block for each change and then switch the block itself with the next one? For example:
Dirt -> 1 hit -> Damaged Dirt -> 1 hit -> Air
And the sequence could be stored into an array meaning that if the block is hit with a more powerful weapon (e.g. it does twice the damage), we simply jump over the array with a greater index. This seems something on the line between being interesting on the engine as well as on the client side. I might give it a try when I get to that point :)

I'm not sure, this works as expected for me. Maybe the mesh is being created inside terrain and you need to move its position.y upwards?

Dunno, I tried to give it the same coordinates as the player (0, 10, 0) but it doesn't show up. Weird.
Anyway, I was wondering, with your current implementation, is better performance-wise to create a custom mesh with boxes and shapes through Babylon or simply create it on Blender and import it?
I am asking because I'd like to implement what these two libraries (https://github.com/flyswatter/voxel-walk, https://github.com/maxogden/minecraft-skin) are doing for Three.js, but I am having a bit of trouble as I am not too experience with Babylon yet. So, I don't know if I should through the trouble of creating a custom player mesh, doing UV-mapping and then animate it, when it could be easier and better to just do it on a proper 3D editor. What do you think?

Dirt -> 1 hit -> Damaged Dirt -> 1 hit -> Air

This would be the least work, but it would be a pain if you have several stages of damage. Also, there's a limit to how many blocks the engine can know about (I think it's currently 256 or 512), which you might run into if you specify several damaged states for every block you want. That's why I think an overlay might be better - but there's nothing in the engine to support it today.

Is that in the testbed? I'd like to see how you did it :)

I just have a hash object, and store per-block properties in it as hash[ x + '|' + y + '|' + z] or something like that.
Regarding meshes and models, I haven't tried any of the "authoring stories" for Babylon - Blender, or I think there are some other editor type tools. People in the babylon forum might be able to help though - somebody may already have done something with minecraft-like models?

I have ended up creating the mesh manually and now the next step is to map the texture to the meshes.
By the way, I saw in the testbed that the player floats in the water but I really couldn't find that piece of code in the repository, could you show me how you did it? :D

Physics generally are split into a separate repo called voxel-physics-engine.
Here is the buoyancy code: https://github.com/andyhall/voxel-physics-engine/blob/master/index.js#L191-L192

Thanks!
I noticed that you are using the module here: https://github.com/andyhall/noa/blob/8cfc5faec0bc6bd30f7b35f6db984671274dcdeb/lib/physics.js
but how do I enable the buoyancy?
I tried making a very tall pool of water and my character slowly sinks to the bottom, instead of getting back up.

Buoyancy force depends on the fluid density and the entity's density (i.e. its size and mass). The entity will only float if the buoyant force is greater than the gravity force.
So, if an entity is sinking, either increasing the fluid density or decreasing the entity's density (by decreasing its mass or increasing its size) should help.

Perfect, the problem was that I hadn't set the opt for playerHeight and playerWidth (since I don't use them at the moment). Once I set them, everything worked great :)

I will close the issue as it is regarding the skybox and I just created and published this little module: https://github.com/Nesh108/babylon-voxel-skybox
Btw, I am starting to slowly convert (or create) voxel.js modules for Babylon.js, using your engine as the base (similar to how people built lots of modules for voxel.js).
Here is the thread I started on the Babylon.js forums: http://www.html5gamedevs.com/topic/29100-babylon-voxeljs/.
Let me know what you think :)

Hey, super cool! I will comment over at the forum (I try to check there when I can).
Do feel free to keep asking questions!


True colors in terminal

My terminals (Cygwin Mintty and Ubuntu Terminal) support 24-bits colors. However Vim still use poor 256-colors for terminal.
Is there any option for using GUI colors in terminal using this ANSI sequence \x1b[38;2;255;100;0mTRUECOLOR\x1b[0m ?
I imagine a vim option like :set TrueColors=1

I have posted 24-bit-xterm patch more then two years ago (Jan 2013) that adds &guicolors option (note: there are exactly no existing options that contain underscores or capital letters, so TrueColors name will never be accepted), but it is still not merged. Somewhat maintained version is at bookmark local-default in repository https://bitbucket.org/ZyX_I/vim: it is my local bookmark which has patches I care about merged in (I actually remember only merging in 24-bit-xterm bookmark (still existing there, less maintained), but AFAIR there was something else). AFAIR patch you may find in vim-dev can still be applied with minimal conflicts as well.

Though note that terminals started actively supporting true color after this patch.

(Note that with my patch you will need to set options t_8f and t_8b for any terminal that does not report itself as xterm ($TERM ≠ 'xterm').)

I quickly looked at your repository, but I did not find your patch. In the meantime I digged into vim source code and found that everything starts at screen_start_highlight(attr). I guess I can easily replace
	    if (aep != NULL)
	    {
		if (t_colors > 1)
		{
		    if (aep->ae_u.cterm.fg_color)
			term_fg_color(aep->ae_u.cterm.fg_color - 1);
		    if (aep->ae_u.cterm.bg_color)
			term_bg_color(aep->ae_u.cterm.bg_color - 1);
		}
		else
		{
		    if (aep->ae_u.term.start != NULL)
			out_str(aep->ae_u.term.start);
		}
	    }

With something like
	    if (aep != NULL)
	    {
		if (t_colors > 1)
		{
		    if (aep->ae_u.cterm.fg_color)
			term_fg_color(aep->ae_u.cterm.fg_color - 1);
		    if (aep->ae_u.cterm.bg_color)
			term_bg_color(aep->ae_u.cterm.bg_color - 1);
		}
		else if (t_colors > 256) # Should set t_colors > ...
		{
		    if (aep->ae_u.gui.fg_color)
			term_fg_true_color(aep->ae_u.gui.fg_color - 1);
		    if (aep->ae_u.gui.bg_color)
			term_bg_true_color(aep->ae_u.gui.bg_color - 1);
		}
		else
		{
		    if (aep->ae_u.term.start != NULL)
			out_str(aep->ae_u.term.start);
		}
	    }

Where term_fg_true_color could be something like:
    static void
term_true_color(s,n)
    char_u      *s;
    int         n;
{
    int r,g,b;
    r = (n & 0xFF0000) >> 16;
    g = (n & 0x00FF00) >> 8;
    b = (n & 0x0000FF);
    char buf[20];
    sprintf(buf, "\033[38;2;%d;%d;%dm\0", r, g, b);
    OUT_STR(buf);
}

    void
term_fg_true_color(n)
    int	    n;
{
    /* Use "AF" termcap entry if present, "Sf" entry otherwise */
    if (*T_CAF)
	term_true_color(T_CAF, n);
    else if (*T_CSF)
	term_true_color(T_CSF, n);
}

That said, it currently doesn't work and I get a very pinky colorscheme. I guess the encoding of rgb colors is not 0xRRGGBB (which is not 24-bit).
I still need more work I guess :)

@nowox Patch was already done. In the repository it is present as a bookmark 24-bit-xterm or local-default (such things are named branches in git), but bitbucket does not list this AFAIK. You may use search: https://bitbucket.org/ZyX_I/vim/commits/all?search=24-bit-xterm.
You cannot possibly get a patch out of this without using mercurial, so I suggest not to mess with the web interface in the first place. Just clone with all bookmarks.

Nice, I found it, but I am still wondering what is this https://bitbucket.org/ZyX_I repository? It is actively maintained, but not quite official. What are you offering beside this official repository?

@nowox I do not understand your question. It is my fork of Vim where I post every my big enough patch to Vim. Also https://bitbucket.org/ZyX_I is not a repository, it is a link to a user.

Sorry, I wasn't very clear. I was indeed talking about https://bitbucket.org/ZyX_I/vim/ which I understook it is your fork. I noticed you are actively wroking on it and I guess lot of work deserve to be merged into this repository. So, my question was more why all these patches are not merged into this very repository and why I haven't seen pull request from yours?
That said, why did you use a new definition ae_u.cterm.fg_rgb instead of using the same definition used by the gui ae_u.gui.fg_color?

@nowox I have only two major unmerged things there: 24-bit-xterm and extended-funcref (last is outdated and needs hard merging).
Also I do not remember exactly what and why I did, but if you can modify my code to use gui.fg_color without #define FEAT_GUI and with less code then you are welcome. Especially given the fact that I do not see any specific restrictions put on guicolor_T type, and I definitely see it being signed while long_u in place of long assumes I cared about signdness.

This can be closed.

thanks for noticing.


Configure workspace template to feed idle VM shutdown mechanism

The below is the approach that I am thinking of using for this task.

Progammatically get the list of resource groups that has the suffix matching this pattern rg-sdebeta-ws-
periodically (1 hour interval) poll each resource group to retrieve the VMs it
Check the metrics of each Machine and deallocate any machine that is running below 3 and has been up for at least 1hour

This will help make the solution more robust and flexible by extending its workability to any workspace that would be created in the future as well as the VMs in the RG.

this looks good, thanks. For step 1, is it possible to make the pattern a parameter, with a list of patterns, so we can add multiple SDEs?
Something like "rg-sdebeta-ws-|rg-sdemvp-ws-|rg-sdeprod-ws", so we know how to add items without editing existing code or risking breaking the expression, maybe as an environment variable or something.
It doesn't have to be too fancy, and if it's not easy, ignore it.


Write First Flutter App P1 Text Errors

There was an error in the text of the Flutter App Tutorial on your Codelabs site. Please find more below. And THANK YOU for all that you do!!!

