search_gateway(), IO error: Resource temporarily unavailable (os error 11)

I'm not sure if I'm just doing something stupid or if my router is completely and utterly broken but I get the above error when executing any of the example code.
extern crate igd;
use igd::*;
use std::time::Duration;
use std::net::{SocketAddr};

fn main() {
    let opt = SearchOptions{
        bind_addr: "<IP_ADDRESS>:0".parse::<SocketAddr>().unwrap(),
        broadcast_address: "<IP_ADDRESS>:1900".parse::<SocketAddr>().unwrap(),
        timeout: Some(Duration::from_secs(5)),
    };

    match igd::search_gateway(opt) {
        Err(ref err) => println!("Error: {}", err),
        Ok(gateway) => {
            match gateway.get_external_ip() {
                Err(ref err) => {
                    println!("There was an error! {}", err);
                },
                Ok(ext_addr) => {
                    println!("Local gateway: {}, External ip address: {}", gateway, ext_addr);
                },
            }
        },
    }
}

It is worth noting that I tested this on a few friend's routers which also had upnp enabled but got the same error, I decreased the timeout on the SearchOptions just to be able to test a little quicker but it fails regardless.
EDIT:
I've managed to find out that the code is complaining about an invalid response in particular:
<?xml version="1.0"?>
<root xmlns="urn:schemas-upnp-org:device-1-0">
<specVersion>
<major>1</major>
<minor>0</minor>
</specVersion>
<URLBase>http://<IP_ADDRESS>:5431/</URLBase>
<device>
<deviceType>urn:schemas-upnp-org:device:InternetGatewayDevice:1</deviceType>
<presentationURL>http://<IP_ADDRESS>:80/</presentationURL>
<friendlyName>Broadcom xDSL Router</friendlyName>
<manufacturer>D-Link</manufacturer>
<manufacturerURL>http://www.broadcom.com/</manufacturerURL>
<modelDescription>DSL-G225</modelDescription>
<modelName>DSL-G225</modelName>
<modelNumber>1.0</modelNumber>
<modelURL>http://www.broadcom.com/</modelURL>
<UDN>uuid:10bef592-a26d-6da2-92f5-be10be926d0000</UDN>
<serviceList>
<service>
<serviceType>urn:schemas-upnp-org:service:Layer3Forwarding:1</serviceType>
<serviceId>urn:upnp-org:serviceId:Layer3Forwarding.1</serviceId>
<controlURL>/uuid:10bef592-a26d-6da2-92f5-be10be926d0000/Layer3Forwarding:1</controlURL>
<eventSubURL>/uuid:10bef592-a26d-6da2-92f5-be10be926d0000/Layer3Forwarding:1</eventSubURL>
<SCPDURL>/dynsvc/Layer3Forwarding:1.xml</SCPDURL>
</service>
</serviceList>
<deviceList>
<device>
<deviceType>urn:schemas-upnp-org:device:WANDevice:1</deviceType>
<friendlyName>WANDevice.1</friendlyName>
<manufacturer>D-Link</manufacturer>
<manufacturerURL>http://www.broadcom.com/</manufacturerURL>
<modelDescription>DSL-G225</modelDescription>
<modelName>DSL-G225</modelName>
<modelNumber>1.0</modelNumber>
<modelURL>http://www.broadcom.com/</modelURL>
<UDN>uuid:10bef592-a26d-6da2-92f5-be10be926d0001</UDN>
<serviceList>
<service>
<serviceType>urn:schemas-upnp-org:service:WANCommonInterfaceConfig:1</serviceType>
<serviceId>urn:upnp-org:serviceId:WANCommonInterfaceConfig.1</serviceId>
<controlURL>/uuid:10bef592-a26d-6da2-92f5-be10be926d0001/WANCommonInterfaceConfig:1</controlURL>
<eventSubURL>/uuid:10bef592-a26d-6da2-92f5-be10be926d0001/WANCommonInterfaceConfig:1</eventSubURL>
<SCPDURL>/dynsvc/WANCommonInterfaceConfig:1.xml</SCPDURL>
</service>
</serviceList>
<deviceList>
<device>
<deviceType>urn:schemas-upnp-org:device:WANConnectionDevice:1</deviceType>
<friendlyName>WanConnectionDevice.1</friendlyName>
<manufacturer>D-Link</manufacturer>
<manufacturerURL>http://www.broadcom.com/</manufacturerURL>
<modelDescription>DSL-G225</modelDescription>
<modelName>DSL-G225</modelName>
<modelNumber>1.0</modelNumber>
<modelURL>http://www.broadcom.com/</modelURL>
<UDN>uuid:10bef592-a26d-6da2-92f5-be10be926d0002</UDN>
<serviceList>
<service>
<serviceType>urn:schemas-upnp-org:service:WANPPPConnection:1</serviceType>
<serviceId>urn:upnp-org:serviceId:WANPPPConnection.1</serviceId>
<controlURL>/uuid:10bef592-a26d-6da2-92f5-be10be926d0002/WANPPPConnection:1</controlURL>
<eventSubURL>/uuid:10bef592-a26d-6da2-92f5-be10be926d0002/WANPPPConnection:1</eventSubURL>
<SCPDURL>/dynsvc/WANPPPConnection:1.xml</SCPDURL>
</service>
</serviceList>
</device>
</deviceList>
</device>
</deviceList>
</device>
</root>

In the code, specifically parsing.rs on line 53 a check is made for "urn:schemas-upnp-org:service:WANIPConnection:1", the closest thing I have in my xml is "urn:schemas-upnp-org:service:WANPPPConnection1" and changing it to that gets the example to run. I don't really have much experience with networking but all routers in South Africa use PPP as far as I know, perhaps I could open a pull request to check for either of the above and use the appropriate one?

Added some code to #40 that could possibly make the search_gateway() function a little more versatile, thanks @sbstp  for merging! :+1:


Array.fromOption with tests and docs

Uses Array.of under the hood. More convenient than mapping an Option to an array.

Having trouble figuring out git. The only files that need to be part of this PR are the ones dealing with Array not Result plus the CHANGELOG.md. The Result commits were there to just get my fork in sync with the original.


SortTimeSeries - add test to sort string property

I've been troubleshooting an issue that involves sorting time series using a string property.  There is not a test for this.

I added a test. Close this issue.


Update files

Update manifest.json
Sort options and add myself as codeowner
Add contributing guidelines
Update license years

@tjorim Thanks a lot for all the improvements you're doing!


Fix build.sh for hbase-driver

build.sh should be updated, currently it is using cassandra database.
https://github.com/JNOSQL/diana/blob/master/hbase-driver/build.sh#L20-L25

You're right. I gonna fix it.
Thank you.


Event-Listeners Systems

I'm starting a new project and would like to fix some systems I've used for Clowny Rain, my previous project. One of the major pain points was the event-listener system I've built. I would like to explain how it works and see if we can make it better or maybe replace it all together but provide the same functionality.
This is a long question so bear with me but I think it's a very beneficial system to have in Entitas. It helped me solve a lot my UI problems and I think it can be done more elegantly.
The scenario:

You have two buttons one for options menu and one for shop menu.
You press the options button, an OptionsTrigger event is triggered, the two buttons move outside the screen and the options menu appears.
You press the shop button, a ShopTrigger event is triggered and the two buttons move outside the screen and the Shop menu appears
Imagine you have dozens of these events and a lot more stuff happening for each event.

What I'm trying to do is create an Enum and assign it to a component, so that when it's added to the pool, some entities which can listen to this event and be retrieved in a system and make each entity do something different.
Here's how I approached it.
Components:
(1) ListenersDictionaryComponent:
A SingleEntity component which is dictionary of dictionaries that can be accessed from anywhere.
[SingleEntity]
public class ListenersDictionaryComponent : IComponent {

	public Dictionary <TriggerEnum, Dictionary <string, Entity>> ListenersDictionary =
	new Dictionary <TriggerEnum, Dictionary<string, Entity>>();
}

(2) ListenToComponent:
An array added to the entity which has all the triggers the entity wants to listen to.
public class ListenToComponent : IComponent {

	public TriggerEnum[] listenTo;
}

(3) TriggerComponent:
An enum that's added to a created entity choose the right dictionary from the parent dictionary.
public class TriggerComponent : IComponent {

	public TriggerEnum trigger;
}

(4) ActiveListenersComponent:
A listeners dictionary chosen from the parent dictionary and added to an entity to trigger different systems.
public class ActiveListenersComponent : IComponent {

	public TriggerEnum triggerKey;
	public Dictionary<string, Entity> activeListeners = new Dictionary<string, Entity>();
}

The Systems:
(1) CreateListenersDictionarySystem:
This Creates a global single entity with the ListenersDictionary component which is a dictionary of dictionaries.
public class CreateListenersDictionarySystem : IInitializeSystem, ISetPool {

	public void Initialize () {
		Dictionary <TriggerEnum, Dictionary <string, Entity>> ListenersDictionary =
		new Dictionary <TriggerEnum, Dictionary<string, Entity>>();

		_pool.CreateEntity()
			.AddListenersDictionary(ListenersDictionary);
	}
}

(2) AddListenersToDictionarySystem:
This system loops through each entity with the ListenToComponent array and creates a child dictionary if the TriggerKey is not found in the parent dictionary and then add the entity to the each child dictionary.
public class AddListenersToDictionarySystem : IReactiveSystem, ISetPool {

	public TriggerOnEvent trigger { get { return Matcher.AllOf(Matcher.ListenTo).OnEntityAdded(); } }

	public void Execute (List<Entity> entities) {

		foreach (var e in entities) {

			for (int i = 0; i < e.listenTo.listenTo.Length; i++) {

				if (!_pool.listenersDictionary.ListenersDictionary.ContainsKey(e.listenTo.listenTo[i])) {

					Dictionary <string, Entity> dictionary = new Dictionary<string, Entity>();
					_pool.listenersDictionary.ListenersDictionary.Add(e.listenTo.listenTo[i], dictionary);
				}

				Dictionary <string, Entity> listener = _pool.listenersDictionary.ListenersDictionary[e.listenTo.listenTo[i]];
				listener.Add(e.name.name, e);
			}
		}
	}
}

(3) TriggerActiveListenersSystem:
This system is triggered when a TriggerComponent is added. Then it looks through the Parent dictionary for the key and chooses the right listeners dictionary and adds it into the ActiveListeners component of a new entity.
public class TriggerActiveListenersSystem : IReactiveSystem, ISetPool
{
	public TriggerOnEvent trigger { get { return Matcher.AllOf(Matcher.Trigger).OnEntityAdded(); } }

	public void Execute (List<Entity> entities) {

		foreach (var e in entities) {

			Dictionary <string, Entity> activeDic =
				_pool.listenersDictionary.ListenersDictionary[e.trigger.trigger];

			_pool.CreateEntity()
				.AddActiveListeners(e.trigger.trigger, activeDic)
				.IsDestroy(true);
		}
	}
}

(4) TriggerOptionsSystem, TriggerShopSystem, etc
I have dozens of systems like this one and they are triggered when the ActiveListeners is added and if it has the same TriggerEnum they want, the code runs.
public class TriggerOptionsUiSystem : IReactiveSystem
{
	public TriggerOnEvent trigger { get { return Matcher.AllOf(Matcher.ActiveListeners, Matcher.Destroy).OnEntityAdded(); } }

	public void Execute (List<Entity> entities) {

		foreach (var e in entities) {

			if (e.hasActiveListeners) {

				if (e.activeListeners.triggerKey == TriggerEnum.OptionsButton) {

					Entity optionsPanel = e.activeListeners.activeListeners[DataNames.OptionsPanelName];
					optionsPanel.ReplaceExampleComponent(1)

					Entity shopButton = e.activeListeners.activeListeners[DataName.ShopButtonName];
					shopButton.ReplaceExampleComponenet(2)
				}
			}
		}
	}
}

These systems work fine but I think there is better way to approach this than I did.
Pros:

I don't have to create a new component for each event firing.
It provides a structured way to trigger all events.
I can access entities directly to make each one listening do something different.
I think if I did each behaviour in a different system I would end up with even more systems and components.

