fix: Clarify the usage of address and create_address

This PR updates the docs to clarify that setting the value of address won't have any effect unless create_address is set to false. I learned it the hard way by spending hours waiting for the SSL certificate activation only to find out the provided address was ignored 😬
Also, would the automation re-generate the Readme automatically on merge, or should I run the make script? Sorry if I did the wrong thing, this wasn't clear from the contribution guidelines.

@killthekitten thanks for the PR. Can you plz

Sign the CLA
Add the change in template file
Follow this doc to generate module files and README.md


tutorial

Is there a tutorial on how to run it? I don't know how to run your code.

Hi,
This project was generated by Keil µVision 5.0, which is used to build embedded system programs.
You can download the software online with necessary dependencies.
Once you complied the file and copied the bin file to your development kit, you should be able to run it automatically.
Best,
Hugo

------------------ Original ------------------
From: @.>;
Date:  Mon, Nov 6, 2023 04:01 AM
To: @.>;
Cc: @.***>;
Subject:  [0HugoHu/ELEC3875-Final-Project] tutorial  (Issue #1)

Is there a tutorial on how to run it? I don't know how to run your code.
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you are subscribed to this thread.Message ID: @.***>

Hi,Sorry, previously I replied you with a wrong project. For this one, I’m not sure which part you don’t know how to configure, the ROS or the Android App?Best,HugoHi,This project was generated by Keil µVision 5.0, which is used to build embedded system programs.You can download the software online with necessary dependencies.Once you complied the file and copied the bin file to your development kit, you should be able to run it automatically.Best,Hugo ------------------ Original ------------------From: @.>;Date:  Mon, Nov 6, 2023 04:01 AMTo: @.>; Cc: @.***>; Subject:  [0HugoHu/ELEC3875-Final-Project] tutorial  (Issue #1)
Is there a tutorial on how to run it? I don't know how to run your code.
—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you are subscribed to this thread.Message ID: @.***>

Thanks for the reply, I don't understand how to run your code under ros.

Thanks for the reply, I don't understand how to run your code under ros2.

Something else I don't understand, are you using an octomap? Did you do the path planning on the octomap?

Hi,
For the ROS part, I'm sorry due to the long days I forgot the exact procedures to launch it. I'm not doing ROS or anything related to hardware now. What I can remember is that you may substitude the files I provided with the files in the standard library (in system lib folder), and start the ROS by their default methods.
For the Octomap, that's just for visualization, the planning was actually done on the 2D map with some height info to check the obstacles in 3D.
Hope this might help you.
Best,
Hugo

------------------ Original ------------------
From: @.>;
Date:  Tue, Nov 7, 2023 03:16 AM
To: @.>;
Cc:  "Hugo @.>; @.>;
Subject:  Re: [0HugoHu/ELEC3875-Final-Project] tutorial  (Issue #1)

Something else I don't understand, are you using an octomap? Did you do the path planning on the octomap?
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Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you commented.Message ID: @.***>


[FLINK-31487][table-planner] Add targetColumns to DynamicTableSink#Context

What is the purpose of the change
The internal SinkRuntimeProviderContext will support new constructor with targetColumns param, this can be used by connectors to recognize the user-specified column list.
Note: currently nested columns in column list of an insert/update statement is unsupported (as described in FLINK-31301 & FLINK-31344), so we can make this pr support simple columns first and then support nested columns after the two issues been fixed.
Brief change log

add new getTargetColumns to DynamicTableSink#Context
add targetColumns info to related relnodes and execnodes
add related tests

Verifying this change

add partial insert releated case include ut & it

Does this pull request potentially affect one of the following parts:

Dependencies (does it add or upgrade a dependency): (no)
The public API, i.e., is any changed class annotated with @Public(Evolving): (yes)
The serializers: (no )
The runtime per-record code paths (performance sensitive): (no)
Anything that affects deployment or recovery: JobManager (and its components), Checkpointing, Kubernetes/Yarn, ZooKeeper: (no)
The S3 file system connector: (no)

Documentation

Does this pull request introduce a new feature? (yes)
If yes, how is the feature documented? (java-docs)

@lincoln-lil Thanks for updating. LGTM once the resolve conflict.

@luoyuxia I've rebased lastest master and updated the pr, PTAL when you have time.


Legion + UCX network: slower compared to GASNet

Running Legion with UCX  results in a significant slowdown (i.e. UCX is about 2 times slower than GASNet+ibv for our test case).
We run our test on multiple nodes (CPU only), each having 36 cores (2 sockets) and equipped with ConnectX-4 network cards. The 2x slowdown was also observed on single-node runs. Also, we tried different UCX configurations (e.g. with xpmem configured manually).
Below, an example of UCX configuration that we have tested:
#define UCX_CONFIGURE_FLAGS       "--disable-logging --disable-debug --disable-assertions --disable-params-check --enable-optimizations  --with-verbs --with-mlx5-dv --enable-mt"

#      Transport: self
#      Transport: tcp
#      Transport: tcp
#      Transport: tcp
#      Transport: sysv
#      Transport: posix
#      Transport: dc_mlx5
#      Transport: rc_verbs
#      Transport: rc_mlx5
#      Transport: ud_verbs
#      Transport: ud_mlx5
#      Transport: cma
#      Transport: knem

Are we missing some UCX configuration details?

cc @SeyedMir

Do you use -ll:bgworkpin 1? If not, can you please rerun with that option?

I have just re-run with -ll:bgworkpin 1 and obtained similar results.

What UCX version are you using? The output of ucx_info -v

UCX 1.15.0

Let's get the output with -level ucp=2 and also UCX logs by setting UCX_LOG_LEVEL=debug UCX_LOG_FILE=<some_path>/ucx_log.%h.%p UCX_PROTO_INFO=y.

Here are the logs:
ucp:
[1 - 14f28eef5dc0]    0.000000 {2}{ucp}: bootstrapped UCP network module
[1 - 14f28eef5dc0]    0.000000 {2}{ucp}: UCX_ZCOPY_THRESH modified to 2048 for context 0x1ff2f30
[1 - 14f28eef5dc0]    0.000000 {2}{ucp}: UCX_IB_SEG_SIZE modified to 8192 for context 0x1ff2f30
[1 - 14f28eef5dc0]    0.000000 {2}{ucp}: initialized ucp context 0x1ff2f30 max_am_header 3945
[1 - 14f28eef5dc0]    0.000000 {2}{ucp}: initialized 1 ucp contexts
[1 - 14f28eef5dc0]    0.000000 {2}{ucp}: total num_eps 1
[1 - 14f28eef5dc0]    0.000000 {2}{ucp}: attached segments
[1 - 14f28eef5dc0]    0.002592 {4}{threads}: reservation ('utility proc 1d00010000000000') cannot be satisfied
[0 - 14b82d78fdc0]    0.000000 {2}{ucp}: bootstrapped UCP network module
[0 - 14b82d78fdc0]    0.000000 {2}{ucp}: UCX_ZCOPY_THRESH modified to 2048 for context 0x1b6d480
[0 - 14b82d78fdc0]    0.000000 {2}{ucp}: UCX_IB_SEG_SIZE modified to 8192 for context 0x1b6d480
[0 - 14b82d78fdc0]    0.000000 {2}{ucp}: initialized ucp context 0x1b6d480 max_am_header 3945
[0 - 14b82d78fdc0]    0.000000 {2}{ucp}: initialized 1 ucp contexts
[0 - 14b82d78fdc0]    0.000000 {2}{ucp}: total num_eps 1
[0 - 14b82d78fdc0]    0.000000 {2}{ucp}: attached segments
[0 - 14b82d78fdc0]    0.002654 {4}{threads}: reservation ('utility proc 1d00000000000000') cannot be satisfied
...
[1 - 14f28eef5dc0]  419.778561 {2}{ucp}: detaching segments
[1 - 14f28eef5dc0]  419.778599 {2}{ucp}: ended ucp pollers
[1 - 14f28eef5dc0]  419.870804 {2}{ucp}: unmapped ucp-mapped memory
[1 - 14f28eef5dc0]  420.408270 {2}{ucp}: finalized ucp contexts
[1 - 14f28eef5dc0]  420.411369 {2}{ucp}: finalized ucp bootstrap
[0 - 14b82d78fdc0]  419.753321 {2}{ucp}: detaching segments
[0 - 14b82d78fdc0]  419.753354 {2}{ucp}: ended ucp pollers
[0 - 14b82d78fdc0]  419.840665 {2}{ucp}: unmapped ucp-mapped memory
[0 - 14b82d78fdc0]  420.294596 {2}{ucp}: finalized ucp contexts
[0 - 14b82d78fdc0]  420.297354 {2}{ucp}: finalized ucp bootstrap

UCX:
ucx_log_1.log

It is an older version, which corresponds to the following commit : 45afa8e658ae06cb19d8f0374de699b7fe4a197c
Do you believe a newer Legion version would improve the performance when running with UCX?

Yes, let's test with the latest Legion (or at least something after 13d4101) and then take it from there.

With the latest Legion I obtained a better performance. However, UCX is still slower on our test case (around 12% slower).
Is there something else that I could test (e.g. a specific UCX configuration)?

@SeyedMir would you have other suggestions to improve the Legion+UCX performance?

Hard to say without profiling. Is this test/code something you can share with me so I can take a look?
Also, can you get UCX logs again and this time also set UCX_PROTO_ENABLE=y UCX_PROTO_INFO=y?

Let me re-run and obtain the logs.
Our test case is available on Github: https://github.com/flecsi/flecsi/tree/2/tutorial/standalone/poisson
However, it is not directly implemented in Legion. Instead it is implemented using FleCSI.

Here are the logs for a run on two nodes
ucx_log_0.log
ucx_log_1.log

By hand-tuning our runs (and using the new Legion release) I was able to obtain better results with UCX on a single node. However, when I try to run on multiple nodes I obtain the following error :
[cn355:11558:0:11678] ib_mlx5_log.c:171  Transport retry count exceeded on mlx5_0:1/IB (synd 0x15 vend 0x81 hw_synd 0/0)
[cn355:11558:0:11678] ib_mlx5_log.c:171  RC QP 0x1cc0 wqe[1069]: SEND --e [inl len 84] [rqpn 0x1040 dlid=88 sl=0 port=1 src_path_bits=0]
[cn355:11561:0:11682] ib_mlx5_log.c:171  Transport retry count exceeded on mlx5_0:1/IB (synd 0x15 vend 0x81 hw_synd 0/0)
[cn355:11561:0:11682] ib_mlx5_log.c:171  RC QP 0x1cd8 wqe[12485]: SEND --e [inl len 84] [rqpn 0x15f0 dlid=97 sl=0 port=1 src_path_bits=0]

Looks like there are too many requests and Infiniband is not able to handle them. Can I change the UCX configuration to avoid this error ?

