Region change not working.

This is like the 4th guide I've tried, I followed this guide to setup a9lh, but I can't seem to change the region on my emunand.
The step I'm stuck on is where you need to downgrade with the other region files.
The downgrade runs with no errors, but it reboots back to the same software version I was on before.
I've tried just about every emunand backup I have 9.2, 10.3, 10.7, etc, all have the exact same issue.
I've run sysupdater about 3-5 times on each version, (even tried restoring in between flashes, and formatting [making sure to stay unlinked])
But nothing seems to work.

To be clear, you're installing 9.2 region change on 10.7 and staying on 10.7?

Thanks for taking the time to reply.
and my first attempt was with a 9.2emu region change, but that gave the issue I described above,
so I tried my other nand backups as well. (with later firmwares)
Eventually, I'd like to be on 10.7J, but for now I'd settle for just switching to at least 9.2J as that's what all the guides are for, and I can always update later,

You can update after switching.
New or old 3DS?

Ok, I just got back from updating, I think the issue was I was on a fraken firmware (copied from sysnand),
After updating, to 10.7 downgrading, It rebooted into USA, but I was unable to launch any apps (it said: "you need to upgrade to run this" on everything including setting!"
(rebooting did not help)
so I just injected the 'SecureInfo_A' and now everything seems to magically be working!
Let me just (first backup temunand, then) try an update real quick to make sure there are no issues.
[o3ds XL]

Yay! :D

While this is going, Quick question. the  'SecureInfo_A' is included in standard backups and restores right?
I don't want to accidentally restore my other emunand (usa) to a partition with a JP  'SecureInfo_A'.

It is.

Ok, thanks!
And thanks for the great guide! I wish that was out when I did my initial downgrade!
The whole process took be like 6 hours, and I ran into a lot of problems,
But your guide for going to CFW to a9lh Was great! no issues, and even with the extra steps needed I completed it in a fraction of the time!

Anyway, the update was successful! That means I'm good to go!
I just need to clean up the USA system titles that were left over.
Thanks again for taking the time to help me! :)

Any time :D


Show pending bids in green

Works great!
Tiny suggestion, what do you think about adding it to the Land Color Key table?

we have some space below WINNING :)

I found a bug when deleting pending bids. If you have a pending confirmation on a particular bid and you cancel it using the Pending Confirmation section, the parcel is not removed from the DOM, leaving a pending and a default parcel next to it:

This might be due to the caching we perform on ParcelGrid and might be happening on master right now, but because we don't have a pending status it doesn't show.
I'm investigating.

I added the color key to the table, please review.

Onit

Looks good to me. @NicoSantangelo ready to merge?

Ready...set...merge!


Insert new version of Razor extension

A new version of the Razor extension with support for attaching via the Blazor debugger and a bug fix for the rename issue.

Is the package-lock.json alright? I don't recall it ever being so large, and we didn't change anything fundamental since the last insert (https://github.com/OmniSharp/omnisharp-vscode/pull/3800/files#diff-32607347f8126e6534ebc7ebaec4853d).

Is the package-lock.json alright?

Not all our packages are version locked, meaning if you run npm i or the asset updater (apparently). Package references are re-evaluated and some packages are allowed to roll-forward to a newer version, which can cause large changes.
You may ask, "if packages are allowed to roll-forward, can your builds be deterministic?". On the CI side we install packages from information baked into the lock file, so there is no worry of accidentally taking a higher version than expected.


SDXL1.0 lora training error

File "/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/library/sdxl_original_unet.py", line 1080, in forward
h = torch.cat([h, hs.pop()], dim=1)
RuntimeError: Sizes of tensors must match except in dimension 1. Expected size 58 but got size 57 for tensor number 1 in the list.

whole message:
/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/venv/lib/python3.9/site-packages/torch/utils/checkpoint.py:31: UserWarning: None of the inputs have requires_grad=True. Gradients will be None
warnings.warn("None of the inputs have requires_grad=True. Gradients will be None")
Traceback (most recent call last):
File "/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/./sdxl_train_network.py", line 174, in
trainer.train(args)
File "/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/train_network.py", line 775, in train
noise_pred = self.call_unet(
File "/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/./sdxl_train_network.py", line 154, in call_unet
noise_pred = unet(noisy_latents, timesteps, text_embedding, vector_embedding)
File "/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/venv/lib/python3.9/site-packages/torch/nn/modules/module.py", line 1501, in _call_impl
return forward_call(*args, **kwargs)
File "/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/venv/lib/python3.9/site-packages/accelerate/utils/operations.py", line 521, in forward
return model_forward(*args, **kwargs)
File "/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/venv/lib/python3.9/site-packages/accelerate/utils/operations.py", line 509, in call
return convert_to_fp32(self.model_forward(*args, **kwargs))
File "/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/venv/lib/python3.9/site-packages/torch/amp/autocast_mode.py", line 14, in decorate_autocast
return func(*args, **kwargs)
File "/home/bowen/zhang3/LDM/lora-scripts/sd-scripts/library/sdxl_original_unet.py", line 1080, in forward
h = torch.cat([h, hs.pop()], dim=1)
RuntimeError: Sizes of tensors must match except in dimension 1. Expected size 58 but got size 57 for tensor number 1 in the list.
steps:   0%|

@kohya-ss  thks for replying, the problem is found to be set : bucket_no_upscale=true

after got error ,i setted min_bucket_reso=640 max_bucket_reso=1024  resolution = "640,1024"  and bucket_no_upscale=false ，then it worked


Need output without scaling

Feeding data like this (see below) into prophet produces output that shows data points that are 1000X smaller than the input.  Looking through the examples, it seems like this is consistent/expected behavior (please correct me if I'm wrong).
However, I need a way to get the results of prophet's predictions to be at the same scale as the input.
INPUT foo.csv
ds,y
2017-04-20,7795.123
2017-04-21,7795.151
2017-04-23,7795.206
2017-04-24,7795.207
2017-04-25,7795.223
2017-04-26,7795.283
2017-04-27,7795.295
2017-04-28,7795.348
2017-04-29,7795.350
2017-04-30,7795.364
OUTPUT (attached - please rename to output.csv instead of output.csv.txt)
Dumped via panda library's built in to_csv() method... forecast.to_csv( outfile )
output.csv.txt
It doesn't seem to matter if I'm using input with 10 data points or several hundred, or whether or not I use the sample data in the documentation or my own data.  The output of the forecast and the graphs both show numbers significantly smaller in scale.