Cons:

All system like (4) TriggerOptionsSystem, TriggerShopSystem, etc. fire when an ActiveListener is created, but I only need one so I don't run them through an if statement.
You have a huge dictionary of dictionary which can be accessed globally.
Entities are referenced by strings in their name component which I don't know if it's a good idea.
Any new trigger has to be added to TriggerEnum file.
Sometimes you forget to add TriggerEmum in each entity ListenTo Component.

Thanks you for reading this far :)
Entitas is great and very straightforward for game logic but I'm still looking for a better approach for the UI. I'm just looking for ideas to make it better and maybe even a totally different way but still achieve the same functionality.
So my questions really is, is this a good way to handle UI events? How can I make it better? or is there a better way that I'm not aware of?

In my project what I did is create an event pool with an event component containing a layer:int, type:int and args:object[] variables. and when I create a new event I'd use a helper I made: Event.CreateEvent(0, EventType.OpenLevelUI, null); or something similar. That entity is added to the pool and I'd catch it using the OnEntityCreated callback in my systems.
From the UI though; when I select my level and click load that UI closes and creates a new event in the event pool which gets picked up by the LoadLevelSystem etc. The UI would call something like: Event.CreateEvent(0, EventType.LoadLevel, "Map/Level1.dat");
At the end of all my other systems I'd run EventCleanupSystem which deletes all the entities in the pool.

You could make a UI Manager script that contains references to UI prefabs so that when you call Event.CreateEvent(0, EventType.UI, UI.LevelMenu); The arguments match up to the index on the UI managers list of references and have that spawned up.

So the UI elements behaviour would be in the UI manager and not in Entitas systems?

This actually gave me an idea, I could create an EventPool and on intialization a system loops through each every entity with a ListenTo component then it creates a new entity for every EventTrigger that has listeners to in the EventPool. It adds a component with Dictionary <EventTrigger, Dictionary <StringName, Entity>> then it adds each entity with ListenTo to appropriate entity in the EventPool.
So what I would end up with is a Pools with multiple entities each have its own dictionary with its own listeners and I could access those entities when an event is triggered.
This would solve the huge parent dictionary I had and replace it with a pool.
I can add ListenTo to entities on RunTime.
I can create different event types with different arguments.
It doesn't solve all the systems listening to event from firing and then disabling them through if statements.
It doesn't solve accessing entities by strings which also have to be unique strings.
I don't know. maybe I'm thinking about this all wrong and maybe I shouldn't use a system like this but I can't find another way to achieve that in Entitas other than creating lots of components and systems like in GitHub.

"So the UI elements behaviour would be in the UI manager and not in Entitas systems?"
The UI elements are from the unity view, meaning they are monobehaviours, you just want to get the data from the UI to the systems and vice versa. The event pool tries to solve that problem.
And, I'm glad I could have helped somewhat.

Okay I understand what you're saying now.
Thanks for the help 👍 I'm still trying to figure it out, any ideas are welcome :)

@aqaddoumi I solved similar problem using UniRx (https://github.com/neuecc/UniRx)
My problem was that I have a long chain-like very specific multi-step scenarios which used the same core gameplay (it's a story-driven painting game for kids)
I will describe my case in more details. I have a simple story. For example You need to paint a chicken, then you need to paint an egg and then you need to put the chicken on the egg.
I have a basic drawing system in entitas. And I need to change pool state one time (e.g. change painting target from chicken to egg).
So it's just one time operation with very specific data and for me creating system which listen only for one state seemed like a big overhead and it was very time consuming (i tried)
so I just created a unirx sequence with actions listened to specific states and now it looks awesome
I have utility class methods like this:
      public static IObservable<Entity> WaitToPaint(string name)
        {
            return Observable.Create<Entity>(observable =>
            {
                var characters = Pools.painting.GetGroup(PaintingMatcher.Name);
                var targetCharacter = characters.GetEntities().First(x => x.name.Name == name);
                targetCharacter.isCanBeEdited = true;
                Debug.Log("anim: "+targetCharacter.animator.Animator);
                Debug.Log("anim: "+targetCharacter.animator.Animator.name);
                targetCharacter.animator.Animator.SetTrigger(AnimatorConstants.StartdrawingTriggerName);
                Group.GroupChanged changed = (@group, entity, index, component) =>
                {
                    if (entity.name.Name == name)
                    {
                        Debug.LogFormat("{0} had drawn", name);
                        targetCharacter.isCanBeEdited = false;
                        targetCharacter.isEdit = false;
                        observable.OnCompleted();
                    }
                    else
                    {
                        Debug.LogFormat("It's not a {0} ", name);
                    }
                };

                var targetGroup =
                    Pools.painting.GetGroup(Matcher.AllOf(PaintingMatcher.RootCharacterController, PaintingMatcher.Edit,
                        PaintingMatcher.Animator, PaintingMatcher.ControlCamera));
                targetGroup.OnEntityRemoved += changed;

                var feature = PaintingUtility.AddPaintingSystems(Pools.painting, Pools.uI, Pools.storage);
                Debug.LogFormat("Start draw {0}", name);
                observable.OnNext(targetCharacter);

                return Disposable.Create(() =>
                {
                    feature.DeactivateReactiveSystems();
                    targetCharacter.isCanBeEdited = false;
                    targetCharacter.isEdit = false;
                    targetGroup.OnEntityRemoved -= changed;
                });
            });
        }

And steps itselfs like this
protected override IObservable<Unit> Stage1()
        {
            return Observable.Concat(
                WaitForDrawChicken(),
                Observable.Empty<Unit>().DelayFrame(2),
                WaitForDrawEgg(),
                WaitForDragChickenToEgg(),
                WaitForEggShakeAnimation(),
                EggTapMiniGame()
                );
        }

        private IObservable<Unit> WaitForDrawEgg()
        {
            return StoryUtility.WaitToPaint(CharacterNames.Egg).Select(character => character.isEdit = true ).DoOnSubscribe(() =>
            {
                if (Pools.painting.hasEnviromentController && Pools.painting.enviromentController.Controller.Animator){
                    Pools.painting.enviromentController.Controller.Animator.SetTrigger(AnimatorConstants.StageCompleted);
                }
            }).DoOnCompleted(() =>
            {
                var egg = StoryUtility.GetByName(CharacterNames.Egg);
                egg.isDraggable = false;
            }).AsUnitObservable();
        }

Sorry for dirty code - it's a first version of code.
Of course, UniRx it's totally different from Entitas and I had some problem with such approach.
But code is still testable (not in this case of course)  and short

I have no experience in UniRX, actually it's the first time I hear about it. I don't think I fully understand your code, I'd have to see how UniRx actually works to fully get it.
But It seems that if we can a make a parent system with multiple children systems and the parent system can trigger only one system we would get the same effect right? and the children systems can have a state or stages so only one part of it would run until the state changes and it moves to the next one.
I'm understanding this correctly? If yes, a good question would be, how can you make a system triggers only one it's children systems and not the others without creating different components for each system?
Thanks for you're long answer, I will look into it more thoroughly :)


Failed to install 'cordova-plugin-firebasex': Error: pod: Command failed with exit code 1

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[!] Oh no, an error occurred.
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Error during pod install: Encountered an unknown error (783: unexpected token at
https://github.com/CocoaPods/CocoaPods/issues/9672 [open] [81 comments]
3 days ago

https://github.com/CocoaPods/CocoaPods/search?q=767%3A+unexpected+token+at+''&type=Issues
https://github.com/CocoaPods/CocoaPods/issues/9777 [closed] [3 comments]
3 days ago

Pod install results in JSON::ParserError - 767. Trying to install pod 'Firebase/Firestore'
https://github.com/CocoaPods/CocoaPods/issues/9694 [closed] [11 comments]
a week ago

and 10 more at:
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Hello every body,
I have this error when i try to update pod in the platforms/ios (pod update), has anyone an idee what is wrong?

`Calculating dependencies
――― MARKDOWN TEMPLATE ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――
Command
/usr/local/bin/pod dependencies

Report

What did you do?

What did you expect to happen?

What happened instead?

Stack
   CocoaPods : 1.9.1
        Ruby : ruby 2.6.3p62 (2019-04-16 revision 67580) [universal.x86_64-darwin19]
    RubyGems : 3.0.3
        Host : Mac OS X 10.15.4 (19E287)
       Xcode : 11.4.1 (11E503a)
         Git : git version 2.26.2
Ruby lib dir : /System/Library/Frameworks/Ruby.framework/Versions/2.6/usr/lib
Repositories : trunk - CDN - https://cdn.cocoapods.org/

Plugins
cocoapods-deintegrate  : 1.0.4
cocoapods-dependencies : 1.3.0
cocoapods-plugins      : 1.0.0
cocoapods-search       : 1.0.0
cocoapods-stats        : 1.1.0
cocoapods-trunk        : 1.5.0
cocoapods-try          : 1.2.0

Podfile
# DO NOT MODIFY -- auto-generated by Apache Cordova
source 'https://cdn.cocoapods.org/'
platform :ios, '10.0'
use_frameworks!
target 'myapp' do
        project 'myapp.xcodeproj'
        pod 'Firebase/Core', '6.13.0'
        pod 'Firebase/Auth', '6.13.0'
        pod 'Firebase/Messaging', '6.13.0'
        pod 'Firebase/Performance', '6.13.0'
        pod 'Firebase/RemoteConfig', '6.13.0'
        pod 'Fabric', '1.10.2'
        pod 'Crashlytics', '3.14.0'
end