Steps to Reproduce

I was following your tutorial using Safari (Version 14.1.2 (166<IP_ADDRESS>.2)) at https://codelabs.developers.google.com/codelabs/first-flutter-app-pt1#3. I was on the 4th step, using Android Studio 4.2.1 on a MacBook Pro2014 on BigSur 11.5 Beta.
I read the line "While viewing the pubspec in Android Studio's editor view, click Packages get. This pulls the package into your project. You should see the following in the console:"
I looked in Android Studio's editor view. There was no clickable element that was named "Packages get".
There was an element names "Pub get" which I clicked and was able to reproduce the desired console output that was listed in the tutorial.

The tutorial text should instead read, "While viewing the pubspec in Android Studio's editor view, click 'Pub get'. This pulls the package into your project. You should see the following in the console:"

Alternative, For Android Studio you can click on pubspec.yaml, see on the top right with tree option

Pub get => Click on it same with 'Package get'
Pub upgrade
Pub outdated

With VsCode, it will execute the command flutter pub get automatically after you saved and has changed in pubspec.yaml .
Hope can help you.
Cheer 😅

cc @domesticmouse

Fix in flight. Thanks for the report @revdavethompson!


Admin server started and running but managed server is not starting

Weblogic <IP_ADDRESS> admin server started from Windows 10 Desktop Docker using below command,
following https://github.com/oracle/docker-images/tree/master/OracleWebLogic/samples/12213-domain
docker run -d --name wlsadmin --hostname wlsadmin -p 7001:7001 -p 9002:9002 -v C:\Users\RANAJOYPAUL\Ranajoy\APMM\GIT-Oracle-Weblogic\docker-images\OracleWebLogic\samples\12213-domain\properties:/u01/oracle/properties -e ADMINISTRATION_PORT_ENABLED=false -e ADMIN_PASSWORD=welcome1 -v C:\Users\RANAJOYPAUL\Ranajoy\APMM\GIT-Oracle-Weblogic\docker-images\OracleWebLogic\samples\12213-domain:/u01/oracle/user_projects oracle/weblogic:<IP_ADDRESS>-developer
I can access weblogic server from browser and can see admin server running but when I am trying to create managed server domain following below syntax,
docker run -d -p ${mapedport}:${CUSTOM_MANAGED_SERVER_PORT} -v ${scriptDir}/properties:/u01/oracle/properties ${ENV_ARG} --volumes-from ${adminhost} --link ${adminhost}:${adminhost} --name ${managedname} 12213-weblogic-domain-in-volume /u01/oracle/container-scripts/startManagedServer.sh
Actual command executed:
docker run -d -p 8001:8001 -v C:\Users\RANAJOYPAUL\Ranajoy\APMM\GIT-Oracle-Weblogic\docker-images\OracleWebLogic\samples\12213-domain\properties:/u01/oracle/properties --volumes-from wlsadmin --link wlsadmin:wlsadmin --name ms1 12213-weblogic-domain-in-volume /u01/oracle/container-scripts/startManagedServer.sh
Please find content of my local domain.properties file:
DOMAIN_NAME=myDomain ADMIN_PORT=7001 ADMIN_NAME=myadmin ADMIN_HOST=AdminContainer MANAGED_SERVER_PORT=8001 MANAGED_SERVER_NAME_BASE=MS CONFIGURED_MANAGED_SERVER_COUNT=2 PRODUCTION_MODE_ENABLED=true CLUSTER_NAME=cluster1 CLUSTER_TYPE=DYNAMIC DOMAIN_HOST_VOLUME=/Users/host/temp username=myusername password=welcome1
The managed server container started as given below

From admin server log I can see these lines in log

`Domain Home is: /u01/oracle/user_projects/domains/base_domain
.
JAVA Memory arguments: -Djava.security.egd=file:/dev/./urandom
CLASSPATH=/usr/java/jdk-8/lib/tools.jar:/u01/oracle/wlserver/server/lib/weblogic.jar:/u01/oracle/wlserver/../oracle_common/modules/thirdparty/ant-contrib-1.0b3.jar:/u01/oracle/wlserver/modules/features/oracle.wls.common.nodemanager.jar::/u01/oracle/wlserver/common/derby/lib/derbynet.jar:/u01/oracle/wlserver/common/derby/lib/derbyclient.jar:/u01/oracle/wlserver/common/derby/lib/derby.jar
PATH=/u01/oracle/user_projects/domains/base_domain/bin:/u01/oracle/wlserver/server/bin:/u01/oracle/wlserver/../oracle_common/modules/thirdparty/org.apache.ant/<IP_ADDRESS>.0/apache-ant-1.9.8/bin:/usr/java/jdk-8/jre/bin:/usr/java/jdk-8/bin:/usr/java/jdk-8/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/java/jdk-8/bin:/u01/oracle/oracle_common/common/bin:/u01/oracle/wlserver/common/bin
Starting WLS with line:
/usr/java/jdk-8/bin/java -server -Djava.security.egd=file:/dev/./urandom -cp /u01/oracle/wlserver/server/lib/weblogic-launcher.jar -Dlaunch.use.env.classpath=true -Dweblogic.Name=AdminServer -Djava.security.policy=/u01/oracle/wlserver/server/lib/weblogic.policy -Djava.system.class.loader=com.oracle.classloader.weblogic.LaunchClassLoader -javaagent:/u01/oracle/wlserver/server/lib/debugpatch-agent.jar -da -Dwls.home=/u01/oracle/wlserver/server -Dweblogic.home=/u01/oracle/wlserver/server weblogic.Server
<May 10, 2020 5:49:36 AM GMT>    <Disabling the CryptoJ JCE Provider self-integrity check for better startup performance. To enable this check, specify -Dweblogic.security.allowCryptoJDefaultJCEVerification=true.>
<May 10, 2020 5:49:36 AM GMT>    <Changing the default Random Number Generator in RSA CryptoJ from ECDRBG128 to HMACDRBG. To disable this change, specify -Dweblogic.security.allowCryptoJDefaultPRNG=true.>
<May 10, 2020 5:49:38 AM GMT>    <Starting WebLogic Server with Java HotSpot(TM) 64-Bit Server VM Version 25.251-b08 from Oracle Corporation.>
<May 10, 2020 5:49:38 AM GMT>    <"ResourceManagement" is not enabled in this JVM. Enable "ResourceManagement" to use the WebLogic Server "Resource Consumption Management" feature. To enable "ResourceManagement", you must specify the following JVM options in the WebLogic Server instance in which the JVM runs: -XX:+UnlockCommercialFeatures -XX:+ResourceManagement.>
<May 10, 2020 5:49:38 AM GMT>    <Version: WebLogic Server <IP_ADDRESS>.0 Thu Aug 17 13:39:49 PDT 2017 1882952>
<May 10, 2020 5:49:41 AM GMT>
<May 10, 2020 5:49:41 AM GMT>
<May 10, 2020 5:49:41 AM GMT>    <CMM memory level becomes 0. Setting standby thread pool size to 256.>
<May 10, 2020 5:49:42,485 AM GMT>    <The server log file weblogic.logging.FileStreamHandler instance=782883985
Current log file=/u01/oracle/user_projects/domains/base_domain/servers/AdminServer/logs/AdminServer.log
Rotation dir=/u01/oracle/user_projects/domains/base_domain/servers/AdminServer/logs
is opened. All server side log events will be written to this file.>
<May 10, 2020 5:49:43,089 AM GMT>
<May 10, 2020 5:49:43,971 AM GMT>
<May 10, 2020 5:49:45,274 AM GMT>
<May 10, 2020 5:49:46,094 AM GMT>    <JMX Connector Server started at service:jmx:iiop://<IP_ADDRESS>:7001/jndi/weblogic.management.mbeanservers.runtime.>
<May 10, 2020 5:49:47,031 AM GMT>    <JMX Connector Server started at service:jmx:iiop://<IP_ADDRESS>:7001/jndi/weblogic.management.mbeanservers.domainruntime.>
<May 10, 2020 5:49:47,180 AM GMT>    <JMX Connector Server started at service:jmx:iiop://<IP_ADDRESS>:7001/jndi/weblogic.management.mbeanservers.edit.>
<May 10, 2020 5:49:49,010 AM GMT>
<May 10, 2020 5:49:49,012 AM GMT>
<May 10, 2020 5:49:49,146 AM GMT>    <The Logging monitoring service timer has started to check for logged message counts every 30 seconds.>
<May 10, 2020 5:49:49,687 AM GMT>
<May 10, 2020 5:49:50,059 AM GMT>
<May 10, 2020 5:49:50,165 AM GMT>
<May 10, 2020 5:49:50,299 AM GMT>    <Channel "Default" is now listening on <IP_ADDRESS>:7001 for protocols iiop, t3, ldap, snmp, http.>
<May 10, 2020 5:49:50,306 AM GMT>    <Channel "Default[1]" is now listening on <IP_ADDRESS>:7001 for protocols iiop, t3, ldap, snmp, http.>
<May 10, 2020 5:49:50,313 AM GMT>    <Channel "Default" is now listening on <IP_ADDRESS>:7001 for protocols iiop, t3, ldap, snmp, http.>
<May 10, 2020 5:49:50,314 AM GMT>    <Started the WebLogic Server Administration Server "AdminServer" for domain "base_domain" running in development mode.>
<May 10, 2020 5:49:50,318 AM GMT>    <Channel "Default[1]" is now listening on <IP_ADDRESS>:7001 for protocols iiop, t3, ldap, snmp, http.>
<May 10, 2020 5:49:50,331 AM GMT>
<May 10, 2020 5:49:50,368 AM GMT>
<May 10, 2020 5:55:59,751 AM GMT>
<May 10, 2020 5:55:59,763 AM GMT>
<May 10, 2020 5:55:59,766 AM GMT>
<May 10, 2020 5:55:59,771 AM GMT>
<May 10, 2020 5:56:02,579 AM GMT>    `
Is it due to the reason both admin server container(wlsadmin) and managed server(ms1) trying to use same admin port(7001) ? and as already one(wlsadmin) is running at 7001 the other not ale to start? as from ms1 log I can see its waiting as below,
`
Domain Home is: /u01/oracle/user_projects/domains/base_domain
Waiting for WebLogic Admin Server on AdminContainer/7001 to become available...`

