Add output of ed2k complete hashset

It is already calculated as part of calculating of ed2k root hash, but there are no option to output it. eMule will output it as p= part of the link if you when you select "eD2K Links..." from right-click menu and set "Add complete hashset" checkmark here.
Here's an example of link for randomly selected open source software portable file:
Source file: https://www.fosshub.com/MKVToolNix.html?dwl=mkvtoolnix-64-bit-<IP_ADDRESS>z
ed2k link with hashset: ed2k://|file|mkvtoolnix-64-bit-<IP_ADDRESS>z|22411096|DE41B7EBACFD27F3AB5DDEB8E6ADF45E|p=34B4D1EFB1509FD45ED9441B6B84A402:92D1EA13F97E3AC48BA0392837B6A1D2:7DC5E52438DA9A4F246BCEC041552E6E|h=MG5CIGCFJODYPPFLH4GJYY7AH6OTQKEH|/

The project is done in my free time, which is very limited, and the project is overloaded by feature requests. So I must reject some FR, like this one.
Feel free to fork the project, or at least write a PR for LibRHash to retrieve "complete hashset" from ED2K. See how extra information is retrieved from torrent (BTIH) algorithm. After updating LibRHash, you can use it from Python or other scripting language to write a simple script for your needs.

@rhash As I'm guessing you're OK with the feature scope but not up to the task coding yourself (which is perfectly understandable), may I suggest to keep the issue open as valid and label it with as "pr-welcome", in case anyone feels like it scratching their own itch and picks it up? (if the PR could be acceptable)
Notice: I understand you wanting to keep the issue list tidy, too. Just trying to also reflect better your intentions. In the end, it's your issue queue and your show, not anyone else's. I can be only thankful for sharing your work.


Fix Available and Processing condition should not both be true

What type of PR is this?
/kind bug

What this PR does / why we need it
Which issue(s) this PR fixes

Fixes #
Special notes for your reviewer
Does this PR introduce a user-facing change?

None

cc @RupengLiu

@kerthcet nice catch

/lgtm


Click events don't work on MacOS in Adobe CEP extension unless debugger is attached

🐛 Bug Report
We are using the react-specturm in an Adobe CEP extension. On Windows, it works as expected. On MacOS, none of the controls are responsive. If we attach a chrome debugger to MacOS, the controls become responsive.
🤔 Expected Behavior
We would expect the controls to be responsive on both Windows and MacOS regardless of whether or not the debugger is attached.
😯 Current Behavior
The controls are not responsive. Button controls never have "onPress" event processed. For Picker controls, the popup for selecting an item never appears.
💁 Possible Solution
🔦 Context
This will make it impossible for us to let MacOS users use our application.
💻 Code Sample
      <Picker
        aria-label="Select Product"
        items={productList}
        onSelectionChange={(product) => setProduct(product as string)}
        selectedKey={product}
        marginBottom="size-50"
      >
        {(productLabel) => <Item key={productLabel.value}>{productLabel.label}</Item>}
      </Picker>
      <Button id="create-blank" variant="secondary" onPress={createBlankUi}>
        Create Blank
      </Button>

🌍 Your Environment

Software
Version(s)

react-spectrum
3.1.0

Browser
Embedded browser in Adobe Creative Suite 2020 (Illustrator and InDesign)

Operating System
MacOS Catana (10.15.6)

🧢 Your Company/Team
🕷 Tracking Issue (optional)

Hey, thanks for filing this issue. Do you have any debug logs, a sample environment that I could play in, or maybe a repo link? Do other clickable components also fail in a similar way?

I don't have anything to share right now. What we've seen is that buttons don't click and dropdowns don't open. I will try to make a small example CEP extension to reproduce this, and share it here.

sample-app.zip
Here's a sample app I made to reproduce this. It has a regular react button, and a button from spectrum-react. On Windows, both buttons work. On MacOS, the spectrum button doesn't work, unless you attach a chrome debugger, then it does work.

@BrianHanechak Hrmm, I'm having trouble getting the that sample extension to show up in Illustrator after following the instructions in the README (got the dist setup and added to the extensions folder, maybe running into an unsigned extension issue?). Maybe you could give me some pointers here or direct me to some other steps?

It's called "Sample Panel", so it seems to be showing up in your menu item there.

If that's not the correct one, there are instructions for setting up running unsigned exceptions in the CEP Cookbook, located here: https://github.com/Adobe-CEP/CEP-Resources/blob/master/CEP_9.x/Documentation/CEP 9.0 HTML Extension Cookbook.md
Search for "unsigned". Note that there are some special notes specific to MacOS 10.9 or higher.

Ah my mistake, I was looking for Cimpress Template Maker mentioned in the readme heh. I presume it isn't supposed to look like this right?

The spectrum button in the app is missing :/, I'll see about debugging

thanks for the cep link, lemme dig through that

Ah, you do have it up.  In terms of making it appear, try setting your theme to light instead of dark... I didn't put anything in to set the theme appropriately, and I think the button might just be dark on dark.
Here's what it looks like on Windows for me:

Again, the strangest thing about this is... clicks work in Windows all the time. In MacOS, they work once you've attached the debugger, but they don't work if not.

@BrianHanechak Yep, I was able to reproduce the click not working on mac, will need to dig into this.

@LFDanLu It seems that the reason why attaching the chrome debugger helps is because of screencast. If I toggle screencast off then even with the debugger attached the spectrum button is not responsive.

@LFDanLu any ideas on when this issue might be addressed?

@tyang-cimpress Hey, thanks for the additional info and apologies for the slow response, I've been pretty busy with the upcoming release and ComboBox work. I hope to be able to dive back into issue soon.

It appears pointer events don't fire in CEP extensions on Mac for some reason. I was able to dirtily work around this in my extension by just deleting window.PointerEvent on Mac so that they are assumed to be unsupported.

Yep, can confirm your findings  @vonstring, thanks for digging. Since typeof PointerEvent is not undefined in the embedded browser, usePress chooses to use pointer events handlers rather than onMouseDown/onMouseUp/etc (see https://github.com/adobe/react-spectrum/blob/main/packages/@react-aria/interactions/src/usePress.ts#L293).
@tyang-cimpress @BrianHanechak This feels like a Adobe CEP issue, would be good to raise this with them. In the meantime, does the workaround @vonstring noted work for you?

Yes. We have confirmed that deleting window.PointerEvent does work around the issue

Yes, apart from it feeling a bit icky, I haven't noticed any side effects from the workaround yet. 🤞

I've filed a ticket against CEP internally. Since this has a workaround, I'll be closing this issue for now, feel free to reopen if need be. Thanks once again for reporting!

Thanks everyone for figuring this out - wish I'd found this bug report hours ago! @LFDanLu could you post a comment here when the CEP bug is fixed and released, so we know when to remove the workaround?

@lsh246 Sure, I'll set a reminder for myself!

Hello, any updates on this?

Unfortunately, no. The internal ticket filed against the CEP team hasn't had any traction, will keep bumping it

I think I hit this issue when using the  https://github.com/pmndrs/use-gesture  library to develop my adobe extension. Drag and drop functionality works everywhere except in the adobe cep html engine while on a mac. The owner of the use-gesture library suggested the issue might be with the adobe cep html engine not supporting pointer events.

