Update k8s to v0.31.0

This PR contains the following updates:

Package
Type
Update
Change

k8s.io/api
require
minor
v0.30.3 -> v0.31.0

k8s.io/apimachinery
require
minor
v0.30.3 -> v0.31.0

k8s.io/cli-runtime
require
minor
v0.30.3 -> v0.31.0

k8s.io/client-go
require
minor
v0.30.3 -> v0.31.0

k8s.io/kubectl
require
minor
v0.30.3 -> v0.31.0

Release Notes

kubernetes/api (k8s.io/api)
v0.31.0
Compare Source

kubernetes/apimachinery (k8s.io/apimachinery)
v0.31.0
Compare Source

kubernetes/cli-runtime (k8s.io/cli-runtime)
v0.31.0
Compare Source

kubernetes/client-go (k8s.io/client-go)
v0.31.0
Compare Source

kubernetes/kubectl (k8s.io/kubectl)
v0.31.0
Compare Source

Configuration
📅 Schedule: Branch creation - At any time (no schedule defined), Automerge - At any time (no schedule defined).
🚦 Automerge: Disabled by config. Please merge this manually once you are satisfied.
♻ Rebasing: Whenever PR becomes conflicted, or you tick the rebase/retry checkbox.
🔕 Ignore: Close this PR and you won't be reminded about these updates again.

[ ] If you want to rebase/retry this PR, check this box

This PR has been generated by Renovate Bot.

ℹ Artifact update notice
File name: go.mod
In order to perform the update(s) described in the table above, Renovate ran the go get command, which resulted in the following additional change(s):

6 additional dependencies were updated

Details:

Package
Change

github.com/moby/spdystream
v0.2.0 -> v0.4.0

golang.org/x/oauth2
v0.20.0 -> v0.21.0

google.golang.org/protobuf
v1.34.1 -> v1.34.2

k8s.io/component-base
v0.30.3 -> v0.31.0

sigs.k8s.io/kustomize/api
v0.14.0 -> v0.17.2

sigs.k8s.io/kustomize/kyaml
v0.14.3 -> v0.17.1

Pull Request Test Coverage Report for Build<PHONE_NUMBER>7
Details

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 54.614%

Totals

Change from base Build<PHONE_NUMBER>5:
0.0%

Covered Lines:
432

Relevant Lines:
791

💛  - Coveralls


chore: move args to postitional for create commands

#349
#370  👈
main

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Yogev/propogate errors v1

By providing typed errors and Wrapping internal errors the library will provide a better
error handling ability and visibility for consuming applications.

@ChriMarMe please review


[1483] Add apply section to course preview

Context
Course preview
Changes proposed in this pull request
Add apply section with sites and site_statuses
Guidance to review

 [M] Add course previewing


Dem particle weight

Description
Default value for the particle weight was outdated. This PR is changing this default value from 10 000 to 1000.
Some test output had to be changed because of this.
Miscellaneous (will be removed when merged)
Checklist (will be removed when merged)
See this page for more information about the pull request process.
Code related list:

[X] All in-code documentation related to this PR is up to date (Doxygen format)
[X] Copyright headers are present and up to date
[X] Lethe documentation is up to date
[X] The branch is rebased onto master
[X] Code is indented with indent-all and .prm files (examples and tests) with prm-indent

Pull request related list:

[X] Labels are applied
[X] There are at least 2 reviewers (or 1 if small feature) excluding the responsible for the merge
[X] If this PR closes an issue or is related to a project, it is linked in the "Projects" or "Development" section
[X] If any future works is planed, an issue is opened
[X] The PR description is cleaned and ready for merge

@OGaboriault can you rebase the changelog then I can merge?


Symbol's function definition is void: perscient-persist-mode

Hi,
This might be stupid... But I'm getting an error when trying to use prescient and prescient-persist-mode with use-package like this:
(use-package prescient
  :straight t
  :init
  (prescient-persist-mode +1)
  (setq perscient-history-length 1000))

I'm getting the following warning and I can't figure out why...:
Error (use-package): prescient/:init: Symbol’s function definition is void: prescient-persist-mode

Any thoughts or ideas?

What happens if you use :config instead of init?

Tested it, the problem seems to have gone away. Can't say I understand why though, I have other packages with similar construct where the mode is enabled in the init-phase.
Oh well - thanks for the pointer @okamsn :) Closing it!

prescient-persist-mode is not autoloaded in prescient.el, so you must load prescient.el first. I am inclined to keep it that way, because by making the change you mentioned in your Emacs config, you have improved your startup time by avoiding eager loading. We don't really want to encourage bad loading practice.


Only use setContentBounds for player view

Fixes: https://github.com/feross/webtorrent-desktop/issues/786

Review: @dcposch

LGTM


Request for adding validation prop to multi-step form

Hi there! awesome forms, I was wondering if there is a option to validate user input and not moving to the next step until certain requirements are met. for example,  in my case, I want to ensure the user submits a file before moving on to the next step.I think it would be a great addition to have a simple "true/false" prop that can be passed from the parent component to the continueBtn prop and check if the user has met the requirements before submitting the form. thanks

Hey,
+1 for the initial request
Thanks a lot for your tool


Keep getting key missing error while using Approve-AzPrivateEndpointConnection.

Keep getting key missing error while using Approve-AzPrivateEndpointConnection. What is the parameter actually missing here?
Approve-AzPrivateEndpointConnection -Name "privateEndpointName" -ResourceGroupName "resourceGroupName" -ServiceName "storageAccountName"
Is there anything missing or wrong in the way I am giving this request?

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

ID: 04e4446d-f721-eb1f-2d78-c8e6da619051
Version Independent ID: e53bdc70-7750-b452-56b8-1caa2d938f0a
Content: az network private-endpoint-connection
Content Source: latest/docs-ref-autogen/network/private-endpoint-connection.yml
Service: virtual-network
GitHub Login: @rloutlaw
Microsoft Alias: routlaw

Please create this issue in azure-powershell repo


More descriptive logging for Affinity

Would make debugging Affinity patches easier by providing the Harmony user, and the patch class.
Example log of a failed Harmony patch: _latest.log

Addressed in 8ee9c5155ef23d15bc3a297b86c28e701085ac4b. You should now get a line in the stack trace that says Rethrow as AffinityException with the method details.


⚠ Mobitopup has degraded performance

In 37666a5, Mobitopup (https://napcard.voz.tech) experienced degraded performance:

HTTP code: 200
Response time: 17258 ms

Resolved: Mobitopup performance has improved in 9d4b697.


GLTF geometry loader using cgltf library.

GLTF geometry only loader
Used cgltf for loading
Does not support creating transform instances of geometry as this is not supported in the viewer
Does not handle materials or texture dependencies
Modified the viewer to handle multiple meshes.
Example using shader found under the Khronos MaterialX branch (https://github.com/KhronosGroup/MaterialX).

Multiple mesh example (Using sample MaterialX shaders)

Mesh example where only position and normal are provided. Black mesh is one mesh chosen to show UVs (which don't exist).

Models tested are from: https://github.com/KhronosGroup/glTF-Sample-Models/

/easycla

/easycla


InvalidHeader exception hangs instead of processing

I find that when I try to catch InvalidHeader exceptions on audio_metadata.load() the code will not execute in the 'except audio_metadata.exceptions.InvalidHeader:' block. Even a 'print("test")' does not execute if I catch the exception. My only options are to not catch the exception and have the code crash or to catch it and then raise it again to have the code crash.
I have a loop that iterates over a list of files to grab metadata from each. The first step is trying to get the metadata, and I handle exceptions right away before the rest of the loop code is executed.
The below prints "Test" and then crashes with the exception:
except audio_metadata.exceptions.InvalidHeader:
    print("Test")
    raise

The below does not print "Test" and hangs:
except audio_metadata.exceptions.InvalidHeader:
    print("Test")
    continue

In case it helps, this is the way my loop is set up:
for f in filenames:

    try:
        metadata = audio_metadata.load(f)
    except audio_metadata.exceptions.UnsupportedFormat:
        print("Error - Unsupported format. Skipping file")
        continue
    except audio_metadata.exceptions.InvalidHeader:
        print("Error - Invalid header. Skipping file")
        continue
    <process metadata>

Sorry, I'm pretty new to adding issues to GitHub and can't figure out how to show indentation, but it is all properly indented in code.
Thank you, thebigmunch, for fixing my formatting!

@thebigmunch if it helps, I can send the song that raises the exception in case it's specific to this file, but it's too large to fit in an attachment to this comment (26.4 MB)

The below prints "Test" and then crashes with the exception:

The snippet doesn't seem to show the traceback of the exception, so doesn't do much to help : P

I can send the song that raises the exception in case it's specific to this file, but it's too large to fit in an attachment to this comment (26.4 MB)

Sure, that'd be great, too.
Also, I have the exceptions at the top level of the module, so you can do: except audio_metadata.InvalidHeader to save some typing unless you are being super explicit.

Thanks for the tip on syntactic sugar! I'll keep that in mind.
As for the traceback:
Traceback (most recent call last):
  File "test.py", line 28, in <module>
    metadata = audio_metadata.load(f)
  File "/usr/local/lib/python3.7/site-packages/audio_metadata/api.py", line 119, in load
    return parser_cls.load(fileobj)
  File "/usr/local/lib/python3.7/site-packages/audio_metadata/formats/wav.py", line 91, in load
    raise InvalidHeader("Valid WAVE header not found.")
audio_metadata.exceptions.InvalidHeader: Valid WAVE header not found.

Here's a link to the song:
https://we.tl/t-eIeI77TWXg

Though the exception is not the issue, I expect it to cause an exception. I just want to be able to catch it and continue execution!

Yeah, you're looking for some basic Python syntax. You should be doing the  bit in an else clause to your try. That way it only runs if the try part of it doesn't throw an exception.

More info can be found in the Python exceptions docs.
Good luck.

Right you are! Thanks for the help :)


HHH-14820 Reproducer - Customized EnumType not working with hbm mapping in Hibernate 6

A simple unit test illustrating issue HHH-14820 : since Hibernate ORM 6 the custom NamedEnumUserType is only instantiated once (while there aretwo enums configured with this type).
When trying to execute a query that NamedEnumUserType has the last enum class and Enum.valueOf(...) fails.
The test is currently marked with @Ignore so it needs to be removed to get a failing result.
See the JIRA HHH-14820 issue

Thanks a lot for the test case. I'll look into it ASAP.

I'm curious what actually fails for you here.  The test passes for me rebased on top of current 6.0 branch.  And honestly looking at the test.

Did you remove the @Ignore ?
I was not sure what was the right way to add a failing unit test

Did you remove the @Ignore ? I was not sure what was the right way to add a failing unit test

Probably you meant to execute the query...