By hand-tuning our runs (and using the new Legion release) I was able to obtain better results with UCX on a single node. However, when I try to run on multiple nodes I obtain the following error :
[cn355:11558:0:11678] ib_mlx5_log.c:171  Transport retry count exceeded on mlx5_0:1/IB (synd 0x15 vend 0x81 hw_synd 0/0)
[cn355:11558:0:11678] ib_mlx5_log.c:171  RC QP 0x1cc0 wqe[1069]: SEND --e [inl len 84] [rqpn 0x1040 dlid=88 sl=0 port=1 src_path_bits=0]
[cn355:11561:0:11682] ib_mlx5_log.c:171  Transport retry count exceeded on mlx5_0:1/IB (synd 0x15 vend 0x81 hw_synd 0/0)
[cn355:11561:0:11682] ib_mlx5_log.c:171  RC QP 0x1cd8 wqe[12485]: SEND --e [inl len 84] [rqpn 0x15f0 dlid=97 sl=0 port=1 src_path_bits=0]

Looks like there are too many requests and Infiniband is not able to handle them. Can I change the UCX configuration to avoid this error ?

That signals an issue in the network. For some reason, packets are being dropped and the underlying network transport (i.e., RC in this case) reaches the maximum retry count and gives up. This is not a UCX or application issue. You can set UCX_RC_RETRY_COUNT to a higher value (the default is 7 I believe) and see if that helps. Though, a healthy network should not really need that.

I'm curious what tuning helped you get better result.

I will contact our cluster admin to see if he can help. I think 7 is the maximum that we can se for UCX_RC_RETRY_COUNT. I am getting the following warning:
[1713985050.849256] [cn337:8455 :0]        rc_iface.c:526  UCX  WARN  using maximal value for RETRY_COUNT (7) instead of 20

I'm curious what tuning helped you get better result.

We

That signals an issue in the network. For some reason, packets are being dropped and the underlying network transport (i.e., RC in this case) reaches the maximum retry count and gives up. This is not a UCX or application issue. You can set UCX_RC_RETRY_COUNT to a higher value (the default is 7 I believe) and see if that helps. Though, a healthy network should not really need that.

I'm curious what tuning helped you get better result.

Previously we were running with multiple colors per MPI process (launch multiple tasks that potentially will require more communication). Now we run with multiple threads per MPI process (usually we have one MPI process per socket). Each process launch OpenMP kernels.
We also increased the problem size for our tests and used the new Legion release (24.03.00).


LocalizeController should also work with other webcomponent libraries, not only with Lit

Currently LocalizeController is only working if you're using a webcomponent library that's based on Lit's ReactiveController model (I guess, there aren't any other than Lit itself at the moment).
This limitation is not necessary. Class LocalizeController can be modified to also support other webcomponent libraries that have features similar to addController.
I'll prepare a PR.

Just a heads up that I won’t accept a PR to remove Reactive Controller compatibility. RCs are still very young, but one of their most promising features (and part of their author’s mission) is to make them as generic as possible so other libraries and frameworks will opt into the format.
I’m intentionally promoting RCs because they aim to be open and nonproprietary and I happen to use this pattern in other libraries as well. Removing it from this utility is counterproductive to me in both advocating for the success of Reactive Controllers and maintaining consistency with my other codebases.
If you disagree with that statement, you have my blessing to fork the project.
Otherwise, I encourage you and others to either contribute to libraries that don’t yet support RCs or perhaps write an adapter for them, which has a much higher value since more code can be reused by more people in more places with more ease — and that would be a big win for everybody.


Question about map physical collision

I'm trying to understand your engine right now,But there are still many problems in the actual coding.
I want to make a simple RPG demo
I built a new background image as a map,I also created new player entity and PlayerControl
There are obstacles on my background picture (map),How do I detect them and avoid obstacles?
I refer to PhysicsSample,I think : whether need to add physics entity to the map to Collision detection?
Is there a simpler solution?I asked for some information,
For example, cocos2d,The engine supports the Tiled map editor,Does FXGL support some map editors?
thank you

Depending on how you are planning to implement collisions, FXGL may or may not be helpful in this situation. Potentially, you could build tiles from a map (.json), then using an object layer for collisions mark tiles that are not "walkable". Finally use A* search to move entities.

Thank you for giving me ideas.


Change long to size_t for LLP64 platforms

On Windows, long is imported as Int32 rather than Int. Use size_t instead to ensure that tag is imported as Int.

Thanks! It feels like we went through this sometime last year, but it was different types…

Do you think size_t is preferable to intptr_t? (isn't size_t unsigned?) At line 183, we generate AtomicInt using intptr_t, following your previous patch: https://github.com/glessard/swift-atomics/blob/65777b90a327de50968f1524d92b431dce623d3a/Sources/CAtomics/include/CAtomics.h#L183
I'm inclined to use the same in both places.

Both are imported as a signed Int, but I agree – intptr_t would be better for consistency (and probably clarity too). Thanks for catching that.

Cool. The change is in https://github.com/glessard/swift-atomics/pull/71


[BUG] Escaped forward slash (/) not handled correctly in claims

Describe the bug
I see that the support for unescaping backslashes was added in this commit, and in the current state if a quote (") is encountered, that is preserved here. I'm facing the same problem with the forward slashes where I have a token where the issuer seems to have escaped forward slash (/) which is not correctly parsed while decoding the token using this library, leading to Invalid Issuer error.
I tried decoding the token on jwt.io and other libraries and these escaped forward slashes are correctly handled, that's why reporting the bug here.
To Reproduce
Steps to reproduce the behavior:

Add this test in tests/tests.c

static void test_my_jwt_token_decode()
{
    int r;
    char jwt[] = "eyJhbGciOiJSUzI1NiIsImtpZCI6IkE3NHBUeDlIMDdMd1kyaGFrZVdPS0ZOZTNtaDhaNjZ3ZlFnQUhyME5OLUEiLCJ0eXAiOiJKV1QifQ.eyJleHAiOjE2NzAxNjM4MjQsImZsaWdodF9vcGVyYXRpb25faWQiOiIzNDA4YmNlOS1kYmFiLTQ2NjUtYWJmYy04ZWEwM2IwYWQ4NzEiLCJmbGlnaHRfcGxhbl9pZCI6IjEyODE4ZTg3LTRjOTYtNGU0Yy04YzYzLTgyYjhlMTJjM2I3MyIsImlhdCI6MTY3MDE2MDIyNCwiaXNzIjoiaHR0cHM6XC9cL3Rlc3RcL2RvbWFpblwvIiwicGxhbl9maWxlX2hhc2giOiJhMmEyMDFlZmExMTFkZGU1YWFhOGY0MmI3YjQ2ZDE3YjU5NWUzOWQ4NTA1MDBkYmFjZDlmNzlhZWYwYmJmNjhlIiwic2NvcGUiOiIiLCJzdWIiOiJnMzdsWGlmQVFvQmZWdVFaeFQzVkpGalhJTWdkZlhJT3BhMkxkV0JRQGNsaWVudHMiLCJ0eXAiOiJCZWFyZXIifQ.erPylOUbAxVz03P6f5dCyjWgRA1RDUW-5pC49OGTfDEEmM9HElXx2lH5_7-C-l0HoUjypaix_s2PC9jYUUIGBsdL_2Mfary2-cxOMDyGrbfP39rD-Fq7CWrvSlqz8k9dPEEhW06Jjq2ujvcY6277Po7pXrC7PyhL3En7B3b3sUC6gk-FXVAI9XzTpxnSN5w3g7vxEi1JgI8EyfeWT1usAST8UdKYrJEzmJOvIaloq1zz1oJb9jXFGj3hCABU4Ky58ibvaiveucf5Fq8essC2jIKUBfnAy43gsj6h6kPTy5PEugSLXoomNAXthnUFckmJjY0hNwQc5yLLRa--f9ObsgFO0dKquqwGlU0BbuBZU0Dyh5-IUqNfMEG76nnr5TlzjgMusVDjCSEdDBB2ef6xdBcMiWMA-8Po2Qyd9wsKhg4ud_Hxzmutp-sEb1fhH7QcSfdeNRWnhmuGgNPaYQtx46TN8sm0IWfcVa9EUTC7IdUBAOX-o0Ob8uHjFzq97YjHawZyosj5ajgHzc8gQDIyykXO1a45r0hdMOXw7eGQ_oOC_ZWHolvNmYg38mkbpErXTUHt_Wzl3B3xuMAwMPeBskI4l_zrvmgEcGzuM1B1Igqk3pbLqJIbRBHx-VcenwevId-kGIHzfKVYmtPRO9Y6k4_njvYFYc6TcvpscmPmfGM";
    size_t jwt_length = strlen(jwt);

    struct l8w8jwt_decoding_params decoding_params;
    l8w8jwt_decoding_params_init(&decoding_params);

    decoding_params.alg = L8W8JWT_ALG_RS256;
    decoding_params.jwt = jwt;
    decoding_params.jwt_length = jwt_length;
    decoding_params.verification_key = (unsigned char*)RSA_PUBLIC_KEY;
    decoding_params.verification_key_length = strlen(RSA_PUBLIC_KEY);

    struct l8w8jwt_claim claims;
    struct l8w8jwt_claim* ref = &claims;
    size_t claims_count;

    enum l8w8jwt_validation_result validation_result;
    r = l8w8jwt_decode(&decoding_params, &validation_result, &ref, &claims_count);

    struct l8w8jwt_claim* issClaim = l8w8jwt_get_claim(ref, claims_count, "iss", 3);
    printf(">>> claim: %s : %s\n", issClaim->key, issClaim->value);
}

Add the test in TEST_LIST
{ "test_my_jwt_token_decode",  test_my_jwt_token_decode },
Run ./test.sh
Test result

Expected behavior
A clear and concise description of what you expected to happen.
Expected claim should be: https://test/domain/

Desktop (please complete the following information):

OS: Linux

Additional context
I'm trying to use this library for validating jwt token which are generated and signed remotely and probably even by some other implementation of jwt.

@rhythmize Thanks for reporting this! I'll look into this asap. I already found a discrepancy by your CLI result and the l8w8jwt GUI:

I'll let you know as soon as I have progress :)

Hi @GlitchedPolygons, I further narrowed it down to a unittest for easier evaluation. Please see the updated description.