Can you please help what should be the proper command to create & start managed server in windows 10 desktop docker container. I have also tried below syntax
$ docker run -d --name MS1 --link wlsadmin:wlsadmin -p 8001:8001 --env-file ./container-scripts/domain.properties -e ADMIN_PASSWORD=<admin_password> -e MS_NAME=MS1 --volumes-from wlsadmin 12213-domain createServer.sh
But its is not finding  createServer.sh in git hub.
Please provide me command to create the managed server in another container/or in same container(if its possible?). @mriccell
Thanks

The same image should work to start and Admin server container and a Managed server container.  The values in your domain.properties
DOMAIN_NAME=myDomain ADMIN_PORT=7001 ADMIN_NAME=myadmin ADMIN_HOST=AdminContainer MANAGED_SERVER_PORT=8001 MANAGED_SERVER_NAME_BASE=MS CONFIGURED_MANAGED_SERVER_COUNT=2 PRODUCTION_MODE_ENABLED=true CLUSTER_NAME=cluster1 CLUSTER_TYPE=DYNAMIC DOMAIN_HOST_VOLUME=/Users/host/temp username=myusername password=welcome1
do not match the values in your run_managed_server.sh.
Look for example at the ${adminhost} value in your run command that is wlsadmin but in the domain.properties it is ADMIN_HOST=AdminContainer
docker run -d -p ${mapedport}:${CUSTOM_MANAGED_SERVER_PORT} -v ${scriptDir}/properties:/u01/oracle/properties ${ENV_ARG} --volumes-from ${adminhost} --link ${adminhost}:${adminhost} --name ${managedname} 12213-weblogic-domain-in-volume /u01/oracle/container-scripts/startManagedServer.sh
Actual command executed:
docker run -d -p 8001:8001 -v C:\Users\RANAJOYPAUL\Ranajoy\APMM\GIT-Oracle-Weblogic\docker-images\OracleWebLogic\samples\12213-domain\properties:/u01/oracle/properties --volumes-from wlsadmin --link wlsadmin:wlsadmin --name ms1 12213-weblogic-domain-in-volume /u01/oracle/container-scripts/startManagedServer.sh

The run_admin_server.sh and run_managed_server.sh invoke container-scripts setEnv.sh using the properties from the domain.properties.
Go to your DOMAIN_HOME under C:\Users\RANAJOYPAUL\Ranajoy\APMM\GIT-Oracle-Weblogic\docker-images\OracleWebLogic\samples\12213-domain after you start the admin server under the bin directory you should see a startManagedServer.sh
There is no port conflict the admin server runs in 7001 and the managed server runs in 8001.

Thanks for response, I have updated my domain.properties file as below,
ADMIN_USERNAME=myusername
DOMAIN_NAME=myDomain
ADMIN_PORT=7001
ADMIN_NAME=wlsadmin
ADMIN_HOST=wlsadmin
MANAGED_SERVER_PORT=8001
MANAGED_SERVER_NAME_BASE=MS
CONFIGURED_MANAGED_SERVER_COUNT=2
PRODUCTION_MODE_ENABLED=false
CLUSTER_NAME=DockerCluster
CLUSTER_TYPE=DYNAMIC
DOMAIN_HOST_VOLUME=C:/Users/RANAJOYPAUL/Ranajoy/APMM/GIT-Oracle-Weblogic/docker-images/OracleWebLogic/samples/12213-domain
CUSTOM_DOMAIN_HOST_VOLUME=C:/Users/RANAJOYPAUL/Ranajoy/APMM/GIT-Oracle-Weblogic/docker-images/OracleWebLogic/samples/12213-domain
NM_NAME=nodemanager
username=myusername
password=welcome1
And used the given script ....\OracleWebLogic\samples\12213-domain\run_admin_server.sh  and admin server is up & running. But when I try to execute..\OracleWebLogic\samples\12213-domain\run_managed_server.sh    which in turn executing below command:
echo "docker run -d -p ${mapedport}:${CUSTOM_MANAGED_SERVER_PORT} -v ${scriptDir}/properties:/u01/oracle/properties ${ENV_ARG} --volumes-from ${adminhost} --link ${adminhost}:${adminhost} --name ${managedname} 12213-weblogic-domain-in-volume /u01/oracle/container-scripts/startManagedServer.sh``
Actual command executed:
docker run -d -p 8001:8001 -v C:/Users/RANAJOYPAUL/Ranajoy/APMM/GIT-Oracle-Weblogic/docker-images/OracleWebLogic/samples/12213-domain/properties:/u01/oracle/properties  -e CUSTOM_DOMAIN_NAME=myDomain -e CUSTOM_ADMIN_NAME=wlsadmin -e CUSTOM_ADMIN_PORT=7001 -e CUSTOM_ADMIN_HOST=wlsadmin -e CUSTOM_ADMIN_HOST=wlsadmin -e CUSTOM_MANAGED_SERVER_PORT=8001 -e CUSTOM_MANAGED_SERVER_NAME_BASE=MS -e CUSTOM_CONFIGURED_MANAGED_SERVER_COUNT=2 -e CUSTOM_CLUSTER_NAME=DockerCluster -e CUSTOM_CLUSTER_TYPE=DYNAMIC -e CUSTOM_PRODUCTION_MODE_ENABLED=false -e CUSTOM_MANAGED_NAME=MS1 --volumes-from wlsadmin --link wlsadmin:wlsadmin --name MS1 12213-weblogic-domain-in-volume /u01/oracle/container-scripts/startManagedServer.sh
As initially it was not able to find startManagedServer.sh I have changed this /u01/oracle/container-scripts/startManagedServer.sh to my local path as : C:/Users/RANAJOYPAUL/Ranajoy/APMM/GIT-Oracle-Weblogic/docker-images/OracleWebLogic/samples/12213-domain/container-scripts/startManagedServer.sh
This given below error:
C:\Program Files\Docker\Docker\resources\bin\docker.exe: Error response from daemon: OCI runtime create failed: container_linux.go:349: starting container process caused "exec: "C:/Users/RANAJOYPAUL/Ranajoy/APMM/GIT-Oracle-Weblogic/docker-images/OracleWebLogic/samples/12213-domain/container-scripts/startManagedServer.sh": stat C:/Users/RANAJOYPAUL/Ranajoy/APMM/GIT-Oracle-Weblogic/docker-images/OracleWebLogic/samples/12213-domain/container-scripts/startManagedServer.sh: no such file or directory": unknown.
Please help.

On several attempts finally I able to run the managed server. Thanks for the help Monica!!.

When you run the Managed Server containers you are mapping the Docker Host port to the managed server port with -p 8001:8001.  All managed server ports should stay 8001 what you should change to not have port contentions is the Docker host port.
MS1 -p 8001:8001
MS2 -p 8002:8001
MS3 -p 8003:8001
Make sure you provide unique ${mapedport}.
To run managed server one with name MS1 and mapped to host port 8001 call:
`$ sh run_managed_server.sh MS1 8001`

To run managed server two with name MS2 and mapped to host port 8002 call:
`$ sh run_managed_server.sh MS2 8002`

To run managed server two with name MS2 and mapped to host port 8003 call:
`$ sh run_managed_server.sh MS2 8003`

Hope this helps
Monica

Thanks Monica,
My bad, I was trying to execute with 8002:8002 but as you indicated it would be 8002:8001 for MS2 , i.e. new port for MS2 is 8001 which will map to managed server listen port which is 8001 in this case. Now both M1 & MS2 is up and running along with admin server which completed my exploration in containerization of weblogic <IP_ADDRESS> in windows 10 with desktop docker. I shall now move to use same with Kubernetes cluster in Azure/Google cloud(will bother you for few more days :-)). Which one would you like me to verify first(Sorry I don't have Oracle Cloud access). Thanks @mriccell

@ranajoy-paul we support different Kubernetes vendors we have tried both, we have official certification on Azure.  We have developed the WebLogic Kubernetes ToolKit which helps to manage, migrate, log the WebLogic domain in Kubernetes.  Refer to https://oracle.github.io/weblogic-kubernetes-operator/ you might want to start with our "Quick Start" sample.
Thanks
Monica

Thanks Monica @mriccell , I have started following the sample you referred. I have started with a free subscription in azure as its PoC and depending on success, my company will got for it.
Will get back to you if I encounter any issue. Thanks!!!