For those who are unfamiliar with html, here is how to delete window.PointerEvent: Simply add the snippet before closing the html.
<script>   if (window.PointerEvent) {     delete window.PointerEvent;   } </script>


TLS Transport

At the moment, we only establish unprotected TCP connections between nodes. It is possible for attackers to mascarade as one of the authorized nodes and modify messages. The content of the Hashgraph Events cannot be modified because they are signed by their creators but things like the Known map could be unfairly modified.
We need to implement Transport Layer Security  (TLS) to address this issue.
A TLSTransport implementing the Babble Transport interface has already been implemented in the TLS branch. There remains to define the runtime configuration to actually use the TLSTransport and to define/document the steps to setup such a configuration.
Ideally, we would like the digital certificate used by TLS to be based off the same private key (priv_key.pem) used to sign Events.
A directory containing the digital certificates of all peers should be provided to Babble along with the peers.json file and should serve as the certificate pool instead of the usual trusted third-party certificate authorities.

@HarryR correct.
Closing this issue and removing from roadmap.


Github action: Maintain consistency in var names

Github action: Maintain consistency in var names
Description
Just maintaining the same variable name across the github workflow
How Has This Been Tested?
Pre-tested on fork.
Merge criteria:

[x] The commits are squashed in a cohesive manner and have meaningful messages.
[ ] Testing instructions have been added in the PR body (for PRs involving changes that are not immediately obvious).
[x] The developer has manually tested the changes and verified that the changes work

/lgtm
/approve


MM-17690 - Updating language select functionality

Summary
MM-17690 - Updating language select functionality
This also disables scrolling on the modal when the languages dropdown is open.
Ticket Link
https://mattermost.atlassian.net/browse/MM-17690

Creating a new SpinWick test server using Mattermost Cloud.

Mattermost test server created! :tada:
Access here: https://mattermost-webapp-pr-3421.test.mattermost.cloud

Account Type
Username
Password

Admin
sysadmin
Sys@dmin123

User
user-1
User-1@123

Test server destroyed


Add documentation for overlay

Is there any doc/example/tutorial showing how to use overlays, portal hosts and positioning strategies?

I think, documentation for the overlay service will possibly come after #113 is completed.

Yep, documentation will come when the overlay is mature enough for use outside of our own components.


Finish Django course

Finish the following Django course:
https://www.udemy.com/course/python-and-django-full-stack-web-developer-bootcamp

Only User authentication and sample application tutorial left.

Course completed


build: Add VerArch property for ARM64

Signed-off-by: Ilya Rudakov<EMAIL_ADDRESS>

Hi Ilya,
I guess this is a patch for arm64 branch, am I right?
Best regards,
Yan.

Hi Yan,
Yes. I can see above:

irudakov77 wants to merge 1 commit into virtio-win:arm64 from irudakov77:arm64

Regards,
Ilya

Sorry, I was away from the office and mobile version of GitHub is lousy at showing the branches for PR.


User settings and locale

What type of Pull Request is this?
Delete all options except for the one that applies

Feature

lgtm 👊


update spfx compat doc

Category

[x] Content fix
[ ] New article

Related issues

fixes #7009

What's in this Pull Request?

added entry for SPFx v1.12.1
indicated v1.12.0 deprecated
removed from version numbers because they imply some versions are supported when they arent... for instance, Node LTS v10.x isnt' accurate... LTS for v10 was v10.13.0+

Docs Build status updates of commit ec7a6f3:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

docs/spfx/compatibility.md
:bulb:Suggestion
View
Details

docs/spfx/compatibility.md

Line 37, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.12.1' will be broken in isolated environments. Replace with a relative link.
Line 38, Column 5: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.12.0' will be broken in isolated environments. Replace with a relative link.
Line 39, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.11.0' will be broken in isolated environments. Replace with a relative link.
Line 40, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.10.0' will be broken in isolated environments. Replace with a relative link.
Line 41, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.9.1' will be broken in isolated environments. Replace with a relative link.
Line 42, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.8.2' will be broken in isolated environments. Replace with a relative link.
Line 43, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.8.1' will be broken in isolated environments. Replace with a relative link.
Line 44, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.8.0' will be broken in isolated environments. Replace with a relative link.
Line 45, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.7.1' will be broken in isolated environments. Replace with a relative link.
Line 46, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.7' will be broken in isolated environments. Replace with a relative link.
Line 47, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.6' will be broken in isolated environments. Replace with a relative link.
Line 48, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.5.1' will be broken in isolated environments. Replace with a relative link.
Line 49, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.5' will be broken in isolated environments. Replace with a relative link.
Line 50, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.4.1' will be broken in isolated environments. Replace with a relative link.
Line 51, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.4' will be broken in isolated environments. Replace with a relative link.
Line 52, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.3' will be broken in isolated environments. Replace with a relative link.
Line 53, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.1' will be broken in isolated environments. Replace with a relative link.
Line 54, Column 3: [Suggestion-docs-link-absolute] Absolute link 'https://docs.microsoft.com/sharepoint/dev/spfx/release-1.0.0' will be broken in isolated environments. Replace with a relative link.

For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching the docs.microsoft.com contributor guidesPost your question in the Docs support channel

Docs Build status updates of commit 91125e2:
:white_check_mark: Validation status: passed

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Status
Preview URL
Details

docs/spfx/compatibility.md
:white_check_mark:Succeeded
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For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching the docs.microsoft.com contributor guidesPost your question in the Docs support channel


Integration tests

Depends on #53

@zazabe please review. A commit-by-commit approach will be easier.

@zazabe I hope that you are reviewing this :)

got this error with vagrant up / vagrant provision:
$ vagrant provision
==> default: Installing Puppet modules in "puppet" with Librarian-Puppet...
==> default: Running provisioner: puppet...
==> default: Running Puppet with environment development...
==> default: stdin: is not a tty
==> default: Warning: Config file /etc/puppet/hiera.yaml not found, using Hiera defaults
==> default: Error: ::facts is not a hash or array when accessing it with lsbdistcodename at /tmp/vagrant-puppet/modules-f857ccb0d9754d1d6058c59b66e616a4/apt/manifests/init.pp:17 on node janus-gateway-js.dev.cargomedia.ch
==> default: Error: ::facts is not a hash or array when accessing it with lsbdistcodename at /tmp/vagrant-puppet/modules-f857ccb0d9754d1d6058c59b66e616a4/apt/manifests/init.pp:17 on node janus-gateway-js.dev.cargomedia.ch
The SSH command responded with a non-zero exit status. Vagrant
assumes that this means the command failed. The output for this command
should be in the log above. Please read the output to determine what
went wrong.

hm, @ppp0 ?

update your vagrant box!

yes sir !