Ok, that was it.  You probably removed the execution at some point

BTW, have a fix already.  Running the full tests and I'll push for you to try

Sorry that was not super clear, I tried again with the latest version of the wip/6.0 branch and test failed with this error:
> Task :hibernate-core:test

NamedEnumUserTypeTest > testNamedEnumUserType FAILED
    jakarta.persistence.PersistenceException at ExceptionConverterImpl.java:167
        Caused by: org.hibernate.HibernateException at JdbcValuesResultSetImpl.java:312
            Caused by: java.lang.IllegalArgumentException at Enum.java:238

It's great to hear that fix is coming up, thank you very much for looking into it!

Yes sorry I was trying to say that the @Ignore annotation needs to be removed
In some projects the etiquette for submitting a failing unit test is to commit it disabled so you don't break the build.
I've removed it in a new commit for the sake of clarity. Sorry for the noise!

But this is your test method:
		doInHibernate( this::sessionFactory, s -> {
			s.createQuery( "from Person p", Person.class );
		} );

The query is not executed.    In other words I only got this to fail when I changed that to
		doInHibernate( this::sessionFactory, s -> {
			s.createQuery( "from Person p", Person.class ).list();
		} );

Fixed - https://github.com/hibernate/hibernate-orm/commit/c799f858013b8043ce2e17b3ba8b5d83b6a4d1c7


I'm proposing a re-write of the OpenRPG codebase so that it:
a) Is updated to Godot 4.X.
b) Is made to conform to GDQuest's up-to-date code/structure/art guidelines.
c) Is sufficiently differentiated from the JRPG combat tutorial included in the 2D Secrets course.
d) Is simplified to better serve as a starting point for those diving into the project.
With regards to point d, this would probably include documentation of the project structure and major design decisions. In particular I'm interested in project architecture, as I find most tutorials are not written in a project scope but rather as small stand-alone demos.
On the discord channel I had pitched the idea of a simple "first person", turn-based battle similar to Dragon Quest (1 or 2) or Pokemon. Considering the discussion that followed I do not necessarily think that sweeping changes need to be implemented. However, I do think simplicity is key and the demo priority should be showing how systems interact (in this case, transition to and from the combat state while modifying player data, perhaps running an event post-combat, etc.).
I had originally included a few concept images as brainstorm fodder and I've included them here for posterity.

Concept images by Kenney (kenney.nl) and Hyptosis (https://opengameart.org/content/simple-battles), respectively.
The following points of discussion were recommended by xananax over discord: https://discord.com/channels/245092069415190528/644112672878493707/1082396543639891968
Project Scope
Ideally, the demo would be a polished & trimmed down version of the previous OpenRPG project. With this in mind I think that the feature list should be built from features that are already included in the Godot 3 version. In no particular order:

Two game states: field exploration and combat
Persistence between states, namely player position & battler status
Smooth grid based movement on the field map. Previously, the character "bumped" around (à la roguelike tradition) whereas both player and camera movement should be fluid and snappy. This includes input working as expected, such as holding down a gamepad direction and allowing continued movement in said direction (see the following https://www.youtube.com/watch?v=GgB8J3mqLXI).
Gamepieces on the gameboard (previously called Pawns and LocalMap). The player controls a single gamepiece and the option for an AI controller may be available for the others. AI controllers out of scope? Keep player party following the player?
Field events, including rudimentary conversations and starting combat. Healing party?
Traditional JRPG combat, does not need to diverge from the 3.X project. I would keep it turn based and probably add a turn queue of some sort to see actor order. I’m not sure if there would be many changes in this section, though my preference would be to not make the 2D Secrets course redundant.

There may be a handful of extra features to consider adding at a later date. In particular, I’m interested in random encounters as well as moving between different field maps. Full feature list TBD.
First Steps:
The first step beginning the project in earnest would be to draw up the feature list (probably in Github projects. Kanban style?) and break down into milestones and immediate tasks.
Before doing this, however, I would like to put together a small demo in the next day or two to verify that the project is headed in the correct direction. I would propose a rough draft of the player moving around in the field/exploration state. This would include the following:

The gameboard, which would include a TileMap for various terrains and a TileMap for various obstacle tiles. The gameboard would create a grid resource (set cell_size from TileMap.tile_set? This has changed in 4.0) which would function much the same as the TRPG Unit Movement course.
Gamepieces (anything that occupies a cell on the gameboard) can be placed on the board and block player movement. Pass a grid object in so that they can snap to the board. Make a tool script so that snapping can happen directly in editor?
The player controller should probably be a single object rather than a component to place on an object. If the controller is a component it would be possible to control several gamepieces at once, which could be interesting but would also make tracking the active focus more difficult. I’m used to working with controllers as an FSM, but maybe that’s too complex at this point.

Anyways, lots of words for a simple demo. Let me know what you think and I’ll slap something together. I can also draw up a rough architectural diagram if that would help, though that might be more useful for review after the fact.

Thank you for this!
I think your proposal of an initial project is good. Let's start on that basis, and let's be willing to iterate on it until we feel it's a satisfying architecture, after which we can move on to the next system (combat, inventory, ...).
I don't think an architectural diagram is necessary, unless you want it. For me, directly intervening on code without abstractions is generally preferrable
(Of course, this implies sometimes tearing the code down and rebuilding to a large degree. I'm personally fine with that).
However, an architectural diagram can serve as a thinking tool for some people. If that is how you proceed and you'd rather have feedback on that first, that is completely fine by me.
At the moment, I do not have specific opinions about all the points you've made; they all seem good to me! Some reserves about "not componentizing", but it really depends on the implementation.
So then, I suggest the next step is to open a WIP PR and work there. If you want to discuss things before implementation, feel free to follow up in this issue, open new issues, or comment in the PR.

I apologize for this long post. If there is a better way to run design by the folks at GDQuest, please let me know. For the first prototype I wanted to run design by you all to make sure that I'm not completely out to lunch.
I agree that iterating over code/structure will be more productive than trying to "structure" everything from the beginning. I DO find laying things out helps at first and I may be able to head off some issues (or raise red flags when you question what in the world I was thinking) by blocking them out within Godot and then iterating on top of that.
This is the rough structure I've laid out for the "first steps" prototype. Please note that I've added the player controller in two scenes to get feedback on which method would be preferable. I'm open to changing anything and I like the idea of componentizing as much as possible.

This may be more complex than it needs to be at first, so I'll try to explain what I was thinking with each scene:
Main serves as the point of entry to the program. Main would have a few utility objects (Session - explained below, audio elements that should only have one track running at a time such as music and ambience, a screen overlay - which I forgot to picture here - for fading the screen, etc). Each game state would have an initialize method where it could be fed references to these systems so, for example, the combat state can quickly transition to combat music.
I'm imagining that - down the road - Main will be a finite state machine (probably pushdown so that we can just pop the combat state, re-activate everything in the field/explore state, run a post-combat event and let the player keep going) so I've set it up as such. If that's more complicated than necessary we could rejig it to just route events to the active game state.
Within Main, Session probably needs explanation. My thinking is that we'll want a place to cache a) player data and b) world data. Regarding player data, we would want a place to store party info, inventory (if it were ever implemented), the player scene during combat/area map transitions, etc.
The Field gamestate is where the player runs around a grid/map purchasing gear, talking to NPCs, etc. The terrain layer is background terrain and what is currently labelled "TileMap" would have grid-based obstacles (trees, houses, maybe cliffs, etc.). The obstacle grid would by y-sorted as well as all of its children. It seemed more clear to add the gamepieces to a node dedicated to parenting them, but they could be children of the obstacle tile map just as easily.
I had originally been thinking that there would be a Player node dedicated to tracking the player. I had been thinking of calling a "set_focus" method that could follow any given gamepiece and the player node would handle setting up a controller, disabling ai, following with the camera, etc. My reason for doing so was that I did not think you would want to control two different characters at a time, as that seems confusing. Please see below for an alternative.
A Gamepiece scene is a base scene for any given object that will occupy a space on the gameboard. I had been planning a limit of one gamepiece per gameboard cell. I had been thinking that characters, interactive elements such as treasure chests and signs, events, and such would all be gamepieces. The Path2D and PathFollow2D can be used to easily path along the grid. Hopefully the graphics nodes are pretty self explanatory, but I was thinking that Sprite and its children would handle any height-based movement (such as jumping). Finally, I've roughed in that controller components could be attached to any gamepiece to control them. Please note that the Controller node + children would not exist in the gamepiece base scene but would probably be added dynamically.
Anyways, I would love to hear any feedback you may have and, hopefully, I'll have this up and running by the weekend.
Thanks for taking the time to read.

It all sounds good. Regarding the state machine part, it's good too, just seeing the screenshots, I would recommend avoiding one node per state in this project for things like the Main node/script.
Having taught people to make state machines like that I know that it looks simpler, but for simple code like what Main will likely become, you tend to end up with more boilerplate than code actually doing something useful, and you fragment code, which are big tradeoffs for just seeing the node names in the scene dock.
I don't know if you intended to make state machines with one node and one script per state, but just in case I prefer to mention I think it'd add unnecessary complexity to the Main scene at least.
@Xananax while people tend to use autoload, I prefer to stick to Main being a plain old scene and nothing depending on it. It's not complicated in my experience and it makes the project easier to explore than using an autoload as this scene will automatically open when importing the project.

Thanks for the feedback, this is great. Exactly what I'm looking for.
I've been plodding along slowly, trying to unlearn some "solo dev" habits and reworking initial attempts to require less dependencies. I'm impressed at how difficult it is to write simple code, I hope this will not be too far off the mark.
It's hard to setup a small MVP as there are so many moving parts. There are many elements from the TRPG course here and I've changed the architecture some (as expected, including removing the state machines and other boilerplate code). The biggest notable change (and this is something that will require feedback) is that I have tried to pull apart the program data into several resources. For example, in the TRPG course the gameboard has methods dealing with many different pieces of data (paths, terrain, characters, etc.). In the FTL-like in 2D secrets, Rooms seem to place the occupants and handle interactions there. In the old OpenRPG project each pawn would request movement from the gameboard which would then call methods on the pawns. Etc.
I'm not sure that I have reduced cross dependencies, but I've tried to isolate them more. I have a pathfinder class that deals with terrain and which cells are walkable/empty/occupied. A gamepiece "directory" performs all lookups you could ever want on the pawns/gamepieces (by cell, uid for use in events or finding the player, etc.). The grid class handles conversions between units and placing things on the grid. These are RefCounted objects created on the fly (the exception is the grid which is a resource) so that there is only a single copy of the databases. They're still passed around quite a bit but hopefully all of the connections are explicit and prevent coupling different systems. For example, the cursor can do it's thing completely independent of the gameboard.