Peering into the source code I thought this scaling was happening at the time of fitting (where Prophet package sets self.y_scale)... however it looks like my numbers are actually getting messed up before then.
Before even initializing prophet, my numbers get clobbered here:
df = pd.read_csv( datafile )
print df

           ds         y
0  2017-05-20  8.961254
1  2017-05-21  8.961257
2  2017-05-23  8.961264
3  2017-05-24  8.961264
4  2017-05-25  8.961266
5  2017-05-26  8.961274
6  2017-05-27  8.961276
7  2017-05-28  8.961282
8  2017-05-29  8.961283
9  2017-05-30  8.961284

Why is the pandas library taking my datapoints with y values in the thousands, and converting them to numeric values no larger than 9?
I realize at this point the question may be off-topic, but please preserve it for context -- other people may run into similar questions.  I'll continue to try for finding an answer and report back here if I find it before someone else responds.

Doh!  Because... df['y'] = np.log( df['y'] )


Session cookies

This is great. Although I have a question about session cookies, and please excuse my naivety on the workings of cookies and sessions.
The gem stops the saving of cookies - perfect.
But it also stops the use of session cookies, and I want to save a session cookie to say do not keep showing the message to opt out of the cookie .... Does the EU directive cover session cookies, and should they be allowed?

a whitelist of cookie names sounds good to me


Notify new users when their namespaces name has been altered

Since PR #904, the rules on the user name have been relaxed. That being said, we still have to abide to Docker's naming rules on namespaces. When this is not the case, Portus will automatically alter the namespace name so it fits the requirement. Since this is a bit of an unexpected turn for users, it's a requirement to offer users a way to control the final name of their private namespace. One proposal is the one being explained in this comment. Quoting:

We could even allow users to introduce a name for their personal namespace during signup. This would work for both LDAP and normal users. The workflow would go something like this:

User signs up (or signs in for the first time if LDAP)
Portus realizes that the namespace name has to be altered or that it clashes with an existing one.
The user is presented with a form in which they can change the name of their personal namespace (with a JS helper telling them whether the name clashes or not).
The user proceeds and signs up successfully.

This is not so different to what we do when the email could not be guessed in LDAP.

This has already been implemented.


Feature/updated revocation data downloader

This update fixes a problem with the previous default HTTP get and post implementations. The new default CRL data downloader accepts all certificates and implements timeouts correctly.

We need to publish a new version 1.1.1 based on this update.


brute force solution that took me a while. I see some things happening with exponents but haven't figured out the pattern yet.

Language
What language was used for the solution?
Javascript
Challenge
What is the name of the challenge being completed?
Search Party

This is some great work! I'm going to close this just because we don't accept solutions before the Tuesday meeting. Your preparation will pay off, however!


Feat daniel ui2

PR needs rebase.

Instructions for interacting with me using PR comments are available here.  If you have questions or suggestions related to my behavior, please file an issue against the kubernetes-sigs/prow repository.


Ad requests failing? AdMob seems to always win over other ad networks, any sort of floor cap fails, etc.

^ This seems really weird to me. Why do so many requests fail?
Also, setting any kind of eCPM floor cap, even something really low like $0.40, seems to blank all of my ads (blank spots all over my app cause it can't get an ad).
So confused.

Needed to add the SDKs and mediation adapters

@booboothefool did you able to finish the setup? It happens to me as well, all requests couldn't return ad impressions.

Hi @booboothefool ! Did you finally find a solution? I have the same issue...


Feature request:  support for nested classes.

This issue was originally filed by<EMAIL_ADDRESS>
It would be nice if we can introduce classes local to a given enclosing class.
class Outer {
  void doSomething() {
    var inner = new Inner();
  }
  class _Inner {

  }
}

This allows define class that is invisible outside of the Outer class scope.
I understand that this feature requires more investigation. As for me it has a limited power if a class is not the first class object (or a class could be a class member like fields or methods).

It quite often the case that an enum has a very strong relation to a class - because of this missing feature I can't write "inner-enums" - annoying.

You can make the enum library-private. Not the same of course, but quite close.

Thanks - I know. But this:
class MyCoolClass {
    enum Props { HOT, NEW, COOL }
    ...
}
...
switch(props) {
    case MyCoolClass.Props.HOT:
    break;
    ...
}

is what I want.
I know - in Java its a bit problematic if the inner class is not static - C++ does it right. Dart should have a similar thing.

I got it that you want that. The question is if it's worth to complicate the language for that.
What's the advantage of having it inside the class instead of outside, that makes it worth to make the language more complex?
I'm not arguing against it. Just curious what you think would be the big advantage.

I think it's just for the communications/maintainability scalability of a systems engineering language.
Referring to say network.get(..., cache: Network.CachingStrategy.A) (which is a public API) is cleaner than having a NetworkCachingStrategy global class/enum lying around all the time.

I would agree. One thing I would say as well, is that I think very rarely should dart files define multiple classes.
Usually when I do see it I don't disagree with the structuring of the code, but I do find it hard to use the resulting api.
import 'something.dart';

...
  var something = new Something();
  something.use(new UsedBySomething());
  new FinalizesSomethings.finalize(something);

There's no easy autocomplete for "what does the something package expose again?" Its also hard when reusing this code elsewhere, to figure out which import brings in which classes.
You could do prefixed imports, but now you've either got the tedious something.Something or you've got the cryptic smt.Something. Oh and you can no longer use smt or something as variables when you do this.
I think it would be a nice improvement if we only ever defined one class in a dart file, and relied on inner classes where they are so related that they deserve to be in the same file.
  var something = new Something();
  something.use(new Something.UsesThis());
  new Something.Finalizer(something)

You may also not be surprised to hear that I think this is less of an issue when the classes are named CommonFoo rather than FooCommon since that's basically what my new code is, just with an extra dot. But its pretty common that these things don't match up perfectly. And even then, you never know when "SomethingFinalizer" is in "something.dart" or "something_finalizer.dart".
Obviously there's a conflict here with the syntax, as Finalizer could be the name of a constructor on Something rather than a class on Something. Probably would be a ton of work to solve.
Overall my opinion is that it would be a small but appreciable win for dart.

I should make it clear that we would NOT do this the way it was done in the Java programming language.

@gbracha In what way would you do it differently in Dart?

(PS: Gilad is not in the Dart team at this point, he went on to pursue new adventures elsewhere.)
I think this is the right place to gather arguments for or against adding class nesting (static or otherwise) to Dart, but also that there is relatively modest support for the idea at this point.

@eernstg Do you have any idea what Gilad meant about doing it differently than Java?