Nice! it works and looks very good!
Please, just check my 2 small comments above: https://github.com/cargomedia/janus-gateway-js/pull/55#discussion_r69439259, https://github.com/cargomedia/janus-gateway-js/pull/55#discussion_r69439992

@zazabe please review

lgtm


lists method in Collection is deprecated in Laravel 5.2

Since Laravel version 5.2, lists method in Illuminate\Database\Eloquent\Collection is deprecated.
Also see Laravel API - Collection#method_list

Thanks :+1:


RDCMan - Better multi-monitor support

Both my client and server PCs use Windows 10. On the client side, I got 3 monitors: 1200x1920, 3840x2160, 1200x1920.
Note that this results in a non-rectangular total working area (1920 is "centered" inside 2160).
When I connect to a remote  PC with the built-in Windows 10 "mstc.exe", I can easily use whole-screen normally. All I need is to set the "Use all my monitors for the remote session" checkbox. The "normally" includes that:

dual-clicking on the "notepad.exe" window title makes it full-screen on a single particular monitor.
I never explicitly set the any sizes - they are just determined automatically (and if I disconnect my laptop from the said 3 external monitors "mstc.exe" would automatically use the only built-in monitor)
it fully supports non-rectangular combination of monitors

However, in RDCman 2.90:

the largest remote screen setting I that works is 4096x2048 (manually set it in "Server properties -> Remote Desktop Settings -> Remote Desktop Size -> Custom"), which less than a single 4K monitor in height!
If I set 4096x1920, a part of this area would be invisible, because the top of the 4096x1920 would be aligned with my central monitor's top - any non-rectangular combinations of monitors are problematic
In some cases scrollbars appear in such a "fullscreen" RDCman window.
The The maximum size of the remote desktop is determined by the version of the remote desktop activeX control statement in the docs partly explains what's happening, but:

It's not that easy to find
The most up-to-date Windows version it mentions is Vista. Isn't that a bit outdated?
I know that "mstc.exe" works OK with the same server.... Does that mean that normal "mstc.exe" does have this limitation because it does not use that ActiveX control? Maybe that statement should be more explicitly explaining this.
Whole 4096x2048 works as a single "monitor", e.g. dual-clicking on the "notepad.exe" window title makes it occupy the whole 4096x2048.
The "Use multiple monitors when necessary" checkbox label is misleading. I'd say it should be replaced with "Full-screen Remote Desktop view can span multiple local monitors (see limitations here)". The same "limitations" link is worth to be added to where "Remote Desktop size" is configured.

It's a pity that RDCman is effectively unable to normally work with 4K monitors and multi-monitor setups. It would be nice if you make it on par with "mstc.exe" because in many other aspects it is more convenient (e.g. in managing multiple remote systems).

In addition it would be awsome to be able to select the monitors as described in:
https://www.hanselman.com/blog/how-to-remote-desktop-fullscreen-rdp-with-just-some-of-your-multiple-monitors
I tried to use 2 monitors out of 3 for RDP Connection to the same server via RDCMan but failed.


Fix for issue 255 - Hiding the sidebar breaks the computed view

BTW, what is the commit of the regression? I am wondering why this line causes the issue
Florent

It's this one:
https://github.com/firebug/firebug.next/commit/741fc4cb381bdfef0678d8e56fbefb58f99ea1fc
Specifically the line returning null. Since, it returns null (even [] would cause this issue) the sidebar is hidden and for the computed view, browser/computed-view.js does not like it. There's basically a NPE there, that breaks everything.

Thanks for the patch.
Hmm, basePanel.js is a global module, changing its code may also impacts other panels than inspector.
Also our tests are not covering everything enough to ensure it would not introduce a regression.
Your patch may be OK, that's just that I don't know what this line was used for.
@janodvarko what do you think of this patch?
Florent

Yup, makes sense. I'm apprehensive too :smiley:
Just a little more detail if it helps:
Before that commit the getSidePanels method returned [DOMSidePanel] so everything was fine. After it, null was returned as a result of which
if (!sidePanels || !sidePanels.length) {
this.sidebar.hide();
return;
}
got executed. Thing is, when doing the side panels for inspector, the computed view overlay breaks. There's an error on the devtools side , apparently at this line -
let styles = this.styleWindow.getComputedStyle(this.styleDocument.documentElement);
styles becomes null and the following for loop complains and nothing is displayed. This only happens for computed view though.

A better solution committed at:
https://github.com/firebug/firebug.next/commit/97cfc2df7053222fa2e64123b10ece675d7d0e36
Honza

Saw the commit. Yup that's a nicer approach. Cool.


Fix NEXT-11089 -> No display of ListingPrices (Streichpreise)

If we have variant products which differ in prices (not all variants share the Price of the parentproduct) then we have a priceRange (you can see it in the overview page where you list more products at once), but the existing code checks for this priceRange and does not show the listPrice (Streichpreis) in this case.
To me the check does not seem to be needed (if we have extended prices we won't get at the check in the twig template anyway) and so I removed it completely.
At first glance this does not break anything and fixes NEXT-11089.
You can reproduce the behaviour with the demodata. Just use the product 'Variantenprodukt'.
First add a ListingPrice (Streichpreis). You will see it on all of the variant products as expected.
Next change the price on one of the variantenproducts.
You will see that you won't see the ListingPrice on any of the variant products. Which is clearly not what was supposed to happen.
1. Why is this change necessary?
Because the behaviour seems to be an error. See the following Issues on the Tracker:
https://issues.shopware.com/issues/NEXT-10729
https://issues.shopware.com/issues/NEXT-11089
And the following forum threads:
https://forum.shopware.com/discussion/72048/streichpreise-bei-varianten
https://forum.shopware.com/discussion/73370/streichpreise-werden-bei-variantenartikeln-im-frontend-nicht-angezeigt-bug
2. What does this change do, exactly?
Make sure that the ListingPrices are shown on the product detail page even if we got a priceRange
3. Describe each step to reproduce the issue or behaviour.
You can reproduce the behaviour with the demodata. Just use the product 'Variantenprodukt'.
First add a ListingPrice (Streichpreis). You will see it on all of the variant products as expected.
Next change the price on one of the variantenproducts.
You will see that you won't see the ListingPrice on any of the variant products. Which is clearly not what was supposed to happen.
4. Please link to the relevant issues (if any).
https://issues.shopware.com/issues/NEXT-10729
https://issues.shopware.com/issues/NEXT-11089
5. Checklist

[X] I have written tests and verified that they fail without my change
[X] I have squashed any insignificant commits
[X] I have created a changelog file with all necessary information about my changes
[ ] I have written or adjusted the documentation according to my changes
[X] This change has comments for package types, values, functions, and non-obvious lines of code
[X] I have read the contribution requirements and fulfil them.

Hey there @ThomasChr , thank you for putting in the time to create this pull request! Since it contains a significant change to the price display, we'll have to assess whether or how this can be integrated. Please be aware that it might take a while before we can get back to you with a decision. I'll leave this PR open in the meantime.

Hello,
thank you for creating this pull request.
I have opened an issue on our Issue Tracker for you. See the issue link: https://issues.shopware.com/issues/NEXT-12520
Please use this issue to track the state of your pull request.

Hi @ThomasChr , as stated in NEXT-12520 we're already in the process of developing a solution for this, I'll therefore close this PR.

This topic is already on our official roadmap as the epic "List Price per Price Rule". It is already in active development. You can track the status in our roadmap.
https://www.shopware.com/de/roadmap/

Hi @ThomasChr , well we're back :smile: As it turns out, the epic I mentioned above is actually not related to this issue and there seems to be a bug on the product detail page, sorry for the confusion.

@philipgatzka Great to hear that :-)
Tell me if you need any additional info!

I really tried for a few hours, but I have absolutely now idea how I can add demo data (seems that the development demo data has no variant products) and run the e2e tests. I've got 6 docker machines running and I cloned development and platform but I can't figure out how to go from here. Even 'bin/console changelog:create' just gives me some failed to open file exceptions.
I really want to help but the documentation is just not enough for me.

I managed (with help!!!!) to get Cypress in the docker container to run. But the app_url localhost:8000 does not work from the cypress container (why should it? localhost would access the cypress container itself and not the app_server, or am I wrong?) and the app_url app_server:8000 runs fine when accessing the api from the test but fails when accessing '/' with server error 500.
Maybe because no sales channel with the url app_server is configured?
After three hours of work I threw every docker container and the development repo away and maybe I will try again.
At least I know where the e2e Test files and where the fixtures are and think I could generate the variant product test data. But of course I had no way to test it.
I‘m a little bit frustrated now!