Please note that Kenney's stuff is placeholder (it's so good!).
I have to work in character movement, at which point I will then clean up what I have, do a write up of the current architecture and then put through the initial PR. I'm hoping to have something to show off at the end of the week, but life is busy so we'll see.
Thanks again.

Just a quick question as I wrap up the initial PR in the next few days, what would you like included for assets? Do you want something from a previous version of the demo (might be tricky, I was hoping to have an animated character to demonstrate changing directions)? Does all GDQuest art need to be unique, or are appropriate CC0 assets good enough for the first iteration?
Thanks.

Feel free to work in any way that you feel is sensible and allows you to move without being blocked.
CC0 assets are fine! We can figure out what to change later.

Sorry for the confusion with that pull request. Do you want the full commit history including 3.0 versions of the project? Or should the 4.0 rewrite restart the commit history? I can't imagine wanting to bounce between the two.
Once I've got that setup properly I'll put a pull request through for review and we can maybe chat about the demo.
Thanks.

It's fine to have a clean history for this work.
We'll either keep the previous one in its own branch, or move your PR to its own repository. It's something to be decided later, for the moment it's fine to keep working in your repo and ping us through PRs/Issues.
We're travelling for the next two days, so there'll be no time for review, but I'll give you feedback around the beginning of next week.
Thank you!

Ok, sounds good. I'll keep communicating through this issue for the moment.
I'm not sure if it's because I don't know what I'm doing, but Github isn't interested in setting up a PR for either branch on the OpenJRPG repository since I've restarted from commit 0 - as they are "are entirely different commit histories".
I had a write-up done on the initial PR that may explain the general architecture of the project. It appeared to have pinged several old contributors so it seemed best to restart the commit history since the two are so incompatible.
For now, the demo can be grabbed from the following repository. I'll hold off until I've heard back from someone on the team to verify that I'm headed in the right direction with the project. Movement works great except the characters' animation components don't seem to be set correctly on mobile exports.
Thanks and safe travels!

No, thank you, but it's okay. I prefer to go over a coherent whole; the only thing is that I might have to ask you to wait, depending on when you're available.
Is it ready for review now? Can I review it in the next few days?

No, thank you, but it's okay. I prefer to go over a coherent whole; the only thing is that I might have to ask you to wait, depending on when you're available.

I'm happy to wait; I'm not in a rush at all and will work at your schedule. I just wanted to make sure that I couldn't make your life (well, the review anyways) easier.
I think it's a good idea to do the review now, as it will give me an idea on the state of the code and if I need to make any big architectural/code style shifts before getting too far into the project. Please see the (closed) PR for a brief description of the architecture. Until we have a 4.0 branch/repository it probably makes sense to just pull the code from the following repository.
I've tried to stick as close as possible to more recent GDQuest tutorials. I've also attempted to make the architecture more clear (who does what, things only have one main purpose, names make sense). Also, exports should work though I haven't tested IOS or web.
Please let me know if you have any questions or want more clarification on something. Thanks again for your time.

For posterity's sake, I setup a review-ready PR based off the feature/code-rewrite branch. It also includes a few minor updates (consolidating debug tools, facing target characters after following a path, some decoupling/robustifizing the cursor).


Scroll icon always shown

Describe the bug
The scroll to bottom icon is always show when the window height is large.
Steps to reproduce
Increasing the height causes the scroll to bottom to be shown over the most recent message sent by the user.
Expected behavior
Behave the same no matter the window height
Screenshots
Good

Bad

Device (please complete the following information)

OS: Mac
Browser: Chrome v87
Package version: 0.5.6

Additional context
Tested locally with height="calc(100vh - 50px)" set on the chat-window component and got the same results.

Fixed https://github.com/antoine92190/vue-advanced-chat/commit/eda0e8ac10bcde54579c47f256c33d407f6dd6c6


Buttons/Choices/Confirm prompts are not available in  Direct Line API 1.1

We are trying to implement The Direct Line API 1.1 of Microsoft bot framework. The API's are working fine with text ,number prompts and text responses.
While using Confirm and Choice prompt (with 1-5 options) due to button feature, the options/ choices are not available through API.
Kindly help us with any alternate or help us in resolving this issue
Thank you.

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

ID: 066523ba-af88-7e61-c05e-edbed71578af
Version Independent ID: b99a96a7-59d6-d76f-cf73-eb8e7c0d963a
Content: Receive messages from the bot - Bot Service
Content Source: articles/rest-api/bot-framework-rest-direct-line-1-1-receive-messages.md
Service: bot-service
GitHub Login: @RobStand
Microsoft Alias: kamrani

I would need to double check, but I don't believe the Direct Line v1.1 API supports confirm and choice prompts. I would recommend trying the Direct Line API v3.0 API. The documentation you are referring to in your issue recommends using the latest version as well.

Important
This article describes how to receive messages from the bot using Direct Line API 1.1. If you are creating a new connection between your client application and bot, use Direct Line API 3.0 instead.

Closing due to inactivity


CLI - I

Most likely needs to be updated to handle changes to get_org/ get_project

Most likely needs to be updated to handle changes to get_org/ get_project

These methods are not used in CLI.


Update glutin, bitflags and other dependencies

Vastly improves wayland support. Only one line had to be added in event.rs to pass on an additional case in a match statement. I also removed minor version numbers specified in Cargo.toml so we always use the latest compatible versions. Every dependency is on the latest version (major and minor) with the exception of bitflags. They recently pushed version 1.0 but haven't published any release notes about the breaking changes.
Edit: Closes #758 and #702.

Updated more dependencies, including bitflags. Also integrated #777, #778 and #799. Temporarily switched to my fork of winit, which can be removed once winit hits 0.8.3. Over at https://github.com/chetgurevitch/alacritty/tree/scrollback I've also integrated #657 and #522. I didn't include the clipboard change b/c for some reason it breaks pasting into firefox, which needs further investigation.

Any progress?

Yeah, this has been good to go for quite a while now though I've added to it over time. Non-breaking updates are all in the first commit and others were broken out.
I'd appreciate it if @jwilm could take a look at this, especially before merging #777 to avoid duplication of work. I dropped #778 and #799 since they were merged upstream and transfered the necessary changes into the bitflags commit last night and everything passed on travis, it's only running again b/c I just did another cargo update.
Also @jwilm if you could update the freetype-sys dependency in https://github.com/jwilm/libfontconfig to 0.6 we could bump freetype-rs and core-graphics would be the only outdated dependency in the whole project, which I left on version 0.9 b/c the other core- crates haven't been updated yet and it'd just get duplicated anyways.
Finally if this is merged we can integrate my changes back into #657, which I've already rebased on top of all the changes in master and this PR.

Hey @chetgurevitch,
Thanks for your patience here. I'm actually waiting to get a winit issue fixed on macOS. Last time we tried to update, it broke alacritty. #818 has details.

@jwilm we determined that the winit update itself wasn't what broke alacritty but rather the other changes in that pr and macos users confirmed this branch worked. It was decided that the scope of those changes was upstream rather than in alacritty, so @vberger has been working hard on updates to wayland-rs and winit, but none of those are included in glutin The changes included in this PR do not include those that caused and are relevant to #818.

@jwilm Yes, I'm pretty sure the reason my earlier PR broke MacOS was probably due to this change for which I didn't properly consider the cross-platform implications, and not the winit upgrade itself

Thanks for the clarification @chetgurevitch and @vberger.
@chetgurevitch in that case, this should be good to go; however, I would like to land #777 separately so the author has the PR show up as merged rather than closed. Would you mind backing that out?

@jwilm #777 has an incompatibility with the bitflags update. I can integrate that specific change into the bitflags commit but you'd have to merge #777 first.

@jwilm If #777 and #865 both look good to you I think the best path forward would be to merge them upstream after which I can drop #777 and fix the bitflags issues here. I skimmed through the open pull requests and I think scrollback should be the only other one affected.

With these updates, instead of starting up as a 0x0 window with only the border visible, it starts up with the window contents being out of bounds :D

(becomes normal after resizing)

I ended up just running cargo update separately instead of trying to decouple this PR from all of the other commits.

I guess technically that didn't update anything majorly like winit. Filing an issue for it to be done separately.

@jwilm everything that could be done with cargo update was done in a single commit, the other commits all required changes to source. I bundled #777 in here while I was waiting for it in master since the bitflags update effected it but I can add those changes to the bitflags commit now that it has been merged.


[6.0] [DebugInfo] Salvage debug info for tuples

Explanation: This PR adds support for salvaging removed tuple SIL instructions, and fixes the removal of implicit variables such as self at Onone.
Scope: Removes the implicit attribute from debug variables, adds debug values at the salvage step.
Original PR: #72860
Risk: Low, debug instructions are added
Testing: Tests have been fixed, and new tests have been added
Issue: rdar://125939953
Reviewer:  @adrian-prantl

@swift-ci please test


Removal of autoscaling/v2beta2 in v1.26

Multiple PRs came it to add this and another one was merged. Closing this one.


Add support for whitelist

We want to be able to filter out all but a few metrics for some tables (see T134016#2261407).  This changeset introduces whitelisting which will make that easier / more maintainable (i.e. we can whitelist the select metrics we are interested in, and then blacklist .*\.metrics\.ColumnFamily\.local_.+\.meta\.).
This is the same as wikimedia/cassandra-metrics-collector/pull/9, but for the 2.x branch (sans the recent changes to support 2.2).

/cc @d00rman @filippog @elukey

:+1:

With wikimedia/cassandra-metrics-collector/pull/9 merged to master (as cmc version 3.1.0), I've pushed the contents of this pull request to a new branch, https://github.com/wikimedia/cassandra-metrics-collector/tree/v2, where we can continue to cut releases for Cassandra 2.1 compatibility for as long as necessary.
I will close this pull request.


create Button component with three styles (default, send and transpar…

…ent)

I forgot to add "icon" button support

ok @mihok, this is ready for review

Awesome! LGTM


The domestic Telephone number in Japan has to have Trunk prefix.

The phone number for domestic calls seems a bit special in Japan.
Example telephone number in Japan, it is typlicaly<PHONE_NUMBER>,<PHONE_NUMBER>, 012(345)6789, etc...
When calling within Japan, You will dial<PHONE_NUMBER>. (https://www.world.jal.co.jp/world/en/guidetojapan/travelinfo/telephonedialing/)
At this time, each value is as follows:
Trunk prefix: 0
NDC: 12 (https://www.itu.int/oth/T020200006D/en)
Subscriber Number: 345-6789
However in Japan, the area code is supposed to be 012 (https://en.wikipedia.org/wiki/List_of_dialing_codes_in_Japan).
So, I want to return a normalized value with trunk prefix.
I think the behavior of this library is as follows:
  japan = Phony["81"]

  japan.format('0312345634', :format => :international).assert == '+81-3-1234-5634'
  japan.format('0312345634', :format => :national).assert ==      '03-1234-5634'
  japan.format('0312345634', :format => :local).assert ==         '1234-5634'

  japan.normalize("03 1234 5634").assert == '0312345634'
  japan.normalize("03-1234-5634").assert == '0312345634'
  japan.normalize("03(1234)5634").assert == '0312345634'
  japan.normalize("Hello    03-1234-5634").assert == '0312345634'

  japan.assert.plausible?('0312345678')

Can the normalize method return a value with trunk prefix?