Changed to basic conda environment and separate frozen environment file

Thanks @wseviour - looks great and improves the workflow! I've also added in some additional references to our new frozen environment file


Move to CSS in JS

This will enable:

React Native support
Using badgesize.io to better report size
Customizing more values through ConfigProvider (e.g. breakpoints, page margins)

After that:

Separate build for native
Picturebook native
Manual validation
Babel-plugin

Solved as of #312


Pinpointing lines which cause many tests to fail

Problem
When you run a large test suite and get many many failures, it's hard to know where the root cause of the problem might be. It would be great if there were some way for your test suite to suggest which functions might be the root of your failures and which are likely just downstream consequences.
Possible solution
As described here by @zac-hd, could something like this be done by tracking number of tests failed for each line covered? You would find the lines with the highest ratio of (failing tests covering this line)/(all tests covering this line), and suggest these as the lines to examine first when looking for the reason for the failures.
Questions
Does something like this already exist? Is there a reason why this couldn't be done?
Is this even the right place to be asking this question? Would this be a feature in coverage.py, a plugin for coverage.py, an addition to pytest or an addition to pytest-cov?

This sounds like a really interesting idea.  Coverage 5.0 can now collect data about what tests are covering each line. Perhaps joining that data with something about which tests have passed and failed?

Yes if you can access the number of tests which covered this line which failed or passed, you should be able to do it. Does Coverage also know about test success/failure?

I tried an experiment using a junit.xml file to get test/fail, and combining it with the coverage data.  I didn't see how to pinpoint the problem.  Even with one line broken, the results were inconclusive, because some passing tests also ran that line, but didn't assert the wrong outcome the broken line produced.
Here is the code I used:
import xml.etree.ElementTree as ET

fails = set()
passes = set()
tree = ET.parse("junit.xml")
for testcase in tree.getroot().findall(".//testcase"):
    testname = testcase.get("classname") + "." + testcase.get("name")
    if testcase.findall("./failure"):
        fails.add(testname)
    else:
        passes.add(testname)
print(f"{len(fails)} failing tests")
print(f"{len(passes)} passing tests")

from coverage import CoverageData

covdata = CoverageData()
covdata.read()
measureds = covdata.measured_files()
print(f"{len(measureds)} measured files")

def run_for_test(testname):
    covdata.set_query_context(testname)
    run = set()
    for measured in measureds:
        lines = covdata.lines(measured)
        run.update(set((measured, line) for line in lines))
    return run

bad_per_file = []
for fail in fails:
    bad = run_for_test(fail)
    if bad:
        bad_per_file.append(bad)

good_per_file = []
for pas in passes:
    good = run_for_test(pas)
    if good:
        good_per_file.append(good)

bads = set.intersection(*bad_per_file)
for g in good_per_file:
    bads -= g
print(len(bads))


test: order dependency on unordered_map in thread_local_store_test.cc

Description: When serializing a vector from an unordered_map by iterating over it, the results are, well, unordered. But in https://github.com/envoyproxy/envoy/blob/bcc7a96d9e66bc0f70e3ed52161ec3471f835bdb/test/common/stats/thread_local_store_test.cc#L187
we have:
  EXPECT_EQ(2UL, store_->counters().size());
  EXPECT_EQ(&c1, store_->counters().front().get());

and similar patterns exist elsewhere in the file. This test-pattern breaks when the hash function or container changes, say, to start using absl::flat_hash_map or alter the structure of the keys to that map to save memory, e.g. to address https://github.com/envoyproxy/envoy/issues/4196
One possible remedy is to sort the data in the test prior to doing the positional lookup.

this can be closed.


New version: Microsoft.OneDrive.Insiders version 23.007.0109.0001

Result: Installation Successful

Manifest
Add/Remove Programs

Name
Microsoft OneDrive Insiders
Microsoft OneDrive

Version
23.007.0109.0001
23.007.0109.0001

Publisher
Microsoft Corporation
Microsoft Corporation

ProductCode

OneDriveSetup.exe

Auto-updated by vedantmgoyal2009/winget-pkgs-automation in workflow run 5336
Microsoft Reviewers: Open in CodeFlow

/azp run


Renovate the splash page

Splash (sign-in) page renovation, following @pkroft's mockup.
Full width:

Narrow:

The sign up/forgot password/instructions links really should be next to/below the sign-in form, not at the bottom of the whole page.

I don't think you need any of the javascript if you use Bootstrap's responsive classes...

cypress

Rigorouts & repeatable testing of Electronic Health Records

      Powered by Super Duper Testing Labs

        <%= bootstrap_form_for(resource, as: resource_name, url: session_path(resource_name)) do |f| %>

            <%= f.email_field :email, autocapitalize: 'off', autocorrect: 'off', autofocus: true %>
            <%= f.password_field :password, autocomplete: "off", autocapitalize: 'off', autocorrect: 'off' %>

            <% if devise_mapping.rememberable? -%>
              <%= f.check_box :remember_me %>
            <% end -%>

            <%= f.primary "Sign in" %>

        <% end %>

@thecristen I just tried to put the devise links in the sing up box as is, but it's going to need some design TLC

@thecristen only issue with using those responsive classes is that we have a fixed height image as our background. It would look bad if we stretched it. I was doubting I'd be able to find bootstrap classes that did exactly what I wanted, but let me know if you think of a way to do it without javascript.

@tstrass The responsive classes were more for handling the sign in panel and the text, not the div with the image.

@thecristen I understand, but the panel goes in the div with the image. It needs to either neatly placed over the image or completely outside of it. It would look bad otherwise


[v2] Mental Model of the World of Data

Child of #398
Acceptance

[ ] List of jobs to be done / tasks
[ ] Diagram of those

Tasks

[ ] What is the key organizing mental model (coming in - what do users think about) - can use High Level Jobs to be done
[ ] Do a diagram (research and then build)

Current version: https://docs.google.com/drawings/d/1JvDqPLMaE5yMhZ7Gv_mZFG0iHLPc-AKSJMKEnRcmT9E/edit?usp=sharing

FIXED. See diagram plus detailed analysis of those steps in sheet https://docs.google.com/spreadsheets/d/1qByu4qw56hFUdJIY5IOC7d8TQBud-k31J6720hg1h2w/edit#gid=2050389930


Use threads when writing code

Description:

Switching generator functions to use the new Code class for generating C++/Python code definitely makes the code in the generator functions easier to maintain. However, it's also a bit slower to generate given the need for branching within the class to handle variations in C++/Python code output, and of course the new line breaking algorithm. Once editable files are generated (see #875) code generation will get even slower given that we will now need to parse the file we read from disk. I've noticed that the internal Code Comparison has gotten noticeably slower when run wxUiEditor's own project with it's 40+ forms.
It needs a thorough code review, but I'm fairly certain that the individual code writing functions simply return warning/error results without using any UI. That means that it should be possible to handle all code writing via threads.
On the technical side, using the ttLib class for thread pooling would be ideal since it's very efficient at knowing exactly which thread is available for more work. Unfortunately, only Windows supports an efficient method of checking which thread is available, and while we currently require Wine to run on Unix/Mac, that's only a build issue. Eventually, I want wxUiEditor to at least run natively on Unix. That means we have to use a slower, inefficient method to check for thread availability so that someday we can run on Unix.
This does not apply to the code panels -- those are always working with a single form, so they are already generating at maximum speed.
Note that issue #670 (enable command-line code generation) will also rely on there being no UI messages while writing code. It too will need a thorough code review to ensure the lack of UI while writing code.

I created a single function that could either be called from a created thread, or from the main code of execution. In Debug/Internal builds, I added a timer and reported on the results allowing for comparison between normal and threaded processing. The function is passed a form and does all code generation, comparing the result with any file on disk, and writing the file if it has changed.
I used a thread pool consisting of the number of CPUs / 3 (if nCPUS > 3). Increasing that number slowed things down, probably due to thread creation overhead, and the fact that the called function will briefly create 3 threads of it's own.
I tested the result on a project with 19 forms, using a CPU capable of 24 concurrent threads. What I found is that the threaded version was slightly slower then the non-thread version. I also tested just code comparison (it does everything except write the updated files) on the wxUiEditor project itself with it's current 39 forms. In this case, using threads reduced the amount of time by about 30 milliseconds -- which obviously is not enough to care about.
I tried switching from reading using std::ifstream to stdio::_read which made no difference (entire file read at once either way). I tried increasing the initial buffer size in FileCodeWriter which also made no difference. I did verify that the three threads created in GenerateBaseClass() do improve performance by a small fraction.
Note to self -- while it is a high-end machine, generating code for 39 files in a third of a second using a Debug build makes me think I should stop worrying about performance...
tldr; -- using a thread pool for the outer code generation routine hurts, rather than improves performance.


Tidying up the dependencies and the indentation consistency of the project

Hello, there. It's me again back at it again with tidying up. This pull request includes a bunch of formatting fixes for the project. I saw that you were using two spaces as indentation in some files while it was four for others. I decided to bring the project together under one roof by using two spaces as the official indentation for all files.
I also cleaned up the dependencies a bit. I first noticed this strange module in the dependencies named os, which was basically a wrapper over Node.js' native implementation of the os module. I mean the entire module literally only has a single line of code in its index.js, which consists of redundantly exporting the os module of Node.js. I thought that maybe it would be worth removing this unnecessary module in the dependencies.
I also updated the dependencies to the latest minor versions. Apparently, Handlebars had a "Prototype Pollution" vulnerability in the previous version, so I took the opportunity to update all of the modules. It was simply me running npm update.
I actually considered upgrading to Electron v5, but I figured that it might be too soon for that considering that the latest version is at 5.0.2. There may be some unwanted bugs and consequences in the latest major version.
Anyway, that concludes this pull request. If you don't mind, I have a lot of plans for a major refactoring of the code base. I plan on implementing a more "object-oriented approach" to the architecture of this small app by encapsulating functionalities and features into classes for the sake of maintainability.
I also have plans in refactoring the CSS in such a way that takes advantage of CSS variables so that it is easier to apply themes. We don't have to worry about browser support anyway since this is an Electron app.
In other words, I have plans to make this app more maintainable for the future so that when the dev.to API officially becomes available, it will be easy to refactor the code from a crawler-based architecture to an external API-compliant architecture... if that makes sense? I'm not really sure about the proper terminology, but I'm sure you get the point.