Thanks @rhythmize, you've been very helpful! Your extensive report helped me pinpoint and fix the issue very quickly :) kudos!
I just pushed commit 506a521 and the build pipelines are corrently testing and compiling. As soon as they're done I'll publish release 2.1.7 😃 👍

@rhythmize  Done: https://github.com/GlitchedPolygons/l8w8jwt/releases/tag/2.1.7


feat: circleci and semantic-release

Prerequisites:
brew install gnu-sed (for search and replace)
brew install bash (for associative arrays on mac)
npm install -g json (to modify with package.json)

Github Personal Access token with "public_repo" scope
Snyk API Token
CircleCI Personal API Token
Demotron (or other account) API Key

Required setup items:

[x] Add project to CircleCI

[x] Configure advanced CircleCI settings

[x] Only build pull requests
[x] Build forked pull requests

[x] Add branch protection for the master branch (even from administrators)

[x] Turn off "Branch or Tag Creation" webhook event under the configured CircleCI webhook endpoint

[x] Add a Deploy Key (w/write access) to github repo (public key) & CircleCI (private key)

[x] Add Github Personal access token as GITHUB_TOKEN ENV variable. Required by: Semantic-Release Github Plugin

[x] Add Snyk token as SNYK_TOKEN ENV variable in CircleCI

[x] Add an appropriate NR api key for use in deployment with the nr1 cli as NR1CLI_PROFILE_DEMOTRONV2 ENV variable in CircleCI

[x] Copy .circleci directory. Note - there are some scripts used to copy this from open-source-tools/nerdpacks/oss-template, then search/replace the following strings:

NERDPACK_UUID
NERDPACK_SLUG
REPO_DEPLOY_KEY_FINGERPRINT

[x] Import bot user's into CLA assistant

 Thank you for your submission, we really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

:tada: This PR is included in version 0.2.0 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:


[qa] Added commit message style check

[qa] Added commit message style check

What is the status on this? :smile:


Jump Errors ?

So I found that StarScript can apparently execute scripts, and it had some interesting commands in it, so, I was digging deeper when I found this inside the very cute machine code virtual machine someone has created...
starscript/src/main/java/org/meteordev/starscript
/Starscript.java
Lines 70-72
                case Jump:              { int jump = ((script.code[ip++] << 8) & 0xFF) | (script.code[ip++] & 0xFF); ip += jump; break; }
                case JumpIfTrue:        { int jump = ((script.code[ip++] << 8) & 0xFF) | (script.code[ip++] & 0xFF); if (peek().isTruthy()) ip += jump; break; }
                case JumpIfFalse:       { int jump = ((script.code[ip++] << 8) & 0xFF) | (script.code[ip++] & 0xFF); if (!peek().isTruthy()) ip += jump; break; }

I do not speak Java specifically, but from my knowledge of other computer languages, machine code and creating virtual machines, it looks like the repeated expression to compute "jump" is an error.   I think it should have been written instead as:
int jump = ((script.code[ip++] & 0XFF) << 8) | (script.code[ip++] & 0xFF);
Which still makes the compiled script machine code syntax not usual in the sense that the instruction is coded  Jump  HighByte   LowByte, but whatever.   But at least with the correction it has both a functional high and a low byte.   As written:
((script.code[ip++] << 8) & 0xFF) = 0,  always, so there can never be a high byte of the jump address.
...unless JAVA is different from every other language I know.
I suspect no one has ever created a program substantially over 256 bytes compiled, otherwise it would have failed on a Jump statement.  This might be an opportunity to change it to    Jump LowByte HighByte  in both the compiler and decompiler as well as the machine code virtual machine.
I find this under-use situation very sad because it seems to me this is a really useful script language, far easier to use than JSMACROS.   With the addition of a few more instructions, which I believe is something I can do, even in JAVA, it could be really really cool and useful.   I have not seen the compiler yet, so, I do not know what the higher level language looks like, if there is one, but I would program this in Assembly: OpCodes and arguments instead of bytes.   I have written machine code, assembly, and coded virtual machine simulators.   I have decades of experience in this.
Can someone please tell me how these scripts are compiled and what the source code looks like ?
And can any of this be executed from Meteor ?
(That is what I was looking for in the code, found the execution section first... and what looks like an error repeated 3 times.)

Yeah looks like thats wrong, good catch. Strange how nobody ran into it before since I saw / made quite long starscript expressions, guess they werent 256 bytes long.

OK, I have not figured this out clearly, but, if this is just translating StarScript formatting expressions into this bytecode, then, my first wild guess would be, where would Jump be used in such a linear processing problem ?
Maybe Jump is just not used.
Jump and JumpIfTrue were the two most interesting commands here, because it means I can program Algorithms in this language.   Algorithm = program a box in meteor, meaning, people with a wealth of programming experience can program a Minecraft Entity to do a great number of things without ever learning JAVA and all the sticky non-sequential, implied aspects of it.

The syntax wiki states that you can call predefined functions but you cant create new ones. And the jump instructions are for the conditional (aka ternary) operator. You can see some basic examples in the README of Starscript or the presets of text HUD in Meteor.

Which HUD text exactly ?   I have looked though them find them very elementary, giving me know clue how to do more interesting stuff.

I dont know from the top of my head but if you look through the different presets you will see some that use the conditional operator and call functions.

(aka ternary) operator you mean this?    ?  :
Does not exist in any of the 20-languages I know.   Makes for very hard to read code, no room for proper comments.

Well I dont know which languages you know but it is present in MANY languages I know. Also Starscript doesnt even have comments. I am sure you have noticed it is just a text formatting language. You dont have multiple lines to work with, cant create variables, loops, functions or objects. So having a proper if statement is just not necessary and wouldnt even work in the context of Starscript.

Oh, but StarScript could be so much more than a formatting language, easily.   Yes, I am volunteering.
All it needs is a command escape character, and a command that reads source code script from a filename, like Baritone reads schematics.   The source code becomes script bytecode right after it is read, and existing StarScript code executes it.   What would be new is the potential to create a script that does not end, that is an algorithm like a poor-man's mod.  Attempting to execute the same script again, while it is still running should be a signal to kill the previous instance.   So if it is bound to a key in a macro, it automatically toggles on and off when the key is pressed.
I just have to be clear that minecraft variables are read on the fly, not once before execution from which point they are static -- static for the execution of the script is not as versatile.
How would it do anything?  By formatting strings that are Baritone commands.
A watcher (polling between instructions) in an executing instance of StarScript would have to monitor for messages to the log from Baritone that say "ok cancel" or whatever, so, the Baritone Cancel command can kill the executing StarScript scripts also.

OK, I see where the ternary operator is used in 4 HUD elements.
Here is an example of the code in the Assembly/Structured Language that would go with this bytecode:

// Comment
// Script that does x.
//
Label Top     //  A new command that is a compiler directive, it does not translate into bytecode
                     //  creates a marker at this instruction pointer location that a JUMP can use later
                     //  This label is not used in this program
                     //   Lots of extra labels are created automatically and resolved to instruction pointer addresses when the
                     //   first pass of compilation is done.
                     //   Second pass completes the authoring of bytecode.
//
// Infinite loop that keeps trying to get the player to go to either x =0 or x= 50000, whichever is closer
//
// This is just one small element of a program for a bot that might be programmed to return home
//  when it completes a mission.
//  This code is extremely simplified.
//
//  To help explain how structured language blocks like If-Else-EndIf blocks or While-EndWhile are coded into
//  existing instructions during compilation, comments have been added.
//
While {True}                // codes to
                                   //     Label SS-While-Top-0001   (because it is the first structure block the compiler found)
                                   //     True
                                   //     JumpIfFalse SS-While-Exit-0001

   LoadLive baritone.process_name

   //
   // If Baritone is not running, begin composing a new Baritone command
   If { baritone.process_name ==  ""}                  // codes to
                                   //     LoadLive baritone.process_name
                                   //     Constant ""
                                   //     Equals
                                   //     JumpIfFalse SS-If-ElseIf-0002
        Constant "goto "

        If { player.pos.x ==   0 }          // Codes to
                                                       //     LoadLive  player.pos.x     A new command to load a live string into the stack, not a static one
                                                       //     Constant 0
                                                       //     Equals
                                                       //     JumpIfFalse  SS-If-ElseIf-0003
            Jump Arrived
        ElseIf {player.pos.x ==   50000  }     // Codes to
                                                       //     Jump SS-If-EndIf-0003
                                                       //     Label SS-If-ElseIf-0003
                                                       //     LoadLive  player.pos.x     A new command to load a live string into the stack, not a static one
                                                       //     Constant 50000
                                                       //     Equals
                                                       //     JumpIfFalse  SS-If-ElseIf-0004
            Jump Arrived
        ElseIf  {player.pos.x  <  25000  }                        // codes to
                                                //      Jump SS-If-EndIf-0003
                                                //      Label SS-If-ElseIf-0004
                                                //     Constant 25000
                                                //     Equals
                                                //     JumpIfFalse  SS-If-ElseIf-0005
           Constant 0
        Else                                // codes to
                                                //      Jump SS-If-EndIf-0003
                                                //      Label SS-If-ElseIf-0005
           Constant 50000
        EndIf                                       // codes to
                                                       //      Label SS-If-EndIf-0003
        Append
        Constant " ~ ~ "
        Append
        Baritone                     // codes as:
                                          // Constant "#"             This assures nothing can go to game chat by accident.
                                          //                                           A totally different Chat command might be used for that.
                                          // Exch                         Exchange top two stack elements
                                          // Append
                                          // pop top string and send it to Baritone

    EndIf                              // codes as
                                          //       Label SS-If-ElseIf-0002    because this if had no else
                                          //       Label SS-If-EndIf-0002   so that if there had been an else if would give the true block
EndWhile                    // codes to
                                   //     Jump SS-While-Top-0001
                                   //     Label SS-While-Exit-0001
Label Arrived

End

New commands might be added to the list of Reverse Polish Notation / stack using commands (like high end HP calculators from the 1980's or PostScript from 1980s-present) commands.
Dupe or Push        -- duplicate the top item on the stack so the top two items are the same as the top item before.
Exch                      -- exchange the top two items.
I have years of experience writing code that wrote PostScript code, those commands were essential.
More new structured language blocks can be made (/ means the other part of the block is on a new line that encloses a block of code:
 `Repeat / Until {}`    or     `Do / While {}`      or both
 `Loop / EndLoop`                        -- Equivalent to While {true}
 `For / Next` or `For / EndFor`               -- counted loops with a loop variable stored in a separate storage.

 `ForEach / EndForEach`                -- awfully useful in TCL to parse lists of arguments.

 `Break n`                                    -- break out of n layers of loop/while/repeat/for structures
 `Continue n`                               -- the single Break/Continue can lead to the need for Jump or carrying temp variables.
 `Switch {} / Case / EndCase / EndSwitch`

These are just more automatically-generated condition tests and jumps to automatically generated labels.  Trivial stuff.
True User functions Function / Return / EndFunction can be created.  There are two conditions:   The function must be defined before it is used to keep the compilation to 2 passes.   The user is responsible for maintaining the stack integrity, as in, getting the right number of arguments into the stack before the call, pulling the right number of arguments from the stack in the call, pushing the right data onto the stack after, but not the push and pop of return addresses.  If the Function Returns one value, it is coded as an Exch / Jump , pulling the return address from the stack.
This is another PostScript thing, substitution macros:
/Name
   substitution code
Def

So in future, one just has to say
Name
and the compiler knows to insert the expansion.    Again, substitution macros must be defined before they are used so that compilation is 2 passes.
The compiler needs a stack that counts how many nested structure blocks we are inside, to check that any block-ending keyword matches the current top of the structure stack -- detect syntax errors,  generate the automatic labels,  and also to implement Break n and Continue n.
When running, it would probably be most convenient if StarScript had an array of structures with Data, NameContext, StructureLevel.    So that local variables, like for For loops or inside Functions could be unique to their context and structure nesting level.   Once out of the function or block it was valid in, it becomes invalid.