Coverage increased (+1.2%) to 98.529% when pulling 710d815e582270368a2bfafc16ad6c09bb458341 on nabetaro:national_number_in_japan into 4b31e2deba9771866780c050581efe44acad44fb on floere:master.

Arigatō gozaimasu Kurasawa-san! 😊 I have updated the definition of Japan to match your QED specs. Thank you very much! 🙇🏻♂ Released in 2.18.11 🚀


[BUG] - Advanced Search on related tables not working

Description
When using the advanced search to search within linked tables the generated prisma object seams to be malformed
Reproduction URL
n/a
Reproduction steps
I have a model flowVersion with a relation
flow              Flow?         @relation("FlowVersion", fields: [flowId], references: [id])
When I add a filter to search by the ID of a flow

the filtering fails with a prisma error Invalid prisma.flowVersion.findMany() invocation
the applicable part of the query winds up being
{
         flow: {
           equals: "97896ac9-e854-46b4-b27d-d53875d1feee"
         }
       }

and I believe it should be
{
         flow: {
           id: { equals: "97896ac9-e854-46b4-b27d-d53875d1feee" }
         }
       }

Next router
App router
Next Admin version
6.1.6
Screenshots
No response
Next Admin options
No response
Logs
Invalid `prisma.flowVersion.findMany()` invocation:

{
  select: {
    id: true,
    createdAt: true,
    updatedAt: true,
    publishedAt: true,
    createdById: true,
    updatedById: true,
    name: true,
    description: true,
    version: true,
    hidden: true,
    disabled: true,
    thumbnailUri: true,
    workflowDefinition: true,
    inputDefinition: true,
    outputDefinition: true,
    flowId: true,
    parentFlowVersionId: true
  },
  where: {
    AND: [
      {},
      {
        flow: {
          equals: "97896ac9-e854-46b4-b27d-d53875d1feee"
        }
      }
    ]
  },
  orderBy: {
    createdAt: "asc"
  },
  skip: 0,
  take: 10
}

Unknown argument `equals`. Available options are marked with ?.
    at Dn (C:\Users\Ziggy\Desktop\GrabLabs\internal_bp\node_modules\@prisma\client\runtime\library.js:114:8082)
    at Mn.handleRequestError (C:\Users\Ziggy\Desktop\GrabLabs\internal_bp\node_modules\@prisma\client\runtime\library.js:121:7396)
    at Mn.handleAndLogRequestError (C:\Users\Ziggy\Desktop\GrabLabs\internal_bp\node_modules\@prisma\client\runtime\library.js:121:7061)
    at Mn.request (C:\Users\Ziggy\Desktop\GrabLabs\internal_bp\node_modules\@prisma\client\runtime\library.js:121:6745)
    at async l (C:\Users\Ziggy\Desktop\GrabLabs\internal_bp\node_modules\@prisma\client\runtime\library.js:130:9633)
    at async fetchDataList (webpack-internal:///(rsc)/./node_modules/@premieroctet/next-admin/dist/utils/prisma.js:281:16)
    at async getMappedDataList (webpack-internal:///(rsc)/./node_modules/@premieroctet/next-admin/dist/utils/prisma.js:368:47)
    at async getPropsFromParams (webpack-internal:///(rsc)/./node_modules/@premieroctet/next-admin/dist/utils/props.js:80:44)
    at async AdminPage (webpack-internal:///(rsc)/./src/app/admin/[[...nextadmin]]/page.js:27:19) {
  clientVersion: '5.21.1'
}

Browsers
Chrome

Hi @ZiggyQubert
I can't reproduce at the moment using our example application, can you give me the value or URL (especially searchParams) to try and identify the problem ?

if you add these models to your schema on the example app it will have the issue
model Flow {
  id           String        @id @default(dbgenerated("gen_random_uuid()")) @db.Uuid
  createdAt    DateTime      @default(now())
  name         String
  flowVersions FlowVersion[] @relation("FlowVersion")
}

model FlowVersion {
  id String @id @default(dbgenerated("gen_random_uuid()")) @db.Uuid

  createdAt DateTime @default(now())
  name      String
  flowId    String?  @db.Uuid
  flow      Flow?    @relation("FlowVersion", fields: [flowId], references: [id], onDelete: Cascade)
}

Hi @ZiggyQubert,
Thanks for the details, I managed to reproduce your problem, it seems to be due to the nullable behavior of this field, a patch is available on v6.1.7 🚀
Feel free to give us more feedback


[Bug]: mongo query field should be Command and not Commands

Is there an existing issue for this?

[X] I have searched the existing issues

Description
The first field that shows up for a MongoDB field is Commands. This is syntactically incorrect, because we can only choose one command from here. The label should instead to Command.
Steps To Reproduce

create a mongo query
look at the first field

Public Sample App
No response
Environment
Production
Issue video log
No response
Version
Cloud

also on firestore, smtp, s3, hubspot, twilio, airtable


num & denom = 0 in _compute_expected_direction

Hi,
First, thank you for this project ! I really liked the paper and have directly downloaded the github.
I tried the example with nips, works fine. However, I wanted to use it on another dataset and other word embeddings. I used the exact same file format.
However, I got an error in the method _compute_expected_direction:
Traceback (most recent call last):
File "./runner.py", line 225, in
HDPRunner(args)
File "./runner.py", line 121, in HDPRunner
components=[vonMisesFisherLogNormal(**obs_hypparams) for itr in range(K)]
File "./runner.py", line 121, in
components=[vonMisesFisherLogNormal(**obs_hypparams) for itr in range(K)]
File "/root/sHDP/core/core_distributions.py", line 244, in init
self.resample() # initialize from prior
File "/root/sHDP/core/core_distributions.py", line 425, in resample
self._Expected_mu = self._compute_expected_direction( D, self.mu_0, self.C_0 )
File "/root/sHDP/core/core_distributions.py", line 303, in _compute_expected_direction
val = num/denom*direct
FloatingPointError: invalid value encountered in double_scalars
As observation, in this case, num & denom = 0.0. With the nips case (without any changed in the repo), at the beginning these have some values and quickly "inf". I don't know if this behavior is expected.
So 2 questions:

How can I fix to avoid null denom ?
Are the values "inf" for num & denom expected at some points ?

Thank you very much for your help !
EDIT: using your word embeddings work. However, using these I've trained and with a dimension of 500 (also changed in runner.py), it doesn't. I did the L2 normalization for each embedding, the input text contains words with existing word embeddings. What could I make wrong ?

Hi Diego,
Thank you for your interest in sHDP! The issue that you have now is
typically caused by a problem with your dataset. For instance, one common
problem is having empty documents. Another one could be having unnormalized
word vectors. Please double check your dataset for these problems and let
me know if the problem persists.
Regarding your second question, that behavior is normal (although not
ideal).
On Mon, Oct 16, 2017 at 8:47 AM, Diego Antognini<EMAIL_ADDRESS>wrote:

Hi,
First, thank you for this project ! I really liked the paper and have
directly downloaded the github.
I tried the example with nips, works fine. However, I wanted to use it on
another dataset and other word embeddings. I used the exact same file
format.
However, I got an error in the method _compute_expected_direction:
Traceback (most recent call last):
File "./runner.py", line 225, in
HDPRunner(args)
File "./runner.py", line 121, in HDPRunner
components=[vonMisesFisherLogNormal(**obs_hypparams) for itr in range(K)]
File "./runner.py", line 121, in
components=[vonMisesFisherLogNormal(**obs_hypparams) for itr in range(K)]
File "/root/sHDP/core/core_distributions.py", line 244, in init
self.resample() # initialize from prior
File "/root/sHDP/core/core_distributions.py", line 425, in resample
self._Expected_mu = self._compute_expected_direction( D, self.mu_0,
self.C_0 )
File "/root/sHDP/core/core_distributions.py", line 303, in
_compute_expected_direction
val = num/denom*direct
FloatingPointError: invalid value encountered in double_scalars
As observation, in this case, num & denom = 0.0. With the nips case
(without any changed in the repo), at the beginning these have some values
and quickly "inf". I don't know if this behavior is expected.
So 2 questions:

How can I fix to avoid null denom ?
Are the values "inf" for num & denom expected at some points ?

Thank you very much for your help !
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
https://github.com/Ardavans/sHDP/issues/7, or mute the thread
https://github.com/notifications/unsubscribe-auth/ACkD5UU2u7SKRbKVILroSjwO1MTlqn34ks5ss1BsgaJpZM4P6kZc
.

Thank you for your answer.
As I said in the edit, using your word embeddings works, thus it's not a problem with the dataset. However I've checked the dataset and none of the documents are empty.
For the word vectors, all of them are L2 normalized.
Anyway, I'll dig. Thank you !

Still try to find the reason, but I really don't find any clues. Do you have some others ?

One thing that you can try is changing the hyperparameters. Can you try
changing the hyperparameters
https://github.com/Ardavans/sHDP/blob/master/runner.py#L120 for the vmf
distribution? Also maybe changing the minibatch size can help. Let me know
if the problem remains for any hyperparameter setting that you try.
On Tue, Oct 17, 2017 at 4:49 AM, Diego Antognini<EMAIL_ADDRESS>wrote:

Still try to find the reason, but I really don't find any clues. Do you
have some others ?
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/Ardavans/sHDP/issues/7#issuecomment-337162869, or mute
the thread
https://github.com/notifications/unsubscribe-auth/ACkD5aWCWULP5um6dF9g068oZGbe4RUeks5stGoJgaJpZM4P6kZc
.

Thank you for your answer. I've trained other word embeddings, it seems to work fine with the same preprocessing, so cross the finger the training ends without any problem :)

Awesome! Let me know if you have any other issues.
On Fri, Oct 20, 2017 at 2:39 PM, Diego Antognini<EMAIL_ADDRESS>wrote:

Thank you for your answer. I've trained other word embeddings, it seems to
work fine with the same preprocessing, so cross the finger the training
ends without any problem :)
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/Ardavans/sHDP/issues/7#issuecomment-338289653, or mute
the thread
https://github.com/notifications/unsubscribe-auth/ACkD5bVm_uWbdXTk1fY2qJb_xTWDPWiSks5suOjVgaJpZM4P6kZc
.