Wow, loved to see that you back. I am up for anything you purpose man. Let's do it. I think it's time to add you as a contributor. 😊


Writing files from temporary Synapse Spark storage to ADLS Gen2 possible?

The documentation for Microsoft Spark Utilities (https://github.com/MicrosoftDocs/azure-docs/blob/master/articles/synapse-analytics/spark/microsoft-spark-utilities.md) gave me the impression that files which have been stored in the working directory of an Azure Synapse Notebook can be transferred onto an Azure Data Lake Storage Gen 2. However, I am struggling to make this work, as you can see in the following screenshot:

Apparently, mssparkutils.fs.cp searches for test.png on the ADLS instead of locally. Is there a way to make it search locally?

@marcelbo2021 We are checking this and will get back to you.

Please let me know if I'm misunderstanding what is happening
It's a subtle difference I know, but I think if you use '/test.png' with a leading slash- I'm guessing you saved the file with either the full path or with the leading slash. That pushes Spark into treating it as a specific path instead of the default location, which is /user/trusted-service-user/. As long as you are consistent in using a leading slash (or full path) or no slash you should be fine. If you care about specifically where the file is stored, always specify a path instead of the default location.
This is what it looks like with and without a path:

Thank you for the swift response! Probably my explanation was a bit missleading here. What I am trying to do is to copy a file from the local Synapse notebook usercache /mnt/var/hadoop/tmp/nm-local-dir/usercache/trusted-service-user/appcache/application_***/container_*** onto ADLS Gen2 storage. I stored the file in the usercache because I did not find a way to save a matplotlib figure directly onto the ADLS Gen2 storage via savefig. If there is a way to save the figure directly onto the ADLS Gen2 storage, that would be even better!

That does explain the issue more clearly, thank you. The issue is that while something like Databricks dbutils understands both the local file cache and how to talk to Azure storage accounts, the Synapse equivalent mssparkutils currently doesn't. On the flip side, savefig doesn't know how to save to blob storage or adls.
So far I haven't found a way to bridge that gap. I do need to close the doc issue as there isn't anything to do there, however I am going to reach out internally to the product team and see if they know of a solution. I'll keep monitoring the thread for any response and I will share any solutions I'm able to discover.


feat: Added AlignComponent layout component

Description

This PR adds first layout component: AlignComponent, an equivalent of Align widget in Flutter.
AlignComponent sizes itself to its parent, and then keeps its child aligned to the specified anchor within its own bounding box.
Also adding onParentResize() lifecycle method, which is similar to onGameResize, but fires whenever the parent of the current component changes its size for any reason. (FlameGame is assumed to have the size canvasSize, and will invoke onParentResize whenever the canvas size changes).
Additional layout components are planned to be added in future PRs.

Checklist

[x] I have followed the Contributor Guide when preparing my PR.
[x] I have updated/added tests for ALL new/updated/fixed functionality.
[x] I have updated/added relevant documentation in docs and added dartdoc comments with ///.
[x] I have updated/added relevant examples in examples or docs.

Breaking Change?

[x] No, this PR is not a breaking change.

Related Issues
Closes #2302
Closes #1421

Are there plans to implement additional layout components (mainly for row and column support)?
As you probably remember i did some work on this topic last year and perhaps it could be used here.

@rivella50 There is definitely some stuff in there that could be re-used, the main difference now is that the Row and Column components should be based on the AlignComponent. If you want to have a go at this I can assign you to the issue? :)

@spydon I pass this time, thanks. When i worked on it the last time it was quite frustrating and seemed to turn into a neverending story since all the time another guy appeared on the stage and suggested new things and changes.
This just took me too much time and there was no end foreseeable.

@rivella50 makes sense, must have been frustrating!


fix(DropdownToggle): add missing proptype (color)

This PR is invalid. It breaks HTML and is not BS4 compatible. Color needs to be removed.

@virgofx Can you elaborate what exactly is breaking? It seems to be working fine for me.
E.g.
<DropdownToggle color="success" caret>Hello</DropdownToggle>

generates
<button type="button" data-toggle="dropdown" aria-haspopup="true" aria-expanded="false" class="dropdown-toggle btn btn-success">Hello</button>

Moreover, if we remove the color property, how are we supposed to change the color of the DropdownToggle?

Ah, I see this distinction. You were using color for button. It only works when not omitting the tag property. Your fix broke issues in my application where we are not using button :)  So we need a solution that only passes color into dynamic tag attribute if and only if the tag is the button.


Crash caused by com.apple.root-user-initiated-qos

The YPImagePicker library 5.2.2 is crashing with the following stack trace:
Crashed: com.apple.root.user-initiated-qos
0        0x6dfb24 closure #1 in YPLibraryVC.selectedMedia(photoCallback:videoCallback:multipleItemsCallback:) +<PHONE_NUMBER>
1        0x6b7c10 thunk for @escaping @callee_guaranteed @Sendable () -> () +<PHONE_NUMBER> (:4305943568)
2  libdispatch.dylib              0x26a8  + 32
3  libdispatch.dylib              0x4300  + 20
4  libdispatch.dylib              0x15dbc  + 864
5  libdispatch.dylib              0x163ec  + 156
6  libsystem_pthread.dylib        0x1928 _pthread_wqthread + 228
7  libsystem_pthread.dylib        0x1a04 start_wqthread + 8
We have not been able to reproduce the crash, but it has been causing issues for end users.
It is possible that the crash is related to selecting multiple images at once. A previously closed issue #637 appears to be closely related. According to the latest comments on that issue, the issue was not fixed in all cases as part of version 5.2.1.
Thank you for helping look into this problem.
Environment (please complete the following information):

Device: multiple iPhone devices
OS: iOS 17.X
Swift Version: unspecified, <5

Installation Type

SPM

Same here. We are having multiple users facing this issue but unable to reproduce. From crashlytics:
Crashed: com.apple.root.user-initiated-qos
0  YPImagePicker                  0x33c88 $s13YPImagePicker11YPLibraryVCC13selectedMedia13photoCallback05videoH0013multipleItemsH0yyAA12YPMediaPhotoCc_yAA0L5VideoCcySayAA0L4ItemOGctFyyYbcfU_ + 4428
1  YPImagePicker                  0x43de8 $sIegh_IeyBh_TR + 28
2  libdispatch.dylib              0x2320 _dispatch_call_block_and_release + 32
3  libdispatch.dylib              0x3eac _dispatch_client_callout + 20
4  libdispatch.dylib              0x15a64 _dispatch_root_queue_drain + 684
5  libdispatch.dylib              0x16158 _dispatch_worker_thread2 + 164
6  libsystem_pthread.dylib        0xda0 _pthread_wqthread + 228
7  libsystem_pthread.dylib        0xb7c start_wqthread + 8


WIP: Implement :returning option on insert

I've implemented the :returning option into the insert function, the case is to make the api the same as insert_all where true uses all fields, a list uses only the fields in the option and everything else uses the default read_after_writes (maybe I should check for false and return an empty list?
I've also inverted extra and values as values from the db has to have the precedence of values autogenerated from ecto, maybe as an improvement we should prioritize only values in the return list?
About the tests, I was trying to find a place where is correct to test this behavior, since it's database dependent if it has to check the input and the return value, since it must be run on postgresql only.
Related to #1966

Thanks @alex88, this looks great. The last step left is the tests. You can likely use the existing tests for insert_all + returning to get started.

@josevalim sorry but the only insert_all tests I've found are regarding many to many associations or Ecto.Multi, in fact when I've implemented the fix I've tried to see if there were any tests already in place regarding the returning part, but they were mostly adapter tests which I think it's not this case as this should test just that the Repo.insert passes the correct returning to the adapter, however Repo.insert would test everything right? Or is there a way to assert that the executed query is correct from outside Repo.insert?

Checkout those tests: https://github.com/elixir-ecto/ecto/blob/master/integration_test/cases/repo.exs#L656-L668

Oh, I was searching in test folder :man_facepalming:

I'm trying to find a way to do this, doing exactly the same as insert_all seems useless since insert merges the old values with the one from the db, so without a returning you can't test that the values in the struct as the same as the one in the struct without an update. Without a db generated field it's not possible to be certain about it.
I've currently used on_conflict since it actually checks if the uuid value is returned from the db instead of using the local one, but I'll wait your comment about this.
After this I'll also add docs in the insert function

Ping. :) We are almost there! Thank you!

@josevalim sorry for the delay, let me know if it's ok
Anyway locally running mix test integration_test/cases/repo.exs returns module Ecto.Integration.Case is not loaded and could not be found

Yes, it looks great. Only docs left!

Done, if it's ok I'll rebase and squash

:heart: :green_heart: :blue_heart: :yellow_heart: :purple_heart:

Oh it's not needed :)


Version 0.7

Documentation improvements.
Use Docker container for testing setup.
Improve idact-notebook help message.
Remove unnecessary overheads in functional tests.
Refactor functional tests to support parallel execution.