StarScript has the ability to run programs that compile to up to 65k of bytecode -- that is a HUGE program.    Controllers for entire buildings ran on less program space for a long time.   The Space Shuttles each had 5 main computers with 12k of program space each... only in aggregate are they more program space than StarScript.
Trust me, a really competent bot could be programmed.  Meteor modules could be activated and deactivated.

I am not entirely against a scripting solution for Meteor but Starscript is not it. This is a formatting language, nothing more.

The problem is, the JAVAheads in the Meteor discord cant imagine anything that is not JAVA being useful.
The most useful language ever was the first Procomm scripting language, which Aspect might be a superset of, never used Aspect, I had a better internet by then.   That language was designed to negotiate (talk and listen) telephone modem connections to different services, however, they accidentally put enough commands in it to make it more widely useful.  It could conduct entire sessions, automatically transferring data, files, updating off-line email servers, navigate remote access interfaces that required selections or commands before an IP/PPP connection could be made.   There was no length limit I was aware of on those scripts.   I had some very long and useful ones.
What I suggest is adding a few things no one is obligated to use, an optional plus.   Any expansion of StarScript by the plus would be completely transparent to its current uses.   One of those would be an unused script compiler function/procedure that takes the code above and turns it into bytecode -- a simple two-pass linear process I have coded at least 3 times before, including the down-authoring of structured language blocks into available commands like Label and Jump.
Yes, it may ultimately require another interface in Meteor, they can call it Meteor Script for all I care, or a command in Meteor .commands to access what I have suggested.   We can cross that bridge when we get to it after there is a powerful ability available.
The Meteor developers may not have realized that they have accepted a non-JAVA bytecode into the project, may have no idea how powerful it could be with an Assembly Language compiler in addition to the string formatting compiler that must exist somewhere, though I still have not found it.
The advantage of the bytecode you have developed is, it has no implied execution, it is all on the surface, step by step, and all execution is explicitly sequential.  I have experienced teaching a JAVAhead assembly language.   I understand it is unfamiliar, but, "it is linear, in small steps, just take it step by step" works.   Understanding it one statement at a time, it forms the words in the story that is the process, what it does.  Yes low level languages have a forest for the trees problem, but it is better than Java's Forest.forest.smallforest problem where you have to read 30-100 lines of code in 100 files to find the flippin trees of what is it is actually doing right now.   There is no other library of inherited functions in your language, no parent class to go read about, which might have another parent class.  There is no abstraction.  There is nothing happening in the background automatically once one understands a stack.   It reads like reverse Polish notation HTML, like Turtle Logo Graphics, like PostScript, like dozens of simple but powerful scripting languages that have existed in the past.
For those who have bent their mind around JAVA's inherent twist and concealment, they cannot understand how a simple linear language is far more understandable by more people, programmable by anyone with any programming background.
Meteor devs will never allow a non-Java scripting language written from scratch.   They will just dismissively say, go read JSMACROS, which they have, and I have, and I quickly determined it was not accessible to me, and not the most accessible solution.
They will never accept anything from me.  I lack the general ability to write it from scratch in JAVA.  Starscript is an existing platform where many parts of it are far more linearly written (I like the writing style), that is why I can read them and am confident I can add to them.
Think of this from the point of view of a player.   They are an ant blissfully unaware of the layered Gordian Knot of JAVA that is the game and all the mods.   They play the game and accomplish goals.      This scripting language could be far closer to the world view of the surface ant.

Step one is to add limits checking to current commands of the current StarScript execution "run" command, so it can raise a StarScript execution error.   Yes, the compiler probably has these, but, two layers of error trapping never hurt anything.
Error trapping is needed if people are to write things that become bytecode.   Bottom up, no errors.   No program written in Forth ever duplicated a nuclear power plant.

Fixed in 77fa442a8cd2499914dec0bbe454a4ad4da85dc5.

Yeah, I misread the code at first.    Jumps are relative, add an offset, not absolute instruction addresses.
Jumps are only used in () ? () : () ternary statements.   The second or 3rd () would have to code to more than 256 bytes to see the error.
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From: hellidox @.>
Sent: Friday, September 8, 2023 9:37:34 p.m.
To: MeteorDevelopment/starscript @.>
Cc: HoratioGamer @.>; Author @.>
Subject: Re: [MeteorDevelopment/starscript] Jump Errors ? (Issue #15)
Yeah looks like thats wrong, good catch. Strange how nobody ran into it before since I saw / made quite long starscript expressions, guess they werent 256 bytes long.
i know for a fact ive made 600-700 byte hud expressions before
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The problem is, the JAVAheads in the Meteor discord cant imagine anything that is not JAVA being useful.

No actually minegame said he wouldn't be opposed to scripting in Meteor, it's just that Starscript isn't it.

The Meteor developers may not have realized that they have accepted a non-JAVA bytecode into the project, may have no idea how powerful it could be with an Assembly Language compiler in addition to the string formatting compiler that must exist somewhere, though I still have not found it.

who the hell cares

For those who have bent their mind around JAVA's inherent twist and concealment, they cannot understand how a simple linear language is far more understandable by more people, programmable by anyone with any programming background.

We get it, you don't like Java, how is this relevant

Meteor devs will never allow a non-Java scripting language written from scratch. They will just dismissively say, go read JSMACROS, which they have, and I have, and I quickly determined it was not accessible to me, and not the most accessible solution.

Can you read? Like, at all?
and before you say "But it'd probably be written in Java", who cares? this is a project primarily used for a block game (written in java) client mod. there's absolutely no need to write it at a low level to then reference from java code.

They will never accept anything from me. I lack the general ability to write it from scratch in JAVA. Starscript is an existing platform where many parts of it are far more linearly written (I like the writing style), that is why I can read them and am confident I can add to them.

Ok, then don't contribute
By the way, it's Java, or even java. It's not an acronym.
This entire conversation reads like someone who is really desperate to let people who use Java know that they hate Java.

No actually minegame said he wouldn't be opposed to scripting in Meteor, it's just that Starscript isn't it.

Which means writing from scratch in Java.  Its unlikely I could do that.

We get it, you don't like Java, how is this relevant

Java is the first language I have come across that I could not learn by reading it, atleast not from mods.     Most other languages took a couple days to have a solid start, developing code, learning by debugging from there.   Part of the problem for me is, minecraft+mods is a really big collection of code to start into.   And all the code is someone else's baby.   I put errors in my own code, it us just an inconvenience.   I am reluctant to mess up someone else's code.
I am impressed by how few lines the script compiler is, between the Lexer, Parser, and Compiler and maybe a couple more modules I have hopped back and forth between in trying to figure out how it does what it does.   Maybe someone took a compilers course in uni, I never did.   The design solution seems not-obvious.  It is the first time I am not seeing it as being obviously easier to program an algorithm in another language.
It is relevant because I would like to program in Java to solve block game problems.   The block game problem I would like to solve is something that makes it very easy for others to program to solve block game problems so many others could do it.   I seek to open doors.   If driving a car were as hard as getting into coding with minecraft, yes, everyone here would drive, but few would as a fraction of the population.
I would like there to be more programmers in the world by lowering the bar to entry.   I have taught more than 1,000 people how to program.   I would like to get another 1,000 into programming before I am done.   This game is an avenue.   Their motivation is high, if the bar is low enough, many will become programmers.   And they will come to Meteor to do it.   Meteor will be their Procomm, their Expect, their Turtle Logo Graphics, but in a 3d multiplayer game.
  Less than 5% of lines are comments.  For the most part, the code is written in riddles.   This is not new, seen this style for decades, just never met a language that made it quite so easy to write riddles before.   I have been gifted books on Java and it reads as an entirely different language there.   Programmers who resist writing full documentation for users is not new either.   It is not helping others get into coding or using.
What I have learned in Meteor, I have passed on to apparently smart people in other groups.   So far everyone has thanked me for explaining it.

there's absolutely no need to write it at a low level to then reference from java code.

To lower the bar, so programmers of the script do not have to read the github to meet their block game goals.    The script I wrote above was derived from the StarScript instruction set that looked like machine code to me.   If i were to start from scratch, I would look forward not back.  I spent an evening learning and teaching another programmer, a Java wiz, RISC-V a few years ago.   Or maybe I will look at what is taught in grade schools now and let that influence the style/syntax.
If I can get anarchy players to code their first program, because they want to, watch it run in 3d,  feel success, that is the goal.

This entire conversation reads like someone who is really desperate to let people who use Java know that they hate Java.

    I would like those who find it easy to appreciate, it really is not easy.   Really.
You have a moment now, before Lambda is rewritten to capture a lot more users.  Make it easy for users, let the other options be under-documented and their community insulting.
Make it a priority that Meteor be the easy gateway to programming, by saying just once, ok, write it, we will help you get the Java correct.
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From: Evan Husted @.>
Sent: Friday, September 8, 2023 11:36:19 p.m.
To: MeteorDevelopment/starscript @.>
Cc: HoratioGamer @.>; Author @.>
Subject: Re: [MeteorDevelopment/starscript] Jump Errors ? (Issue #15)
The problem is, the JAVAheads in the Meteor discord cant imagine anything that is not JAVA being useful.
No actually minegame said he wouldn't be opposed to scripting in Meteor, it's just that Starscript isn't it.
The Meteor developers may not have realized that they have accepted a non-JAVA bytecode into the project, may have no idea how powerful it could be with an Assembly Language compiler in addition to the string formatting compiler that must exist somewhere, though I still have not found it.
who the hell cares
For those who have bent their mind around JAVA's inherent twist and concealment, they cannot understand how a simple linear language is far more understandable by more people, programmable by anyone with any programming background.
We get it, you don't like Java, how is this relevant
Meteor devs will never allow a non-Java scripting language written from scratch. They will just dismissively say, go read JSMACROS, which they have, and I have, and I quickly determined it was not accessible to me, and not the most accessible solution.
Can you read? Like, at all?https://github.com/MeteorDevelopment/starscript/issues/15#issuecomment-1711510292
and before you say "But it'd probably be written in Java", who cares? this is a project primarily used for a block game (written in java) client mod. there's absolutely no need to write it at a low level to then reference from java code.
They will never accept anything from me. I lack the general ability to write it from scratch in JAVA. Starscript is an existing platform where many parts of it are far more linearly written (I like the writing style), that is why I can read them and am confident I can add to them.
Ok, then don't contribute
By the way, it's Java, or even java. It's not an acronym.
This entire conversation reads like someone who is really desperate to let people who use Java know that they hate Java.

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Add the 4 new LoadSplat SIMD instructions.