Error
JSON::ParserError - 767: unexpected token at ''
/System/Library/Frameworks/Ruby.framework/Versions/2.6/usr/lib/ruby/2.6.0/json/common.rb:156:in `parse'
/System/Library/Frameworks/Ruby.framework/Versions/2.6/usr/lib/ruby/2.6.0/json/common.rb:156:in `parse'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/specification/json.rb:61:in `from_json'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/specification.rb:742:in `from_string'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/specification.rb:716:in `from_file'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/source.rb:186:in `specification'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/specification/set.rb:58:in `block in specification_name'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/specification/set.rb:56:in `each'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/specification/set.rb:56:in `specification_name'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/cdn_source.rb:216:in `search'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/source/aggregate.rb:83:in `block in search'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/source/aggregate.rb:83:in `select'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-core-1.9.1/lib/cocoapods-core/source/aggregate.rb:83:in `search'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/resolver.rb:416:in `create_set_from_sources'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/resolver.rb:385:in `find_cached_set'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/resolver.rb:360:in `specifications_for_dependency'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/resolver.rb:165:in `search_for'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/resolver.rb:274:in `block in sort_dependencies'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/resolver.rb:267:in `each'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/resolver.rb:267:in `sort_by'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/resolver.rb:267:in `sort_dependencies'
/Library/Ruby/Gems/2.6.0/gems/molinillo-0.6.6/lib/molinillo/delegates/specification_provider.rb:53:in `block in sort_dependencies'
/Library/Ruby/Gems/2.6.0/gems/molinillo-0.6.6/lib/molinillo/delegates/specification_provider.rb:70:in `with_no_such_dependency_error_handling'
/Library/Ruby/Gems/2.6.0/gems/molinillo-0.6.6/lib/molinillo/delegates/specification_provider.rb:52:in `sort_dependencies'
/Library/Ruby/Gems/2.6.0/gems/molinillo-0.6.6/lib/molinillo/resolution.rb:288:in `initial_state'
/Library/Ruby/Gems/2.6.0/gems/molinillo-0.6.6/lib/molinillo/resolution.rb:210:in `start_resolution'
/Library/Ruby/Gems/2.6.0/gems/molinillo-0.6.6/lib/molinillo/resolution.rb:168:in `resolve'
/Library/Ruby/Gems/2.6.0/gems/molinillo-0.6.6/lib/molinillo/resolver.rb:43:in `resolve'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/resolver.rb:94:in `resolve'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/installer/analyzer.rb:1065:in `block in resolve_dependencies'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/user_interface.rb:64:in `section'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/installer/analyzer.rb:1063:in `resolve_dependencies'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/installer/analyzer.rb:124:in `analyze'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-dependencies-1.3.0/lib/pod/command/dependencies.rb:83:in `block in dependencies'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/config.rb:41:in `with_changes'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-dependencies-1.3.0/lib/pod/command/dependencies.rb:82:in `dependencies'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-dependencies-1.3.0/lib/pod/command/dependencies.rb:64:in `block in run'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/user_interface.rb:118:in `title'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-dependencies-1.3.0/lib/pod/command/dependencies.rb:63:in `run'
/Library/Ruby/Gems/2.6.0/gems/claide-1.0.3/lib/claide/command.rb:334:in `run'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/lib/cocoapods/command.rb:52:in `run'
/Library/Ruby/Gems/2.6.0/gems/cocoapods-1.9.1/bin/pod:55:in `<top (required)>'
/usr/local/bin/pod:23:in `load'
/usr/local/bin/pod:23:in `<main>'

――― TEMPLATE END ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――
[!] Oh no, an error occurred.
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Error during pod install: Encountered an unknown error (783: unexpected token at
https://github.com/CocoaPods/CocoaPods/issues/9672 [open] [81 comments]
3 days ago

https://github.com/CocoaPods/CocoaPods/search?q=767%3A+unexpected+token+at+''&type=Issues
https://github.com/CocoaPods/CocoaPods/issues/9777 [closed] [3 comments]
3 days ago

Pod install results in JSON::ParserError - 767. Trying to install pod 'Firebase/Firestore'
https://github.com/CocoaPods/CocoaPods/issues/9694 [closed] [11 comments]
a week ago

and 10 more at:
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Please only open issues to report a suspected plugin bug or request a feature.
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Sorry, but this is bug, which is related to plugin, therefore i have opened this issue.
This error happens when i try to install cordova-plugin-firebasex.

any luck here?? @osamasado
I'm also facing the same issue

unfortunately i have found no solution.


[Bug] Error while attempting to build PHI-3(128k) for use in MLC-LLM on the Orange Pi 5 Plus (RK3588)

🐛 Bug
I tried to build this to run the 128k phi-3, to compare it with the pure CPU usage without OpenCL.then I encountered this error.
To Reproduce
Steps to reproduce the behavior:

build mcl-llm and tvm_unity using this and this
Download a Phi-3-mini-128k-instruct-q4f16_1-MLC
try to build PHI-3 mlc_llm compile /home/mjsf12/mlc-llm/dist/prebuilt/Phi-3-mini-128k-instruct-q4f16_1-MLC/mlc-chat-config.json --device opencl -o /home/mjsf12/mlc-llm/dist/prebuilt/lib/phi3/Phi-3-mini-128k-instruct-q4f16_1-mali.so

Error:

mjsf12@orangepi5-plus:~$ ./mlc_llm.sh compile /home/mjsf12/mlc-llm/dist/prebuilt/Phi-3-mini-128k-instruct-q4f16_1-MLC/mlc-chat-config.json --device opencl -o /home/mjsf12/mlc-llm/dist/prebuilt/lib/phi3/Phi-3-mini-128k-instruct-q4f16_1-mali.so
Traceback (most recent call last):
File "/usr/lib/python3.10/runpy.py", line 196, in _run_module_as_main
return _run_code(code, main_globals, None,
File "/usr/lib/python3.10/runpy.py", line 86, in _run_code
exec(code, run_globals)
File "/home/mjsf12/mlc-llm/python/mlc_llm/main.py", line 56, in
main()
File "/home/mjsf12/mlc-llm/python/mlc_llm/main.py", line 23, in main
from mlc_llm.cli import compile as cli
File "/home/mjsf12/mlc-llm/python/mlc_llm/cli/compile.py", line 10, in
from mlc_llm.interface.compile import (  # pylint: disable=redefined-builtin
File "/home/mjsf12/mlc-llm/python/mlc_llm/interface/compile.py", line 10, in
from tvm import IRModule, relax, tir
File "/home/mjsf12/tvm_unity/python/tvm/relax/init.py", line 66, in
from .op.base import (
File "/home/mjsf12/tvm_unity/python/tvm/relax/op/init.py", line 21, in
from . import _op_gradient, builtin, ccl, distributed, grad, image, memory, nn, op_attrs
File "/home/mjsf12/tvm_unity/python/tvm/relax/op/_op_gradient.py", line 130, in
def add_grad(
File "/home/mjsf12/tvm_unity/python/tvm/ir/op.py", line 241, in _register
_ffi_api.RegisterOpAttr(op_name, attr_key, v, level)
AttributeError: module 'tvm.ir._ffi_api' has no attribute 'RegisterOpAttr'
ompile /home/mjsf12/mlc-llm/dist/prebuilt/Phi-3-mini-128k-instruct-q4f16_1-MLC/mlc-chat-config.json --device opencl --model-type phi3 -o /home/mjsf12/mlc-llm/dist/prebuilt/lib/phi3/Phi-3-mini-128k-instruct-q4f16_1-mali.so
Traceback (most recent call last):
File "/usr/lib/python3.10/runpy.py", line 196, in _run_module_as_main
return _run_code(code, main_globals, None,
File "/usr/lib/python3.10/runpy.py", line 86, in _run_code
exec(code, run_globals)
File "/home/mjsf12/mlc-llm/python/mlc_llm/main.py", line 56, in
main()
File "/home/mjsf12/mlc-llm/python/mlc_llm/main.py", line 23, in main
from mlc_llm.cli import compile as cli
File "/home/mjsf12/mlc-llm/python/mlc_llm/cli/compile.py", line 10, in
from mlc_llm.interface.compile import (  # pylint: disable=redefined-builtin
File "/home/mjsf12/mlc-llm/python/mlc_llm/interface/compile.py", line 10, in
from tvm import IRModule, relax, tir
File "/home/mjsf12/tvm_unity/python/tvm/relax/init.py", line 66, in
from .op.base import (
File "/home/mjsf12/tvm_unity/python/tvm/relax/op/init.py", line 21, in
from . import _op_gradient, builtin, ccl, distributed, grad, image, memory, nn, op_attrs
File "/home/mjsf12/tvm_unity/python/tvm/relax/op/_op_gradient.py", line 130, in
def add_grad(
File "/home/mjsf12/tvm_unity/python/tvm/ir/op.py", line 241, in _register
_ffi_api.RegisterOpAttr(op_name, attr_key, v, level)
AttributeError: module 'tvm.ir._ffi_api' has no attribute 'RegisterOpAttr'

Expected behavior
I expected to generate a library to run in the MLCEngine to perform some benchmarks.
 It would be very interesting to see.


Changing the name of function for sklearn compatibility.

closes #382
As described in issue #382, a minor name change to allow hyperparameter search with GridsearchCV.

@bruAristimunha can you document the API change in https://github.com/braindecode/braindecode/blob/master/docs/whats_new.rst ?
ok for you @robintibor @cedricrommel @gemeinl

All seems good to me! Just don't get how come the coverage dropped... 🙃

@bruAristimunha can you document the API change in https://github.com/braindecode/braindecode/blob/master/docs/whats_new.rst ?

Thx @bruAristimunha

Happy to help!

Great stuff thanks


Submit article on Testing React Applications with Jest

Awesome work Joyce, really great work on adding the Lock widget and explaining how to mock localStorage. I just left a few final comments and this article should be good to go. Thanks again!

Thanks @kukicado
I made the changes and left some comments on your posts. Let me know if there is anything else left to do.


Update nf-directxmath-xmmatrixperspectivefovrh.md

@Muzzarino : Thanks for your contribution! The author(s) have been notified to review your proposed change.


Add fixed domain random vector generator

Generates random vectors from the solid angle domain described by the ends of four vector on a unit sphere.

This is to allow us to interpolate the vector camera.

This is no longer required as alternative solution has been found. Will be addressed in #109.


Several fixes

Won't update this, generated by GitHub and looks fine as it is. If you don't agree ask GitHub to change it.


Schematic updates (TTF)

Cosmetic issues.

SCAN_CLK is shown as an input to MCU
MAIN_EN is shown as bidirectional when it is an output

we'll clean this up in an X07 release


Mapper find no valid mapping in example sparse_tensor_core_like.

Hello, when I use the default problem, the model get optimal mapping. But when I change to another layers suggested, the mapper finds no valid mapping. Is this correct? And how can I adjust the arch to get a valid mapping with the layer?  Thanks.
arch.yaml.txt
M512-K128-N1024.yaml.txt

Have you looked at the Timeloop output? It should give you more information.
I'd recommend watching and/or reading all tutorials, completing all exercises, and when Timeloop if it fails to find a mapping, reading all log files.

Check out the constraints docs at https://timeloop.csail.mit.edu/v4. You may be interested in the maximize_dims constraint.