Are there any plans to merge it soon ? The tests are failing also

I'll take a look


IPv6 address misinterpreted

there are already a couple of IPv6 related issues filed, #1705 #1944 but all are different with this new one:
my server is binding on IPv6 address [::], means same as IPv4's <IP_ADDRESS>; in dual stack OSes (like Linux), this resulted being able to handle both IPv4 and IPv6 clients, but this request package is handling IPv6 address wrong, see this example:
I use nc to simulate an http server listening on IPv6 any address [::] port 3000; this listening address and port can be confirmed with lsof
➸ nc -l6 -p 3000
...

➸ lsof -nPp 26678        # from another shell, find out the pid of nc is 26678
...
nc      26678  user    3u  IPv6 391972      0t0     TCP *:3000 (LISTEN)

then make a curl call of this server, with IPv6 address, like curl -v [::1]:3000/any-url the nc side can echo what is actually sent in the request:
➸ nc -l6 -p 3000
GET /any-url HTTP/1.1
Host: [::1]:3000
User-Agent: curl/7.47.0
Accept: */*

The Host: [::1]:3000 is sent by curl as a http client, which is correct;
however, with the request as the http client, this is actually sent on wire:
POST /any-url HTTP/1.1
host: ::1:3000
accept: application/json
content-type: application/json
content-length: 307
Connection: close

by request call code is
request.post(
    { url: 'http://[::1]:3000/any-url',
      json: { a: 2, ... } },
    (err, resp, body) => console.log(err, resp, body));

the host: ::1:3000 part is wrong, IPv6 address should be enclosed in bracket.
BTW: I tested other nodejs http client as well, like this one http://restify.com/#jsonclient
➸ node
> var restify = require('restify');
undefined
> var client = restify.createJsonClient({ url: 'http://[::1]:3000/tasks' });
undefined
> client.post('/abc', {a: 2}, (err, req, res, obj) => console.log(err, req, res, obj));

then the nc server side got correct result:
POST /abc HTTP/1.1
accept: application/json
content-type: application/json
user-agent: restify/4.1.1 (x64-linux; v8/<IP_ADDRESS>; OpenSSL/1.0.2h) node/6.2.2
date: Wed, 20 Jul 2016 22:27:07 GMT
content-length: 7
content-md5: qrRX4OwkT0d+4MCXuUonKA==
Host: [::1]:3000
Connection: keep-alive

{"a":2}

I ran into this today when my internal requests got rejected by Apache due to an invalid Host header for an IPv6 loopback address, e.g. Host: ::1.

Submitted a PR to fix this.


Consistent argument order: first profile, then incognito, then URL

Turns out that Firefox requires the URL to come after the --private-window argument. If you run Firefox with the incorrect order, e.g. firefox <url> --profile <profile> --private-window, Firefox will open <url> in a non-private window, and subsequently opens an empty private window. :sweat_smile:
I only tested on Linux, not on Mac (Windows already used this order), but in any case, I don't think it would hurt if we make the argument order consistent across the three platforms. Although a counter-argument to that would be the hack-around for Safari (which apparently requires the URL to be the first argument :stuck_out_tongue:).
And there's one other thing I'm not 100% sure of: Linux desktop entries for browsers typically include a %u (or %U) argument, and this PR bluntly inserts the profile and incognito arguments directly after the main_command. This should™ work fine for most browsers, since their command format is simply <browser_cmd> %u in most cases (this is at least the case for Chrome, Epiphany, and Firefox, according to my .cache/software.Browsers/installed_browsers.json).
Let me know if I overlooked anything :slightly_smiling_face:
P.S. I removed the if !profile_args.is_empty() check from the macos case, since the other platforms also do not have this. Appending an empty vector to args shouldn't do anything anyway :slightly_smiling_face:

Hey. You are right.
I basically came to same solution as you and will merge it via https://github.com/Browsers-software/browsers/pull/135/files

And there's one other thing I'm not 100% sure of: Linux desktop entries for browsers typically include a %u (or %U) argument, and this PR bluntly inserts the profile and incognito arguments directly after the main_command.

For linux the implementation is pretty basic at the moment. It takes command --maybe-flag %u and splits it into two:
command and --maybe-flag %u, where the first part is the command that will stay in first position, and all other arguments will passed on as arguments, except that %u is replaced with the actual url.
There might be some .desktop files like env A=b command --maybe-flag %u and the it will mess it up if it's converted into env --private-window A=b command --maybe-flag %u, but let's see what problems people will report. This will impact only the private window function.

There might be some .desktop files like env A=b command --maybe-flag %u and the it will mess it up if it's converted into env --private-window A=b command --maybe-flag %u, but let's see what problems people will report. This will impact only the private window function.

That's fair! I see you indeed keep the profile arguments at the end of the list, sounds good to me :slightly_smiling_face: Thanks for improving my fix! :smile:


Add small internal improvements to the code

I find the idea behind this gem interesting so I decided to go through the source and along the way I made a few small improvements that do not affect the functionality of the gem:

Some doc comments were added.
Some code selecting a step by name has been sped up.
A missing spec for Step class has been added.

I put them all in one commit as they are each very small on their own. Let me know if you want it split into a few commits. Also, if you don't like something let me know and I'll remove. :)

Thanks @radanskoric, this is great!


New package: Microsoft.UI.Xaml.2.8 version 2.8.5

[x] Have you signed the Contributor License Agreement?
[ ] Have you checked that there aren't other open pull requests for the same manifest update/change?
[x] This PR only modifies one (1) manifest
[x] Have you validated your manifest locally with winget validate --manifest <path>?

[x] Does your manifest conform to the 1.4 schema?

Note: <path> is the name of the directory containing the manifest you're submitting.

Related to #111840

Microsoft Reviewers: codeflow:open?pullrequest=https://github.com/microsoft/winget-pkgs/pull/111849&drop=dogfoodAlpha

Looks like the validation pipeline is too strict on Appx  packages, saying that Winget Manifest PackageVersion must match the version in the Appx Manifest, even though the true version is specified in AppsAndFeaturesEntries

@Trenly @denelon  Correct, today the validation does the following comparison:
Is the YAML PackageVersion: 2.8.5 the same as the AppxManifest.xml <Identity Name="Microsoft.UI.Xaml.2.8" ... Version="8.2306.22001.0" />, which in this case it does not match.
@denelon, what should be the new behavior for this validation? Prioritizing AppsAndFeaturesEntries.DisplayVersion, checking if either of PackageVersion or AppsAndFeaturesEntries.DisplayVersion matches, or something else?

The more critical thing to match is the AppsAndFeaturesEntries.DisplayVersion if it's present, then we could allow the match to comply with our policy rather than requiring that the PackageVersion matching.
If the DisplayVersion is not present, then the PackageVersion must match.
If the DisplayVersion is present, then it must match, and the PackageVersion is not required to match.

This manifest will have winget upgrade related issues. Currently, AppsAndFeaturesEntries are for representing the ARP registry entries written by win32 apps. For msix, these entries are ignored and not used. We even have a validation that on individual installer level, if AppsAndFeaturesEntries exist with msix, a validation error will be returned.
If we do wish to let msix look at AppsAndFeaturesEntries, we need to go through the code and make sure no extra surprise would happen if we enable this new behavior. And for now I cannot think of a reason to enable this. Because msix always have a well defined version (no version mapping is actually needed). And we should implement the MarketingVersion (@trenly's proposal) if we want to allow showing a different version other than the appxmanifest version.

I'll create 2 follow up prs to make the manifest correct (aligned with current implementation)

@yao-msft - You may want to also check the Microsoft Powershell, since I believe I recall someone mentioning it had the same issue

@yao-msft - You may want to also check the Microsoft Powershell, since I believe I recall someone mentioning it had the same issue

I looked at the latest powershell manifest and preview manifest, they do not declare AppsAndFeaturesEntries. Are you referring to their package version not matching appxmanifest version?

Are you referring to their package version not matching appxmanifest version?

Yes

The concerning package is actually Microsoft.PowerShell.Preview and its case is a little bit different than this one.
The issue is that the Preview manifest has InstallerTypes msi and msix where they don't have the same DisplayVersion value. Take the current latest manifest <IP_ADDRESS> as an example. The MSI DisplayVersion is <IP_ADDRESS> while the version the MSIX uses is <IP_ADDRESS>. Previously, what we were doing was to use the MSIX version as the PackageVersion in the manifest and use AppsAndFeaturesEntries for the MSI installers. The problem with this approach is that the marketing version is actually the MSI version and we had users complaining that they were not being shown the correct version in winget upgrade / list output where the PackageVersion (msix version) was being shown. (https://github.com/microsoft/winget-pkgs/issues/99631). I looked at the manifest and then removed the AppsAndFeaturesEntries -> used MSI version as the PackageVersion / user-facing version -> tried to use ARP entries for msix where I was quickly met with the issue with winget validate not passing. So then I removed the ARP Entries as it didn't seem to mess with correlation after installing the package but then again the issue arose with the pipelines not allowing the PR to pass through the validation pipelines since they require the PackageVersion to match the version retrieved from the MSIX. Seeing all this, and having discussions with the PowerShell team in https://github.com/microsoft/winget-pkgs/issues/99631 and in https://github.com/microsoft/winget-pkgs/pull/99498, it seemed that we should have manual merges for these PRs as it's a temp scenario. The temporary scenario is due to the fact the pwsh team is working for making MSIs for ARM arch but until they start releasing them as MSI, they are using MSIX as a temporary solution for ARM (ref https://github.com/microsoft/winget-pkgs/issues/99631#issuecomment-1474716847)

@yao-msft What would you advise to do in this situation? If we were to use the MSIX version as the PackageVersion so that we don't need manual merges (and use AppsAndFeaturesEntries for MSI), we would have to go back and edit all previous manifests of PowerShell Preview as well to avoid the issue with version ranges and infinite upgrades for the user. And then again, the main problem would be that the user-facing version would not match the marketing version and imo it's more important that users feels they are getting the correct version from WinGet.