Fix name of "v8x16.shuffle_imm" to standardized "v8x16.shuffle".

The correct name for the instruction was v8x16.shuffle not v8x16.shuffle_imm. Apologies for the churn and thanks for having such a quick turnaround time!!
Reference for shuffle naming: https://github.com/WebAssembly/simd/commit/0d3fafdba3a9539d1356b20010df51b22df8e15f
Reference for the 4 new instructions: https://github.com/WebAssembly/simd/commit/fa8af5fea81ccfb8eb4e6f9103ae109cb69f5004

@nlewycky can you talk more about choices around read_memarg_of_align? I would assume it will be 4 or align related to type in LoadSplat (e.g. for I8 it will be 0, I16 - 1, etc.).

@nlewycky can you talk more about choices around read_memarg_of_align? I would assume it will be 4 or align related to type in LoadSplat (e.g. for I8 it will be 0, I16 - 1, etc.).

You're right, I was thinking about a particular implementation where the smallest memory size is I32. There's no reason the alignments on these shouldn't match the I32Load8 etc. memargs.

Thank you for the patch!

Thanks for the review!!


Is MicroPython + BLE + MicroBit Possible?

I ran across this while learning more about the MicroBit BLE:
http://microbit-micropython.readthedocs.io/en/latest/ble.html
The EVOthings accelerometer demo uses JavaScript. Will we have a problem if we use the BLE to communicate between the MicroBit and a cell phone? I thought that was the direction we were going in.

Yeah, I'm discovering the same thing. It's clear we have to refactor something here unfortunately. The BLE stack consumes somewhere between 12-17K alone. MicroPython dev's have closed the enhancement citing the micro:bit's space constraints as a show stopper for now.
Stand by as I'm researching some solutions right now....

see July 15 meeting notes (raspberry pi + micro:bit is accepted solution)


Can't build the vineyardd-alpine-builder image

Describe your problem
Since CentOS 7 has reached EOL, the mirror is moved to vault. When the Docker attempts to execute yum, it will return an error "Cannot find a valid baseurl for repo: base/7/x86_64".
make -C docker builder
make: Entering directory '/opt/caoye/v6d/docker'
docker build ./vineyardd/ \
        -f ./vineyardd/Dockerfile.alpine-builder \
        -t ghcr.io/v6d-io/v6d/vineyardd-alpine-builder:builder-latest_x86_64 \
        --progress=auto \
        --build-arg PLATFORM=x86_64 \
        --build-arg ARCH=amd64
[+] Building 0.7s (5/13)
 => [internal] load build definition from Dockerfile  0.0s
 => => transferring dockerfile: 8.29kB                0.0s
 => [internal] load metadata for docker.io/amd64/cen  0.0s
 => [internal] load .dockerignore                     0.0s
 => => transferring context: 2B                       0.0s
 => CACHED [base_x86_64 1/1] FROM docker.io/amd64/ce  0.0s
 => ERROR [stage-2 1/9] RUN echo "multilib_policy=be  0.6s
------
 > [stage-2 1/9] RUN echo "multilib_policy=best" >> /etc/yum.conf &&       echo "skip_missing_names_on_install=False" >> /etc/yum.conf        sed -i '/^override_install_langs=/d' /etc/yum.conf         echo "exclude = d36uatko69830t.cloudfront.net" >> /etc/yum/pluginconf.d/fastestmirror.conf     yum -y install https://dl.fedoraproject.org/pub/epel/epel-release-latest-8.noarch.rpm &&  yum-config-manager --enable extras &&      yum -y update &&        yum -y install yum-utils autoconf automake curl centos-release-scl-rh m4 make wget &&     yum -y install devtoolset-10-binutils devtoolset-10-gcc devtoolset-10-gcc-c++ &&     localedef -i en_US -f UTF-8 en_US.UTF-8 &&     yum clean all &&      rm -rf /var/cache/yum:
#0 0.320 Loaded plugins: fastestmirror, ovl
#0 0.402 ================================= repo: extras =================================
#0 0.402 [extras]
#0 0.402 async = True
#0 0.402 bandwidth = 0
#0 0.402 base_persistdir = /var/lib/yum/repos/x86_64/7
#0 0.402 baseurl =
#0 0.402 cache = 0
#0 0.402 cachedir = /var/cache/yum/x86_64/7/extras
#0 0.402 check_config_file_age = True
#0 0.402 compare_providers_priority = 80
#0 0.402 cost = 1000
#0 0.402 deltarpm_metadata_percentage = 100
#0 0.402 deltarpm_percentage =
#0 0.402 enabled = True
#0 0.402 enablegroups = True
#0 0.402 exclude =
#0 0.402 failovermethod = priority
#0 0.402 ftp_disable_epsv = False
#0 0.402 gpgcadir = /var/lib/yum/repos/x86_64/7/extras/gpgcadir
#0 0.402 gpgcakey =
#0 0.402 gpgcheck = True
#0 0.402 gpgdir = /var/lib/yum/repos/x86_64/7/extras/gpgdir
#0 0.402 gpgkey = file:///etc/pki/rpm-gpg/RPM-GPG-KEY-CentOS-7
#0 0.402 hdrdir = /var/cache/yum/x86_64/7/extras/headers
#0 0.402 http_caching = all
#0 0.402 includepkgs =
#0 0.402 ip_resolve =
#0 0.402 keepalive = True
#0 0.402 keepcache = False
#0 0.402 mddownloadpolicy = sqlite
#0 0.402 mdpolicy = group:small
#0 0.402 mediaid =
#0 0.402 metadata_expire = 21600
#0 0.402 metadata_expire_filter = read-only:present
#0 0.402 metalink =
#0 0.402 minrate = 0
#0 0.402 mirrorlist = http://mirrorlist.centos.org/?release=7&arch=x86_64&repo=extras&infra=container
#0 0.402 mirrorlist_expire = 86400
#0 0.402 name = CentOS-7 - Extras
#0 0.402 old_base_cache_dir =
#0 0.402 password =
#0 0.402 persistdir = /var/lib/yum/repos/x86_64/7/extras
#0 0.402 pkgdir = /var/cache/yum/x86_64/7/extras/packages
#0 0.402 proxy = False
#0 0.402 proxy_dict =
#0 0.402 proxy_password =
#0 0.402 proxy_username =
#0 0.402 repo_gpgcheck = False
#0 0.402 retries = 10
#0 0.402 skip_if_unavailable = False
#0 0.402 ssl_check_cert_permissions = True
#0 0.402 sslcacert =
#0 0.402 sslclientcert =
#0 0.402 sslclientkey =
#0 0.402 sslverify = True
#0 0.402 throttle = 0
#0 0.402 timeout = 30.0
#0 0.402 ui_id = extras/7/x86_64
#0 0.402 ui_repoid_vars = releasever,
#0 0.402    basearch
#0 0.402 username =
#0 0.402
#0 0.497 Loaded plugins: fastestmirror, ovl
#0 0.539 Determining fastest mirrors
#0 0.544 Could not retrieve mirrorlist http://mirrorlist.centos.org/?release=7&arch=x86_64&repo=os&infra=container error was
#0 0.544 14: curl#6 - "Could not resolve host: mirrorlist.centos.org; Unknown error"
#0 0.545
#0 0.545
#0 0.545  One of the configured repositories failed (Unknown),
#0 0.545  and yum doesn't have enough cached data to continue. At this point the only
#0 0.545  safe thing yum can do is fail. There are a few ways to work "fix" this:
#0 0.545
#0 0.545      1. Contact the upstream for the repository and get them to fix the problem.
#0 0.545
#0 0.545      2. Reconfigure the baseurl/etc. for the repository, to point to a working
#0 0.545         upstream. This is most often useful if you are using a newer
#0 0.545         distribution release than is supported by the repository (and the
#0 0.545         packages for the previous distribution release still work).
#0 0.545
#0 0.545      3. Run the command with the repository temporarily disabled
#0 0.545             yum --disablerepo=<repoid> ...
#0 0.545
#0 0.545      4. Disable the repository permanently, so yum won't use it by default. Yum
#0 0.545         will then just ignore the repository until you permanently enable it
#0 0.545         again or use --enablerepo for temporary usage:
#0 0.545
#0 0.545             yum-config-manager --disable <repoid>
#0 0.545         or
#0 0.545             subscription-manager repos --disable=<repoid>
#0 0.545
#0 0.545      5. Configure the failing repository to be skipped, if it is unavailable.
#0 0.545         Note that yum will try to contact the repo. when it runs most commands,
#0 0.545         so will have to try and fail each time (and thus. yum will be be much
#0 0.545         slower). If it is a very temporary problem though, this is often a nice
#0 0.545         compromise:
#0 0.545
#0 0.545             yum-config-manager --save --setopt=<repoid>.skip_if_unavailable=true
#0 0.545
#0 0.545 Cannot find a valid baseurl for repo: base/7/x86_64
------
Dockerfile.alpine-builder:51
--------------------
  50 |
  51 | >>> RUN echo "multilib_policy=best" >> /etc/yum.conf && \
  52 | >>>      echo "skip_missing_names_on_install=False" >> /etc/yum.conf \
  53 | >>>      sed -i '/^override_install_langs=/d' /etc/yum.conf \
  54 | >>>      echo "exclude = d36uatko69830t.cloudfront.net" >> /etc/yum/pluginconf.d/fastestmirror.conf \
  55 | >>>     yum -y install https://dl.fedoraproject.org/pub/epel/epel-release-latest-8.noarch.rpm && \
  56 | >>>      yum-config-manager --enable extras && \
  57 | >>>      yum -y update && \
  58 | >>>      yum -y install yum-utils autoconf automake curl centos-release-scl-rh m4 make wget && \
  59 | >>>     yum -y install devtoolset-10-binutils devtoolset-10-gcc devtoolset-10-gcc-c++ && \
  60 | >>>     localedef -i en_US -f UTF-8 en_US.UTF-8 && \
  61 | >>>     yum clean all && \
  62 | >>>      rm -rf /var/cache/yum
  63 |
--------------------
ERROR: failed to solve: process "/bin/bash -c echo \"multilib_policy=best\" >> /etc/yum.conf && \techo \"skip_missing_names_on_install=False\" >> /etc/yum.conf \tsed -i '/^override_install_langs=/d' /etc/yum.conf \techo \"exclude = d36uatko69830t.cloudfront.net\" >> /etc/yum/pluginconf.d/fastestmirror.conf     yum -y install https://dl.fedoraproject.org/pub/epel/epel-release-latest-8.noarch.rpm && \tyum-config-manager --enable extras && \tyum -y update && \tyum -y install yum-utils autoconf automake curl centos-release-scl-rh m4 make wget &&     yum -y install devtoolset-10-binutils devtoolset-10-gcc devtoolset-10-gcc-c++ &&     localedef -i en_US -f UTF-8 en_US.UTF-8 &&     yum clean all && \trm -rf /var/cache/yum" did not complete successfully: exit code: 1
make: *** [Makefile:51: builder] Error 1
make: Leaving directory '/opt/caoye/v6d/docker'

Try use the aliyun centos mirrors: https://developer.aliyun.com/mirror/centos?spm=a2c6h.13651<IP_ADDRESS>e221b11qSEw9n


[bug]:

Is there an existing issue for this?