@eernstg Maybe like Kotlin - where an inner class is always static (Doesn't have a reference to it's outer class) except it is marked with the "inner" keyword
https://kotlinlang.org/docs/reference/nested-classes.html

Gilad's Newspeak includes nested classes, and they are related to the general nesting in BETA and gbeta (of patterns, which is a general concept that includes classes and a lot of other things in one language mechanism), and those languages all make nested classes members in a way that resembles methods (in particular, a nested class is subject to late binding). That's a rather powerful concept, aka virtual classes or virtual patterns, and — who knows — that might have been on his mind when he said ''we would NOT do this [like in Java]".
On the other hand, static inner classes are even less powerful than Java inner classes, they provide nothing else than scoping (that is, certain things will have shorter names in some contexts). So I doubt it was that.
In any case, virtual classes in Dart would be such a huge generalization (of many things, including the type system), so we won't get that in any reasonable amount of time.  ;-)

Yea I was trying to build a JSON to object mapping library but got stuck in this issue.

I want Enums as sub-types of classes for more code clarity.

In java I always enclose the http request like this.
doGet(String requestUrl, DioRequestCallback callback) async {     Response getResponse = await dioInstance.get(requestUrl);     print(getResponse.statusCode);   }
If the inner class not work,I might write the request in many places.And I cant custom to handle server response code in one place.

In java I always enclose the http request like this.
doGet(String requestUrl, DioRequestCallback callback) async { Response getResponse = await dioInstance.get(requestUrl); print(getResponse.statusCode); }
If the inner class not work,I might write the request in many places.And I cant custom to handle server response code in one place.

I find a way to resolve that.
  doGet(       {String requestUrl,       successCallback(int statusCode),       errorCallback(int statusCode)}) async {     Response getResponse = await dioInstance.get(requestUrl);     print(getResponse.statusCode);   }
use  function as  param.

Without it, there is no way for nesting necessary listeners inside appropriate class and nesting Builder class in the builder design pattern. Any updates?

I want to use builder design pattern.Nested classes is necessary.

Since everybody knows about it, I don't want to talk any more！！！！！！！！！！！！！！！

Since everybody knows about it, I don't want to talk any more！

However, this feature never made it to the top of the list. It is my impression that the main reason is that it causes Dart software to become more complex, especially syntactically (because it could push Dart software in the direction of having a lot of huge, nested {...} blocks). Conversely, the case for having it has not been made in a sufficiently compelling manner.
In particular, it would be convenient that the names of certain entities can be abbreviated (e.g., calling a static method named m from inside a class C could use m() whereas any location outside C would have to use C.m()), so that could be an argument in favor of static nested classes or dynamic nested classes (like Java's inner classes). But static nested classes can be rewritten to top-level classes by using the class prefix C. as needed. Similarly, dynamic nested classes can be rewritten to top-level classes where a certain member, let's call it outer, is a reference to the (emulated) enclosing instance of C.
Access to an emulated nested class would be different (for clients using them as type annotations, or creating new instances of them). But having rewritten a given nested class to a top-level class, it is certainly possible to use that top-level class as a type annotation, or to create instances of it (passing a reference to the emulated enclosing object in a constructor), and I don't see how this would not be a complete and faithful emulation.
@mpowloka wrote:

Without it, there is no way for nesting necessary listeners
inside the appropriate class and nesting Builder class in
the builder design pattern

Maybe you could give an example, and then we could explore approaches where the nesting is emulated and see how inconvenient it is?

At least would be nice to have enum inside classes. Is very intuitive to have enums related in the same place.

The idea of nested classes is very familiar to us (see. e.g., Beta, Newspeak). To avoid any misunderstandings, I should make it clear that we would NOT do this the way it was done in the Java programming language. Whether this will happen in Dart is an open question.
Set owner to @gbracha.
Added this to the Later milestone.
Added Accepted label.

I don't understand, why you made this point as something Java related? Do you really understand context of having nested classes?
Let's add nested classes in way it works in Python, C++, C#, Scala. As simple as that. And should nothing to do with language here. Having nested classes makes you object looks clear and transparent, when it comes to have composition of nested private Objects.

@eernstg

Maybe you could give an example, and then we could explore approaches where the nesting is
emulated and see how inconvenient it is?

Sure. I think by that statement @mpowloka meant having inner object to hide visibility inside class.

For ex. Having callback OnTapListener is very intuitive to have inside GeastureController.  Furthermore if all the handling performs inside controller only.
For ex. it's having Builder classes for of it is objects. When you cannot directly create something with simply Abs and instead should use Abs.Builder class to instantiate an Object.
Ex. We have container class AdvancedMap and inner node object should nothing to do outside. And AdvancedMap it's composition of inner objects AdvancedMap.Node.

And I can continue this list. Again. It's not about, how we can accomplish this with Dart. It's question about transparency, dependency tree, clarity of a Classes.
@eernstg

However, this feature never made it to the top of the list. It is my impression that the main reason is that it causes Dart software to become more complex.

Why we don't have this issue for hounders of other languages. But for your cases we will? Because of what? Implementation? But in this way we can criticize everything.  I never seen language issue caused by inner Classes so far. And even your example is about implementation. And should nothing to do with out points above.

@GensaGames wrote:

hide visibility inside class

I see a complexity based argument here: It makes sense for OnTapListener to be nested inside GestureController, because a reader of the code won't have to worry about understanding OnTapListener unless GestureController is of interest. This is conceptual and I think this is a very important area. However, I also think that there's a delicate balance here: It may be easier to understand a library with 20 classes if we only have 5 classes at the top level, and the rest are nested in one these top level classes. But if that means that a given class is a 500 line construct rather than a 100 line construct then maybe the net effect isn't obviously a readability improvement, especially if we have class-in-class-in-class and so on, and if scope rules have a bunch of new exceptions (because a static nested class cannot access declarations in enclosing scopes if they are instance members or type variables).
We also have a namespace management argument: A nested class Builder can have a simple name because it's denoted as Abs.Builder and hence it doesn't clash with other things named Builder, and similarly for AdvancedMap.Node. We could actually get this effect simply by allowing top level declarations to have names of the form <identifier> '.' <identifier>.
The third argument that we've had on the table earlier is "access to a nested entity is more concise when it is in scope"; so AdvancedMap.Node could be denoted by Node inside AdvancedMap, which is convenient and readable in that context.
So we certainly have arguments in favor of nested declarations, along with some counter-arguments, but this doesn't really illustrate any technical reasons for why the nested definitions would enable us to simplify a concrete example.

Implementation?