Finally I got it to run. I have no idea how it would work with the http://localhost:8000 URL, but if I specify the APP_URL http://app_server:8000 on every Cypress Step it finally runs on a new Ubuntu 20.04.
Nevermind the right issue when installing Cypress, I found a workaround for that too...
Now I finally can try to make a test.

Test written and verified.

@philipgatzka Whenever you find some time to look over my code feel free to do so. I'm exited to know if everything is fine!

@philipgatzka Any news here?

Happy New Year!
Any news yet?

Happy New Year!
Any news yet?

Thats great news! Thanks for the info!

Thats great news! Thanks for the info!

Hey @ThomasChr , thank you for your contribution! 🥳

Hey @ThomasChr , thank you for your contribution! 🥳


⚠ Bofrost.hr has degraded performance

In ad5c0c7, Bofrost.hr (https://www.bofrost.hr) experienced degraded performance:

HTTP code: 200
Response time: 3703 ms

Resolved: Bofrost.hr performance has improved in b1f7bbc after 6 minutes.


Transaction Part 3: LockTable, TransactionTable, LockRequest

This PR includes 3 new classes:

LockTable: Maps each resource to the transaction that have a lock on that resource.

TransactionTable: Inverted version of LockTable.

LockRequest: Input for LockManager which will be added later.

Sounds good. As discussed, we should have a mutex protect the calls to the lock table. But, we can do that in a separate PR. Merging.


Add cpu/ram and jvm options in component tooltip in Heron UI

The related design doc can be found here: https://docs.google.com/document/d/1CaDVVifcWqViRO96tmePK5dwhOhYnhwjhMRuImg-aOs/edit#heading=h.rfm62inflf7w

I can tackle this one, this has been a point of contention for determine production status

thx~

The code change is likely to be in this file: https://github.com/apache/incubator-heron/blob/master/heron/tools/ui/resources/static/js/logical-plan.js
Please let me know if there is any other questions.


Adding function to handle cols and dataframes metadata

@argenisleon can you provide more info on this? If you are not working on this then I can take this up for the weekend.

Hi @argenisleon
Is's already done https://github.com/ironmussa/Optimus/blob/develop/optimus/dataframe/extension.py#L490
I expect to merge to master tomorrow.


export 'FilterType' was not found in '@shopify/polaris'

shopify generate page MyPage
? Which template would you like to use? (You chose: list)

When I vist my page it then says:
export 'FilterType' was not found in '@shopify/polaris'

Hi @mozeryansky, thank you for reporting this. We will look into it!

I believe this was caused because I updated my react dependency to "^17". The error goes away when I go back to "^16".

Hi guys, The issue still there, no changes have been made to anything

Hi guys, The issue still there, no changes have been made to anything

This has been fixed. Run npm update or manually bump the version in package.json to "@shopify/app-cli-node-generator-helper": "^1.2.2"! Let us know if list pages are causing any more issues.

This has been fixed. Run npm update or manually bump the version in package.json to "@shopify/app-cli-node-generator-helper": "^1.2.2"! Let us know if list pages are causing any more issues.


Minor doc fix - JVM arg is "-Xlog:class+load=debug"

Hi @simonis, This is minor fix to the readme documentation to use -Xlog:class+load=debug instead of Xlog:class+load=debug (the - is currently missing in the doc).

Hi @jaikiran,
good catch! Thanks for fixing.
Volker


fix bug: realtime will lost connection after inactive 5m

this bug is because r3labs/sse client can't dial the remote server close event, so I replace another sse client donovanhide/eventsource , and retry connection manual

localhost test is pass, why ci failed?

I gave up after trying my best, can you help me find out what's wrong

I'll try to take a look, but no guarantees when.

so I spent a few minutes, and it seems that after skipping TestCollection_Unsubscribe, Github actions are happy /actions/runs/3744462920

Finally I found out that the problem is that the create event is dispatched, but the stream is not ready yet, adding wait for the stream to be ready does the trick.
I create another pr for the merge


Plan of Dragonfly Testing

Background
This is one part of Golang Refactoring Plan of the Whole Dragonfly Project.
Quality is also taken serious when refactoring Dragonfly. And it is one kind of continuous work which needs persistence. We wish to cover as much as possible on test to guarantee the quality of dragonfly.
Details
Actually we wish to set up the essential test for dragonfly on several parts:

Unit test;
API integration test;
CLI integration test;
node end-to-end test;

Test Guide

[ ] complete the document of test guide

Unit Test

[ ] unit test of supernode
[ ] unit test of dfdaemon
[ ] unit test of dfget

[ ] unit test of module uploader
[ ] unit test of module downloader
[ ] unit test of module api

Integration Test
In integration test, we will take the following testing architecture to cover test dimensions.

We will deploy a travis CI VM and deploy three containers in the VM with docker:

one container for supernode;
two containers for dfget (currently we only test dfget for file, dfdaemon not included)

Then we use test cases to cover supernode and dfget.

[ ] testing of downloading files.
[ ] testing of pull images.

I will finish the unit test of module uploader


Sprinkle majyk retry fairy dust.

Closes #3510
/cc @bjwatson

I initially pushed this branch to my own fork, but then pushed it here to get system tests to run.  Anybody know how I get the PR to point at the local branch?

How do you mean? What is not as you expect? I see

@tseaver wants to merge 1 commit into GoogleCloudPlatform:master from tseaver:3510-pubsub-flaky-snapshot-systest

Funny, I feel the same way about mock.patch. :)

I wanted to switch the PR to be "from" the branch in this repo, instead of the one in my fork.  Github allows switching the base branch but not the other.


Refresh MS dates based on the previous Dev17 refresh

@JonDouglas Updating ms.date for the articles that we re-tested and updated for Dev17 a year ago. They should all still be up to date, unless there are some new issues that you know about.

@nkolev92 Thanks! I'll go ahead and merge it soon if I don't hear back.


Changes to specta::Language

https://github.com/specta-rs/specta/issues/297
These are all assuming  export<L: LanguageExt>(l: L).
Reexport:

Feature flag for each language
pub use specta_{language}::Language + impl LanguageExt for Language enabled by feature flag

Dedicated crate (Eg. tauri-specta-typescript) via trait:

pub struct Language(specta_{language}::Language) + impl LanguageExt for Language.

Dedicated crate (Eg. tauri-specta-typescript) via method:

`pub fn export(b: tauri_specta::Builder)

pub struct Language(specta_{language}::Language)+impl LanguageExt for Language`.

Exposed:

Feature flag for each language and the user must add the language crate (ensuring they get the versions correct)
pub struct Language(specta_{language}::Language) + impl LanguageExt for Language. Would need to replicate all methods manually which would suck (required due to orphan rule).

export should be export_to and,
export_str should be export.