Long/inconsistent requeue times with 2.9.1 + slurm

Required Info:

AWS ParallelCluster version [e.g. 2.9.0]: 2.9.1
Full cluster configuration without any credentials or personal data

[aws]
aws_region_name = us-west-2

[aliases]
ssh = ssh {CFN_USER}@{MASTER_IP} {ARGS}

[global]
cluster_template = default
update_check = true
sanity_check = true

[cluster default]
key_name = ec2-admin
base_os = centos7
scheduler = slurm
master_instance_type = m5.large
vpc_settings = default
queue_settings = compute
tags = {"purpose": "development-ondemand"}
custom_ami = ami-0cbdde0662f037f7c
master_root_volume_size = 100
compute_root_volume_size = 100

[vpc default]
vpc_id = vpc-fa52d99e
master_subnet_id = subnet-00bbd054b223b7501
vpc_security_group_id = sg-74e42c12
use_public_ips = false

[queue compute]
enable_efa = false
compute_resource_settings = default

[compute_resource default]
instance_type = m5.xlarge

Cluster name: slurm-test
[Optional] Arn of the cluster CloudFormation main stack: arn:aws:cloudformation:us-west-2:171496337684:stack/parallelcluster-slurm-test/047735a0-09a4-11eb-8cb8-067714b800aa

Bug description and how to reproduce:
When a node with a job is terminated, the time it takes for slurm to update the job/node state is quite variable - sometimes a few minutes, but I've seen it take nearly an hour. Here is an example run:
first job running:
[ip-172-31-58-150]keien:slurm-test [14:06]
$ cat requeue.sh
#!/bin/bash

hostname
date
sleep 600

[ip-172-31-58-150]keien:~ [14:06]
$ squeue
             JOBID PARTITION     NAME     USER ST       TIME  NODES NODELIST(REASON)
                 2   compute requeue.    keien  R       2:28      1 compute-dy-m5xlarge-1

[ip-172-31-58-150]keien:~ [14:06]
$ sinfo
PARTITION    AVAIL  TIMELIMIT  NODES  STATE NODELIST
compute*        up   infinite     9  idle~ compute-dy-m5xlarge-[2-10]
compute*        up   infinite      1    mix compute-dy-m5xlarge-1

[ip-172-31-58-150]keien:slurm-test [14:07]
$ cat slurm-2.out
compute-dy-m5xlarge-1
Thu Oct  8 14:03:45 PDT 2020

terminate node:
[compute-dy-m5xlarge-1]keien:~ [14:07]
$ sudo shutdown -h now

We trust you have received the usual lecture from the local System
Administrator. It usually boils down to these three things:

    #1) Respect the privacy of others.
    #2) Think before you type.
    #3) With great power comes great responsibility.

[sudo] password for keien:
Connection to compute-dy-m5xlarge-1 closed by remote host.
Connection to compute-dy-m5xlarge-1 closed.

right after termination:

[ip-172-31-58-150]keien:slurm-test [14:08]
$ squeue
             JOBID PARTITION     NAME     USER ST       TIME  NODES NODELIST(REASON)
                 2   compute requeue.    keien  R       5:49      1 compute-dy-m5xlarge-1

[ip-172-31-58-150]keien:slurm-test [14:09]
$ sinfo
PARTITION    AVAIL  TIMELIMIT  NODES  STATE NODELIST
compute*        up   infinite     9  idle~ compute-dy-m5xlarge-[2-10]
compute*        up   infinite      1    mix compute-dy-m5xlarge-1

attempting to salloc while in this state:
[ip-172-31-58-150]keien:slurm-test [14:15]
$ salloc bash
salloc: Granted job allocation 3
keien@ip-172-31-58-150 ~/ws/slurm-test $ srun hostname
srun: error: Task launch for 3.0 failed on node compute-dy-m5xlarge-1: Communication connection failure
srun: error: Application launch failed: Communication connection failure
srun: Job step aborted: Waiting up to 32 seconds for job step to finish.

the salloc job gets stuck in CG after the above:
[ip-172-31-58-150]keien:slurm-test [14:17]
$ squeue
             JOBID PARTITION     NAME     USER ST       TIME  NODES NODELIST(REASON)
                 3   compute     bash    keien CG       1:03      1 compute-dy-m5xlarge-1
                 2   compute requeue.    keien  R      14:02      1 compute-dy-m5xlarge-1

job restarted:
[ip-172-31-58-150]keien:slurm-test [15:15]
$ squeue
             JOBID PARTITION     NAME     USER ST       TIME  NODES NODELIST(REASON)
                 2   compute requeue.    keien  R       4:38      1 compute-dy-m5xlarge-2

[ip-172-31-58-150]keien:slurm-test [15:15]
$ sinfo
PARTITION    AVAIL  TIMELIMIT  NODES  STATE NODELIST
compute*        up   infinite     9  idle~ compute-dy-m5xlarge-[1,3-10]
compute*        up   infinite      1    mix compute-dy-m5xlarge-2

[ip-172-31-58-150]keien:slurm-test [15:15]
$ cat slurm-2.out
compute-dy-m5xlarge-2
Thu Oct  8 15:10:45 PDT 2020

logs:
[root@ip-172-31-58-150 log]# cat slurmctld.log
[2020-10-08T13:33:39.952] error: chdir(/var/log): Permission denied
[2020-10-08T13:33:39.953] slurmctld version 20.02.4 started on cluster parallelcluster
[2020-10-08T13:33:42.279] No memory enforcing mechanism configured.
[2020-10-08T13:33:42.279] layouts: no layout to initialize[2020-10-08T13:33:42.711] layouts: loading entities/relations information
[2020-10-08T13:33:42.711] error: Could not open node state file /var/spool/slurm.state/node_state: No such file or directory
[2020-10-08T13:33:42.711] error: NOTE: Trying backup state save file. Information may be lost!
[2020-10-08T13:33:42.711] No node state file (/var/spool/slurm.state/node_state.old) to recover
[2020-10-08T13:33:42.711] error: Could not open job state file /var/spool/slurm.state/job_state: No such file or directory[2020-10-08T13:33:42.711] error: NOTE: Trying backup state save file. Jobs may be lost!
[2020-10-08T13:33:42.711] No job state file (/var/spool/slurm.state/job_state.old) to recover
[2020-10-08T13:33:42.712] select/cons_tres: select_p_node_init
[2020-10-08T13:33:42.712] select/cons_tres: preparing for 3 partitions
[2020-10-08T13:33:42.997] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:42.998] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:42.999] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:42.999] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.000] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.000] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.001] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.002] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.002] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.003] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.004] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.004] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.005] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.005] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.006] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.007] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.007] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.008] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.008] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.009] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.010] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.010] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.010] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.010] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.010] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.010] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.010] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.010] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.011] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.011] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.011] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.011] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.011] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.011] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.012] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.012] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.012] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.012] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.012] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.012] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.013] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.013] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.013] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.013] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.013] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.013] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.013] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.013] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.014] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.014] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.014] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.014] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.015] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.015] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.015] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.015] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.015] error: gres_device_major: stat(/dev/nvidia0): No such file or directory
[2020-10-08T13:33:43.015] error: gres_device_major: stat(/dev/nvidia1): No such file or directory
[2020-10-08T13:33:43.015] error: gres_device_major: stat(/dev/nvidia2): No such file or directory
[2020-10-08T13:33:43.015] error: gres_device_major: stat(/dev/nvidia3): No such file or directory
[2020-10-08T13:33:43.016] error: Could not open reservation state file /var/spool/slurm.state/resv_state: No such file or directory
[2020-10-08T13:33:43.016] error: NOTE: Trying backup state save file. Reservations may be lost
[2020-10-08T13:33:43.016] No reservation state file (/var/spool/slurm.state/resv_state.old) to recover[2020-10-08T13:33:43.016] error: Could not open trigger state file /var/spool/slurm.state/trigger_state: No such file or directory
[2020-10-08T13:33:43.016] error: NOTE: Trying backup state save file. Triggers may be lost!
[2020-10-08T13:33:43.016] No trigger state file (/var/spool/slurm.state/trigger_state.old) to recover
[2020-10-08T13:33:43.016] read_slurm_conf: backup_controller not specified
[2020-10-08T13:33:43.016] Reinitializing job accounting state
[2020-10-08T13:33:43.016] select/cons_tres: reconfigure
[2020-10-08T13:33:43.016] select/cons_tres: select_p_node_init
[2020-10-08T13:33:43.016] select/cons_tres: preparing for 3 partitions
[2020-10-08T13:33:43.016] Running as primary controller
[2020-10-08T13:33:43.122] No parameter for mcs plugin, default values set
[2020-10-08T13:33:43.122] mcs: MCSParameters = (null). ondemand set.
[2020-10-08T13:34:43.393] SchedulerParameters=default_queue_depth=100,max_rpc_cnt=0,max_sched_time=2,partition_job_depth=0,sched_max_job_start=0,sched_min_interval=2
[2020-10-08T13:38:43.546] error: Could not open job state file /var/spool/slurm.state/job_state: No such file or directory
[2020-10-08T13:38:43.546] error: NOTE: Trying backup state save file. Jobs may be lost!
[2020-10-08T13:38:43.546] No job state file (/var/spool/slurm.state/job_state.old) found
[2020-10-08T13:59:04.324] _slurm_rpc_submit_batch_job: JobId=2 InitPrio=4294901759 usec=1258
[2020-10-08T13:59:04.472] sched: Allocate JobId=2 NodeList=compute-dy-m5xlarge-1 #CPUs=1 Partition=compute
[2020-10-08T14:03:28.136] Node compute-dy-m5xlarge-1 now responding
[2020-10-08T14:03:43.670] job_time_limit: Configuration for JobId=2 complete
[2020-10-08T14:03:43.670] Resetting JobId=2 start time for node power up
[2020-10-08T14:13:43.077] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T14:15:27.168] sched: _slurm_rpc_allocate_resources JobId=3 NodeList=compute-dy-m5xlarge-1
usec=284
[2020-10-08T14:15:27.168] prolog_running_decr: Configuration for JobId=3 is complete
[2020-10-08T14:15:38.897] job_step_signal: JobId=3 StepId=0 not found
[2020-10-08T14:16:10.000] job_step_signal: JobId=3 StepId=0 not found
[2020-10-08T14:16:30.292] _job_complete: JobId=3 WEXITSTATUS 233
[2020-10-08T14:16:30.292] _job_complete: JobId=3 done
[2020-10-08T14:18:43.275] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T14:19:43.321] Resending TERMINATE_JOB request JobId=3 Nodelist=compute-dy-m5xlarge-1
[2020-10-08T14:23:43.479] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T14:28:43.768] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T14:33:43.965] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T14:38:43.163] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T14:43:43.368] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T14:48:43.566] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T14:53:43.896] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T14:58:43.102] error: Nodes compute-dy-m5xlarge-1 not responding
[2020-10-08T15:03:09.284] requeue job JobId=2 due to failure of node compute-dy-m5xlarge-1
[2020-10-08T15:03:09.284] Requeuing JobId=2
[2020-10-08T15:03:09.284] cleanup_completing: JobId=3 completion process took 2799 seconds
[2020-10-08T15:03:09.284] error: Nodes compute-dy-m5xlarge-1 not responding, setting DOWN
[2020-10-08T15:05:30.789] backfill: Started JobId=2 in compute on compute-dy-m5xlarge-2
[2020-10-08T15:10:33.585] Node compute-dy-m5xlarge-2 now responding
[2020-10-08T15:10:43.589] job_time_limit: Configuration for JobId=2 complete
[2020-10-08T15:10:43.589] Resetting JobId=2 start time for node power up