The implementation is not an issue. Nested classes in Java (static and inner) were implemented many years ago as a relatively straightforward program transformation, and we can certainly use the same techniques in Dart. The question is whether it's a good feature to have for developers who need to create and maintain high quality software in Dart, and for me the picture looks somewhat mixed.

@eernstg

(static and inner) were implemented many years ago as a relatively straightforward program transformation, and we can certainly use the same techniques in Dart.

I don't understand why Java really should have context here. We can talk about nested classes inside every other language (React, Python, TS, basically most of them). And talking aside our subjective discussion respective - there is no issue at all using them.

@eernstg ,
Maybe we can choose democratic way. Aside of your opinions we can create poll, where all contributors will vote, based on their experience. And finally resolve this question?

We can't promise a specific procedure, but an issue like this one with a lot of :+1:'s is taken seriously. At the same time, language change do take time (e.g., #22 is the big thing we're doing right now).

this is the exact problem we faced as android developers back when i was using kotlin and android-studio instead of flutter. at first android team was working hard but then they got lazy and stuff which lead them to hack the problems instead of solving them. which lead to the creation of abominations like Android Support library which was a total hack

I just want to add another case where nested classes are useful. Constants that are subdivided into categories.
For example:
int errorCode = HttpStatusCodes.ClientError.forbidden;

Will this ever happen? I have a case where I have a TranslationLocalizations class and I would like to group my translation string inside this class by categories. Inner classes would help with this a lot

Dart is already in v2.8 and still cannot do any nested classes. Today, this feature is kind of basic as doing class extension...
Can you guys at least move it at the top of your list!

If I'm not too late to the party, I have an approach(workaround) for inner/nested class:
class AppConstants {
  static const _Style Style = const _Style();
  static const _URL Url = const _URL();
}

class _Style {
  const _Style();
  final EdgeInsetsGeometry buttonPadding = const EdgeInsets.all(10.0);
}

class _URL {
  const _URL();
  final String game = 'https://example.com';
}

main() {
  var myStyleToUse = AppConstants.Style.buttonPadding;
}

I would really like the know the downsides of this though, if anyone can figure out. :beers:

I like your idea @arnold-parge. There're 2 downsides I can see at the moment:

You have to write more code 😅 .
It's violating the naming convention for constant identifiers, which should be following lowerCamelCase. You can find the convention here.

Happy coding. 🍻

@leafpetersen @munificent @lrhn – this should be a language issue?


Fast safe stringify has new default limits

Hi,
The fast-safe-stringify guys just have released new version 2.1.0 which has new default limits in the stringify method: https://github.com/davidmarkclements/fast-safe-stringify/compare/v2.0.8...v2.1.0#diff-e727e4bdf3657fd1d798edcd6b099d6e092f8573cba266154583a746bba0f346R22
Since you're not providing any limits in the Request.end method, the newly introduced ones are messing bigger payloads... Any chance to lock fast-safe-stringify to v2.0.8?

fast-safe-stringify guys released a fix in version 2.1.1


Use age-based strategy to clean local build cache

https://builds.gradle.org/viewQueued.html?itemId=10026870

Build: https://builds.gradle.org/viewQueued.html?itemId=10037208


Option to switch order and bold/italic to Position and Company fields

First of all thanks a lot for the great project!
When adding a new entry in the Experience section of my cv I usually prefer to put more emphasis on the role I have than on the name of the company, as it is on the moderncv theme (Position field first and in bold, Company field second).

The other themes work the other way around, so if I want to use the classic theme I have to switch the values of the Position and Company fields to get the same result:

instead of the original setting:

I feel like it would be nice to have an option to simply choose the order of the two fields and have it consistent when one switches theme.

Thank you for the compliment and the idea!
I agree; it would be nice to have this feature. I have an idea about how to approach this and will implement it in the next releases. I will comment on this issue again when I decide how this feature will look on the user side.
And for now, as a quick solution, you could use NormalEntry and in the name field, type the company and position manually with Markdown syntax.

I agree; it would be nice to have this feature. I have an idea about how to approach this and will implement it in the next releases. I will comment on this issue again when I decide how this feature will look on the user side.

Nice, thank you for taking it into consideration. Let me know if you need any help on that, I'd be glad to work on it.

Thank you! When it's clear how to approach this, I will let you know.

Oh, sorry, after thinking about it, I realized there might be a very great way of doing this, which might make RenderCV a lot more powerful.
If you are willing to implement it, that would be greatly appreciated.
Here is what's on my mind:
Each theme of RenderCV is actually a folder with these files:
├── classic
│   ├── Preamble.j2.tex
│   ├── Header.j2.tex
│   ├── EducationEntry.j2.tex
│   ├── ExperienceEntry.j2.tex
│   ├── NormalEntry.j2.tex
│   ├── OneLineEntry.j2.tex
│   ├── PublicationEntry.j2.tex
│   ├── TextEntry.j2.tex
│   ├── SectionBeginning.j2.tex
│   └── SectionEnding.j2.tex

Each file corresponds to either a RenderCV entry type or a specific part of the $\LaTeX$ CV code. So, let's say you would like to see the position field before the company field in the ExperienceEntry type. Then, you would need a different ExperienceEntry.j2.tex file. For cases like this:
A user should be able to create this folder next to the RenderCV input file.
├── classic
│   └── ExperienceEntry.j2.tex
└── Your_Full_Name_CV.yaml

Then RenderCV should assume: "User provided the classic theme's ExperienceEntry.j2.tex file, so I should overwrite the default experience entry with this one".
This feature would make RenderCV an actual $\LaTeX$ CV framework. Also, it should be very straightforward to implement.

Yes, that's what's currently used on Hugo's papermod theme and also on material mkdocs.
I also find that papermod plays a lot on this and it brings a real plus in terms of customisation compared to other themes which are quite limited.
As for the implementation, I'll leave that up to you 🫡
I've switched back to overleaf for the moment because I use latexlua to have certain things a bit different (compilation date and time with TZ UTC+1, .latexmkrc and above all fontspec which is much simpler).
But the idea is very good

Hello, everyone; it turns out the current code base already has this feature. I accidentally implemented it for custom themes. You can override the themes as discussed above. Also, @c2tz, you can now run lualatex with rendercv==1.6.

Hello, everyone; it turns out the current code base already has this feature. I accidentally implemented it for custom themes. You can override the themes as discussed above. Also, @c2tz, you can now run lualatex with rendercv==1.6.

Super cool, I'll be testing this soon

Thanks for the great package! I just wanted to mention that the nice mechanism for customizing the templates mentioned here doesn't work on Windows. I assume because of the backslashes in the paths.