Using the tool for general interval of input region

Hello,
I've been trying to use the tool for finding adversarial examples where the perturbation is not uniform as in $L-\infty$. Suppose I have general LB and UB for the range of values the input can take. My goal is to find Adversarial examples in regions like this.
What I tried:
I added a linear layer transformation on top of my network that translates the input from [LB,UB] range to [-1,1] range. I then chose eps=1 in Auto Attack to find an Adversarial example.
This didn't perform that well. For testing purposes, I added this linear transformation layer to a $L_ infty$ problem that I could test with Autoattack.
On an MNIST network where eps=0.1, AutoAttack could find Adversarial examples in 47 of them in normal mode.
On the same config, with another additional linear layer (as I mentioned above) where now the search region of the input layer is [-1, 1]^{dim}, it could only find 7 Adversarial examples.
I am curious to know how hard is to solve this problem. Also, why does generating an attack become so difficult for the exact same problem when I add a linear transformation?
Thanks!

您好，您的邮件已收到!

Hi,
the attacks expect images in [0, 1]^d, so I'd say you would need to add a linear map [0, 1] -> [LB, UB] (applied on every component on the input) to the forward pass of the network. I'm not sure about your use-case, but in principle one would also need to compute the corresponding  point in [0, 1] of the original image in [LB, UB] to use it as reference point for the attack.
If the input is already in [0, 1]^d, as for MNIST, the map should be the identity, then the results should be the same.
Let me know if this helps!

Great! that worked well for me.
Thanks!


refactor(acl): encapsulate collection design

use Encapsulate Collection design to pass in the collection

Coverage decreased (-0.006%) to 54.454% when pulling 56204439c9733adfbc876e7fc188aaa0cea6cff4 on lgtming:master into e24794da71beef185221220ba817e9b4aafbf8f2 on apache:master.


Add non-criterion benchmark && github action

https://github.com/marketplace/actions/criterion-compare-prs

maybe not criterion since we actually have macro benchmarks not micro benchmarks. And we don't care about tiny details of changes we just want to detect major changes. We just want to generate the 8 runtime values from Table 2 from the paper really (mem usage is harder so ignore).


Ocean3D as a tool script (and OceanSurface3D components for rendering options)

Adding as a draft PR because I had to do a lot more than I expected to get things mostly playing nicely, and I didn't keep my changes very minimal, and there's still a few edge cases to iron out and code to clean up, but I think it's far along enough that it's worth getting your eyes on.
The biggest change is the addition of a component OceanSurface3D and subclasses for different rendering methods which I mostly added because I wanted to test while diagnosing issues with QuadTree and prepare for optional Terrain3D integration. I think there are also plenty of situations when rendering with the simplest PlaneMeshOceanSurface3D makes the most sense, and simplifying the setup of a surface for an end user is useful.
Another change is that Ocean3D copies the default material instead of using it directly. There were a lot of issues with 2 Ocean3D's affecting the same resource so I'm not sure it should be possible. I have been thinking maybe it should use the resource directly as a separate "initial settings" property but then use a different material to write its changes to, or the various initial settings on the material should be properties of Ocean3D itself that it handles applying to the material properly? Still thinking about this.
I think the last big change is that the QuadTree no longer depends on a scene resource.
Also a callout that I understand now the MultiMesh implementation I made might not actually make sense here - MultiMesh doesn't really have performance benefits until we get to waaaaaaay more meshes, and it doesn't support any mesh resolution differences. I'm keeping it around because I think it may be useful as a piece of a simpler LOD solution to test against the quad tree solution later but performance analysis will need to be done.
There are changes committed to the Example scene but it's not in the best state since I was doing experimentation there. I think it's all working properly, just the settings are not great.
I've added a UvBorder.gdshader for debugging QuadTree behavior. It can be added as a second pass on the ocean material or applied directly to a quadtree and will render just the edges of the plane to make it really obvious what quadtree is doing.
TODO before PR

When Ocean3D editor simulation is on, it should pause when a game instance is running
QuadTree3D makes all of nodes in-editor but only ever shows the lowest LOD, meaning it can be really slow to open scenes

visibility detection doesn't seem to work with the editor camera

Ocean3D doesn't handle changing the FFT settings correctly while simulating, maybe others, need to test more
General cleanup, documentation, etc.

Some other thoughts

QuadTree performance:

Working solution in editor that doesn't rely on visibility notification by reading from the camera view directly?

Can make this method available during runtime as well and see what's more performant

Performance improvements:

Instantiate necessary higher detail quads lazily (fairly easy change)
See if creating one node then duplicating using instantiation for each other node per LOD level is cheaper. Not finding much documentation on that, it might only be useful for keeping node changes in-sync
Re-use high detail quads by moving them around as needed, keep actual mesh count as low as possible (fundamental change)

The ocean needs to grab a camera for shader calculations anyway. This should be the "source of truth" on what camera needs to be looked at for OceanSurfaces as well as OceanEnvironment (or an OceanEnvironment replacement)

Infinite ocean surface rendering should be possible by moving the ocean surface rendering mesh(es) with the camera

Quick test (not committed) shows that this kind of works but is a bit jittery
I've done this in a (much worse) ocean shader I built a while back, going to see if I did something there I haven't tried here
This was a major consideration behind creating the OceanSurface3D class, as it could handle infinity and maybe other properties that will be common across all surface rendering solutions

Sorry this is all a bit disorganized!

Found a bug with the QuadTree implementation that I've fixed here, but let me know if I should PR it separately real quick since it also happens in devel

You can see the low detail mesh and high detail mesh are rendering on top of each other.
To reproduce:

Move the first Example scene camera very far away
Switch to camera 2

The fix is to change this bit at line 178
    for subquad in _subquads:
        if not subquad.lod_select(cam_pos):
            subquad.mesh_instance.visible = true

To
    for subquad in _subquads:
        subquad.mesh_instance.visible = false
        if not subquad.lod_select(cam_pos):
            subquad.mesh_instance.visible = true

I'm not understanding how this fix is apparently not logically identical to this:
    for subquad in _subquads:
        subquad.mesh_instance.visible = not subquad.lod_select(cam_pos)

But apparently its not, since that actually hides the highest detail quads and leaves a big hole!

There's another issue with changing the camera to the second one when the first is very far away, but I'm not sure it's really possible to fix since I think it has to do with how the simulation simplifies at a distance. Basically all the buoyant objects wind up in the wrong place under or over the surface.

The biggest change is the addition of a component OceanSurface3D and subclasses for different rendering methods which I mostly added because I wanted to test while diagnosing issues with QuadTree and prepare for optional Terrain3D integration. I think there are also plenty of situations when rendering with the simplest PlaneMeshOceanSurface3D makes the most sense, and simplifying the setup of a surface for an end user is useful.

I like this change, but would rename OceanSurface3DBase to just OceanSurface3D to align with the naming in the engine which does not include "Base" in the names of base classes usually.

Another change is that Ocean3D copies the default material instead of using it directly. There were a lot of issues with 2 Ocean3D's affecting the same resource so I'm not sure it should be possible.

Duplicating the material for each Ocean3D should work.

I have been thinking maybe it should use the resource directly as a separate "initial settings" property but then use a different material to write its changes to, or the various initial settings on the material should be properties of Ocean3D itself that it handles applying to the material properly? Still thinking about this.

I would say have Ocean3D expose and manage the settings on the material.

See if creating one node then duplicating using instantiation for each other node per LOD level is cheaper. Not finding much documentation on that, it might only be useful for keeping node changes in-sync

This may be a good candidate for using the RenderingServer directly to draw the surface as described here.

Quick test (not committed) shows that this kind of works but is a bit jittery

Also had the same jitter when I tried this. I suspect there are so many nodes that moving them triggers it.

Found a bug with the QuadTree implementation that I've fixed here, but let me know if I should PR it separately real quick since it also happens in devel

I've been chasing that for a bit, that's great that you corrected that. I don't think a separate PR is needed.