Added some missing admin registrations.

This adds admin registrations for Card and BitcoinReceiver (as inlines on Customer), and for TransferChargeFee (as an inline on Transfer).
This also enforced extra=0 and max_num=0 on inlines; this makes the admin representation much more terse (as there are no blank extra lines in the default rendering), and is as close as you can easily get to "readonly" (as you can't add new lines).

Coverage remained the same at 100.0% when pulling ac4d7a6eb69c9f4e6f4f64671b19ee5dc9c09c1a on jambonsw:card-in-admin into aaa4516d4b455f79fa0fe9f6626b34d1e67e2abe on pinax:master.

Coverage remained the same at 100.0% when pulling ac4d7a6eb69c9f4e6f4f64671b19ee5dc9c09c1a on jambonsw:card-in-admin into aaa4516d4b455f79fa0fe9f6626b34d1e67e2abe on pinax:master.

Coverage remained the same at 100.0% when pulling 46d158bdfdcfbcb2fcb853a43ad64b65c67e43ea on jambonsw:card-in-admin into aaa4516d4b455f79fa0fe9f6626b34d1e67e2abe on pinax:master.

Coverage remained the same at 100.0% when pulling 46d158bdfdcfbcb2fcb853a43ad64b65c67e43ea on jambonsw:card-in-admin into aaa4516d4b455f79fa0fe9f6626b34d1e67e2abe on pinax:master.

This patch includes the content of #297, as the test suite won't pass without it.

Coverage remained the same at 100.0% when pulling 8aa80acbb23f0f8e4d3c232f22e0a5227f356d27 on jambonsw:card-in-admin into aaa4516d4b455f79fa0fe9f6626b34d1e67e2abe on pinax:master.

Thanks @freakboy3742!


APlayer should be added a counter switch

COMPATIBILITY
Now, APlayer has its own counter when it plays a playlist.But some Hexo themes have their own counter too.so there will be two counter in </ol> like this

SUGGESTION
I think the counter in APlayer should be removed or APlayer should be added a counter switch which is off by default. In my views, the theme should add counter when user use <ol> but obviously, some themes didn't. Users could switch on the counter in APlayer when they find the theme doesn't implement it.

I think you should add some custom CSS styles.

Eh.......Maybe it's a little difficult for a back-end "engineer".Adding some custom CSS styles is not friendly for others too.
I think you can reject this idea. This issue is only a suggestion rather than a demand.

Your custom CSS is easily to write:
.article-entry ol li.aplayer-list-light:before {
    content: '';
}

@DIYgod The first picture I posted is wrong. There are no the other <li> tags. The <li> tag won't use aplayer-list-light unless being selected.
It's still a good suggestion.


Double-check Input Evaluation section

Double-check "Input Evaluation" section. Some specific questions:

Our existing description of limit_disclosure was confusing, and now also needs to capture the "wallet doesn't understand" case. The latter is described in Input Descriptors, but needs to be updated here too
Why do we have "Expired and Revoked Data" as separate sections rather than steps in Input Eval?

@kimdhamilton is this still relevant ?

Closing, but if folks still see an issue, feel free to reopen.


Behavior SM generation does not quote string parameters

When having string parameters for states they are plain in the generated state machine python script. They should be put into quotation marks. For example, the when specifying the topic for the SubscriberState, python throws an error if I don't add quotes around the topic. I believe this shouldn't be the responsibility of the user.

FlexBE is set up to allow the user to specify variables (e.g. from the dashboard) as well as strings.
If you input without quotes, it treats the input data as a request to use a variable.
If you want text you need to add the quotes yourself.
I appreciate the confusion this causes, and I'm open to suggestions on UI improvements to help differentiate the use of variables vs. strings.
As we  allow for importing manual code blocks, I don't think it is as simple as assuming all single word strings are text unless variable is pre-defined in dashboard.  I suppose we could assume that all multi-word inputs are intended to be strings, but may open up to more ambiguity in how things are treated.
We are working on some enhancements to the UI over the next 6 months, so I am open to suggestions.
Some potential ideas:

change background color depending on if treating as variable or text and then applying some logic

if no quotes and single word, treat as variable
if any character is not valid variable name (e.g. apostrophe or $) treat as text
if multiple words separated by comma or white space, always treat as string
automatically add quotes to text if missing based on conditions above.


Recommendation on pause

Recommendations come up when video is paused and it takes you to web view.
Is there a way to disable this?

Hi, no unfortunately the IFrame API doesn't allow it.

is there a way to handle the link internally and not open web view

There should be a way to handle clicks on a WebView, I suggest you take a look at the doc.


Deleted quotes from port env var in ocelot

 (1) Delete quotes for port env var in ocelot .json

 (1) Delete quotes for port env var in ocelot .json


Account management package

Idea is to provide keystore account manager with ability to create, load, import and export ethereum based accounts. Currently Polygon, Bsc and Ethereum are supported, however, it's extendable to apply any network that derives from Ethereum or supports Ethereum.
In addition, there are account helpers to sign and push transaction as well as retrieve current balance of the account (or in the past, by providing block)
This is useful for tooling such as trading to have ability create funding, spending and ability to easily transfer funds from one to another.

Closing this one in favor of #145


Make Variable unhashable

Fixes #2670

Could you check the travis result?

Closing PR to clean up branches.


Set z-index to highest possible value

close #377

@orestbida for what it's worth, I actually think this is a good example for something that should be configurable since the z-index order is so different for each app. Additionally I don't like customizing it via CSS since somehow the CSS api feels less stable than JS and this would be the only thing I would need to customize the CSS for.


Multiprocessing issue on macOS

Hi,
Thank you for your great work! I am running 0.1.11 with Python 3.10 on latest macOS, and I am getting this error when running simple_test.py, which is similar to #7 and #29
Could you please share any workaround for this? Great thanks!
Say something... RealTimeSTT: root - ERROR - Unhandled exeption in _recording_worker:  Exception in thread Thread-1 (_recording_worker): Traceback (most recent call last):   File "/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/threading.py", line 1016, in _bootstrap_inner     self.run()   File "/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/threading.py", line 953, in run     self._target(*self._args, **self._kwargs)   File "/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/site-packages/RealtimeSTT/audio_recorder.py", line 994, in _recording_worker     while (self.audio_queue.qsize() >   File "/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/queues.py", line 126, in qsize     return self._maxsize - self._sem._semlock._get_value()

Please remove the while loop in AudioToTextRecorder.py from lines 994 to 1004, this should fix it.

Please remove the while loop in AudioToTextRecorder.py from lines 994 to 1004, this should fix it.

Great thanks for the quick reply! But it raises another issue:

Say something...
OMP: Error #15: Initializing libiomp5.dylib, but found libiomp5.dylib already initialized.
OMP: Hint This means that multiple copies of the OpenMP runtime have been linked into the program. That is dangerous, since it can degrade performance or cause incorrect results. The best thing to do is to ensure that only a single OpenMP runtime is linked into the process, e.g. by avoiding static linking of the OpenMP runtime in any library. As an unsafe, unsupported, undocumented workaround you can set the environment variable KMP_DUPLICATE_LIB_OK=TRUE to allow the program to continue to execute, but that may cause crashes or silently produce incorrect results. For more information, please see http://www.intel.com/software/products/support/.
Traceback (most recent call last):
File "/Users/.../Downloads/RealtimeSTT/simple_test.py", line 6, in
while (True): print(recorder.text(), end=" ", flush=True)
File "/Users/...Downloads/RealtimeSTT/RealtimeSTT/audio_recorder.py", line 832, in text
return self.transcribe()
File "/Users/.../Downloads/RealtimeSTT/RealtimeSTT/audio_recorder.py", line 784, in transcribe
status, result = self.parent_transcription_pipe.recv()
File "/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py", line 250, in recv
buf = self._recv_bytes()
File "/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py", line 414, in _recv_bytes
buf = self._recv(4)
File "/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py", line 383, in _recv
raise EOFError
EOFError

I found that #7 mentioned the same error. Could you please offer some idea on how to fix this?🙏

Seems pytorch related, I use torch.multiprocessing: please look here and here.
I found the suggested solution to be:

install all packages without MKL support
conda install nomkl

and then use
conda install numpy scipy pandas tensorflow

followed by
conda remove mkl mkl-service

Never saw this one and sorry, I have no Mac. Hope it helps...

Bypassed the OMP error by running export KMP_DUPLICATE_LIB_OK=TRUE in command line, but the EOFError remains... Will keep investigating.