Thanks for the great package! I just wanted to mention that the nice mechanism for customizing the templates mentioned here doesn't work on Windows. I assume because of the backslashes in the paths.

Thank you! That's strange. RenderCV is being tested on Windows. Are you sure the files are in the right place (see docs)? I will test it manually soon.

I tried it again and now it works. Sorry for bothering you and thanks so much for the quick response!


feat(icons): added map-plus icon

What is the purpose of this pull request?

[x] New Icon

Description
Added new map-plus icon.
Icon use case

Create a new trip in a planner or mapping app
Create a new collection of locations
Add a new destination to an existing trip or itinerary
Add a new collaborative map for sharing with others
Start mapping a new area for navigation or exploration

Alternative icon designs

Icon Design Checklist
Concept

[x] I have provided valid use cases for each icon.
[x] I have not added any a brand or logo icon.
[x] I have not used any hate symbols.
[x] I have not included any religious or political imagery.

Author, credits & license

[ ] The icons are solely my own creation.
[ ] The icons were originally created in # by @colebemis
[x] I've based them on the following Lucide icons: map
[ ] I've based them on the following design:

Naming

[x] I've read and followed the naming conventions
[x] I've named icons by what they are rather than their use case.
[x] I've provided meta JSON files in icons/[iconName].json.

Design

[x] I've read and followed the icon design guidelines
[x] I've made sure that the icons look sharp on low DPI displays.
[x] I've made sure that the icons look consistent with the icon set in size, optical volume and density.
[x] I've made sure that the icons are visually centered.
[x] I've correctly optimized all icons to three points of precision.

Before Submitting

[x] I've read the Contribution Guidelines.
[x] I've checked if there was an existing PR that solves the same issue.

This is my first PR to Lucide. My apologies if there is anything I've missed.

@jguddas: Looking at map, I'm wondering if maybe we should update it to have grid aligned corners as such:
Open lucide studio
(This is just a rough draft drawn by hand, the tangents are not perfect, buy you get the picture.)


[edn] Allow hyphen (-) in symbol and keyword names

Names such as :foo-bar and :foo-bar/baz-boz are legal Clojure (and EDN).  I assume this is just an oversight.
The code that needs to be changed is at https://github.com/mozilla/mentat/blob/rust/edn/src/edn.rustpeg#L87; see the more permissive code at https://github.com/mozilla/mentat/blob/rust/edn/src/edn.rustpeg#L78 for suggestions on how to expand this.
The proposed grammar at https://github.com/edn-format/edn/issues/56 may be authoritative here.

While we're here, it appears that :foo_bar is incorrectly parsed as edn::value::PlainSymbol(edn::symbols::PlainSymbol("_datoms")).  Let's fix this while we're in the neighbourhood.

@ncalexan What should :foo_bar be parsed as? Keyword?

Yes. And :foo_bar/baz is a NamespacedKeyword.


When invoking, remember last selection per file

When I run wsk action invoke, it would be nice if it could remember the action I selected last time for a particular file.
I know we've spoken in Slack about being able to 'auto update' on file save and needing a way to associate file X with action Y, but for now, a simple in memory object storing filename/action would be cool.
(This is assuming the list ui Code presents allows you to pre-select.)

Closing as project is being archived.


Apply recycle alloc

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 89.95%. Comparing base (cde1662) to head (8b7816f).

Additional details and impacted files

@@           Coverage Diff           @@
##             main     #182   +/-   ##
=======================================
  Coverage   89.94%   89.95%
=======================================
  Files          97       97
  Lines       10802    10801    -1
=======================================
  Hits         9716     9716
+ Misses       1086     1085    -1

Files
Coverage Δ

include/async_mqtt/stream.hpp
84.88% <100.00%> (+0.25%)
:arrow_up:

include/async_mqtt/util/shared_ptr_array.hpp
100.00% <100.00%> (ø)

No siginificant performance improvement is observed.
Pending.


Change Headers on API requests

Hi,
Now that the error-handling is solved I've noticed the Helium API dosent like python-requests without user-agent in headers and is recently only responding with HTTP error 429:
>>> import requests
>>> HELIUM_MINER_HEIGHT_URL = 'https://api.helium.io/v1/blocks/height'
>>> result = requests.get(HELIUM_MINER_HEIGHT_URL, timeout=5)
>>> result
<Response [429]>

I believe that is why the hotspots are showing an error right now, while the API is up and stable:

Adding any different user-agent header to the request seems to solve the issue:
>>> headers = {'user-agent': 'Mozilla/5.0 (X11; U; Linux i686; it; rv:<IP_ADDRESS>) Gecko/2009042513 Ubuntu/8.04 (hardy) Firefox/3.0.10',}
>>> result = requests.get(HELIUM_MINER_HEIGHT_URL, headers=headers, timeout=5)
>>> result
<Response [200]>
>>> result.json()['data']['height']
1103908

Here:
https://github.com/NebraLtd/hm-diag/blob/b1210ec87ab347d2a1ae8fe358b30fbf33bcb317/hw_diag/utilities/blockchain.py#L18-L19

Nice find @lance36

@SebastianMaj FYI we shouldn't close issues until they've reached production.


Doesn't get updates for YouTube

When I upload a new video(and waiting 5 Minutes) I don't get the data consoled.log
My application makes API Requests
const Yth = require("ythnotify")
const yth = new Yth.Client({
	youtube: {
	  token: "my API Key",
	  youtubers: ["https://www.youtube.com/channel/UCl-aCdCwHM8wQolnfQGJ22w", "https://www.youtube.com/channel/UCghanxBnV0kJMLbD6EtZ43Q"],
	},
	twitch: {
	  secreat: "My API secret",
	  clientid: "The ClientID",
	  streamers: ["https://www.twitch.tv/thedannicraft"],
	},
	interval: 60,
  })

yth.on("YoutubeUpload", (data) => {
	console.log("New video detected! \n" + data)
})

yth.on("TwitchStreaming", (data) => {
	console.log("Start streaming! \n" + data)
})

This is a method of detecting newly uploaded videos through YouTube RSS feed.
Therefore, it can take quite a while for YouTube RSS feed to be updated and deliver the event.