[root@ip-172-31-58-150 parallelcluster]# cat clustermgtd
2020-10-08 13:33:59,248 INFO [clustermgtd:main] ClusterManager Startup
2020-10-08 13:33:59,248 INFO [clustermgtd:_get_config] Reading /etc/parallelcluster/slurm_plugin/parallelcluster_clustermgtd.conf
2020-10-08 13:33:59,251 INFO [clustermgtd:set_config] Applying new clustermgtd config: ClustermgtdConfig(_config=<configparser.ConfigParser object at 0x7fadf58e8f60>, region='us-west-2', cluster_name='slurm-test', dynamodb_table='parallelcluster-slurm-test', master_private_ip='<IP_ADDRESS>', master_hostname='ip-172-31-58-150.us-west-2.compute.internal cerebras.aws', instance_name_type_mapping={'m5xlarge': 'm5.xlarge'}, _boto3_retry=1, _boto3_config={'retries': {'max_attempts': 1, 'mode': 'standard'}}, loop_time=60, disable_all_cluster_management=False, heartbeat_file_path='/opt/slurm/etc/pcluster/.slurm_plugin/clustermgtd_heartbeat', boto3_config=<botocore.config.Config object at 0x7fadf3fd24a8>, logging_config='/opt/parallelcluster/pyenv/versions/3.6.9/envs/node_virtualenv/lib/python3.6/site-packages/slurm_plugin/logging/parallelcluster_clustermgtd_logging.conf', disable_ec2_health_check=False, disable_scheduled_event_health_check=False, health_check_timeout=180, disable_all_health_checks=False, launch_max_batch_size=500, update_node_address=True, terminate_max_batch_size=1000, node_replacement_timeout=3600, terminate_drain_nodes=True,
terminate_down_nodes=True, orphaned_instance_timeout=120, hosted_zone='Z08971062IG8KMY8Z2MYN', dns_domain='slurm-test.pcluster', use_private_hostname=False)
2020-10-08 13:34:00,432 INFO [clustermgtd:_get_config] Reading /etc/parallelcluster/slurm_plugin/parallelcluster_clustermgtd.conf
2020-10-08 13:34:00,434 - [slurm_plugin.clustermgtd:manage_cluster] - INFO - Managing cluster...
2020-10-08 13:34:00,576 - [slurm_plugin.clustermgtd:_manage_compute_fleet_status_transitions] - INFO - Current compute fleet status: RUNNING
2020-10-08 13:34:00,576 - [slurm_plugin.clustermgtd:manage_cluster] - INFO - Retrieving nodes info from the scheduler
2020-10-08 13:34:05,749 - [slurm_plugin.clustermgtd:manage_cluster] - INFO - Retrieving list of EC2 instances associated with the cluster
2020-10-08 13:34:06,580 - [slurm_plugin.clustermgtd:_perform_health_check_actions] - INFO - Performing instance health check actions
2020-10-08 13:34:07,018 - [slurm_plugin.clustermgtd:_maintain_nodes] - INFO - Performing node maintenance actions
2020-10-08 13:34:07,019 - [slurm_plugin.clustermgtd:_maintain_nodes] - INFO - Following nodes are currently in replacement: (x0) []
2020-10-08 13:34:07,019 - [slurm_plugin.clustermgtd:_terminate_orphaned_instances] - INFO - Checking for orphaned instance

[root@ip-172-31-58-150 parallelcluster]# cat slurm_resume.log
2020-10-08 13:59:05,759 - [slurm_plugin.resume:_resume] - INFO - Launching EC2 instances for the following Slurm nodes: compute-dy-m5xlarge-1
2020-10-08 13:59:05,934 - [slurm_plugin.common:add_instances_for_nodes] - INFO - Launching instances for slurm nodes (x1) ['compute-dy-m5xlarge-1']
2020-10-08 13:59:07,620 - [slurm_plugin.common:_update_slurm_node_addrs] - INFO - Nodes are now configured with instances: (x1) ["('compute-dy-m5xlarge-1', EC2Instance(id='i-077d1784d495dd49f', private_ip='<IP_ADDRESS>', hostname='ip-172-31-55-18', launch_time=datetime.datetime(2020, 10, 8, 20, 59, 7, tzinfo=tzutc())))"]
2020-10-08 13:59:07,620 - [slurm_plugin.common:_store_assigned_hostnames] - INFO - Saving assigned hostnames in DynamoDB
2020-10-08 13:59:07,652 - [slurm_plugin.common:_store_assigned_hostnames] - INFO - Database update: COMPLETED
2020-10-08 13:59:07,652 - [slurm_plugin.common:_update_dns_hostnames] - INFO - Updating DNS records for Z08971062IG8KMY8Z2MYN - slurm-test.pcluster
2020-10-08 13:59:08,503 - [slurm_plugin.common:_update_dns_hostnames] - INFO - DNS records update: COMPLETED
2020-10-08 13:59:08,504 - [slurm_plugin.resume:_resume] - INFO - Successfully launched nodes (x1) ['compute-dy-m5xlarge-1']
2020-10-08 13:59:08,506 - [slurm_plugin.resume:main] - INFO - ResumeProgram finished.
2020-10-08 15:05:32,031 - [slurm_plugin.resume:_resume] - INFO - Launching EC2 instances for the following Slurm nodes: compute-dy-m5xlarge-2
2020-10-08 15:05:32,105 - [slurm_plugin.common:add_instances_for_nodes] - INFO - Launching instances for slurm nodes (x1) ['compute-dy-m5xlarge-2']
2020-10-08 15:05:33,728 - [slurm_plugin.common:_update_slurm_node_addrs] - INFO - Nodes are now configured with instances: (x1) ["('compute-dy-m5xlarge-2', EC2Instance(id='i-01186bf7ece5d1a85', private_ip='<IP_ADDRESS>', hostname='ip-172-31-49-131', launch_time=datetime.datetime(2020, 10, 8, 22, 5, 33, tzinfo=tzutc())))"]
2020-10-08 15:05:33,728 - [slurm_plugin.common:_store_assigned_hostnames] - INFO - Saving assigned hostnames in DynamoDB
2020-10-08 15:05:33,763 - [slurm_plugin.common:_store_assigned_hostnames] - INFO - Database update: COMPLETED
2020-10-08 15:05:33,763 - [slurm_plugin.common:_update_dns_hostnames] - INFO - Updating DNS records for Z08971062IG8KMY8Z2MYN - slurm-test.pcluster
2020-10-08 15:05:34,257 - [slurm_plugin.common:_update_dns_hostnames] - INFO - DNS records update: COMPLETED
2020-10-08 15:05:34,258 - [slurm_plugin.resume:_resume] - INFO - Successfully launched nodes (x1) ['compute-dy-m5xlarge-2']
2020-10-08 15:05:34,260 - [slurm_plugin.resume:main] - INFO - ResumeProgram finished.

[root@ip-172-31-58-150 parallelcluster]# cat slurm_suspend.log
2020-10-08 15:03:10,025 - [slurm_plugin.suspend:main] - INFO - Suspending following nodes. Clustermgtd will cleanup orphaned instances: compute-dy-m5xlarge-1
2020-10-08 15:03:10,026 - [slurm_plugin.suspend:main] - INFO - SuspendProgram finished. Nodes will be
available after SuspendTimeout

As you can see, the above node took just under an hour to bring down.
I'd really like to see slurm update the node state a lot faster so we can avoid this long restart time as well as getting a bunch of jobs stuck trying to run on a dead node.

I believe the two components that can mark a node as unhealthy are clustermgtd and the slurm daemons.
Why doesn't clustermgtd mark the node as unhealthy?
Before I detail what I think the issue is, I want to address why clustermgtd doesn't mark this node as unhealthy. clustermgtd periodically checks for the following on each compute node in the cluster:

healthy instance statuses
healthy system statuses
no scheduled events

Shutting down the instance doesn't affect scheduled events. When I shut down an instance as you did in your example, I see the following statuses:
(develop) ❯ aws ec2 describe-instance-status --include-all-instances --region us-east-1 --instance-ids i-01fce2bb80df78785
{
    "InstanceStatuses": [
        {
            "AvailabilityZone": "us-east-1f",
            "InstanceId": "i-01fce2bb80df78785",
            "InstanceState": {
                "Code": 80,
                "Name": "stopped"
            },
            "InstanceStatus": {
                "Status": "not-applicable"
            },
            "SystemStatus": {
                "Status": "not-applicable"
            }
        }
    ]
}

not-applicable is not a state clustermgtd would consider unhealthy (see here). Additionally, shutting down a node like this results in EC2 considering the instance stopped, which means it will be excluded from the results returned when we call the API. Generally, the intention is to have the slurm daemons handle as much of this as possible.
Why don't the slurm daemons mark the node as down?
I believe the reason it takes so long for slurm to replace the node because of the value configured for ResumeTimout. From the slurm.conf documentation:

Maximum time permitted (in seconds) between when a node resume request is issued and when the node is actually available for use. Nodes which fail to respond in this time frame will be marked DOWN and the jobs scheduled on the node requeued. The default value is 60 seconds. Related configuration options include ResumeProgram, ResumeRate, SuspendRate, SuspendTime, SuspendTimeout, SuspendProgram, SuspendExcNodes and SuspendExcParts. More information is available at the Slurm web site ( https://slurm.schedmd.com/power_save.html ).

This value is set to 3600 seconds (one hour) by ParallelCluster. I believe that value is much larger than the default of 60 seconds to handle the case where an AMI does not have the software ParallelCluster requires.
Why doesn't the SlurmdTimeout parameter apply?
I don't have an answer for this. From the same slurm.conf documentation:

The interval, in seconds, that the Slurm controller waits for slurmd to respond before configuring that node's state to DOWN.

To me, it would seem that if a node's slurmd wasn't responding, then this timeout would take precedent over the ResumeTimeout. Perhaps slurmctld waits for the duration of the ResumeTimeout even after a node has responded once in order to acommodate nodes that are intermittently responsive when resuming for whatever reason. I'll get clarification on this.

Just to clarify, in the example I'm manually shutting down the instance for demonstration - what I'm trying to figure out in practice is spot nodes being terminated by AWS and certain jobs causing the entire node to become unresponsive
I guess my follow-up questions would be:

Should I consider the fact that stopped nodes aren't considered unhealthy a bug and expect the behavior to change in the future?
I'm a little confused on ResumeTimeout - it sounds like that dictates the timeout for nodes that have requested, but fails during bootup and never gets back to the master, which seems different than nodes that were brought up successfully, but subsequently became unresponsive
Assuming ResumeTimeout is the right config, should I update it myself to something shorter? If 60 seconds is too short, what would the recommendation be?
I would also like to know why SlurmdTimeout is not applying, as that seems more relevant to the situation

Hi @keien, checking in on this issue,
Regarding your use-case question, the use case regarding spot node being terminated should be covered by current logic.
Our daemon clustermgtd will consider node with terminated backing instance as unhealthy and actively mark the node as down in slurm, which will trigger a job re-queue immediately
To test this yourself, you can try to terminate any instance backing a compute node in the cluster.
So if your spot interruption behavior is the default, terminate instance on spot interrupt, the system should be responsive in that situation. Would this satisfy your use case?
However, if your spot interrupt behavior is stopping or hibernating the instance, clustermgtd currently takes no action to actively mark the node as down in slurm, and we rely on scheduler to tell us if the node is still considered healthy or not.
Unfortunately, in this case you will experience the issue you described above and system looks unresponsive.
If you would like to make a feature request for clustermgtd to actively handle stopped or hibernated instances, please let us know and we can mark this as a feature request.
On the other hand, we are still looking into the issue and we are not sure why slurm would take so long to mark nodes as down when the instance is stopped. ResumeTimeout should not be a factor in this issue.
We will try to update this issue with more details once we have more information. Thanks!