[X] I have searched the existing issues

OS
Windows
GPU
cuda
VRAM
No response
What version did you experience this issue on?
3.0.0
What happened?
When i updated invokeai to last version, it didn't work and come out these errors, i tried to install an another xformers but nothing changed.
What do i have to do?
Screenshots

Additional context
No response
Contact Details
No response

Can you try option [7] in the Invoke run script?

i tried but nothing change, the same messaggio error comes out again.


edsl: Workaround to make #buf act like [functional]

Fixes https://github.com/kframework/kore/issues/2358 for erc20-verification.
Tom recommends Splitting #buf into 2 functions: #bufStrict which is partial and rewrites into #buf which is total and evaluated modulo 2^(8*BUF_LEN). This way engine will deal with total #buf most of the time and will avoid some complications.
Changes:

now #buf(LEN, DATA) is [functional]. When DATA overflows LEN, it is interpreted modulo 2 ^Int (LEN *Int 8).
To preserve correctness, an additional #bufStrict function is added, non-functional, with semantics
#bufStrict(DATA,LEN) => #buf(DATA,LEN) requires DATA in range
When a buffer is first created, e.g. claim LHS and rule RHS (when LHS doesn't contain a buffer) it is always created as #bufStrict. When both rule LHS and RHS contains a #buf, it is not changed as this is not a "new" buffer.
Claim RHSs that contained #bufwere not changed, as it is expected that any created #bufStrict eventually rewrites to #buf.
Some benchmark proofs needed a range side condition and a few lemmas.

@ehildenb I added some lemmas and a test for them. The lemmas are needed for benchmark tests. Because they match low-level arithmetic instructions, even if in a rather specific pattern, I'm not sure about their performance implications. So to be safe I want to have them only under Java backend. But I'm not sure if the test is really run the way I placed it right now. The module LEMMAS-SPEC now imports LEMMAS-JAVA-SPEC which has the new lemma spec. Please check this part in particular.

I only see a few of the tests/specs/... tests updated, have you checked them all to see if any of the others need updated?

I reviewed all instances of #buf. That's all that needs updating.


devicetree: generate tokens for suitable string-valued enums

This PR makes it possible to generate DT macros for string type properties "with the quotes stripped off". This requires that the property has an enum: in the binding, and has some additional restrictions.
Example bindings fragment:
properties:
  val:
    type: string
    enum:
      - "zero"
      - "one"
      - "two"

Example devicetree node:
n: node {
	val = "zero";
};

With this PR, DT_ENUM_TOKEN(DT_NODELABEL(n), val) expands to the token zero, without any quotes.
This currently only applies to properties with type "string" and an enum: in the binding.
Additionally, all the enum: values must be "tokenizable", with a definition given in the commit logs.
Based on a proof of concept by @pabigot .
Fixes: #21273

I can see the following possible generalizations:

DT_ENUM_TOKEN_UPPER(node_id, prop): like DT_ENUM_TOKEN(node_id, prop), but uppercases all the letters, so enum: [foo, bar] would generate FOO and BAR in addition to foo and bar
allowing use of DT_ENUM_TOKEN(node_id, prop) even when the enum: has a value like 'foo bar', by converting it to foo_bar

The first one could be useful to let the DTS have a lowercase string at the same time as C has an uppercase enumerator. I don't have a use for that, but others might.
The second one would help me on some work we're blocked on in #25590. The goal is to move an ADC channel configuration to devicetree.
I would like to be able to do something like this:
properties:
  gain:
    type: string
    enum:
    - "1/6"
    - "1/5"
    - ...
    - "64"
    - "128"

If "1/6" got turned into "1_6", I could easily convert a gain property to an enum adc_gain enumerator. I need to be able to initialize an entire struct adc_channel_cfg from a devicetree node, so some way to represent the enum adc_gain and enum adc_reference fields in devicetree is needed, and this would solve that problem.
I'm going to leave generalizations like these to future PRs, though, because I want to get the basic support feature merged to unblock #30334, which only needs this basic, and strict, DT_ENUM_TOKEN() behavior.

@mbolivar-nordic do you think we can replace the gpio flags by this enums then? So we don't see those annoying parsing errors when some includes are missing. I'm not a big fan of including C headers in the device tree (manly because I tend to forget them) and this PR seems to provide a good alternative!

@mbolivar-nordic do you think we can replace the gpio flags by this enums then?

I don't see that happening since the GPIO flags values are there to match Linux devicetree, and they aren't really suitable to representation as enums.

So we don't see those annoying parsing errors when some includes are missing. I'm not a big fan of including C headers in the devicetree (manly because I tend to forget them)

Something does need to include things like <dt-bindings/gpio/gpio.h>, but those aren't C headers.  None of the other GPIO flags from <drivers/gpio.h> are supposed to be used in devicetree sources.

At least we can use it for our own projects. :-)
I would also need strings for initializes like {'z','e', 'p', ..} for my update over mass storage project I'm working on. What do you guys think about that? @mbolivar-nordic @pabigot ?

I would also need strings for initializers like {'z','e', 'p', ..} for my update over mass storage project I'm working on. What do you guys think about that? @mbolivar-nordic @pabigot ?

Open an enhancement request.  I'm not seeing the value (you can initialize arrays from the string representation, at the cost of an extra NUL), but that discussion doesn't belong in this PR.

I would also need strings for initializers like {'z','e', 'p', ..} for my update over mass storage project I'm working on. What do you guys think about that? @mbolivar-nordic @pabigot ?

I'm not sure exactly what you're asking for.
Are you saying you have a DT property with type string and you want an array initializer for a char[] based on it?
If so, there is nothing to do: just use DT_PROP(). Its docstring says it generates "a string literal" when the property has type string.
A string literal is a valid array initializer for a char[] in standard C, so there's no problem with something like this:
char str[] = DT_PROP(node_id, some_string_prop);

I would ned a char array with exactly 8 chars without termination. Thats a requirement from the FAT12 header.

I would ned a char array with exactly 8 chars without termination. Thats a requirement from the FAT12 header.

This should just work:
static const char hdr[8] = "12345678";

as long as the string constant is no more than 8 characters excluding terminating NUL.  If it's nine characters you'd get a build diagnostic:
/tmp/x.c:3:28: warning: initializer-string for array of chars is too long
    3 | static const char hdr[8] = "123456789";
      |                            ^~~~~~~~~~~

as long as the string constant is no more than 8 characters excluding terminating NUL. If it's nine characters you'd get a build diagnostic:

Which is exactly as it should be, IMO

can this be extended to have an array of enum types somehow?
nums-enum: "one", "two", "three";

and in c-code
enum {
   DT_ENUM_TOKENS(node_id, nums_enum)
};


fix the bug  removing attrs

fix: #3759

Thank you the review. I used combine_strs_with_missing_comments.

this code failed to format the below code.
// input
let Test {
    // comment
    #[cfg(feature = "test")]
    x,
} = Test {
    #[cfg(feature = "test")]
    x: 1,
};

// output
let Test {
    // comment
    #[cfg(feature = "test")]
    #[cfg(feature = "test")]
    x,
} = Test {
    #[cfg(feature = "test")]
    x: 1,
};

pre_comment includes comment and attributes now. it needs to be fixed.

@rchaser53
It seems that the span of source_map::Spanned<ast::FieldPat> passed to rewrite_struct_pat does not include attributes, and so we are getting wrong spans inside write_list. I think this is a bug in rustc, though it may be already fixed in the latest libsyntax.
For now, I think we need to fix this line so that attributes are taken into account while calculating the span of each field. Something like the following snippet should work:
-        |f| f.span.lo(),
+        |f| if f.node.attrs.is_empty() { f.span.lo() } else { f.node.attrs.first().unwrap().span.lo() },

I think this is enough to fix the issue, but we'll see...

I see. I added the test and replaced the code.


fixed a problem with date in raiplay download

Please follow the guide below

You will be asked some questions, please read them carefully and answer honestly
Put an x into all the boxes [ ] relevant to your pull request (like that [x])
Use Preview tab to see how your pull request will actually look like

Before submitting a pull request make sure you have:

[x] At least skimmed through adding new extractor tutorial and youtube-dl coding conventions sections
[x] Searched the bugtracker for similar pull requests
[x] Checked the code with flake8

In order to be accepted and merged into youtube-dl each piece of code must be in public domain or released under Unlicense. Check one of the following options:

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[ ] I am not the original author of this code but it is in public domain or released under Unlicense (provide reliable evidence)

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[ ] Bug fix
[x] Improvement
[ ] New extractor
[ ] New feature

Description of your pull request and other information
Fixes #22559 where the date was missing. Now, if the date is in the json, it is used, otherwise it uses the current date.

This effectively fixes nothing. Upload date must be upload date, not current date.


Adding a <script> for client side in a post

For a particular post, I want to create a script tag and run code inside it on the client side. So I just put it in the .md file and because of it the build process failed. I understand it's because vue is trying to run that script on the server side.
I can't seem to find a way to make vuepress skip this script and just write it in the built html side the way it is. I also just need the code for a single post, so I don't want to change anything big.
My question: is there a way to make the theme-maker ignore that script tag? perhaps wrapping it in something? any ideas?

You can try the custom containers feature as below.
::: demo
<div slot="preview">
  <script>alert(1)</script>
</div>
:::

Nice! That actually works pretty nicely. I just have one issue that it escapes the " in the code. So instead of alert("hi") I get alert("hi&quot:), which fails. Not a dealbreaker but if you have any suggestions about that I'd appreciate it.


Save Load Custom Classes inheriting solvers

A possible concern is if someone write their own subclass with multiple inheritance
class MySolver(SomeOtherClass, Solver1D):
    pass

where SomeOtherClass precedes Solver1D.
In this case, we need to check self.__class__.__bases__[1] instead of self.__class__.__bases__[0]

isinstance(self, neurodiffeq.solvers.Sovler1D)

Yes, there was no particular reason to use strings. We should definitely use isinstance in the future

A possible concern is what if someone write their own subclass with multiple inheritance

Yes, I have assumed no multiple inheritance where the common case is to inherit neurodiffeq solvers for additional loss. We should tackle that for saving and loading in the future


Better exception handling

[x] Catch specific internet connection errors.
[x] Handle cases where the Dropbox folder becomes inaccessible, e.g., is moved by the user.
[x] Handle request limits from the Dropbox API.
[x] Handle possible exceptions from dropbox.files_delete command.
[x] Handle cases where downloading a file change fails, e.g., due to insufficient permissions or insufficient space.
[x] Handle cases where uploading a file change fails, e.g., due to insufficient insufficient space on the user's dropbox.