There's another issue with changing the camera to the second one when the first is very far away, but I'm not sure it's really possible to fix since I think it has to do with how the simulation simplifies at a distance. Basically all the buoyant objects wind up in the wrong place under or over the surface.

The simulation itself does not simulate at a distance, only the visual rendering does. The buoyancy remains the same "resolution" regardless of distance from the camera. I do notice that the domain warp setting causes the buoyancy bodies to not properly follow the wave height for the location they are in. Does what you are seeing here occur with the domain warp strength set to 0? If that fixes it, the issue is how domain warp is handled in Ocean3D.global_to_pixel().

I like this change, but would rename OceanSurface3DBase to just OceanSurface3D to align with the naming in the engine which does not include "Base" in the names of base classes usually.

Done

I would say have Ocean3D expose and manage the settings on the material.

Cool. Thinking that will be part of this PR.

Also had the same jitter when I tried this. I suspect there are so many nodes that moving them triggers it.

This isn't the cause, even a single plane still displays the jitter. It isn't noticeable at all when the subdivision amount is high enough, so I'm thinking it has to do with the vertices being able to get into the displaced position consistently.
Not sure that's actually solvable but went ahead and implemented basic infinity in the base OceanSurface3D class anyway for further experimentation and because at high enough detail levels its very usable. If the jitter of doing it the simple way isn't solvable, then it can still be done by teleporting meshes around instead of moving them slowly. Probably not going to look at that as part of this PR though.

This may be a good candidate for using the RenderingServer directly

Agreed. Probably not going to look at that as part of this PR either, but it does interest me and I'd be happy to look into it a little later.

The simulation itself does not simulate at a distance, only the visual rendering does. The buoyancy remains the same "resolution" regardless of distance from the camera. I do notice that the domain warp setting causes the buoyancy bodies to not properly follow the wave height for the location they are in. Does what you are seeing here occur with the domain warp strength set to 0? If that fixes it, the issue is how domain warp is handled in Ocean3D.global_to_pixel().

Thanks for clearing that up, but it does appear to still happen with domain warp at 0. I don't have any ideas for the cause here, but I do have some ideas for setting up testing scenes that might help to sort it out.
TODO before PR

When Ocean3D editor simulation is on, it should pause when a game instance is running

I think I've finally sorted this out.

QuadTree3D makes all of nodes in-editor but only ever shows the lowest LOD, meaning it can be really slow to open scenes

I wish I had a better idea how to handle this, but for now I'm just going to stop the quad tree from making all LOD levels in-editor. I think once this PR is ready to merge I'm going to look at the Terrain3D integration and then I might take a deep dive into the quadtree.

Ocean3D doesn't handle changing the FFT settings correctly while simulating, maybe others, need to test more

I think it's just the FFT settings that are a problem, but all the Ocean3D code that's dealing with the RenderingServer, compute shaders, etc, is pretty opaque to me.
I'm also getting this error I've had some issue tracking down:
E 0:00:00:0580   set_texture_rd_rid: Condition "!RD::get_singleton()->texture_is_valid(p_texture_rd_rid)" is true.
  <C++ Source>   scene/resources/texture_rd.cpp:78 @ set_texture_rd_rid()

It seems to happen either not at all, 3 times, or 6 times, when running a scene with Ocean3D which is also simulating Ocean3D within the editor. It looks to me like the error occurs when a texture has an RID and a new RID is assigned to it (?)
https://github.com/godotengine/godot/blob/b09f793f564a6c95dc76acc654b390e68441bd01/scene/resources/texture_rd.cpp#L78
It's definitely behavior introduced by Ocean3D as a tool script, and I assume it's one of the rendering thread textures or compute shaders but the error doesn't stack trace back to GDScript
So for both that error and FFT settings, would appreciate some guidance if you have ideas, or I think the PR is set up so that you can push to it directly. I'll work on get the changes I know how to tackle done before I get back to poking at those


Use symlinks when looking for module names for declaration emit

Including indirect ones (ie, where the directory is linked and the module's resolution came in as anormal resolution through the parent), which previously we would have ignored, even had we used getModuleSpecifiers.
Fixes #24829
cc @rbuckton for the changes to the compiler harness to support directory/arbitrary symlinks

@rbuckton :+1: :-1:?

merge conflicts

@mhegazy Is the fix released with<EMAIL_ADDRESS>If so, the problem is getting even worse:
const CONTROLLER_CLASS: BindingKey<import("../../../../../../../../Users/rfeng/Projects/loopback4/loopback-next/packages/core/node_modules/@loopback/context/src/value-promise").Constructor<any>>;

Please note the relative path has two issues:

It's relative to the absolute root
It's not correctly resolved to a module dependency @loopback/context which exports the Constructor type.

Assuming all those leading ../'s climb out of the directories I think they do, the entire leading part of that path, ../../../../../../../../Users/rfeng/Projects/loopback4/loopback-next/packages/core/node_modules/ is totally extraneous...
@raymondfeng do you have any other path-related settings enabled for your build? Are there any symlinks present other than loopback-next/packages/context being linked to loopback-next/packages/core/node_modules/@loopback/context?

My repo is managed by lerna and the directory layout is illustrated below:
loopback-next
  > packages
    > context (npm module @loopback/context)
    > core (npm module @loopback/core)
      > node_modules/@loopback/context -> ../../../context (symbolic link to the @loopback/context module)

Right, and your TS build settings?

See https://github.com/strongloop/loopback-next/blob/master/packages/core/tsconfig.build.json

The npm run build command is basically running /Users/rfeng/Projects/loopback4/loopback-next/packages/build/node_modules/typescript/lib/tsc.js -p tsconfig.build.json --outDir /Users/rfeng/Projects/loopback4/loopback-next/packages/core/dist8 --target es2017.


Remove song from playlist

Pull Request Information
Closes #50 50
What is the PR Type:
feature
Describe the added/fixed behaviour:
When browsing a playlist that belongs to the user a cross button appears next to each song. Upon pressing the song gets deleted from the playlist.
Also added a 'Cancel' button to the Create Playlist dialog, so the user has a way back :)
Checklist

[x] Pull request has suitable title and labels, adequately described and associated with a github issue
[x] Branch name is descriptive
[x] Branch builds and executes with no errors
[ ] Test cases has been generated for the feature and test cases pass
[ ] Updated relevant wiki/documentation

Closed due to a bunch of issues with merging. A clean PR can be found here #55


Have you try implement Action on arduino?

Hi, @zhaoyun4411
I have never tried. There is nothing currently planned.

Hi, @OpusK
What about Ros2 service? In my application, most of the task is provided by the service (ask - response). But I try to add rr/rq/rs as a topic name prefix seem to me not work. Thanks.

@zhaoyun4411
As indicated in the README, we currently only support rt (topic).
Since service works differently from topic, it does not work with the current structure.