Okay, I was testing the behavior via running shutdown on the node itself just because it was the easiest thing to do - I can check the behavior via terminating the instance on the console and see if it reflects what you're describing. If it does, then that's probably fine for the spot case, but I'd still like to see slurm respond faster when it's unable to communicate with slurmd on any given node, as I've definitely seen cases where we've overloaded a node and all connection attempts are timing out, but AWS status and health checks still show green.

Unfortunately I see the same thing when terminating the node instead of shutting it down - node stays in mix state and job stays in R state well after the node is already terminated
One possible theory is that if the logic is monitoring the instance health checks, the health checks only show issues very briefly after termination, before they become completely unavailable, so maybe the timing window is too short to detect that it went down?

Hi @keien,
The latest update from our side is that the issue seems to be OS dependent. I could not reproduce your original issue with stopping the instance on Ubuntu1804, while I could reproduce your issue on CentOS 7. Slurm behaves differently regarding offline nodes on the 2 OSs. On Ubuntu1804, nodes that are stopped are quickly put into down state by slurm.
Please see if you can use Ubuntu1804 to unblock your use case for now.

Unfortunately I see the same thing when terminating the node instead of shutting it down - node stays in mix state and job stays in R state well after the node is already terminated

Unfortunately I cannot reproduce the issue with termination. On termination clustermgtd should mark the node as down within a few minute or so. Could you upload your /var/log/parallelcluster/clustermgtd.log for us to take a look? We would also need the instance id for the instance that you terminated manually. Corresponding /var/log/slurmctld.log during the same timeframe might help as well.
We are still looking into the root cause for your original issue. Hopefully we can have update soon.

Hi @keien,
After communication with SchedMD, we confirm that there is a problematic behavior from slurm of not marking non responsive node as down, if node is within ResumeTimeout
Details for this issue have been documented in our wiki here.
If you have comments/feedback regarding this slurm issue, please leave them in this issue thread https://github.com/aws/aws-parallelcluster/issues/2146 so we can track inputs from our users and make a case to continually push SchedMD
As discussed in wiki, you should not see similar issue in the case of instance termination. Please let us know if you have any other open question regarding your use case.
Thank you!

Appreciate the follow-up - will set ResumeTimeout myself to mitigate the issue and follow #2146 for the fix
Feel free to close this


adds tooltip color for missing blocks

follow up to #218, adds the yellow color to the tooltip as well.

likewise! ;)


"Reposition Items" - can't set time interval to "Item start"

@bladlus
I created scripts to match the item start behavior, it also have special features,
You can take a look at these here: http://forum.cockos.com/showpost.php?p=1754955&postcount=38
These scripts can mimic this item start behavior.
A SWS fix would still be appreciated.

@X-Raym great stuff, thanks!


My pawns cannot cook by themselves

Developer To Do Notes:

[ ] Find out if 2.6.0 fixed the issue
[ ] Release to experimental
[ ] Release to stable
Related to:
#737
#733
#736

Non-Vanilla Bug Report
Describe the bug
My pawns cannot cook by themselves, they can only cook if I force them by prioritizing, even so they would only cook one meal.
Steps to reproduce the behavior (VERY IMPORTANT)

Just load up the modlist and set pawns to cook. They will not cook by themselves and even if you prioritize them to cook they will cook only one meal. Works with any food item.

Error Logs ?
Exception in BreadthFirstTraverse: System.MissingMethodException: void RimWorld.WorkGiver_DoBill.MakeIngredientsListInProcessingOrder(System.Collections.Generic.List`1<Verse.IngredientCount>,RimWorld.Bill)
  at RimThreaded.WorkGiver_Scanner_Patch.CanStartOrResumeBillJob (RimWorld.WorkGiver_DoBill __instance, Verse.Pawn pawn, RimWorld.IBillGiver giver) [0x00147] in <e7b2aee242114846931720924bd1ca59>:0
  at RimThreaded.WorkGiver_Scanner_Patch.HasJobOnThing (RimWorld.WorkGiver_DoBill __instance, Verse.Pawn pawn, Verse.Thing thing, System.Boolean forced) [0x00084] in <e7b2aee242114846931720924bd1ca59>:0
  at RimThreaded.JobGiver_Work_Patch+<>c__DisplayClass1_1.<TryIssueJobPackage>b__1 (Verse.Thing t) [0x00013] in <e7b2aee242114846931720924bd1ca59>:0
  at Verse.GenClosest+<>c__DisplayClass4_0.<RegionwiseBFSWorker>b__1 (Verse.Region r) [0x000f7] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
  at (wrapper dynamic-method) Verse.RegionTraverser+BFSWorker.Verse.RegionTraverser+BFSWorker.BreadthFirstTraverseWork_Patch0(Verse.RegionTraverser/BFSWorker,Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType)
  at (wrapper dynamic-method) Verse.RegionTraverser.Verse.RegionTraverser.BreadthFirstTraverse_Patch0(Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.RegionTraverser:Verse.RegionTraverser.BreadthFirstTraverse_Patch0 (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType)
Verse.GenClosest:RegionwiseBFSWorker (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>,int,int,single,int&,Verse.RegionType,bool)
RimThreaded.GenClosest_Patch:ClosestThingReachable2 (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool)
RimThreaded.JobGiver_Work_Patch:TryIssueJobPackage (RimWorld.JobGiver_Work,Verse.AI.ThinkResult&,Verse.Pawn,Verse.AI.JobIssueParams)
(wrapper dynamic-method) RimWorld.JobGiver_Work:RimWorld.JobGiver_Work.TryIssueJobPackage_Patch2 (RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams)
(wrapper dynamic-method) Verse.AI.ThinkNode_PrioritySorter:Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage_Patch0 (Verse.AI.ThinkNode_PrioritySorter,Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
RimThreaded.Pawn_JobTracker_Patch:DetermineNextJob2 (Verse.AI.Pawn_JobTracker,Verse.ThinkTreeDef&)
RimThreaded.Pawn_JobTracker_Patch:TryFindAndStartJob (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.TryFindAndStartJob_Patch1 (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
RimThreaded.TickList_Patch:NormalThingTick ()
RimThreaded.RimThreaded:ExecuteTicks ()
RimThreaded.RimThreaded:ProcessTicks (RimThreaded.RimThreaded/ThreadInfo)
RimThreaded.RimThreaded:InitializeThread (object)
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart (object)