CI for Node

Introduce CI for Node to this project

Initializes with two players
Starts the game with a random player
Sets the current player to be whoever it is not


setup turbo for dev and build commands

fixes https://guild-oss.slack.com/archives/C0210QKF9HT/p1686132196894879

@benface
I made typecheck command run by turbo too and added typecheck for nextra-theme package :)
Could you help me fix an old types error from nextra-theme 🙏?


Can't load DOM definitions on playground

@DanielRosenwasser

TypeScript Version:  3.7.x-dev.201xxxxx

Search Terms:
Code
Uncaught (in promise) Error: Could not find source file: 'file:///output.js'.
    at g (tsWorker.js:21)
    at Object.getSyntacticDiagnostics (tsWorker.js:21)
    at e.getSyntacticDiagnostics (tsWorker.js:21)
    at t.fmr (workerMain.js:159)
    at e._handleMessage (workerMain.js:99)
    at Object.handleMessage (workerMain.js:99)
    at e._handleMessage (workerMain.js:97)
    at e.handleMessage (workerMain.js:96)
    at e.onmessage (workerMain.js:99)
    at self.onmessage (workerMain.js:159)

Expected behavior:
Actual behavior:
Playground Link: http://www.typescriptlang.org/play/index.html?ts=3.9.0-dev.20200219#code/CYUwxgNghgTiAEA3W8oC54DkD2oDcQA
Related Issues:

@orta Can you take a look?

Cool, shipped a PR to monaco-typesciprt to fix this https://github.com/microsoft/monaco-typescript/pull/57
I'll start manually merging this PR into builds if it's not merged by EOD

I self merged that PR into the deploy process


fixed wrong url for UX meetup calendar

UX meetup ical url was wrong.  Fixed

This looks great, thanks Aaron!


docs: Gzip compressor mention non existing fields

Fields content_length, content_type, disable_on_etag_header and
remove_accept_encoding_header are valid for APIv2 Gzip filter, not for
APIv3.

For an explanation of how to fill out the fields, please see the relevant section
in PULL_REQUESTS.md
Commit Message: docs: Gzip compressor mention non existing fields
Additional Description:
Risk Level: Low
Testing:
Docs Changes:
Release Notes:
Platform Specific Features:

can you fix format?

can you fix format?


Update to r_3.3.3

Would like to have r 3.3.3. New to conda recipes and conda forge, so I hope this is the right way to do it.
Seems like the right way to maintain recipes for previous versions is to have separate branches, if that's something you want to do.
https://github.com/conda-forge/conda-forge.github.io/issues/50#issuecomment-218529736

@jayqi this looks alright to me. But it would be nice if you could also update https://github.com/conda-forge/r-base-feedstock & https://github.com/conda-forge/r-recommended-feedstock before we merge this.

Can this be closed as we are already at 3.4.1?


Panel tabs odd behavior

VS Code Version: 1.56.1
OS Version: Windows_NT x64 10.0.19042
Screen resolution: 1920x1080
Windows scaling: 125%

Steps to Reproduce:

Drag multiple (debug) views into the Panel until the overflow menu appears
Drag the tabs to the side and into other tabs until some tabs are hidden

First I would expect tabs not to go into the overflow menu since there is enough horizontal space.
Additional unexpected behavior is that once some tabs are hidden, every tab seems to have its own state, i.e. having different tabs active means a different number of tabs is shown.
The right-click menu shows all tabs checked; none are hidden.
First part of the issue:
!1)
It seems like number 2 isn't reproducible without the overflow menu present.
Second part of the issue:
!second
Third part, even more apparent when resizing the window horizontally:
!third

Does this issue occur when all extensions are disabled?: Yes. The first two GIFs were made with the Python extension enabled but during later tests I used Node.js and disabled all extensions.

I believe this issue is now resolved with https://github.com/microsoft/vscode/commit/1f5bd257659783bc2fe4e170f69965d2311b38e6

/verified
Layout uses the whole space of my window


Fix the ARSearchFieldButton tap delegate

ARSearchFieldButton accidentally used self.delegate before it existed, now it creates the gesture on setDelegate - :phone:

Not sure how those snapshots were affected, but they seem related, at least in the ‘fair’ context sense.

Ah, nah, these have been flakey for a bit, I bet if I rebuild they'll go away.

Ahhh, those font issues. Maybe the tests get ran without the custom fonts being registered?

OK, I have a fix attempt PR coming in


Without maximizing the window, the Credits Button isn't matched with the window.

Easy parent it to aspect 2d then position it based on that

Thank you! I fixed it.


ID and classes are displayed in the same color in Pug file.

VSCode Version: 1.52.1
OS Version: Windows 10 Pro 18362.19h1_release,<PHONE_NUMBER>

Steps to Reproduce:

Open a Pug file which includes ID and class

Does this issue occur when all extensions are disabled?: Yes
This is caused by pug.tmLanguage.json.
Whose statement of classes is "attribute-name.class.pug".
It should be changed to "attribute-name.class.css" to solve this issue.

Details on how you can do this: https://code.visualstudio.com/docs/getstarted/themes#_editor-syntax-highlighting

Details on how you can do this: https://code.visualstudio.com/docs/getstarted/themes#_editor-syntax-highlighting


Textinput (Android) - Support onKeyPreIme. && BackHandler while keyboard shown.

[x] I have reviewed the documentation
[x] I have searched existing issues
[x] I am using the latest React Native version

In native code (java) I can create TextInput with handle onKeyPreIme for force keyboard do not hide after Back press like this
Textinput (React Native - Android) - Support onKeyPreIme
Does TextInput support onKeyPreIme ?
Expected Behavior
Expect keyboard do not hide after Back press. (In native code I can do with onKeyPreIme)
Actual Behavior
Keyboard hide after Back press.
Environment
Environment:
OS: macOS High Sierra 10.13.2
Node: 8.9.3
Yarn: 1.3.2
npm: 5.5.1
Watchman: 4.9.1
Xcode: Xcode 9.3 Build version 9E145
Android Studio: 3.1 AI-173.4697961
Packages: (wanted => installed)
react: 16.3.1 => 16.3.1
react-native: 0.55.3 => 0.55.3

any updates?

same problem

my solution


#637 dashboard user should get backup card

#637 Dashboard: User should get Backup card

backup card to appear after the user goes to any screen
backup card will be deleted if the user makes backup wallet

When the User Storage object is initialized, two properties are written in userProperties: isMadeBackup, needAddBackupFeed. These properties are used to determine if a backup card needs to be added.
The "userProperties" property is added to the UserStorage object, this is an instance of the UserProperties class. Through this property, you can receive and save the necessary additional user properties. This data is saved in the gun, and will be restored every time the "userStorage" object is initialized.
branch taken with #448-User-should-get-an-invite-friends-card-in-feed

looks good on all devices

@LiavGut please review.
notice that this popup takes the whole screen height on most devices. (regarding the centering of feed popups)

@LiavGut please review.
notice that this popup takes the whole screen height on most devices. (regarding the centering of feed popups)

@sirpy Didn't we limit the hight on tablets?

@StanislavShevchenko we need to limit height of popups also

@StanislavShevchenko we need to limit height of popups also
what should be the height of popups?

@StanislavShevchenko we need to limit height of popups also

@sirpy @LiavGut what should be the height of popups?

@StanislavShevchenko it should be limited on desktop with same max height... notice that on desktop it overflows the max height we have defined

@LiavGut if we have this popup that takes almost the full screen height, we cant vertically center the popups of the feed... all popups need to start where this popup starts

@LiavGut if we have this popup that takes almost the full screen height, we cant vertically center the popups of the feed... all popups need to start where this popup starts

@sirpy I'll shorten the text so the popup won't be this long.

@LiavGut if we have this popup that takes almost the full screen height, we cant vertically center the popups of the feed... all popups need to start where this popup starts

@sirpy I'll shorten the text so the popup won't be this long.

"
Your pass phrase is the only key to your wallet, this is why our wallet is super secure. Only you have access to your wallet and money. But if you won’t backup your pass phrase or if you lose it — you won’t be able to access your wallet and all your money will be lost forever.
"

done

now it looks like this:


[BUG] - Button onPress event flaky in modal

NextUI Version
2.6.8
Describe the bug
I have a modal with a button to submit a form inside the modal. On a playwright test the event onPress is not trigger if I don't wait 500 ms before click on button. This work with onClick event. There is no state update on my side that can flaky my code. My test also check that my button is enabled before click and this step works.
Your Example Website or App
No response
Steps to Reproduce the Bug or Issue
Not sure how to reproduce because it is very specific on this modal, but my modal look like this :
 <Modal
    isOpen={isOpen}
    onOpenChange={(open) => {
      if (!open) onClose()
    }}
  >
    <ModalContent>
      {(onClose) => (
        <>
          <ModalHeader className="flex flex-col gap-1">
            Create
          </ModalHeader>

          <ModalBody>
              <Input
                name="maxRedemptions"
                onBlur={form.handleBlur}
                onChange={form.handleChange}
                type="text"
                variant="faded"
                label="Max usages"
                errorMessage={form.errors.maxRedemptions}
                value={form.values.maxRedemptions}
                isInvalid={
                  form.dirty &&
                  form.touched.maxRedemptions &&
                  !!form.errors.maxRedemptions
                }
              />
          </ModalBody>

          <ModalFooter>
            <Button
              color="default"
              variant="light"
              onPress={onClose}
              className="Cancel"
            >
              Cancel
            </Button>

            <Button
              // OnPress is flaky here
              onPress={() => {
                   console.log("onPress") // Never display on click
                   return form.handleSubmit()
              }}
              isDisabled={!form.isValid}
              isLoading={form.isSubmitting}
              className="SubmitCreatePromotion"
            >
              Create
            </Button>
          </ModalFooter>
        </>
      )}
    </ModalContent>
  </Modal>

Expected behavior
The onPress is call
Screenshots or Videos
No response
Operating System Version
macOS
Browser
Chrome

Because of this issue, as well as another problem I encountered in a newer version, I fixed the version used in my production environment to 2.6.5. Apart from a minor issue with the Popover-based animation, I haven't received any other error reports.
In version 2.6.5, I can use onClick. I'm not that focused on accessibility; instead, I prefer the elements on the page to respond correctly to most people's interactions.
Also report in https://github.com/nextui-org/nextui/pull/4322#issuecomment-2533519978 .

With the latest version and the deprecation in more component, I have a lot of test that not pass now with onPress. Mainly on submit button in modal.