This took some time to figure out. Instead of using the KMP_DUPLICATE_LIB_OK=TRUE workaround, resolve the problem with the duplicate dynamic libraries instead (would be of course better that people managing the packages would solve this):

Using Python 3.11, virtualenv, and pip for package management (for conda, the logic probably is the same - need to just figure out where the libs are installed)
Assuming a directory structure: /Users/yourname/RealtimeSTT (and this is also your present working dir)
Create a virtual environment, for example under the local copy of the repo: $ python -m venv venv
Activate the virtual environment: $ source venv/bin/activate
Verify that there's no packages at this point: $ pip freeze should show empty
Install the requirements: $ pip install RealtimeSTT
Take a look at how many copies of libiomp5.dylib are installed at this point:

$ find /Users/yourname/RealtimeSTT -name "libiomp5.dylib"
/Users/yourname/RealtimeSTT/venv/lib/python3.11/site-packages/torch/lib/libiomp5.dylib
/Users/yourname/RealtimeSTT/venv/lib/python3.11/site-packages/ctranslate2/.dylibs/libiomp5.dylib
/Users/yourname/RealtimeSTT/venv/lib/python3.11/site-packages/functorch/.dylibs/libiomp5.dylib

Problem: there's two too much. Let's remove the torch and functorch ones, and replace them with a symbolic link pointing to ctranslate2's version:

# Remove
$ rm /Users/yourname/RealtimeSTT/venv/lib/python3.11/site-packages/functorch/.dylibs/libiomp5.dylib
$ rm /Users/yourname/RealtimeSTT/venv/lib/python3.11/site-packages/torch/lib/libiomp5.dylib

# Replace with symlinks
$ ln -s /Users/yourname/RealtimeSTT/venv/lib/python3.11/site-packages/ctranslate2/.dylibs/libiomp5.dylib /Users/yourname/RealtimeSTT/venv/lib/python3.11/site-packages/functorch/.dylibs/libiomp5.dylib
$ ln -s /Users/yourname/RealtimeSTT/venv/lib/python3.11/site-packages/ctranslate2/.dylibs/libiomp5.dylib /Users/yourname/RealtimeSTT/venv/lib/python3.11/site-packages/torch/lib/libiomp5.dylib

Note: You need to use full paths when symlinking.
Note: Replace yourname with the home directory name of your OSX.
Note: Now would be a good time to unset the workaround: unset KMP_DUPLICATE_LIB_OK if it's set.
10. Should work now


Array size checks need updating to use dynamic limit

For example, what happens if More Vehicles mod is active when we ecounter this code:
https://github.com/CitiesSkylinesMods/TMPE/blob/bc0ee0ede9ca97ff8743a19859f0668db7b77128/TLM/TLM/Patch/_VehicleAI/_CarAI/SimulationStepPatch.cs#L206-L211
Luckily there aren't too many of them:

It's only failsafe break from infinite loop when simulation data is corrupted, doesn't really matter if a mod extends size of array.
Game won't ever hit value more than, say.. 100-1000? in normal conditions - If something assigned so many instances to that same grid cell it means there is a bug.


Add The Fat Cats FTSO on Flare

This pull request is intended to add The Fat Cats FTSO details on the flare network

Hi @RareData
Kindly check and merge the pull request
Greatly appreciate your support


Threshold

Reposition order ID creation
Use load Fills as backup after checking WS

Included in https://github.com/Dual-Finance/risk-manager/pull/37


0 byte size after copying

I just copied the annotation files from /PATRIC/PATRIC Workshop/Annotations to my own workspace twice, and both times the same 3 out of 4 visible files are showing 0B.  The files are there, the size is just wrong.  I think we really ought to prioritize a fix.

@olsonanl, do you know what is going on here?

No, I attribute it to more flaky ws code that I want to replace.

The problem appears to be related to the workspace reviewer tokens not being able to access shock data. Not clear why things aren't a lot more flaky if that is true.

Here's the bug: apparently after a copy, sometimes, the node's owner is not given read permissions. This causes the call that populates the size field to fail with an authorization error.

Here's the deal .. a large number (140K or so) of nodes in Shock had no "read" acl entries for the owner of the node (the reviewer account that owns the shock nodes on behalf of the workspace).
This script:
https://github.com/olsonanl/Workspace/blob/master/fix-shock-acls
finds any shock node owned by reviewer that does not have read access for reviewer and adds it. I ran this on the system and it fixed the problem of copying from the workspace in the original bug. @nconrad if you go to your folder where you'd copied the data I believe you should get sizes on the shock files.
It's possible we still have a copy bug with non-shock files. I'll need to look into that as well. (It appears that on a copy of a file in the workspace the size field is not copied).

Cool.  Yeah, the contig files have sizes now.  The job_result files are still 0 (assuming those are non-shock).

Testing again gives same:

Yup, they are. I need to look at that (tomorrow) then we can close this out.

I have run another fixup script to correct the zero-sized non-shock files, and committed this fix to the workspace that fixes the underlying problem on copy:
https://github.com/olsonanl/Workspace/commit/859edbb66bae39daf9a6e4e20c70256b34660765


Mobile Game Improvements

There's an issue with the mobile version of the game which is accessible through the "Bored?" button on the website. When playing the game on a mobile device, the touch controls feel jittery and unresponsive.
Objective
Enhance the touch controls on mobile devices to make them smoother and more responsive.

Hey @alexchrysovergis ,
I just noticed that the slider on mobile keeps drifting to the right. I’d love to collaborate and help out if you need any assistance fixing it.
Just let me know.

Hi @SahilWMI,  can you expand on what you mean by the slider "keeps drifting to the right"? Is there some kind of CSS overflow issue on mobile?

Hi @SahilWMI,  can you expand on what you mean by the slider "keeps drifting to the right"? Is there some kind of CSS overflow issue on mobile?

By "keeps drifting to the right," I mean that after interacting with the game on mobile, the paddle or controls don’t stop moving as expected. It might be related to how the touch events or layout are handled. I’ll be adjusting the code and will reach out to you on Discord for further discussion.
Thanks!

It works as intended! Thank you so much for your valuable contribution and taking the time to fix the issue!


Number to Words conversion

Description
Creating a Python program which convert Number to Words Conversion.
Fixes #(issue_no)

Resolve the issue number #1523 completely.
Type of change
Please delete options that are not relevant.

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

Checklist:

[x] My code follows the style guidelines(Clean Code) of this project
[x] I have performed a self-review of my own code
[x] I have commented my code, particularly in hard-to-understand areas
[x] I have created a helpful and easy to understand README.md
[x] My documentation follows Template for README.md
[ ] I have added the project meta data in the PR template.
[ ] I have created the requirements.txt file if needed.

Project Metadata
If there is no-file/nothing to fill the below fields with, then type: none
Example: If no requirements.txt needed/present, then type none in Requirments.
Category:

[x] Calculators
[ ] Others

Title: Number to Words convertor
Folder: Number-To-Words
Requirements: None
Script: numToWords.py
Arguments: Only enter the numbers/ digits
Contributor: Avdhesh Varshney
Description: Convertor progarm to convert digits into international system of the numbering.
Thanks !

Sir, please review my Pull request and merge into the main branch.
Thank you so much sir

Sir, please check my pull request and merge it into main branch please.

@avinashkranjan @Yashbhadiyadra Sir, please review my pull request and merge it into the main branch

Sirs @avinashkranjan @Yashbhadiyadra , please review my pull request and merge it into the main branch for successful contribution in the program GSSoC'23.
And sir please assign me the issues #1649 and #1662 to contribute in this repository.


Feat/filter podcasts

Hey 👋
I implemented a basic filter input for every podcast category.
The filter will filter every podcast by title, but we can also support description filtering, wdyt?
The UI can definitely be improved 🙂,
Let me know what you think!
Related issue: #14

Hey 👋
Sorry for late reply!
This is awesome!


Launch Tracker 🔴

This issue is part of the migration to v3. You can read full details about the various changes here.
To get your track ready for Exercism v3, the following needs to be done:

[ ] Configure online editor
[x] Add key features
[x] Add tags
[ ] Add prerequisites to Practice Exercises
[ ] Update status of track
[ ] Update status of Concept Exercises
[ ] Pass linting checks
[ ] Build Test Runner
[ ] Build Analyzer and Representer (optional)

This issue may be automatically added to over time. While track maintainers should check off completed items, please do not add/edit items in the list.
Tracking
https://github.com/exercism/v3-launch/issues/7

@ErikSchierboom I think we have made progress on most of these but perhaps we could review together at some point?

@pclausen Yeah sure. Maybe sometime next week?

The track has been launched so we can close this.


FileSettingsVariant icon not found

import FileSettingsVariant from 'mdi-material-ui/FileSettingsVariant';
./src/Components/xxxxx.js
Module not found: Can't resolve 'mdi-material-ui/FileSettingsVariant' in

Trying to import this link:
https://materialdesignicons.com/icon/file-settings-variant

Are you using the latest version of mdi-material-ui?

Somehow, this icon isn't included in @mdi/js v3.9.97 :scream:

That icon was only added 4 days ago and thus isn't released in Material Design Icons yet. You'll have to wait until they release the icon and we update this package in order to use it via mdi-material-ui.

Ah, did not know that. Thanks for the info! :)

Hey @elitan, just wanted to let you know that a new mdi version was published and mdi-material-ui was updated; the new version should include the FileSettingsVariant icon. :+1:

Perfect. Thank you very much.
On Wed, 14 Aug 2019, 21:33 Maik Marschner<EMAIL_ADDRESS>wrote:

Hey @elitan https://github.com/elitan, just wanted to let you know that
a new mdi version was published and mdi-material-ui was updated; the new
version should include the FileSettingsVariant icon. 👍
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