Save with multiple primary keys

What version of Go are you using (go version)?
go1.9.2
Which database and its version are you using?
MySQL, SQLite, etc.
Please provide a complete runnable program to reproduce your issue. IMPORTANT
The order of primary keys matter Save's behaviors and may cause errors. The reason may be as follows.
When we have multiple primary keys and the first primary key defined in struct is int with default 0 or other type with "blank" value, even other primary keys are not "blank", scope.PrimaryKeyZero() will fail and Save will fall back to Create. And then, it can trigger the duplicated key error.
package main

import (
	"fmt"
	"github.com/jinzhu/gorm"
	_ "github.com/jinzhu/gorm/dialects/sqlite"
)

type Dummy struct {
	Foo    int    `gorm:"primary_key" sql:"TYPE:int not null default 0"`
	Bar    string `gorm:"primary_key"`
	Foobar string
}

func main() {
	db, err := gorm.Open("sqlite3", "test.db")
	if err != nil {
		panic("failed to connect database")
	}
	defer db.Close()
	db.CreateTable(&Dummy{})

	db.Save(&Dummy{Foo: 0, Bar: "id-xxx", Foobar: "init"})
	var init Dummy
	db.First(&init, "bar = ?", "id-xxx")
	fmt.Printf("%+v\n", init)

	db.Save(&Dummy{Foo: 0, Bar: "id-xxx", Foobar: "updated"})
	var updated Dummy
	db.First(&updated, "bar = ?", "id-xxx")
	fmt.Printf("%+v\n", updated)

	db.DropTable(&Dummy{})
}

Hi @azrle
Thank you for your report, but I think it might be better to don't allow to use zero value as primary key, or it will cause many other issues when querying and updating...
Iif you still want to use 0 as the default value, you might want to use NullInt64 or *int as primary key's type, like:
type Dummy struct {
	Foo    *int    `gorm:"primary_key" sql:"TYPE:int not null default 0"`
	Bar    string `gorm:"primary_key"`
	Foobar string
}

Thank you.


Cleanup segmentation.py

Codecov Report

Merging #334 into master will increase coverage by 0.01%.
The diff coverage is 97.67%.

@@            Coverage Diff            @@
##           master    #334      +/-   ##
=========================================
+ Coverage   94.59%   94.6%   +0.01%
=========================================
  Files          32      32
  Lines        9711    9560     -151
=========================================
- Hits         9186    9044     -142
+ Misses        525     516       -9


Sending attachments with the HTTP API

I was looking for a way to send attachments using postal's HTTP API, which is documented here, but I couldn't find any in depth information on the attachments key in the request's JSON body.
How exactly do you send files as attachments using that array? Can you provide an example request in the documentation?

great question, the docs should be updated but I'm not sure how that needs to happen in moonrope.
The answer is each attachment should be represented as an array containing the files name, mime type, and base64 encoded contents.
Here is the code from the PHP library:
https://github.com/krystal/postal-php/blob/cddd9c5f34ec5234ccfcd9ce9193f7327802c2a6/src/SendMessage.php#L75-L84

Yep, that works! Thanks for the quick reply :)

I think we should leave this open as something to be resolved.

The new API (which will be powered by a new API framework) will be able to address this because its documentation generation capabilities are far better than Moonropes.


Use LINEAR interpolation when sampling anims

Not sure why this ever used STEP :)
With LINEAR you can get decent result with sampling every few frames (e.g. 3-4 depending on your animation), instead of the chunky result you will get with STEP

Sample file, with sampling every 4 frames:
anim_sampling.zip
Tried capturing the difference in gifs
STEP:

LINEAR:

@UX3D-becher OK, I understand the issue, but for end user this really should be handled automatically. I'll try to see how difficult it is to handle the case with only 1 keyframe.
Having to manually bake anims is a complication of the workflow, and also to some extend makes the export process less 'non-destructive'.

@UX3D-becher something like this should do it 92c50f7d32f34ebf891c9bb90d4a566e2b010a54

@UX3D-becher I find that reasoning a little odd.  Wouldn't it be better to file bug reports against engines that can't handle an individual linear keyframe?
I guess having a workaround here doesn't hurt much, but thus far the pattern has been to insist on filing issues and fixing problems rather than bending the format spec to accommodate bugs.

Fixes #369

Agreed that LINEAR interpolation should be used for baking whenever possible. Engines are not rendering at 24-30 fps, which the keyframes usually are. Whether single-keyframe tracks should use STEP or LINEAR I'm not sure.

Hm, but this will go to STEP for all channels, if any channel has a single keyframe? I might prefer LINEAR in that case...

Ouch.  Would definitely prefer LINEAR in that case.

I am all for always using LINEAR and would consider it a weird edge case / bug if engines don't handle it correctly. So I can easily revert last commit if we agree on this? Or try to add further detection of single channel (won't there always be 3 or 4 together?) Anyway this PR improves behavior in most common cases (more then 1 key), so can also be merged as is and we can further tackle the single key/STEP issue in separate PR

After thinking/testing this some more:
I believe the best option is to use LINEAR if any of the channels in a sampler has more than 1 keyframe,
since loc/scale/rot will get each their sampler and glTF will batch together each subcomponent, i.e. glTF doesn't support having different interpolation (or number of keys) for e.g. loc.x and loc.y anyway.
If anyone can come up with a case where this would break - speak up 😄
Otherwise I think it is good to go now

Any objections @UX3D-becher @donmccurdy ?

Sounds good to me. I could imagine CUBICSPLINE causing problems with a single keyframe, but STEP and LINEAR seem completely reasonable. If there's a bug in e.g. threejs we can certainly fix those.


(#107) YUM update puppet task support

Pull Request (PR) description
This adds a puppet task called yum that allows to run a yum update or
upgrade through bolt.
It also has a quiet parameter to run without output.
This Pull Request (PR) fixes the following issues
Fixes #107

It seems the first 3 tests hit issue bundler/bundler#6629 .
The 4th one needs fixing on my end.

Hi, thanks for the PR! Can you please rebase against our latest master after https://github.com/voxpupuli/puppet-yum/pull/109 got merged? That should fix the travis failures.

All green ! Thanks.

Thanks!


s3Client settings validation

Hello,
I've planned to use the "default" approach with configuring AWS
http://docs.aws.amazon.com/aws-sdk-php/guide/latest/quick-start.html#client-factory-method
they, basically, say that most of the options are "optional" or "replaceable".
but in \Codesleeve\Stapler\Validator->validateS3Options there are those checks.. that stop me from using key=null,secret=null. and, actually, they are not that much needed, if these keys are read from the environment. and if i already have a default AWS Instance.
i was thinking about using 's3_client_config' => null, to use the default config.
i think S3Client will throw an error if it was mis-configured. but stapler adds an additional level of validation.. so i must say: "These options will be NOT passed directly" but "validated and passed".
Is it possible to remove those validators?
or update them to the proper AWS implemented version?
any other ideas?