Preferably, handle all expected exceptions and emit a log message. Alert the user according to severity, for example as follows:

level
severity
examples
GUI response

warning
handled automatically
bad internet connection
faded tray icon

error
requires user intervention
sync errors due to unsupported file names, permission issues, etc
red badge on icon user accessible list / log

critical
prevents all syncing
user deleted or moved the Dropbox folder, insufficient storage space
error dialog

All done.


Add-Type 'Newtonsoft.Json.dll' fails for 13.0.1 version and PowerShell 7 or 7.1

Hello, I updated Newtonsoft.Json library from 12.0.3 to 13.0.1 version and the following PowerShell code stopped working
Add-Type -Path '..\Newtonsoft.Json.dll'

failing with error
Add-Type: Could not load file or assembly 'Newtonsoft.Json, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed'.

The same error is happening if to include Newtonsoft.Json into RequiredAssemblies PowerShell module definition file or if PowerShell loads some other assembly which has a reference to Newtonsoft.Json version 13.0.1.
My PowerShell version is
Name                           Value
----                           -----
PSVersion                      7.1.6
PSEdition                      Core
GitCommitId                    7.1.6
OS                             Microsoft Windows 10.0.22000
Platform                       Win32NT
PSCompatibleVersions           {1.0, 2.0, 3.0, 4.0…}
PSRemotingProtocolVersion      2.3
SerializationVersion           <IP_ADDRESS>
WSManStackVersion              3.0

The same is happening for PowerShell 7.0. Fusion logs don't show anything unfortunately.
Interesting that this code works fine
[System.Reflection.Assembly]::LoadFile("..\Newtonsoft.Json.dll")

Just out of curiosity, if you right-click the Newtonsoft.Json.dll file, choose 'Properties' and check the 'Unblock' box, will PowerShell let you use AddType? Note, you may need to restart your PowerShell instance.
I was able to re-produce and fix this issue by unblocking the dll; depending on your download method, Windows may have it blocked by default. Of course, this doesn't affect the LoadFile method.

Just out of curiosity, if you right-click the Newtonsoft.Json.dll file, choose 'Properties' and check the 'Unblock' box, will PowerShell let you use AddType? Note, you may need to restart your PowerShell instance.
I was able to re-produce and fix this issue by unblocking the dll; depending on your download method, Windows may have it blocked by default. Of course, this doesn't affect the LoadFile method.

Hi Michael, first in what tab is Unblock box located? I don't see it in my Windows 10. I guess it's applicable only if to download file from Internet. Next even if this option will work it can be used only locally and not on any machine like in Azure DevOps VM. Also, the question why the previous version worked and new one doesn't work on many machines including Azure DevOps VM and so on.

I think the nuget <IP_ADDRESS> package has the Json <IP_ADDRESS> dll in it.

After installing the <IP_ADDRESS> nuget, my project is referencing version <IP_ADDRESS>
When my app tries to run and references the dll somewhere, it crashes saying it was looking for version <IP_ADDRESS> but couldn't find it.
My build output DLL is <IP_ADDRESS>


Fix center of mass derivatives debug compilation error

With assertions enabled, center-of-mass-derivatives gave a compilation error due to a misnamed variable (which was not seen in Release mode because the assertion is simply skipped).
I fixed it. I grabbed the occasion to change import pinocchio as pio -> import pinocchio as pin in the corresponding unit test.

Thanks for that, sorry to have introduced a bug in debug mode. Indeed I
did not valide the debug compilation, and it is not tested by travis (as
we discussed it this morning with @nim65s).
On 2/13/19 9:16 PM, Justin Carpentier wrote:

@jcarpent approved this pull request.
Well done. Seems good to me. Thanks for these fixes.
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Makes sense. Actually I have no idea why I got this problem. I am supposed to be compiling in Debug mode, yet I still see the assertions. It's as if NDEBUG were not defined. Either there is something wrong in my configuration, or this is a very unexpected behavior from my compiler


PDF-IO-Matlab vulnerabilities

It uses matio 1.5.0 which has at least one vulnerability, see https://cve.mitre.org/cgi-bin/cvekey.cgi?keyword=matio

Maybe instead of issues we should come up with a single file/master list of things to investigate. What is easier for you, since you are doing most of the work?
Also, what are you doing to find these? Do they come out of personal work or things that matter in $dayjob, or something else?
This makes me things I need to revitalize MyCPAN and start scanning all of BackPAN again. I did have ways to search for anything I wanted to check. Looking for particular files (say, like the readline issue) would be a good use.

I'm doing this work in my spare time. But it's getting a bit larger than I expected, so I think we need to take a breather and come up with a plan to tackle issues.
I was also hoping that more people would step up and help out.
The issue about zlib #36 mentions how possible distributions were identified.

*PDL
CC: @mohawk2
It seems I should get on with writing that Alien-matio dist I've been meaning to.

I've moved this to the wiki. Let's reserve issues for things that we can fix and use the wiki for the To Do list.


TAJO-1452: Improve function listing order

Rebased.

It's strange. I tested with the same command with Travis CI. But, here, Travis CI fails with 'ERROR: org.apache.tajo.util.history.HistoryWriter (writeHistory(318)) - Error while saving query history: q_1427976531200_0529:Filesystem closed'. Anyway, I will test again in my desktop.

Hi @dongjoon-hyun,
Unfortunately, I don't have enough time to review this patch. Nevertheless, I greatly appreciate your recent contributions.
Besides, I'm going to give you some useful suggestion. You may close the previous PR (https://github.com/apache/tajo/pull/469) and open this PR in order to rebase or update the patch.
Actually, you don't need to close and open new PR for each update. You can update an existing PR by just pushing some changes to the branch used for the existing PR. I hope that my advice would be helpful to your contribution.

Thank you, @hyunsik ! As I mentioned in Jira, I will update the previous PR from now.

Travis CI error looks temporal error in Travis CI system. I tested with the same command with Travis CI, and the pass result file is in the following link.
https://app.box.com/s/d6pz3ocmigno6dzfrcy3eqoz44215lj7

Rebased.

+1
The change looks straightforward and reasonable. I'll commit it shortly.


[ENYO-3770]NewDataList: threshold is not updated between -Infinity and Infinity

Issue
In Photo&Video application use case, I can see the blank in the last of NewDataList.
Bacause thereshold's max is Infinity. So, threshold is not updated after scrolling down.
If we change from list that min of threshold is -Infinity and max of threashold is Infinity to other list that need to refresh threshold. At that time, max value of threshold is Infinity. This value have to be proper max value.
Fix
I added calculateMetrics inside collection ResetHandler function in enyo.NewDataList.
This is for update when collection is changed by filter of bucketFilter.
ENYO-3770 NewDataList: threshold is not updated between -Infinity and Infinity
Enyo-DCO-1.1-Signed-off-by: Sangwook Lee<EMAIL_ADDRESS>

Closing PR as Jira has been closed.


require 'cudnn' error

Hi all.
When I run require cudnn(in one of my files load_caffe.lua, line 3), this kind of error is raised:

/home/sunwoo/torch/install/bin/luajit: /home/sunwoo/torch/install/share/lua/5.1/trepl/init.lua:384: /home/sunwoo/torch/install/share/lua/5.1/cudnn/init.lua:71: attempt to call field 'hasFastHalfInstructions' (a nil value)
stack traceback:
[C]: in function 'error'
/home/sunwoo/torch/install/share/lua/5.1/trepl/init.lua:384: in function 'require'
load_caffe.lua:3: in main chunk
[C]: in function 'dofile'
...nwoo/torch/install/lib/luarocks/rocks/trepl/scm-1/bin/th:145: in main chunk
[C]: at 0x00406670

I've installed cuDNN 7.5, luarocks install'ed all nn, cudnn, torch again, but problem's not solved.
What do you think is the matter?
Thank you.

updating cutorch will fix this.

Now works perfectly.
Thank you @soumith.

Works for me
Thanks you @soumith

You need to update cutorch

I had made a full torch install after using clean-old.sh to clean all the old versions.
I had installed it with:
luarocks install cutorch
luarocks install cunn
luarocks install cudnn
When I run the command: luajit -lcutorch
I get:
<EMAIL_ADDRESS>~$ luajit -lcutorch
luajit: /usr/local/share/lua/5.1/cutorch/init.lua:2: cannot load '/usr/local/lib/lua/5.1/libcutorch.so'
stack traceback:
[C]: in function 'require'
/usr/local/share/lua/5.1/cutorch/init.lua:2: in main chunk
[C]: at 0x0044cfb0
[C]: at 0x004054a0
When I install cutorch with this command: luarocks install cutorch 1.0-0
I get:
<EMAIL_ADDRESS>~$ luajit -lcutorch
LuaJIT 2.1.0-beta1 -- Copyright (C) 2005-2015 Mike Pall. http://luajit.org/
|_ | | |
| | ___ _ __ | |
| |/ _ | '/ | '
| | () | | | (| | | |
/__/|| __|| ||
JIT: ON SSE2 SSE3 SSE4.1 fold cse dce fwd dse narrow loop abc sink fuse
#####################################################
so I made this install:
luarocks install cutorch 1.0-0
luarocks install cunn 1.0-0
luarocks install cudnn
now I get the error:
<EMAIL_ADDRESS>~$ luajit -lcudnn
luajit: /usr/local/share/lua/5.1/cudnn/init.lua:98: attempt to call field 'hasFastHalfInstructions' (a nil value)
stack traceback:
/usr/local/share/lua/5.1/cudnn/init.lua:98: in function 'fasterHalfMathTypeForCurrentDevice'
/usr/local/share/lua/5.1/cudnn/init.lua:112: in function 'configureMath'
/usr/local/share/lua/5.1/cudnn/init.lua:131: in main chunk
[C]: at 0x0044cfb0
[C]: at 0x004054a0
after removing cudnn: luarocks remove cudnn
I had installed it with:
git clone https://github.com/soumith/cudnn.torch -b R5
cd cudnn.torch
luarocks make
cd ../
now it works, but it is not stable.

do you have to use cutorch 1.0-0? Your problem would be solved if you used latest cutorch (luarocks install cutorch).

i had tried to install the latest versions, like this:
luarocks remove cutorch
luarocks remove cunn
luarocks remove  cudnn
luarocks install cutorch
luarocks install cunn
luarocks install cudnn
Then I get an error from cutorch

@shimen, you need to check your luarocks config if it gets cutorch from standard place.
This works:
luarocks install cutorch
Installing https://raw.githubusercontent.com/torch/rocks/master/cutorch-scm-1.rockspec...
Using https://raw.githubusercontent.com/torch/rocks/master/cutorch-scm-1.rockspec... switching to 'build' mode
Cloning into 'cutorch'...
remote: Counting objects: 206, done.
remote: Compressing objects: 100% (162/162), done.
remote: Total 206 (delta 59), reused 81 (delta 42), pack-reused 0
Receiving objects: 100% (206/206), 196.08 KiB | 0 bytes/s, done.
Resolving deltas: 100% (59/59), done.
Checking connectivity... done.