Got it thanks


16 extract faq from buildhub and mse

Description
This script is designed to extract frequently asked questions (FAQs) and specific patterns from a given forum text dataset.
Key Functionalities:
- Extract Questions: Identifies and extracts questions from text based on criteria such as the number of words and minimum sentence length.
- Extract Specific Patterns: Targets and extracts specific patterns or phrases, tailored by the extract_idk function (essentially identifying phrases with "I don't know" or something similar).
- The outputs are: extracted questions, duplicated questions and phrases with "I don't know" etc in the form of CSV files.
Instructions for Reviewer
Hi @sofiapinto, thanks a lot for reviewing my code!
Setup

clone this repo: git clone git@github.com:nestauk/asf_public_discourse_home_decarbonisation.git
checkout to the correct branch: git checkout 16_extract_faq_from_buildhub_and_mse
Run: make install;
Run: direnv allow;
Activate the conda environment using: conda activate asf_public_discourse_home_decarbonisation

Review

Can you run python asf_public_discourse_home_decarbonisation/analysis/extract_faqs.py --category 136_underfloor_heating --collection_date_time 231120
Can you also run python asf_public_discourse_home_decarbonisation/analysis/extract_faqs.py --forum mse --category green-ethical-moneysaving --collection_date_time 2023_11_15
The subsequent outputs will be saved in asf_public_discourse_home_decarbonisation/outputs/extracted_questions/

Scripts

If you could review the following script: asf_public_discourse_home_decarbonisation/analysis/extract_faqs.py

Checklist:

[ ] I have refactored my code out from notebooks/
[X] I have checked the code runs
[ ] I have tested the code
[X] I have run pre-commit and addressed any issues not automatically fixed
[X] I have merged any new changes from dev
[X] I have documented the code

[X] Major functions have docstrings
[ ] Appropriate information has been added to READMEs

[X] I have explained this PR above
[X] I have requested a code review

hey @helloaidank ,
Came back to this PR to finally run your code :)

When running make install I get an error due to seaborn appearing twice in the requirements. This is something I've already changed in a different PR a few weeks ago (already merged_, but I had to remove the last requirement line in this branch now ( seaborn==0.12.2) to make it work
After running make install I've ran:

python asf_public_discourse_home_decarbonisation/analysis/buildhub/extract_faqs.py --category 136_underfloor_heating --collection_date_time 231120 - ran fine and saved the data in the location
python asf_public_discourse_home_decarbonisation/analysis/buildhub/extract_faqs.py --forum mse --category green-ethical-moneysaving --collection_date_time 2023_11_15 - also ran fine

I've also responded to the new comments you left above;

Happy to take another look at the PR & rerun the code after I'm back, when you commit the changes we've previously discussed.
And again, great work! :)

Hi @sofiapinto,
I've made a lot of those changes, so thank you very much for the suggestions and reviewing my code! I think overall the code looks good now. I have modularised the code quite a bit now, let me know what you think. I've also added in a flag which

Hi Sofia,
I've changed the methodology of the question extraction so that we get a cleaner data-set and responded to your other comments. Once the BERTopic PR is merged, we can then pass "all" to category which will be very nice.
If you could have another look over and see if you're happy with the changes, thanks for taking the time to review!

@helloaidank I haven't re-run the code, but I am happy with the changes. If it runs for you, then happy for you to merge it.


Restore zlib to build scripts

The GVRS format specifies two broad categories of data compression:  Huffman coding and the Deflate (zlib) algorithm. Code for Huffman is included in the standard build and does not depend on external libraries.  Code that uses Deflate does depend on the zlib library.  Unfortunately, some of the most important data compression tools in GVRS depend on Deflate. These tools include the files GvrsCodecDeflate.c, GvrsCodecLsop.c, and GvrsCodecFloat.c.
At this time, zlib-dependent code is not included in the build (cmake) scripts.  The relevant files are included in the distribution, but are not part of the build specification.
We wish to investigate the best way to restore zlib capability to our cmake files.  And, critically, we also need to have some simple procedures our users can apply to make sure that zlib is installed on their systems.  On Linux, that is straightforward. Under Windows, we have encountered some roadblocks.

Support for zlib is now encoded into the cmake process.


NOT does not work

if ~(false) {}

causes an internal problem.

What internal problem

@SheepTester
Error: Internal problem: I don't know the value type NOT


Wagtail v 4.2.4 Conflicting migrations

Issue Summary
Testing fails when testing with the specific Wagtail 4.2.4 version
I have raised this issue here: https://github.com/cfpb/wagtail-sharing/issues/66 as it was the package I was working on when I discovered the issue.
I'm not sure it's an issue with the package but more of an issue with v4.2.4
I'm looking for some help to decide.
Steps to Reproduce
I have described the steps to reproduce it here: https://github.com/cfpb/wagtail-sharing/issues/66
Technical details

Python version: 3.8 to 3.11
Django version: 3.2 to 4.1
Wagtail version: 4.2 (4.2.4 specifically)
Browser version: N/A

@nickmoreton I agree that it looks like this is an issue with the Wagtail 4.2.4 release, perhaps the way the PyPI build artifact was created. If you pip install wagtail==4.2.3, the testapp migrations folder includes migrations 0001-0019, as is consistent with the tagged repository state for 4.2.3.
If you pip install wagtail==4.2.4, though, the testapp migrations folder includes both the 0001-0019 migrations from the tagged repository state for 4.2.4 but also the unsquashed migrations 0001-0073 from the tagged repository state for 4.1.6. So the 4.2.4 release is including files it shouldn't be.
The duplicate migration files is what causes issues for any Wagtail project that tries to include testapp; this maybe isn't something that is officially supported or recommended but seems like a reasonable practice, for example, wagtail-sharing does this to make use of the convenient test models in that app.
I imagine this wasn't picked up in CI because CI always tests against the repository state where this issue seems like it had to do with the local state of the machine that created the release artifact for PyPI. This wiki page suggests that it is a manual process and recommends:

If you're creating multiple releases (e.g. patch releases for different minor releases), create a fresh clone for each release. This ensures that we do not keep any files that have been moved/deleted.

Is it possible that maybe this didn't happen with 4.2.4 -- maybe 4.1.6 was built and then 4.2.4 was built in such a way that those squashed migration files accidentally got included in the package?

In my opinion, one should not rely on anything inside of testapp. It is not documented and intended to be used in Wagtails internal test suite only. We can't provide support or guarantee compatibility.
With that said, including those extra migrations looks like a packaging mistake indeed.
We include Wagtails tests and the testapp in releases of Wagtail with the intend that redistributors (if any, I don't know anyone doing this...) can run Wagtails test suite. This was discussed here: https://github.com/wagtail/wagtail/issues/6130#issuecomment-654283698. In that sense, the unsquashed migrations are a problem because they prevent running the testsuite. Still not something I consider warrants fixing.

If you're creating multiple releases (e.g. patch releases for different minor releases), create a fresh clone for each release. This ensures that we do not keep any files that have been moved/deleted.

Is it possible that maybe this didn't happen with 4.2.4 -- maybe 4.1.6 was built and then 4.2.4 was built in such a way that those squashed migration files accidentally got included in the package?

@chosak It's likely that it was the case. 4.1.6, 4.2.4, and 5.0.1 was released at the same time, and I made the mistake of reusing the same clone for those patch releases. I thought git would've cleaned up the removed/renamed files when I switched between the branches. That note in the release guide was added retrospectively after #10522 was reported.

@Stormheg @laymonage thanks for the feedback. For now I'm moving to remove our use of testapp -- a quick search of GitHub and I didn't find any other cases of people doing this and I understand that it's not really supported code. I will say that for developing third-party Wagtail packages it can be convenient to use the testapp models instead of rolling your own, especially for tests, although the Django 4.1+ isolate_apps functionality makes doing that a little bit easier.