Yeah,  think we can remove those validation checks.  When I first wrote the S3 driver I had no idea you could even store your instance profile credentials like that (via AWS IAM).  I'll see if about getting those removed.  If you want to PR it you're more than welcome to.

Also noting that the key and secret have moved into a credentials array for 3.0.x of S3.
This is an annoyance now.


Class private members accessible from outside with brackets notation

I'm concerned about private members being "legally" accessible from outside the class, since it could lead people to believe it's an acceptable way for doing it in production code.
Currently, my team believes this is an acceptable way for unit testing code.
This approach even detects the correct private member's type, so it's not a workaround to access the raw members through upcast to any...
TypeScript Version:  2.4
Code
class Test {
    constructor(private _x: number) { }
    getValue(): number { return this._x; }
}
let t = new Test(10);
t["_x"] = -6;

Expected behavior:
Compiler error: "Property '_x' is private and only accessible within the class 'Test'".
Actual behavior:
No errors.

The string index notation has been an escape hatch to allow users to get hold of the private members, e.g. to use them in unit tests, etc.. it is a slightly more type safe alternative to (t as any).x.
Our experience shows that users do not stumble into this by mistake.

Ok, I understand.
Can we have at least a compiler option to disallow this? I'd like to force this pattern to thrown a compiler error in my codebase.

Allowing it in UTs instead of casting to any is actually a good thing, and I agree this semantic is a good thing (even if I would have defined a specific different syntax for it, like a built in mapped type for exposing private fields).
But there are so many ways people could put that syntax by mistake in production code... the simplest one I could think of is people copying/pasting snippets from UT/somewhere-else without double checking what exactly they are pasting.
I'm not going to discuss philosophical topics about human behaviors, I would just feel more safe if that syntax can be disallowed by a compiler option.
Thanks.

Automatically closing this issue for housekeeping purposes. The issue labels indicate that it is unactionable at the moment or has already been addressed.

IMO there are so many holes already because of JS's nature this is a piddly one. And the reason its not done is that it would require either:

Static checking of string literals which could be easily bypassed by using an intermediary variable.

Run time code, which would bloat things for little benefit.

tslint can detect this (not private though, but any access) and issue an error. However it too can be bypassed by using an intermediary vale.

I'm not worried about holes... I'm perfectly fine that stuff like (o).privateMember exist, because the code itself makes very clear it's a workaround not acceptable in production.
But if stuff like o["privateMember"] is allowed and even correctly typed, then someone could think it's an acceptable way to write code for production.
I understand reasons why that syntax should stay allowed, but I honestly don't understand how can someone refuse to understand that people would like to disable it with a compiler option.
@czhower , I'm not afraid of #1 because it would return a value of type any.
And #2 of course is not an acceptable solution.

As this just came up in Discord, private class fields was implemented in JavaScript and then added to TypeScript in 3.8 - https://www.typescriptlang.org/play?#example/private-class-fields


Upgrade Kubernetes cluster that hosts SCS container registry

As a container registry operator, I want to initiate an upgrade to the latest R5 version of the SCS KaaS Kubernetes cluster that hosts the SCS Harbor container registry. This upgrade should ensure that the SCS Harbor container registry operates on top of the R5 SCS KaaS Kubernetes cluster, incorporating new features and, importantly, security fixes.

Kubernetes cluster that hosts SCS container registry has been successfully upgraded to the R5


Add ExpectOk to a few tests

I think these have failed before with errors like "header not found",
when really the request entirely failed so its a bit misleading?
Maybe we should also consider always validating OK unless explicitly
told not to as well? but that would be a much larger change
[ ] Configuration Infrastructure
[ ] Docs
[ ] Installation
[ ] Networking
[ ] Performance and Scalability
[ ] Policies and Telemetry
[ ] Security
[ ] Test and Release
[ ] User Experience
[ ] Developer Infrastructure
Pull Request Attributes
Please check any characteristics that apply to this pull request.
[ ] Does not have any changes that may affect Istio users.

Maybe we should also consider always validating OK unless explicitly
told not to as well? but that would be a much larger change

I'm not sure how we'd fit that in the way it's written currently. And would have to be able to detect if ExpectCode is passed, but since that gives a new func there isn't any identity to check against and cancel out the ExpectOk.


[Bug]: App Crashes after clicking on Explore in bottom Navigation

Summary
App Crashes after clicking on "Explore" in the bottom Navigation Bar
Steps to reproduce

Open App
Click on the "Explore" Navigation Item

Expected behaviour
Explore Tab Opens
Actual behaviour
App Crashes
Device name
Xaomi 11 Lite NE
Android version
13
Commons app version
4.2.1-debug-main
Device logs
No response
Screen-shots
https://github.com/commons-app/apps-android-commons/assets/126143257/d78f2eae-51f0-4022-ad99-70d58ce48c09
Would you like to work on the issue?
Yes

Seems like the Issue arose due to one of the recent commits, performing git bisect to find out more

Hey @shashankiitbhu, I think it is caused by https://github.com/commons-app/apps-android-commons/pull/5546/files#diff-c3e9d0acd2bc44a047fc23500518a5914f2b129d9e79de699cbe42802734cd9b
Hopefully code seems good to me, idk what is causing an issue.
Changing the code in PageableMediaFragment.kt helped me fix crashing but the screen keeps on loading. Can you please look into it.
override fun onCreateView(
        inflater: LayoutInflater,
        container: ViewGroup?,
        savedInstanceState: Bundle?
    ): View {
        super.onCreateView(inflater, container, savedInstanceState) // Add this line
        _binding = FragmentSearchPaginatedBinding.inflate(inflater, container, false)
        return binding.root
    }

https://github.com/commons-app/apps-android-commons/assets/114223204/e04fbbcf-9aa3-4c73-beec-671650c22657

Hi @kanahia1 thanks for taking the time on this , I already found out that it was caused by #5546 yesterday (as I mentioned this in the duplicate closed issue) ,I am currently fixing this, what I have understand till now is that this issue was caused particularly due to binding not loading (in BasePagerFragment ) , will give an update soon on this one, thanks 👍

@kanahia1

Changing the code in PageableMediaFragment.kt helped me fix crashing but the screen keeps on loading. Can you please look into it.