I have the same problem. I could  install neither cutorch nor cudnn.

@soumith  How to upgrade the cutorch?   thanks

Hi, I've manually uninstalled cutorch, cunn, cudnn, cleared the luarocks cache, reinstalled all three, and am still facing this issue
@ngimel @soumith - This should be reopened.


Paste images from clipboard

The SCEditor we are shipping, apparently supports some level of "pasting from clipboard", the drawback is that it converts the image to data base64 encoded, putting everything into the text creating a long post of data that will not be converted into an image (since the img tag will not accept anything apart an url as its parameter.
It may be worth looking into how the image is processed and if possible capture it and upload as an attachment.
To be considered.

I like the idea of converting pasted images to attachments ;)


Issues with japanese symbols

Hi There,
I have recently setup an instance of OSM and i'm using OSM Bright as the style with my mapnik. Issue i am having, is that when i navigate over an area such as Japan, I get little rectangles being displayed and nothing else. I have been looking through the installation guide, and i'm unable to find any font dependencies required.
I am running centos 7 and have the DejaVu 2.34-4 font package installed.

Any help or guidance would be appreciated.
Cheers
-Fito

Hi there!
all fixed. i forgot to update the job here.
seems like in the style.xml file, the font being referenced (in this case unifont), was spelt incorrectly. Although it was still spelt as unifont, the system registered the font as "Unifont" with the capital "U". so. all in all very trivial.
Cheers
Fito


Unable to add nested elements

My apologies if I've misread the docs, but I would expect crel('p', {}, ['strong', {}, 'hello']) to return
hello
 similar to prosemirror's toDOM spec.

That's not how the library works. You want [crel("strong", "hello")], not the arguments as an array.

I figured that part out, but the docs and my prior use of Prosemirror seemed to imply the above could work as well. Thank you for clarifying. Would you be open to a Read Me PR if I can think of a decent one?

The readme states that for array arguments, each element is added separately. I don't think that implies that you can do what you're doing above.

That was actually the part that made me think that crel would operate on arrays like nested arguments, but I appreciate that it was my misunderstanding. I very much enjoy this sublimely lightweight, useful tool.


Setup different settings files (development, production)

Use DJANGO_SETTINGS_MODULE as corresponding environment variable

remove EMAIL_BACKEND and setup a production ready mail server
set DEBUG to false
django won't handle static files anymore

When we got started with Django, we used the cookiecutter bootstrap tool. It has a lot of options but it is worth the time to get it right at the outset, because building all that tech ourselves would have been a lot of work: setting up testing tools, local/test/prod environments, docker, and much more. This is the PR for this work, see particularly this commit but also the following ones to take the output from cookiecutter and making it the way we wanted it. We already had come code running at the time we did this, so it got more complicated to merge our existing code and the cookiecutter output, but it worked and still saved us a lot of time. Using it at the outset would have been a lot simpler.

@svenseeberg Since you've worked a lot with setup tools... can we close this issue?

Good question. I'm not sure, to be honest. We could potentially automatically disable the DEBUG mode when packaging with setuptools. This could fix some basic security issues.


Selected filter layers should get cleared when the dialog is dismissed

The selected filter layers still remain after doing a filtering submit, dismissing the dialog and then bring up the filter dialog again.
All the selected layers should be cleared when the dialog is dismissed.

completed


TestRuns.tsx: Combine "Owner" and "Access" columns

Only need to combine both?

Yes, it is the same for all these issues,
| Owner             |
| MyAccount <padlock> |

Please you fix one then i will get idea and i will fix all related.because you know i am still not able to see UI


Dawntrail Updates

Despite the engine switch and lighting updates, the game looks still not as good as it could be.
Are you planning to update this shader pack for dawntrail? I see that XeGTAO breaks the rendering and at the moment I use the builtin GTAO.

yeah, I'm gonna need a bit to update things unfortunately lol I'm very busy. I recommend disabling xegtao for now and tuning the color correction to your liking, the preset should still work pretty well though.

Just wanted to pipe in on this - I was able to resolve the GTAO rendering issue by a simple change in the Global Preprocessor Definitions - change RESHADE_DEPTH_INPUT_IS_REVERSED from 0 to 1. Someone posted about this on exTwitter regarding Reshade back in April with the benchmark tool, I just stumbled on it today after reading this post.

Alright I needed to fix this in order to finish my new video actually and turns out it's an instant fix and I don't need to release an update, you just need to do as rhael-gaming stated and change the preprocessor definition.
Here's a demo from ipsusu: https://x.com/ipsusu/status/1806621994919526808
have fun with Dawntrail!

ok actually I just checked the xegtao and it's still broken I believe, will update when I can.

Alright this has been fixed in the new release, enjoy!
https://github.com/GarrettGunnell/AcerolaFX/releases/tag/v10.1.0

Alright this has been fixed in the new release, enjoy!
https://github.com/GarrettGunnell/AcerolaFX/releases/tag/v10.1.0

Thanks for the upgrade. I upgraded and the screen is now flashing/blinking like an old tv on darker places during day when enabling xegtao, even reshade menu blinks (since is dark gray).
Is there anything else to config other than the RESHADE_DEPTH_INPUT_IS_REVERSED ?

If you mean the screen changes brightness when you open menus and stuff then this is because the auto exposure operates on whatever is on the screen and so if the ui covers more of the screen then the auto exposure will adjust accordingly. This is not something that can be fixed.


CI for node

The title of this pull request isn't what I expected!
To rename your pull request:

Click on Edit next to the pull request's title.
The title will turn to a text field, CI for Node in the title field.
Click Save.

I'll respond when I detect this pull request has been renamed.


Create more good-first-issues

This is a request to the maintainers to kindly put up a few sample issues for beginners so they get an idea of how someone can contribute to this repository, probably hinting on what possible implementations could resolve the issue as well.

I claim copyright over this issue XD

I claim copyright over this issue XD
Reference

Copyright infringement detected @Abhinandan-Pal


Phoneme list

I like the way it sounds! Can this be extended to support non-English phonemes? Where's the phonemes data?

In theory it could, but you would need the formant frequencies for the additional phonemes (F1, F2, F3, with F1 and 2 being the most important generally.)

There would also need to be durational data for each phoneme and if the language is tonal (like English and Chinese are) you would also need data for F0 fluctuation.
Then to really make it intelligible, you cadence (variation in duration and pitch at the sentence level) data.  The data for Speako-8 was taken from this book: https://archive.org/details/frontiersofspeec0000unse


Plugin can't find config file

I'm using the Linux version and Project Builder works when I run it. But when trying to run things through the plugin, I get the error message:

Project Builder config file not found. Make sure you run Project Builder directly at least once.

Following the message's instructions didn't fix this.
Investigating the issue a little, I think I found the problem here:
func run_project_builder(routine := ""):
	var project_builds_config := FileAccess.open(EditorInterface.get_editor_paths().get_config_dir().path_join("app_userdata/Godot Project Builder/project_builds_config.txt"), FileAccess.READ)

Here EditorInterface.get_editor_paths().get_config_dir() returns /home/<user>/.config/godot for me. But my app_userdata folder is in /home/<user>/.local/share/godot/ instead. I can find the file it's looking for at /home/<user>/.local/share/godot/app_userdata/Godot Project Builder/project_builds_config.txt. That is, it's in where I get to from Editor > Open Editor Data Folder instead of Editor > Open Editor Settings Folder.

Should be fixed in 39fa063
See if it works for you.

The short answer is it works now. The long answer is this log I kept. I'll leave it here since it might be useful for tracking down other bugs and releasing the next version without problems. It's not clear to me how much of this is relevant so I'm posting it all.
1. Copy-paste the commit diff to replace the line.
  - Project builder runs from the plugin. But now most tasks show <null> (the exception being sub-routines.)
  - When adding a task, most tasks show up as null. These are 1, 2, 4, 5, and 6 in the order of the menu.
  - Entering a routine and pressing back crashes the program.
2. Press Refresh Routine List.
  - Same problem.
  - Executing gives errors. "Some tasks are invalid!"
  - "Execute Routine" menu options from inside Godot give the same error as executing from the program.
3. Restart plugin
  - Same problem.
4. Restart Godot
  - Same problem.
5. Open the program outside the plugin. Then run from the plugin.
  - Tasks are fine outside like before and no problems found.
  - Problem persists when running from plugin.
* 6. Manually set "project_builder_path" in config file (which was empty "" before) and restart Godot
  - Problem is fixed.
* 7. (Back to non-working config file.) Rebuild Project Builder from source, run it, then run it from Godot.
  - Problem is fixed.
8. Delete config file. Run old version.
  - <null> problem is back.
* 9. Delete config file. Run new version.
  - Works.
10. Delete config file. Delete addon and replace with folder from source. Run new version.
  - Global "godot_path" goes to project builder instead of Godot.
  - Execution hangs.
* 11. Manually set global Godot path from inside Project Builder.
  - Works.
(Probably unrelated after 11.)
  - Rebuilding everything hangs on the step of exporting linux32. Though that step seems to have completed, it just doesn't move on. (I waited for about a minute.)
  - This happened once. But the next 2 times it did not happen.

I only got the null bug when I modified the plugin from the addons folder of my own project, so I couldn't see any errors in the console.
My guess is the problem derives from "project_builder_path" in the config file not being set. Since setting it manually solved the problem for me at the time. So I guess it's looking for the Tasks folder which it sometimes finds and sometimes doesn't if it's not set, but always finds when it is set.
But IDK. I don't really want to try to figure it out.


Update actions to run on Node16

Update GitHub Actions to versions using supported versions of NodeJS, see https://github.blog/changelog/2023-05-04-github-actions-all-actions-will-run-on-node16-instead-of-node12/
Automated Checks

[ ] I have run ./gradlew test and made sure that my PR does not break any unit test.
[ ] I have run ./gradlew checkstyleMain or the equivalent and corrected the formatting warnings reported.

No: No changes to any Java or build files.

Running tests.


Add the op CLI in the script

By adding the 1Password Command Tool in the script, we no longer need to look for environment variables that have a reference and fetch the values of the secrets through shell script. Instead, we use the commands op list envars and op read (alpha version)
Side note: this is dependent on the release of the version of the 1Password Command Line Tool that contains the command op list envars. Once that is released, this can be merged.

Note: Find a fix for command injection, specifically this code.

Is there anything I can do to help get this merged in?
We make extensive use of op inject  and would love to put up a PR to include that in this action.

I've taken another round through the code and now I feel more confident about this transition of the action.
One small remark I have (besides my comments): I've noticed that we had a test when the action was used twice (e.g. load some secrets, then load some more). Now we no longer have it. Would it help to have such test case? What do you think?
Once the comments have been addressed, this PR is good to be merged. 😄

@edif2008 Thank you for the review.
Regarding the tests. Currently we have few more test cases and they cover what was initially and some new cases in addition.