Allow update or deletion of documents returned by queries

Storage Explorer Version: 1.2
Platform/OS Version: Windows 10
Architecture: x64
Regression From: N/A
Steps to Reproduce:

Execute a query in a Cosmos DB query tab

Expected Experience:
The documents in the result should be individually editable and deletable.
Actual Experience:
The result is shown as a read-only view of the JSON.
(I described it as if it were a bug report, following the template, but it's actually a feature request)

CosmosDB has been removed from Storage Explorer.


Way to add existing web components

The elements like core-* & paper-* are in the bower folder but i they are not accessible by /components.
How is one supposed to "enable" them if they are already in bower.
I would assume there is a way to tell bower to include them in the project inside the automatic bower inclusion section but i can't find anything.
Regards

Hi. I think this thread still works: https://github.com/dustinspecker/generator-ng-poly/issues/72. I can verify this tonight and provide a better response (and add a section to the README).

So if i understand this correctly, the way to go is to add the appropriate polymer element in the gulpfile.
If this is the case, i would like to propose a different approach.
The project even has POLY in its name so why not include all the webcomponents in the bowercomponents folder per default and add/remove them via bower itself.
Personally i don't want to write grunt/gulp files, this is the main reason i use boilerplates.

I think we can also add main overrides to the Bower.json instead of having to touch Gulp. That's better in my opinion.
I agree that it could be easier/improved. I'm hesitant to include all core and Paper elements because that's a lot of dependencies. I think people should be aware of just how many would be pulled in. Definitely open to suggestions.

112cf46a3b59ddaf4ef13e317c62b2c3d29ef673 Closing this as a how to was added to the README.


Question: Does FCM change?

Hi guys,
I have a question regarding the FCM-token received by the getToken() function.
Does the token ever change for a specific device? If yes, when does this behavior occur?
Found nothing in the docs :)

Native Base is a UI Library. This issue is not related to UI.


Fix nodeSelector and its associated documentation.

Previously, the templates and README.md referenced a general.nodeSelector field that didn't exist in
helm-charts/k8s-mediaserver/values.yaml or k8s-mediaserver.yml files. Conversely, those yaml/yml files allow for per-pod node selection, which allows for more flexibility. We've gotta resolve this inconsistency somehow, so let's maintain the general approach as documented but merge in service-specific selectors for improved flexibility.

Thank you so much for your contribution @mcsaucy and sorry for the delay!


Support using the V8 runtime for ARM UWP targets

Currently the V8 NuGet package being consumed doesn't have ARM or ARM64 support. The Chakra engine currently being used is deprecated and lacks support for debugging on ARM platforms, so we need to shift support to an engine that has long-term support as well as debugging support (once #463 lands).

Fixed by #832, which adds support for V8 on ARM/ARM64 UWP (i.e. HoloLens) through V8JSI


Thank you 🙏🏽

My first impression:
Just want to thank you guys for making this lovely theme, the colors are just beautiful & made me love my VIM even more.
Worked smoothly out of the box with True colors, what else can you can ask for.. ❤

Beautiful !

You are more than welcome!


[rosrun] Couldn't find executable named vision.py below /home/mechakin1/UR5-Pick-and-Place-Simulation/catkin_ws/src/vision

Input command 'rosrun vision vision.py -show' but 'couldn't fined excutable named vision.py'
so. I input another command ' rosrun vision lego-vision.py -show'
but nothing happened, just print (Waiting for images..)
how can i fix it?

do this
rosrun vision lego-vision.py -show -wait


Pushbullet as a destination

https://www.pushbullet.com is a popular notification system that can notify multiple devices at the same time.
This is an initial commit to allow the shim to post to pushbullet with a 'link' type notification which will contain Title, info and the link to the LI url.

Cool -- throwing away the message results turns this into a really simple notification with a link to the original query. Looks good!


Saving scalar multiplications while computing 'UVKZGPCSCommitment'

Fixes https://github.com/lurk-lab/arecibo/issues/184
We exploit the fact that batched_lifted_degree_quotient (link) computes q_hat with the first half of the coefficients equal to zero. During subsequent MSM computation in UVKZGPCS::commit (link), zero coefficients of q_hat, which act as a scalars have no impact on the final value of 'UVKZGPCSCommitment'.
Two alternative implementations of UVKZGPCS::commit are actually proposed:

UVKZGPCS::commit_offset - uses additional offset that points to the first non-zero value among scalars (and same offset is used to skip non-relevant bases)
UVKZGPCS::commit_filter - uses specific preprocessing that excludes all non-zero values from scalars (and correspondent values from bases). It replaces the UVKZGPCS::commit in ZMPCS::open while q_hat_comm computing to save some scalar multiplications.

@huitseeker, I remember that you didn't support the filtering approach while our discussion, so I left it unused in actual execution of ZMPCS::open but it is still there - since I believe that we in theory can have a situation, when scalars passed to MSM may have a lot of zero values not necessarily in the beginning of the slice (which is the case), but scattered randomly. If it is not a viable assumption, we can remove it.

I think for the context of this PR, commit_offset seems to be the most straight-forward for this use case.
Regarding the filtering approach, I think we would need some more experimentation to evaluate the performance. I'm fine with leaving the code in even if it unused for now.

I will be opening up another branch/PR to further explore how commit_filter can be implemented


Provide a clear API for verifiying ECDSA signatures, based on exposed primitives

Here's a circuit built with Circom that needs to verify an ECDSA signature for reference: https://github.com/BigWhaleLabs/seal-hub-ecdsa-verifier-contract/blob/main/circuits/ECDSAChecker.circom
Provide a clear, easy-to-use interface for performing this kind of operation. Do we need to wrap the primitives exposed previously in this epic?

This should start alongside #970 to parallelise and share context.

TODO: fix TS output of inline classes like ForeignField, ForeignCurve. It seems we need to define an abstract class or something to make this work


Fix to configure Tls and getPsk entry method

Signed-off-by: Keerthana Bidarakoppa<EMAIL_ADDRESS>

Keerthana -- this all looks good to me.  You changed to a byte-str value.


Themes do not apply to ToolStrip in Mono

When applying a theme (ANY theme) in Mono, the tool strips are not setting the Renderer on its children, making them crash in OnPaintBackground due to Renderer being null.
A work-around is already in place, pull request coming...

Pull request coming as soon as #431 is in place (currently "in progress")

Related to #415 . The renderer comes from another open source project at CodePlex, so it might not be in perfect state yet. Any pull request is welcome.

I assume you set it as an Enhancement because it is only a bug in Mono?

Yes. It is a dependency bug, which we in most cases won't step up to fix. Thanks for the patch, as it shows a good workaround.


Tweak Admin Dashboard

Fix #665, fix #648.

Specs are broken but not in an area of the codebase touched by this PR:
.......................................FF..............
Failures:
  1) QuadConverter #cumulativeByMonthFromEvents works
     Failure/Error: Expected [ 2015, 8, 31, 7 ] to equal [ 2015, 9, 1, 7 ].
  2) QuadConverter #cumulativeByMonthFromEvents works
     Failure/Error: Expected [ 2015, 11, 30, 3 ] to equal [ 2015, 12, 1, 3 ].

@erose I'm guessing this involves the sparklines change, does that seem right?
Merging this in and creating a separate issue.

Yeah, I guess the specs changed since that PR was made.
This would happen on 666.


Struggling with adding password at save

I've googled, dove into the help and modules and I just cannot get this to work.
$excel=Open-ExcelPackage -path 'c:\test\jbtest.xlsx' -Create
$ws=Add-WorkSheet -ExcelPackage $excel

$excel.save("test")

I get the following error:
Exception calling "Save" with "1" argument(s): "Error saving file C:\test\jbtest.xlsx"
Everything that I've read seems to point that this should work.  I've tried various ways of setting the password all ending in an error with saving.  Any thoughts here?

What version of ImportExcel and Powershell are you using?
I've done the exact same commands as you with ImportExcel 7.1.1.
It works with Windows Powershell v5.1 and fails on Powershell Core 7.0.3.
From a comment on issue #637, that appears to be a problem with the EPPlus dll.


Deobfuscate Apple GPU on iOS 12.2+ and Safari 14+

See: https://github.com/TimvanScherpenzeel/detect-gpu/issues/7

Will be included in #29


Move elixirs that are only relevant for testing to test directory

I already suggested this back in #569 when we organized the elixirs in folders based on mesh type, but I would like to give it another thought.
There are some elixirs that have absolutely no practical use other than testing. I know about the two elixirs that I wrote for AMR testing,  tree_2d_dgsem/elixir_advection_amr_refine_twice.jl and tree_2d_dgsem/elixir_advection_amr_coarsen_twice.jl, but I'm assuming there are many more elixirs like this.
There is absolutely no reason why any user would use these elixirs. They are only there to cover the case of refining/coarsening a cell twice within one AMR callback.
Since there are already a lot of elixirs, it would make things easier for users if elixirs like this would be moved to the test directory.

I put it on the agenda for the next meeting.


Mistake in an example in docs for mapPairs

https://modules.ceylon-lang.org/repo/1/ceylon/language/1.2.2/module-doc/api/index.html#mapPairs contains an incorrect example:

For example the expression
mapPairs((Float x, Float y) => (x^2+y^2)^0.5,
        {1.0, 2.0, 1.0}, {1.0, 1.0, 2.0})

evaluates to the stream { 1.0, 3.0, 3.0 }.

In fact, it evaluates to { 1.4142135623730951, 2.23606797749979, 2.23606797749979 }

I was meaning to use (3,4,5), (5, 12, 13), and (9, 40, 41) but I guess I got distracted.

Or perhaps (6,8,10).

Fixed, thanks.


pango: CVE-2019-1010238

Motivation for this change
Fixes #65650
Things done

[ ] Tested using sandboxing (nix.useSandbox on NixOS, or option sandbox in nix.conf on non-NixOS)
Built on platform(s)

[X] NixOS
[ ] macOS
[ ] other Linux distributions

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nix-review --run "nix-review wip"
[ ] Tested execution of all binary files (usually in ./result/bin/)
[ ] Determined the impact on package closure size (by running nix path-info -S before and after)
[ ] Ensured that relevant documentation is up to date
[ ] Fits CONTRIBUTING.md.

Notify maintainers
cc @7c6f434c

Needs staging release branch.


Can this do what @BigTechAlerts does or it's just for my mutuals?

Thanks for putting such an amazing tool as this up.  I would love to know if the followers it tracks are just my mutuals or I could set it for other accounts like @BigTechAlerts on Twitter.

Hey Dami. Right now it only tracks your current mutuals. I can update the readme to reflect that, but the tech alerts feature can be added in a future update, if that's something you'd like

I've added an event bus in #7cd00d8, as well new config options that allow you to define other users to be tracked in #52b7b2d. I'll close this if you don't have any other questions.