HugsLib log
https://gist.github.com/HugsLibRecordKeeper/8684082037682d93dac5324e58b21672
Player.log (Optional)
❗❗❗ Link to contents of Player.log or Error.log (MUST BE LINK) ❗❗❗
Save file ?
bugreportsleepypandeezus.zip
Screenshots (Optional) ?
❗❗❗ Add screenshots to help explain your problem here ❗❗❗
Mod list (Preferably a RimPy compatible list.) ?
[Mod list length: 144]
Harmony [https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077]
BetterLoading [https://steamcommunity.com/sharedfiles/filedetails/?id=1999454301]
Core [https:// no link (local mod)]
Royalty [Official DLC] [https:// no link (local mod)]
Ideology [Official DLC] [https:// no link (local mod)]
HugsLib [https://steamcommunity.com/sharedfiles/filedetails/?id=818773962]
Vanilla Expanded Framework [https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013]
Vanilla Expanded - Royalty Patches [https://steamcommunity.com/sharedfiles/filedetails/?id=2260012940]
Vanilla Furniture Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1718190143]
Misc. Robots [https://steamcommunity.com/sharedfiles/filedetails/?id=724602224]
VGP Vegetable Garden [https://steamcommunity.com/sharedfiles/filedetails/?id=2007061826]
[KV] RimFridge [https://steamcommunity.com/sharedfiles/filedetails/?id=1180721235]
LWM's Deep Storage [https://steamcommunity.com/sharedfiles/filedetails/?id=1617282896]
Pick Up And Haul [https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058]
Vanilla Textures Expanded - Variations [https://steamcommunity.com/sharedfiles/filedetails/?id=2493234474]
[XND] Memorable Auroras (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2270039395]
Vanilla Weapons Expanded - Coilguns [https://steamcommunity.com/sharedfiles/filedetails/?id=2375692535]
[O21] Seamless Embrasures [https://steamcommunity.com/sharedfiles/filedetails/?id=2290689449]
Vanilla Storytellers Expanded - Maynard Medieval [https://steamcommunity.com/sharedfiles/filedetails/?id=2455898730]
Vanilla Storytellers Expanded - Neron Neolithic [https://steamcommunity.com/sharedfiles/filedetails/?id=2455898908]
Vanilla Apparel Expanded — Accessories [https://steamcommunity.com/sharedfiles/filedetails/?id=2521176396]
Vanilla Ideology Expanded - Icons and Symbols [https://steamcommunity.com/sharedfiles/filedetails/?id=2552609458]
Vanilla Ideology Expanded - Relics and Artifacts [https://steamcommunity.com/sharedfiles/filedetails/?id=2564895018]
Vanilla Expanded - Ideology Patches [https://steamcommunity.com/sharedfiles/filedetails/?id=2566669771]
Vanilla Ideology Expanded - Hats and Rags [https://steamcommunity.com/sharedfiles/filedetails/?id=2567387768]
Vanilla Ideology Expanded - Splits and Schisms [https://steamcommunity.com/sharedfiles/filedetails/?id=2573138902]
Vanilla Animals Expanded — Caves [https://steamcommunity.com/sharedfiles/filedetails/?id=2576512001]
Mod Manager [https://steamcommunity.com/sharedfiles/filedetails/?id=1507748539]
Dubs Mint Menus [https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594]
Blueprints [https://steamcommunity.com/sharedfiles/filedetails/?id=708455313]
Camera+ [https://steamcommunity.com/sharedfiles/filedetails/?id=867467808]
Interaction Bubbles [https://steamcommunity.com/sharedfiles/filedetails/?id=1516158345]
Replace Stuff [https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680]
Colony Manager [https://steamcommunity.com/sharedfiles/filedetails/?id=715565262]
Dubs Bad Hygiene [https://steamcommunity.com/sharedfiles/filedetails/?id=836308268]
A Dog Said... Animal Prosthetics [https://steamcommunity.com/sharedfiles/filedetails/?id=746425621]
Hospitality [https://steamcommunity.com/sharedfiles/filedetails/?id=753498552]
Better Infestations 1.3 [https://steamcommunity.com/sharedfiles/filedetails/?id=1319614331]
SpeakUp [https://steamcommunity.com/sharedfiles/filedetails/?id=2502518544]
Megafauna [https://steamcommunity.com/sharedfiles/filedetails/?id=1055485938]
Vanilla Apparel Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814987817]
Vanilla Events Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1938420742]
Misc. Training [https://steamcommunity.com/sharedfiles/filedetails/?id=717575199]
Psychology (unofficial) v1.1-1.3 [https://steamcommunity.com/sharedfiles/filedetails/?id=2016263135]
EdB Prepare Carefully [https://steamcommunity.com/sharedfiles/filedetails/?id=735106432]
Food Alert (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2017538067]
Harvest Everything! [https://steamcommunity.com/sharedfiles/filedetails/?id=2007485974]
Real Ruins [https://steamcommunity.com/sharedfiles/filedetails/?id=1552146295]
Vanilla Plants Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2134308522]
Vanilla Factions Expanded - Insectoids [https://steamcommunity.com/sharedfiles/filedetails/?id=2149755445]
Vanilla Furniture Expanded - Spacer Module [https://steamcommunity.com/sharedfiles/filedetails/?id=2028381079]
Vanilla Factions Expanded - Medieval [https://steamcommunity.com/sharedfiles/filedetails/?id=2023513450]
Vanilla Brewing Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2186560858]
Vanilla Brewing Expanded - Coffees and Teas [https://steamcommunity.com/sharedfiles/filedetails/?id=2275449762]
Vanilla Traits Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2296404655]
Vanilla Weapons Expanded - Tribal [https://steamcommunity.com/sharedfiles/filedetails/?id=2454918552]
Vanilla Storytellers Expanded - Diego Industrial [https://steamcommunity.com/sharedfiles/filedetails/?id=2455898522]
Vanilla Social Interactions Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2439736083]
Vanilla Animals Expanded — Endangered [https://steamcommunity.com/sharedfiles/filedetails/?id=2366589898]
Vanilla Factions Expanded - Mechanoids [https://steamcommunity.com/sharedfiles/filedetails/?id=2329011599]
Vanilla Weapons Expanded - Makeshift [https://steamcommunity.com/sharedfiles/filedetails/?id=2419690698]
Vanilla Storytellers Expanded - Oskar Obnoxious [https://steamcommunity.com/sharedfiles/filedetails/?id=2443118113]
Misc. Bees'n'Honey [https://steamcommunity.com/sharedfiles/filedetails/?id=766264659]
Dubs Paint Shop [https://steamcommunity.com/sharedfiles/filedetails/?id=1579516669]
RIMkea [https://steamcommunity.com/sharedfiles/filedetails/?id=769201959]
[T] MoreFloors [https://steamcommunity.com/sharedfiles/filedetails/?id=1543561093]
ShowModDesignators [https://steamcommunity.com/sharedfiles/filedetails/?id=1399212509]
RenameColony [https://steamcommunity.com/sharedfiles/filedetails/?id=1359645236]
[KV] Trading Spot [https://steamcommunity.com/sharedfiles/filedetails/?id=1180719658]
[KV] Path Avoid [https://steamcommunity.com/sharedfiles/filedetails/?id=1180719857]
QualityBuilder [https://steamcommunity.com/sharedfiles/filedetails/?id=754637870]
Where is my weapon? [https://steamcommunity.com/sharedfiles/filedetails/?id=1539028008]
Expanded Prosthetics and Organ Engineering [https://steamcommunity.com/sharedfiles/filedetails/?id=725956940]
Trap Disable [https://steamcommunity.com/sharedfiles/filedetails/?id=1542019602]
SF Grim Reality [https://steamcommunity.com/sharedfiles/filedetails/?id=1543063349]
Prisoner Harvesting [https://steamcommunity.com/sharedfiles/filedetails/?id=730854291]
Dinosauria [https://steamcommunity.com/sharedfiles/filedetails/?id=1136958577]
[WD] Reinforced Doors [https://steamcommunity.com/sharedfiles/filedetails/?id=1857597307]
Incident Person Stat [https://steamcommunity.com/sharedfiles/filedetails/?id=1414697588]
Vanilla Furniture Expanded - Medical Module [https://steamcommunity.com/sharedfiles/filedetails/?id=1718191613]
Vanilla Achievements Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2288125657]
Vanilla Weapons Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814383360]
Vanilla Hair Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1888705256]
Vanilla Furniture Expanded - Production [https://steamcommunity.com/sharedfiles/filedetails/?id=1880253632]
Vanilla Animals Expanded — Extreme Desert [https://steamcommunity.com/sharedfiles/filedetails/?id=1849184079]
Vanilla Animals Expanded — Desert [https://steamcommunity.com/sharedfiles/filedetails/?id=1849183875]
Vanilla Furniture Expanded - Security [https://steamcommunity.com/sharedfiles/filedetails/?id=1845154007]
Vanilla Animals Expanded — Arid Shrubland [https://steamcommunity.com/sharedfiles/filedetails/?id=1836900626]
Vanilla Animals Expanded — Cats and Dogs [https://steamcommunity.com/sharedfiles/filedetails/?id=1823540489]
Vanilla Armour Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814988282]
Vanilla Animals Expanded — Boreal Forest [https://steamcommunity.com/sharedfiles/filedetails/?id=1895364938]
Vanilla Animals Expanded — Ice Sheet [https://steamcommunity.com/sharedfiles/filedetails/?id=1895364782]
Vanilla Animals Expanded — Tundra [https://steamcommunity.com/sharedfiles/filedetails/?id=1895364585]
Vanilla Weapons Expanded - Quickdraw [https://steamcommunity.com/sharedfiles/filedetails/?id=1906780517]
Auto-Cut Blight [https://steamcommunity.com/sharedfiles/filedetails/?id=1885186534]
Vanilla Fishing Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1914064942]
Vanilla Animals Expanded — Tropical Swamp [https://steamcommunity.com/sharedfiles/filedetails/?id=1907283935]
Vanilla Animals Expanded — Tropical Rainforest [https://steamcommunity.com/sharedfiles/filedetails/?id=1907283872]
Vanilla Weapons Expanded - Laser [https://steamcommunity.com/sharedfiles/filedetails/?id=1989352844]
Vanilla Furniture Expanded - Farming [https://steamcommunity.com/sharedfiles/filedetails/?id=1957158779]
Vanilla Furniture Expanded - Art [https://steamcommunity.com/sharedfiles/filedetails/?id=1968134023]
Vanilla Animals Expanded — Australia [https://steamcommunity.com/sharedfiles/filedetails/?id=1963681588]
Just Ignore Me Passing [https://steamcommunity.com/sharedfiles/filedetails/?id=1231617602]
Wall Light [https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208]
Damage Indicators [1.3] [https://steamcommunity.com/sharedfiles/filedetails/?id=2016331497]
Fertile Fields [1.1] [https://steamcommunity.com/sharedfiles/filedetails/?id=2012735237]
Greenworld [https://steamcommunity.com/sharedfiles/filedetails/?id=1268832971]
Simply More Bridges (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2012484790]
Vanilla Furniture Expanded - Power [https://steamcommunity.com/sharedfiles/filedetails/?id=2062943477]
Designator Shapes [https://steamcommunity.com/sharedfiles/filedetails/?id=1235181370]
Bad People [https://steamcommunity.com/sharedfiles/filedetails/?id=1369675292]
Quarry [https://steamcommunity.com/sharedfiles/filedetails/?id=2007576583]
Inspiration Tweaks [https://steamcommunity.com/sharedfiles/filedetails/?id=2117570018]
High quality textures [https://steamcommunity.com/sharedfiles/filedetails/?id=1676969930]
TradeHelper [https://steamcommunity.com/sharedfiles/filedetails/?id=2113372560]
Vanilla Storytellers Expanded - Perry Persistent [https://steamcommunity.com/sharedfiles/filedetails/?id=2149702069]
Vanilla Storytellers Expanded - Empress Evil [https://steamcommunity.com/sharedfiles/filedetails/?id=2149702528]
LBE's A Dog Said Easy Patcher [https://steamcommunity.com/sharedfiles/filedetails/?id=944381237]
Allow Tool [https://steamcommunity.com/sharedfiles/filedetails/?id=761421485]
H.C_AnimalReskins_Complete [https://steamcommunity.com/sharedfiles/filedetails/?id=2146766912]
Cybernetic Organism and Neural Network [https://steamcommunity.com/sharedfiles/filedetails/?id=2045064990]
Vanilla Textures Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2016436324]
Vanilla Animals Expanded — Temperate Forest [https://steamcommunity.com/sharedfiles/filedetails/?id=2260502331]
Vanilla Factions Expanded - Settlers [https://steamcommunity.com/sharedfiles/filedetails/?id=2052918119]
Vanilla Furniture Expanded - Props and Decor [https://steamcommunity.com/sharedfiles/filedetails/?id=2102143149]
Vanilla Weapons Expanded - Grenades [https://steamcommunity.com/sharedfiles/filedetails/?id=2194472657]
Vanilla Books Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2193152410]
Vanilla Factions Expanded - Vikings [https://steamcommunity.com/sharedfiles/filedetails/?id=2231295285]
Vanilla Plants Expanded - Succulents [https://steamcommunity.com/sharedfiles/filedetails/?id=2198652536]
Vanilla Storytellers Expanded - Freya Fierce [https://steamcommunity.com/sharedfiles/filedetails/?id=2231483525]
Vanilla Storytellers Expanded - Igor Invader [https://steamcommunity.com/sharedfiles/filedetails/?id=2249879548]
Smarter Deconstruction and Mining [https://steamcommunity.com/sharedfiles/filedetails/?id=2398365712]
Vanilla Fishing Expanded - Fishing Treasures AddOn [https://steamcommunity.com/sharedfiles/filedetails/?id=2468543398]
Vanilla Weapons Expanded - Non-Lethal [https://steamcommunity.com/sharedfiles/filedetails/?id=2454918354]
Vanilla Weapons Expanded - Heavy Weapons [https://steamcommunity.com/sharedfiles/filedetails/?id=2329126791]
Vanilla Weapons Expanded - Frontier [https://steamcommunity.com/sharedfiles/filedetails/?id=2454918139]
Clean Pathfinding [https://steamcommunity.com/sharedfiles/filedetails/?id=2603765747]
Color Coded Mood Bar [https://steamcommunity.com/sharedfiles/filedetails/?id=1136819681]
Smart Medicine [https://steamcommunity.com/sharedfiles/filedetails/?id=1309994319]
Vanilla Factions Expanded - Ancients [https://steamcommunity.com/sharedfiles/filedetails/?id=2654846754]
Vanilla Cooking Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2134308519]
Vanilla Cooking Expanded - Stews [https://steamcommunity.com/sharedfiles/filedetails/?id=2134312965]
Vanilla Cooking Expanded - Sushi [https://steamcommunity.com/sharedfiles/filedetails/?id=2158539170]
RimThreaded [https://steamcommunity.com/sharedfiles/filedetails/?id=2222907981]

@SleepyPandeezus
If you get the chance, please let us know if RT 2.6.0 fixed the issue for you!


[FLINK-6096][checkpoint] Refactor the migration of old-versioned savepoints

The migrated classes in SavepointV0 are moved to the package org.apache.flink.migration.v0. In the future, each deprecated savepoint version will have its own migration package.
A mapping is deployed in SavepointV0 to record all deprecated classes. MigrationInstantiationUtil now will use the mapping to correctly deserialized those deprecated classes.
Unused methods in migrated classes are removed.
The formats in old snapshots are added in the comments to help understand the restoring.

I'm closing this as "Abandoned", since there is no more activity and the code base has moved on quite a bit. Please re-open this if you feel otherwise and work should continue.


fix tests re #2763 #2762

#2673 was merged with a few failing tests due to a v value in the sheets being added to random rows, causing the tests to fail.
So to get consistent results, I am converting the sheet to json, and asserting against that JSON value.
Let's wait and see if all the tests pass on the pipeline, then we can merge.