Given that 4.2 is well out of support now, it's safe to say we're not going to release a new patch version that removes the problematic migrations. This isn't a blocker for normal setups, and we don't advertise the testapp as being something that packages can rely on, so I think we can close this. Sorry for the trouble, and thank you for reporting!


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@0capa-beta plz switch to ML

Changing mode for project to "ML"


On the settings page, there is a "vehicle type" field, is there better terminology we could pick for this?

On the settings page, there is a "vehicle type" field, is there better terminology we could pick for this?

Backlog item - https://app.asana.com/0/23019535413944/23192032216670


Validate April tags and mount on practice field at CERC

Validate that we have all april tags printed out
Bring april tags, tape, tape measure, etc. to CERC and mount in april tag spaces
Note any spots that can't have tags due to no mounting points, issues, etc.


WIP: Nothing important

Description
Changes proposed in this pull request:

this PR is created to test if all builds on main can be green

Related issue(s)

/retest


Use pylint-django

This reduces a lot of false negatives, especially for Django 1.8

@singingwolfboy @jcdyer have a look-see.

:+1:

:+1:


Add Package to the frame when creating stacktrace

When creating stack trace, the Package field is completely omitted, so that information isn't present in the Sentry UI withing Exception box.
I tried simpler approach first: to just fill Package field with the same content as the Module field, and the result is identical (I guess Sentry server/frontend does the same thing I did here with stripping content before last slash), but this way we send smaller payload...I'm not sure which you prefer but I just wanted to mention this fact so you can decide on your own.
Here are before and after screenshots from my dummy application:

@grongor in case you want to have this and other customizations to your events you can write an EventProcessor that walks event stack traces and set Frame.Package (and in this case you can always derive it from Frame.Module).

Thanks for the suggestion. Yeah, I know there are ways (it's great that it's so extensible and people are not limited by the SDK :heart: ), I just thought that the "default" should be to include it :) I'll do just that for my projects (as I do for other fixes like for https://github.com/getsentry/sentry-go/issues/378 ).


Mini map position always unchanged

I`m having a bit of trouble setting my minimap to the right top corner, if set in M menu it stays in the desired position but after a game restart the minimap resets to the left top corner and the option ingame remains "unchanged". In minimap.cfg i cannot find a value relative to this config option.
p.s. tried to look into the code myself to see where this config is stored but could not found it (I`m not a Java programmer)

is this on 1.8 or 1.7.10?

1.7.10

the value in the config file, are the 4 margins.
I:marginBottom=-1
I:marginLeft=10
I:marginRight=-1
I:marginTop=10


Type members of Requirement as Optional

This both gives better types for end users of the class as
all the members previously inferred as NoneType and allows
us to remove a significant amount of ignore comments.
We ran into this issue in https://github.com/QCoDeS/Qcodes/pull/3848 where we expect the name to be a str but the type is inferred as None
In that code we are using Requirement.name which has a type of None in 0.4.0 and 0.5.0
With some rearranging of the code it may be possible to remove the optional from some of the members  but for now this makes the types more correct.

Hi @jenshnielsen - thanks for the PR - can you please look to address the failing checks?

Not sure where that import came from must have been a "helpful" ide importing an incomplete symbol should be fixed now


[EDA] Program Enrollment Deletion Settings

Critical Changes
Changes
Issues Closed
New Metadata
Apex classes
ProgramEnrollmentDeletionSettingsModel
ProgramEnrollmentDeletionSettingsMapper
ProgramEnrollmentDeletionSettingsService
ProgramEnrollmentDeletionSettingsVModel
ProgramEnrollmentDeletionSettingsVMapper
ProgramEnrollDeletionSettingsModel_TEST
ProgramEnrollDeletionSettingsMapper_TEST
ProgramEnrollDeletionSettingsSrvc_TEST
ProgramEnrollDeletionSettingsVModel_TEST
ProgramEnrollDeletionSettingsVMapr_TEST
Custom Labels
stgAfflProgEnrollDeleteTitle
Unpackaged Metadata
Deleted Metadata
Testing Notes

QA Passes - Merging

Samsheeth found some additional labels missing!
Now QA passes.


Cannot attach docker container with debugger while pry.binding can

Your environment

ruby -v: ruby 3.0.6p216 (2023-03-30 revision 23a532679b) [x86_64-darwin22]
rdbg -v: rdbg 1.8.0 {:mode=>:start, :no_color=>nil}

Describe the bug
I tried to set breakpoint within Rails constroller:
class FooController < ApplicationController
  def create
    ...
    debugger
  end
end

And then I ran docker compose up and sent request to the method with curl. After launching debugger, I couldn't attach to the container process running rails service by docker attach bar-web-1.
Interestingly, I then installed pry-byebug and replaced debugger with pry.binding and was able to attach without problems.
No one else seemed to have this problem　on the web, so I could be doing something wrong.
To Reproduce
TBD
Expected behavior
User must be able to attach with docker attach even if degug gem's debugger is launched.
Additional context
TBD

I have no idea about it.
Have you verified that debugger method is invoked?

Yes. The debug gem's debugger has shown in docker console when runtime ruby has reached the debugger line.

Let me clear the repro process.

(D(ocker)) docker run with detached mode

(D) Rails server starts

(C(lient)) curl

(D) debugger method is invoked

(C) docker attach

Questions:

please correct me if the process is wrong.
and what happens after (5)?
How to invoke rails server in docker container?
Could you repro with simple ruby program instead of Rails program?

Thanks,
Koichi

Thank you. I'll create MRE code soon.


setuptools metadata for required python version

The Django 2.0 .tar.gz sdist  was released to PyPI without the Requires Python metadata necessary to prevent pip from downloading it on Python 2.7 interpreter.  Brace yourselves for thousands of users complaining that pip install django breaks with an ImportError in functools.
This fixes master, but you may want to update the existing 2.0 distribution with the metadata for ">=3.4" as well.

See #9413.


Team Meeting - September 25 2023 @ 3:00 PM

Topics

Review of Problem Statement + Goals and Dev Plan
Future steps (split up SRS work)

Action Items

Read over problem statement and dev plan + make any last adjustments
Add functional + non functional requirements to google doc

@Computerized - I will close this since we are past the due date

I missed action items that are still yet to be completed


Use search_index_dirty on ProductTypeUpdate mutation

backport: https://github.com/saleor/saleor/pull/10972

Impact

[ ] New migrations
[ ] New/Updated API fields or mutations
[ ] Deprecated API fields or mutations
[ ] Removed API types, fields, or mutations
[ ] Documentation needs to be updated

Pull Request Checklist

[ ] Privileged queries and mutations are guarded by proper permission checks
[ ] Database queries are optimized and the number of queries is constant
[ ] Database migration files are up to date
[ ] The changes are tested
[ ] GraphQL schema and type definitions are up to date
[ ] Changes are mentioned in the changelog

Task linked: CLOUD-2123 incident: 75 - ProductTypeUpdate running slowly


feat(CX-2146): add promptForReview event

The type of this PR is: Feature

This PR resolves CX-2146
Description
This PR adds promptForReview event. This event refers to asking the users to give an app review on both android and iOS.

PR Checklist (tick all before merging)

[x] If I've added a new file to the tree I've exported it from the common index.ts
[x] I've added comments with examples for any new interfaces and ensured that they're in the docs
[x] No platform-specific terminology has been used outside of click and tap (platform is inferred by the DB storing events)

:rocket: PR was released in v4.19.0 :rocket:

We thought about that but unfortunately, it is not possible as apple doesn't allow us to hook events to their native prompt