Save the user files he upload for a permanent chatbot accesible on internet with he's login

Need to learn how backend work for bieng able to do that

For now, you can create an .env file in the root of your project with
OPENAI_API_KEY=sk-******************************
This will allow you not to re-register your key each time

@Patcho72 Thanks for the idea, I add this feature !


uninitialized constant Playwright::ChannelOwners::Worker (NameError)

Step To Reproduce / Observed behavior

spring rails c
Playwright::ChannelOwners.const_get('Worker')

Stack Trace
 #<Thread:0x00007fa4f9bb30f0 /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/transport.rb:53 run> terminated with exception (report_on_exception is true):
Traceback (most recent call last):
	5: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/transport.rb:53:in `block in async_run'
	4: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/transport.rb:71:in `handle_stdout'
	3: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:13:in `block in initialize'
	2: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:126:in `dispatch'
	1: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:202:in `create_remote_object'
/Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:202:in `const_get': uninitialized constant Playwright::ChannelOwners::Worker (NameError)
Did you mean?  Playwright::Worker
	5: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/transport.rb:53:in `block in async_run'
	4: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/transport.rb:71:in `handle_stdout'
	3: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:13:in `block in initialize'
	2: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:126:in `dispatch'
	1: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:201:in `create_remote_object'
/Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:209:in `rescue in create_remote_object': Missing type Worker (RuntimeError)

Expected behavior
No error.
Environment
ruby 2.7.2p137
Rails <IP_ADDRESS>

It seems I'm able to fix this in the console by running this:
Playwright::ChannelOwners.const_set('Worker', Class.new(Playwright::ChannelOwner))
This leads to another error though down the line:
 #<Thread:0x00007fa4eb81ee70 /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/transport.rb:53 run> terminated with exception (report_on_exception is true):
Traceback (most recent call last):
	9: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/transport.rb:53:in `block in async_run'
	8: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/transport.rb:71:in `handle_stdout'
	7: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:13:in `block in initialize'
	6: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/connection.rb:148:in `dispatch'
	5: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/event_emitter.rb:40:in `emit'
	4: from /Users/amirsharif/.rvm/rubies/ruby-2.7.2/lib/ruby/2.7.0/set.rb:328:in `each'
	3: from /Users/amirsharif/.rvm/rubies/ruby-2.7.2/lib/ruby/2.7.0/set.rb:328:in `each_key'
	2: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/event_emitter.rb:41:in `block in emit'
	1: from /Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/event_emitter.rb:8:in `call'
/Users/amirsharif/.rvm/gems/ruby-2.7.2/gems/playwright-ruby-client-0.6.0/lib/playwright/channel_owners/page.rb:67:in `block in after_initialize': undefined method `on_worker' for #<page@ef39ab268038eef4ecf287d249ce437a> (NoMethodError)

This only happens for some pages, fwiw.
Here is one: https://www.linkedin.com/in/railsonmaui/

@Overload119 Thank you for your detailed report.
I found a similar issue in another web site, and fixed in 0.6.2.
Could you try the latest veision of this library?

I have same issue and already on 0.6.2
Seems like it's getting when query_selector or something else.
I can not catch exception using rescue.
Can you please check?

page.goto('https://keycode.info/') would causes the same error on 0.6.0.
#<Thread:0x00007f84ddd3e438 /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/transport.rb:53 run> terminated with exception (report_on_exception is true):
Traceback (most recent call last):
	5: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/transport.rb:53:in `block in async_run'
	4: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/transport.rb:71:in `handle_stdout'
	3: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/connection.rb:13:in `block in initialize'
	2: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/connection.rb:126:in `dispatch'
	1: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/connection.rb:202:in `create_remote_object'
/Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/connection.rb:202:in `const_get': uninitialized constant Playwright::ChannelOwners::Worker (NameError)
Did you mean?  Playwright::Worker
	5: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/transport.rb:53:in `block in async_run'
	4: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/transport.rb:71:in `handle_stdout'
	3: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/connection.rb:13:in `block in initialize'
	2: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/connection.rb:126:in `dispatch'
	1: from /Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/connection.rb:201:in `create_remote_object'
/Users/yusuke-iwaki/src/github.com/YusukeIwaki/playwright-ruby-client/lib/playwright/connection.rb:209:in `rescue in create_remote_object': Missing type Worker (RuntimeError)

This problem is fixed on 0.6.2

#<Thread:0x00000000062e7dd0@/home/user/.rbenv/versions/2.6.6/lib/ruby/gems/2.6.0/gems/playwright-ruby-client-0.6.2/lib/playwright/transport.rb:53 run> terminated with exception (report_on_exception is true):
Traceback (most recent call last):
	9: from /home/user/.rbenv/versions/2.6.6/lib/ruby/gems/2.6.0/gems/playwright-ruby-client-0.6.2/lib/playwright/transport.rb:53:in `block in async_run'
	8: from /home/user/.rbenv/versions/2.6.6/lib/ruby/gems/2.6.0/gems/playwright-ruby-client-0.6.2/lib/playwright/transport.rb:71:in `handle_stdout'
	7: from /home/user/.rbenv/versions/2.6.6/lib/ruby/gems/2.6.0/gems/playwright-ruby-client-0.6.2/lib/playwright/connection.rb:13:in `block in initialize'
	6: from /home/user/.rbenv/versions/2.6.6/lib/ruby/gems/2.6.0/gems/playwright-ruby-client-0.6.2/lib/playwright/connection.rb:148:in `dispatch'
	5: from /home/user/.rbenv/versions/2.6.6/lib/ruby/gems/2.6.0/gems/playwright-ruby-client-0.6.2/lib/playwright/event_emitter.rb:40:in `emit'
	4: from /home/user/.rbenv/versions/2.6.6/lib/ruby/2.6.0/set.rb:338:in `each'
	3: from /home/user/.rbenv/versions/2.6.6/lib/ruby/2.6.0/set.rb:338:in `each_key'
	2: from /home/user/.rbenv/versions/2.6.6/lib/ruby/gems/2.6.0/gems/playwright-ruby-client-0.6.2/lib/playwright/event_emitter.rb:41:in `block in emit'
	1: from /home/user/.rbenv/versions/2.6.6/lib/ruby/gems/2.6.0/gems/playwright-ruby-client-0.6.2/lib/playwright/event_emitter.rb:8:in `call'
/home/user/.rbenv/versions/2.6.6/lib/ruby/gems/2.6.0/gems/playwright-ruby-client-0.6.2/lib/playwright/channel_owners/page.rb:68:in `block in after_initialize': undefined method `on_worker' for #<page@0f3cc6c8380f216c939b8d1c3c30433a> (NoMethodError)

This is what I am getting when do query_selector or query_selector_all or wait_for_selector

Oh, thank you for providing stack trace.
Page doesn't have on_worker, because the feature for handling ServiceWorker is not implemented at this point.
I will remove the call of on_worker.

Let me know once this issue is fixed

@Overload119 @goldenking0412  playwright-ruby-client 0.6.3 includes a fix of this issue. Thank you.


Enable ccache in UDF examples build

Install ccache in Dockerfile used to build UDF example.
Update README to explain how to use it by adding some environment variables
close https://github.com/NVIDIA/spark-rapids-examples/issues/343

One problem may be if we need to directly explain how to enable a persistent cache folder by mounting one OS folder to the docker like https://github.com/NVIDIA/spark-rapids-jni/blob/branch-24.02/build/run-in-docker#L66-L70.
I just give a simple sample to enable ccache and suggest to use a mounted folder, but I don't give the full commands.
I'd like to have the review first, if it does, I can update to mount the cache folder when running the docker container.


YouTube Search API Tool

Feature Request
We propose adding a new tool that integrates the YouTube Data API (YouTube Search API) into Langchain. This can take a query from an agent, use the YouTube Search API to gather relevant video information, format the information into a readable output, and return the result to the agent. The integration will support the ReAct pattern by allowing the LLM to decide when to invoke the YouTube search tool during reasoning steps.
Sample Usage
from langchain.agents import initialize_agent, Tool
from langchain.llms import OpenAI
from langchain_community.tools.youtube_search import YouTubeSearchTool

# Initialize the YouTube Search tool
youtube_tool = YouTubeSearchTool()

tools = [
    Tool(
        name="YouTube Search",
        func=youtube_tool.run,
        description="Useful for searching YouTube for videos related to a query.",
    ),
]

llm = OpenAI(temperature=0)

agent = initialize_agent(tools, llm, agent="zero-shot-react-description", verbose=True)

agent_response = agent.run("Find me tutorials on Python programming.")
print(agent_response)

Sample Output
> Entering new AgentExecutor chain...
I need to find tutorials on Python programming on YouTube.

Thought: I should use the YouTube Search tool to find relevant videos.

Action: YouTube Search

Action Input: "Python programming tutorials"

Observation:
Here are some YouTube videos related to "Python programming tutorials":

1. **Python Tutorial for Beginners [Full Course] Learn Python for Web Development** by Programming with Mosh
   - **Duration:** 6:14:07
   - **Views:** 15,234,567
   - **Published:** Jan 1, 2021
   - **Description:** This complete Python tutorial covers everything you need to know to start programming in Python.

2. **Learn Python - Full Course for Beginners** by freeCodeCamp.org
   - **Duration:** 4:26:52
   - **Views:** 10,987,654
   - **Published:** Dec 12, 2020
   - **Description:** This comprehensive course covers Python programming basics to advanced concepts.

3. **Python Object-Oriented Programming (OOP) for Beginners** by Corey Schafer
   - **Duration:** 1:30:45
   - **Views:** 2,345,678
   - **Published:** Mar 15, 2021
   - **Description:** Learn the fundamentals of object-oriented programming in Python.

Thought: Now I can provide the user with these video tutorials.

Final Answer: Here are some Python programming tutorials I found on YouTube:

1. **Python Tutorial for Beginners [Full Course] Learn Python for Web Development** by Programming with Mosh
2. **Learn Python - Full Course for Beginners** by freeCodeCamp.org
3. **Python Object-Oriented Programming (OOP) for Beginners** by Corey Schafer

> Finished chain.

Motivation
There are various API integrations for useful tasks, and we would like to expand it for an agent to be able to search through YouTube videos using the official API (https://developers.google.com/youtube/v3/docs/search) for enhanced responses and querying capabilities.
Proposal
We plan to open a PR to add a new tool that allows access to the YouTube Search API (https://developers.google.com/youtube/v3/docs/search), which will allow the agent to access YouTube search results and information about the corresponding video, channel, and playlists. This can be extended with the other YouTube APIs to fetch information about the transcript, comment section, and in-depth channel information.

assign me on this one. i will complete this asap

Hey thanks for taking the initiative! Although, this is part of a University of Toronto proposal (should be assigned to utoronto), so we do plan to complete this.