Simplified the test a bit (reused the base64 string and added the application/vnd.ms-excel type) and updated the other tests.  The browser tests also pass https://app.saucelabs.com/builds/vdc/d0856e046ac93728ab5734c276f0ca89

Thanks @SheetJSDev 👍


worker.rollupOptions.output does not control output directory bug has returned in v5.2.0

Describe the bug
Specifying assetFileNames and chunkFileNames in worker.rollupOptions does not affect the worker's output directory.
I tested using the same stackblitz for v3, v4, v5. It does not appear to have ever been fixed, even though I found multiple closed duplicates.
Is there an additional library required?
Reproduction
https://stackblitz.com/edit/vitejs-vite-8bjpzf
Steps to reproduce

open the reproduction link
run npm run build

System Info
https://stackblitz.com/edit/vitejs-vite-8bjpzf

Used Package Manager
npm
Logs
vite.config.js
import { defineConfig } from 'vite';

export default defineConfig(({ command, mode }) => {
  return {
    worker: {
      rollupOptions: {
        output: {
          assetFileNames: 'worker/asset/[name].js',
          chunkFileNames: 'worker/chunk/[name].js',
        },
      },
    },
  };
});

Validations

[X] Follow our Code of Conduct
[X] Read the Contributing Guidelines.
[X] Read the docs.
[X] Check that there isn't already an issue that reports the same bug to avoid creating a duplicate.
[X] Make sure this is a Vite issue and not a framework-specific issue. For example, if it's a Vue SFC related bug, it should likely be reported to vuejs/core instead.
[X] Check that this is a concrete bug. For Q&A open a GitHub Discussion or join our Discord Chat Server.
[X] The provided reproduction is a minimal reproducible example of the bug.

You need to set worker.rollupOptions.output.entryFileNames.
https://stackblitz.com/edit/vitejs-vite-1irzjy?file=vite.config.js

That did work in the minimal reproduction. However, in my local build of 5.2.0 it did not work. What did work was moving the "worker" property above the "build" property in the vite.config.js file. Clearly, the location of the property should not matter.
before:
build: {
  rollupOptions: {
    output: {
      assetFileNames: "web/assets/[name]-[hash].[ext]",
      chunkFileNames: "web/assets/[name]-[hash].[ext]",
      entryFileNames: "web/assets/[name]-[hash].js"
    }
  }
},
worker: {
  format: "es",
  rollupOptions: {
    output: {
      entryFileNames: `web/workers/[name]-[hash].js`,
    }
  }
},

output:
dist/assets/myworker-dxgnPMyq.js
after
worker: {
  format: "es",
  rollupOptions: {
    output: {
      entryFileNames: `web/workers/[name]-[hash].js`,
    }
  }
},
build: {
  rollupOptions: {
    output: {
      assetFileNames: "web/assets/[name]-[hash].[ext]",
      chunkFileNames: "web/assets/[name]-[hash].[ext]",
      entryFileNames: "web/assets/[name]-[hash].js"
    }
  }
},

output:
dist/workers/myworker-rgRqI9cd.js


Debian package?

Scoop? Homebrew? And no Debian/Ubuntu? Sad...

I would love to have igrep available for every distro/system, but I can't afford it (time-wise). Currently available packages are prepared by volunteers. I encourage people to build it from source - the more people have Rust toolchain on their computers the merrier :)

Sorry, no. I'm aware of igrep 5+- years and never used it as I can use grep or any RAD tools and I will not spend time on installation or keep a lot of unused packages just because of some small handy tool.


Create Baker 644 - B4 Submission

confirmed:B4
address:4Ewi4R5FomC5RfCuzMqbP4UVFBbwyfaXuQrLsj1ssna3vqLwrv
baker:199

confirmed:B4
address:4Ewi4R5FomC5RfCuzMqbP4UVFBbwyfaXuQrLsj1ssna3vqLwrv
baker:199


Fix absolute link that goes to the wrong place

Fix absolute link in a reusable to go to the right place.

Markdownlink check failed, but I have a fix for that failure staged on another PR so I'm gonna check in anyway. The link works fine.


Use a more appropriate last slide than "Let's stay in touch!"

It is a bit weird to use the standard eScience contact slide after every presentation in the course. Either we should have it simply end after the last content slide, or pick a neutral "end" slide.

The slide only shows up because the slides markdown contains <!-- .slide: data-state="keepintouch" --> so I would argue it is an issue with the content. I think it needs to stay as a default slide type, since we will eventually use the nlesc styles package being developed with Ole.

Oh i think I completely agree. Sorry! Transferring again :-)


Code

I have given my start!
I also met the same issue, could you please provide me with the full code?
My email is<EMAIL_ADDRESS>Thanks a lot!

I have provided my base.py via email.
If you still find difficulty in re-implementing my numbers, please contact me.
Best.


Security Issue: Dangerous Process Call

subprocess-shell-true
Found subprocess function $FUNC with shell=True. This is dangerous because this call will spawn the command using a shell process. Doing so propagates current shell settings and variables, which makes it much easier for a malicious actor to execute commands. Use shell=False instead.
Vulnerabilities and their line numbers:
chatdev/chat_chain.py:256
chatdev/chat_env.py:59
chatdev/chat_env.py:90
chatdev/chat_env.py:99
chatdev/codes.py:102
Reccomendation
Avoid using shell=True when making commands dynamically, it introduces security risks. I recommend using subprocess.run to pass commands and arguments separately.
Attached is an example fix for chatdev/chat_env.py:59
import subprocess.zip

Thank you and we would consider docker support. #203


IE11 fails to support wicked elements created via document.createElement

Consider an example

I am trying this case because I wanted to check the sequence of lifecycle events and if it is consistent in all browsers with different ways of creating elements. I found this to be a weak spot of such libraries.

IE doesn't support second argument in createElement so this has nothing to do with wicked elements. You can also use any selector, not just is.
Lifecycle is tested already in IE 11 and consistent cause it's granted by MutationObserver


Task weight as set is not working

Describe the bug
I use the following scripts for loading test:
MyUser.tasks = {Tasks.query: 1, Tasks.get: 20}
env = Environment(events=events, user_classes=[MyUser])
    runner = env.create_local_runner()

MyUser:
class MyUser(User):
    wait_time = between(1, 2)

Tasks:
class Tasks(TaskSet):
    @task
    def query(self):
        pass

    @task
    def get(self):
        pass

It can be performed to run, but the number of the requests is not match the weight value as set.
Expected behavior

Actual behavior

Steps to reproduce

Environment

OS:
Python version:
Locust version: 1.4.3
Locust command line that you ran:
Locust file contents (anonymized if necessary):

Must be something else that is wrong. This is a fundamental feature, there are unit tests covering it, etc.
You could always try updating to latest (1.6.0), but chances are that the cause is something in your setup or some misunderstanding.

@del-zhenwu, is one of the task systematically taking more time than the other by any chance?

Must be something else that is wrong. This is a fundamental feature, there are unit tests covering it, etc.
You should probably try updating to latest (1.6.0), but chances are that the cause is something in your setup or some misunderstanding.

More u

@del-zhenwu, is one of the task systematically taking more time than the other by any chance?

I thought it's not the problem, I have checked this, replaced the real task with print, the weight settings still not work

Must be something else that is wrong. This is a fundamental feature, there are unit tests covering it, etc.
You should probably try updating to latest (1.6.0), but chances are that the cause is something in your setup or some misunderstanding.

Most usage:
class A:
    @task

class B:
     @task

Environment(events=events, user_classes=[A,B]))

The difference is there is only one element in my user_classes, and set the weight as the value of the task key, does the locust support this usage?

anything update?

You need to provide more details, preferably your full locustfile. Have you updated to latest version? (2.1)


Failed to resolve: de.golfgl.gdxgameanalytics:gdx-gameanalytics-desktop:0.1.4

After adding corresponding dependency in each platform/module, when I synced I got below error.
ERROR: Failed to resolve: de.golfgl.gdxgameanalytics:gdx-gameanalytics-desktop:0.1.4
Show in Project Structure dialog
Affected Modules: desktop

GDXVersion : 1.9.10
gaVersion : 0.1.4
Added below line in desktop dependency section
       api "de.golfgl.gdxgameanalytics:gdx-gameanalytics-desktop:$gaVersion"

It's included in 0.1.5-SNAPSHOT only, sorry. I'll make a new release soon.

@MrStahlfelge Thanks for your quick response.
I tried to use/include SNAPSHOT version but I think that is not published to any remote repo.

You are probably right. I'll make a release within the next few hours!

It is published, maybe you can already fetch it. If not, wait another 30 minutes.

Perfect, Thanks.


Files view page: Show the drop-down by ranking rather than A, B, C

Show the drop-down by ranking rather than A, B, C
Instead of grades show students with 90-100%, students with 80-89%, students with 70-79%

Done.

@zqian Did you intend to reopen this?

Guessing not, looks like this was fixed in #157


Add argument to webdriver-manager to allow custom selenium FOLDER

In my company we are not able to use webdriver-manager update because our proxy refuses the connection to googlecloud!
I managed to download the files more or less illegal from home, but that`s not a solution for my co-workers.
I would prefer an argument for webdriver-manger start to specify the selenium folder location which includes the selenium-server...jar, chromedriver and so on. That would make it possible for us to add the driver files and the selenium-server to SVN so every one in our company can download the files.
If some versions get updated and we need the latest files we can go to our proxy guy and he will download the files from googlecloud once.
so please change from __dirname to an variable
https://github.com/angular/protractor/blob/master/bin/webdriver-manager#L16

you can add --proxy=[your proxy server url] with webdriver-maanger
On Tue, Aug 4, 2015 at 10:43 AM, Lukas Kraushofer<EMAIL_ADDRESS>wrote:

In my company we are not able to use webdriver-manager update because our
proxy refuses the connection to googlecloud!
I managed to download the files more or less illegal from home, but that`s
not a solution for my co-workers.
I would prefer an argument for webdriver-manger start to specify the
selenium folder location which includes the selenium-server...jar,
chromedriver and so on. That would make it possible for us to add the
driver files and the selenium-server to SVN so every one in our company can
download the files.
If some versions get updated and we need the latest files we can go to our
proxy guy and he will download the files from googlecloud once.
so please change from __dirname to an variable
https://github.com/angular/protractor/blob/master/bin/webdriver-manager#L16
—
Reply to this email directly or view it on GitHub
https://github.com/angular/protractor/issues/2399.

as I said, I'm not allowed to connect to googlecloud where the driver files and the selenium server are hosted

We had a discussion about this and this appears to not help the majority of our users.
In your own fork you could customize the cdn values in bin/webdriver-manager. The fix would be to change the 'https://selenium-release.storage.googleapis.com/' and 'https://chromedriver.storage.googleapis.com/' cdn values to download from a local server.

This might be usefule: it appears that there is an alternative_cdn option. See ef6a09d798fd04124224f6ca48eb64d13eb01eff


Include Steps to Find Category ID

The text makes it sound like you just plug in the name of the domain / category.  Instead, you need to find the category ID on the custom translation site or know how to construct it.

@wjohnson : Thanks for your contribution! The author, @v-pawal, has been notified to review your proposed change.

@nitinme - Could you review the proposed changes? Thanks.

@Jann-Skotdal - Can you take a look at this issue.

@wjohnson: Thanks for suggesting the changes to make the Category ID easier to find. I have made the changes in #32013 to address this.

@Jann-Skotdal Thanks for making it easier to find that category id!!


⚠ TorrentLeech has degraded performance

In 2e390fd, TorrentLeech ($TL) experienced degraded performance:

HTTP code: 200
Response time: 3544 ms

Resolved: TorrentLeech performance has improved in 982b3b4 after 6 minutes.