Support for Type hints

I'm trying to use flask-sock in an environment that enforces mypy --strict compatibility.
Would it be possible add type hints to the code? Given that type hints have been around since 3.5 in 2015, I'm somewhat skeptical there are many people left that would have a problem with them.
Thanks!

Honestly I would prefer that someone contributes type hints for this package to typeshed. I personally do not rely on type hints or mypy, so maintaining type hints in this (and my many other packages) would add a considerably effort. Consider that the Python standard library uses the same approach, all of its type hints or hosted on the typeshed project.

Agreed. Didn't know about typeshed, thanks for the hint.


Link List Subpattern's CSS is getting overridden by selectors from other DDS components

Using v1.5.0, it looks like for the Link List sub-pattern  2 issues are happening:'
1.  Some CSS selectors is being overridden by the CSS selectors of other DDS patterns and subpatterns.
For example, the style of the link text for each of the links in Link List:
.bx--link-list .bx--card__copy p
This style is being overridden by 2 other style selectors:
From the TOC sub-pattern:
.bx--tableofcontents .bx--tableofcontents__content p
And from the Content Block Simple Pattern:
.bx--card__CTA .bx--card__copy p
2.  Some CSS selectors for the Linked List that seems to exist for the LinkedList in story book does not exist in the built css.
There is a style that adjusts the padding of the Linked List that seems to be in place in Story book.
.bx--link-list {
padding-bottom: 4rem;
padding-top: 4rem;
}
However this style does not seem to exist in the built css file for Link List.

@kexuibm  Can you provide a screen shot?


Ctrl-B Ctrl-K Ctrl-F Del do not work in vi-mode

I love the vi-mode plugin.
However my high frequently used Ctrl-B, Ctrl-K, Del,  Ctrl-F do not work well in insert mode.
Expected action for Ctrl+B: move cursor backward a word
Expected action for Ctrl-K: delete till end of line
Expected action for Del: delete current char under the cursor. It is so weird that this key make current char uppercase and change to normal mode
Ctrl-E, Ctrl-A work well though.
Please fix

Hey @tranvansang did you find any workaround to this?

hi @schnie : it does not require a lot work to do this. Ctrl-b, ctrl-k, ctrl-f have been fixed.
del looks like more complicated, i am not sure how it should work even in normal vi
ctrl-y was also bound to yank (paste what was killed by ctrl-k)

This is supported in the vim-mode plugin add-on.


data_preprocessing ERA5 and CDS examples

Description
I added a section on how to download climate data from the CDS and some simple preprocessing.
At the moment, only the ERA5 file shown the correct sidebar, I don't know where I need to include this to set out the structure properly.
Type of change

[x] New feature (non-breaking change which adds functionality)
[ ] Optimization (back-end change that speeds up the code)
[ ] Bug fix (non-breaking change which fixes an issue)

Key checklist

[x] Make sure you've run the pre-commit checks: $ pre-commit run -a
[-] All tests pass: $ poetry run pytest

Further checks

[x] Code is commented, particularly in hard-to-understand areas
[-] Tests added that prove fix is effective or that feature works

Codecov Report

Merging #139 (43616d3) into develop (9b2fb9b) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff            @@
##           develop     #139   +/-   ##
========================================
  Coverage    94.06%   94.06%
========================================
  Files           11       11
  Lines          472      472
========================================
  Hits           444      444
  Misses          28       28

:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more

First set of recipes to download and preprocess climate data. The location for this code and dummy data set will likely change in the future, there might be a separate package for pre-processing that includes topographic adjustment and scaling from low to high resolution (100 m).


fix: update connection string in Snowflake extractor to include wareh…

…ouse as param
Signed-off-by: Alagappan Sethuraman<EMAIL_ADDRESS>Summary of Changes
Updated Snowflake sample data loader script and DAG to include warehouse in the connection string. Without the warehouse param, snowflake throws an error asking to select a warehouse via USE [WAREHOUSE_NAME] command before executing extraction query.
CheckList
Make sure you have checked all steps below to ensure a timely review.

[X] PR title addresses the issue accurately and concisely. Example: "Updates the version of Flask to v1.0.2"

In case you are adding a dependency, check if the license complies with the ASF 3rd Party License Policy.

[X] PR includes a summary of changes.
[X] PR adds unit tests, updates existing unit tests, OR documents why no test additions or modifications are needed.
[X] In case of new functionality, my PR adds documentation that describes how to use it.

All the public functions and the classes in the PR contain docstrings that explain what it does

[X] PR passes make test

cc @feng-tao or @jornh

ping. can we merge this one, please?

Also Alagappan, I will be out until next Tue, so my response will be slow in the mean time. hope it is ok.

Also Alagappan, I will be out until next Tue, so my response will be slow in the mean time. hope it is ok.

No problem. thanks for the heads up!

and has this been tested?
Yes, I tested the sample scripts and found this issue. and pushing this PR as a fix

let me know if you update the pr based on the discussion.

@feng-tao updated PR based on comments. Let me know if this is good. thanks!


Clean Flarum after Update

Today ive updated my docker containers and now if i open the forum page i get into the flarum installation process.
How can i load my old data?

This is my logoutput
[cont-init.d] 20-php-fpm: executing...  [NOTICE] ** [php-fpm] PHP-FPM Preparing to start with the following plugins enabled: apcu, bcmath, ctype, curl, dom, exif, fileinfo, gd, iconv, imap, intl, json, mbstring, mcrypt, mysqli, mysqlnd, opcache, openssl, pdo, pdo_mysql, pgsql, phar, session, tokenizer, xml, xmlreader, zip, zlib [cont-init.d] 20-php-fpm: exited 0. [cont-init.d] 30-flarum: executing...  [WARN] ** [flarum] Starting a clean Flarum installation. This may take 1-10 minutes.. sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory sed: /www/flarum/config.yml: No such file or directory [WARN] ** [flarum] Container Initialized - Now starting Web Services - Visit 'https://forum.blueforcer.de' to proceed
why the container want to start a clean flarum install?

i downgraded to 1.4.2. now its working again exept of all extensions:
[INFO] ** [flarum] Installing extensions.. This may take a while to get prepared

cat: can't open '/www/flarum/composer.json': Symbolic link loop

[NOTICE] ** [flarum] Extensions: Installing fof/upload

cat: can't open '/www/flarum/composer.json': Symbolic link loop

[NOTICE] ** [flarum] Extensions: Installing fof/upload

cat: can't open '/www/flarum/composer.json': Symbolic link loop

[NOTICE] ** [flarum] Extensions: Installing fof/upload

[NOTICE] ** [flarum] Finished installing extensions

@tiredofit can you help here?

Too bad ;(

Did you find a solution? I have a similar problem: #5  @Blueforcer

how did you do that before this? do you still remember?
in the docker-compose the /www/flarum/ was never mounted


Add --quiet flag

Same as ESLint, to only show errors and not warnings.

For this do we have to change in config/opts that we send to cliengine to lint the files or we have to filter the results received from eslint ?

See how it's done here: https://github.com/sindresorhus/grunt-eslint/blob/master/tasks/eslint.js#L41

Is thus issue still relevant? It looks like #131 closes it.


How to run BPA for VITs?

Hello, authors! Thank you for your excellent work. Notice that you report the performances of BPA on ViTs. However, only the open-source code of BPA for CNNs is provided. Would you mind releasing the relevant code for ViTs?
Thank you very much!
Look forward to your reply.

BPA identifies that non-linear layers (e.g., ReLU, max-pooling) truncate the gradient during the backward propagation. Based on this finding, it adopts a non-monotonic function as the derivative of ReLU and incorporates softmax to smooth the derivative of max-pooling. However, ReLU and max-pooling are not widely adopted in ViTs. Hence, we do not provide the code for ViTs.

Thank you for your kind response. My issue has been well addressed. Have a wonderful day!


Searching on companies with punctuation in the names needs to be more flexible

Current, any time a business has punctuation in the name, the searching must be exact.  For example, to search for `H.L.F Images", you have to use the punctuation to find it. Using "HLF" or "H" or even is not sufficient.
To correct this, we need to do three things:

Provide a way to do searching that includes punctuation.  Perhaps a way to trigger fuzzy search or something.

Add a "Search not working?" (or something -- "Search Help"?) button near the search box that pops up guidance on what to do if you can't find the entity you are searching for.  It should include at least advice on how to deal with punctuation, and should also give guidance about "Perhaps you have not registered your business with BC Registries".  Some text I use for that:

One reason you might not be finding the entity for which you are searching is that the organization has not been registered with BC Registries. If the organization has been registered, search for the BC Registries ID (it has a format like "FM1234567"). You can also try searching by your 9-digit Business Number for CRA, if that number.
If you do need to register the organization, use this link to register your business in BC or follow the full step-by-step guide to starting a BC businesshttps://www2.gov.bc.ca/gov/content/employment-business/business/managing-a-business/permits-licences/businesses-incorporated-companies.
If you need additional information, please contact the BC Registries Help Desk directly at 1-800-663-6102.

If the search result is empty, include a message telling the user to check the "Search not working?" (or whatever) link. Or perhaps just show that link again?

Test cases:

H.L.F Images
Bruce’s Hobbies

We need to get this fixed ASAP.  At minimum we need a "Can't find what you are looking for?" (beside "xx result(s)" that explains the idiosyncrasies of OrgBook searching.  Probably both.
I'll look at writing some text.
@amanji @andrewwhitehead @wadeking98 -- suggest a meeting to discuss this.

"ASAP" means lets get this on the list to be fixed as a priority.  Not as in "today!!".  :-)


ZBM does not allow snapshot revert if current FS has no kernel

If your only filesystem has no available kernel (for example, zfs failing to build on 6.2.8), ZBM dumps you into recovery shell only,
Even if you have snapshots available to revert to, you can only go to shell, making recovery more difficult than just promoting a snapshot from the menu

This is because ZFSBootMenu only identifies "boot environments" as root filesystems (or legacy mounts that have been opted in) with kernels. Walking the snapshot history of any candidates to identify past kernels would be far too expensive to undertake in a pre-boot environment. Unfortunately, the only real option here is passing this off to the user for manual intervention.

We could possibly add a recovery shell tool that tab completes available environments and just calls draw_snapshots . All of the action logic was moved to snapshot_dispatcher, so it wouldn't be too hard to call that after.

That would be a great solution, and we welcome any contributions.


Why so many watchers?

For this test I have 3 headers with a total of 5 sub items
I observe that 21 watchers are launched.
This seems to me too, when there is only one $watch directive no ?
edit: i added 3 scoped vars in the directive, i suspect this is the reason

Ok i'll be closing this issue