That is not fixing the issue , it's just calling the onCreateView() of superclass (BasePagingFragment in this case) which is not really needed here , it is merely escaping the issue (the core problem with binding still remains ).
This same result can be achieved by shifting the code below from onViewCreated() to onCreateView() like below:
binding.paginatedSearchResultsList.apply {
            layoutManager = GridLayoutManager(context, if (isPortrait) 1 else 2)
            adapter = mergeAdapter
        }
        injectedPresenter.listFooterData.observe(
            viewLifecycleOwner,
            Observer(loadingAdapter::submitList)
        )

These changes are not fixing the core problem which is with binding.
I am working on fixing that and will update soon

Changing the code in PageableMediaFragment.kt helped me fix crashing but the screen keeps on loading. Can you please look into it.

@kanahia1 That is not fixing the issue, it's just calling the onCreateView() of the superclass (BasePagingFragment in this case) which is not really needed here, it is merely escaping the issue (the core problem with binding still remains ). That Same result can be achieved in other ways too but that won't fix the issue at all, which is with the binding. Our goal here is not find stop the crashing but to fix the core problem with the binding so that compose binding migration is successful.
I am pretty close to fixing the issue and have come to a possible solution, I will be adding a PR soon regarding this, thanks 👍🏼

Ah!, I got it
Best of luck @shashankiitbhu

@nicolas-raoul Please Review the above PR and merge so that this crucial Crash can be resolved soon, thanks


Can't use numbers in Oni menus

If I use numbers in an Oni menu, there is an error, which causes all of Oni to crash.
Its due to the highlighting expecting a string, and instead receiving a number and calling split on that.
I've got a PR (and attempted some React tests @Akin909!) ready to fix this first bit, but does it make more sense to just set the non-string object to "" or attempt a .toString()? Feels like we should assume they give a string, and fail otherwise, since attempting to stringify could leave us in a bad state if we get an object.
Second issue here I guess is potentially why a .split("") manages to take out the entire UI.
Example:
var makeTestMenu = function () {
        var testMenu = oni.menu.create();
        var menuItems = [
            {
                icon: "window-restore",
                detail: 2,
                label: 1
            },
            {
                icon: "window-restore",
                detail: 2,
                label: 2
            }
        ];
        testMenu.show();
        testMenu.setItems(menuItems);
        testMenu.onItemSelected.subscribe(function (menuItem) {
            if (menuItem) {
                console.log(menuItem.detail);
            }
        });
    };
    oni.input.bind("<s-c-x>", makeTestMenu);

@CrossR 👍cool re react test it'd be excellent to get more in the ones I started with were a little simplistic and more examples than anything else 😆, re the menu (my two cents) I agree re enforcing a string type (although plugins could be in js so no real certainty) re the error if its uncaught it probably propagates all the way up because the menu is outside of the editor window errorboundary so a menu error has the potential to kill the whole app


Allow override of hostname by environment

Given that most container management systems will assign a randomly assigned hostname (or at least it is extremely difficult to set), it would be extremely nice if this image could be extended to override the hostname by an env var.
One usecase for this is when you are running the container on kubernetes behind an ELB,  the service name is used for the ELB (and also inside kube) so the hostname of the pod does not match it at all.
This is especially annoying when using self-signed certificates and SSSD - sssd does not allow a hostname mismatch on ssl at all and just breaks auth.

Did you tried to run the container with HOSTNAME environement variable set ?

I haven't yet, but if it's as simple as that, then probably I'll submit a pull request to the README.md :-)


Questions about seemingly inconsistent behavior

I want to make a bot that moves in a circle. I coded this in multiple ways that I assumed would behave the same. However, they each have different behaviors. Some of these different behaviors may be intentional, I am just curious about them.

setTurnRight(Double.POSITIVE_INFINITY);
forward(Double.POSITIVE_INFINITY);

This behaves how I would expect. The bot moves in a circle. If it hits an obstacle, it continues attempting to move in a circle. All is well and good

setForward(Double.POSITIVE_INFINITY);
turnRight(Double.POSITIVE_INFINITY);

This behaves similar to 1; the bot moves in a circle. However, if it hits an obstacle, it stops moving forward and spins in place. It seems like forward maintains distance remaining when the bot runs into something, but setForward does not

setForward(Double.POSITIVE_INFINITY);
setTurnRight(Double.POSITIVE_INFINITY);

The bot does not move at all. I expected this because I do not call go, and the documentation says that go must be called every turn if using these functions. Although this seems obvious, I thought there might be a chance that go is called automatically after the run function completes.

setForward(Double.POSITIVE_INFINITY);
setTurnRight(Double.POSITIVE_INFINITY);
go();

The bot moves in a tiny circle. Due to my misunderstanding of go, I was expecting this to either move for a single turn and then stop, or move similar to 1 and 2. However, the forward speed is much smaller than these previous cases. Additionally, it seems like bumping into obstacles does not eliminate its forward movement like 2, even though setForward is used here as well.
I should also mention when I was testing this case, I threw the following exception once at the beginning of a run. This exception seems to occur rarely for some reason, and I think it could have happened during any of these cases.
Exception in thread "Thread-28" java.lang.IllegalArgumentException: -Infinity is not a valid double value as per JSON specification. To override this behavior, use GsonBuilder.serializeSpecialFloatingPointValues() method.

setForward(Double.POSITIVE_INFINITY);
setTurnRight(Double.POSITIVE_INFINITY);
while (true) {
    go();
}

The bot spins in place. Also, when I choose to restart the battle, the battle does not begin. To retry, I have to close the bot process and start it anew. I actually expected this to be the correct way to code a circle bot. The documentation for go says that it must be called every turn, so putting it in a while loop seemed the best way to ensure this. I thought if go is not called, actions would not be sent to the server, hence why I thought case 4 might have the bot only move for a single turn. Currently though, it appears that putting go in a loop with nothing else causes the most problems.

Before I get started answering the questions for the 5 scenario, I will provide some info about how Tank Royale works regarding the Bot APIs, which have "only" been provided to make life easier as a bot developer, as you could alternatively send and receive messages over websockets in a more raw way using the schema/protocol. But of ocurse the Bot APIs should be the obvious choise for most developers. 🙂
The Run method
The run() method should be seen the same way an ordinary main() method, except that main() is used for startup code (called only once by startup script), and run() is being called for each round by the game.
 And the game is stopping event processing in the background, even though it sometimes fails, if the run() method goes not terminate. Hence, running code in an infinite loop as you do in scenario 5 is really bad practise, as there is no way to stop the thread when it runs forever.
Hence, avoid infinite loops and use e.g. while (isRunning()) // do stuff as the game will be able to stop the loop.
The Go method
All that go() does it sending an intent with target speed, turning rates etc. to the server. It is an intent as it is a request, not a command that must be obyed. If e.g. the bot sets the target speed to e.g. 1000, the game will truncate it to 8.
If for some reason the intent is not sent to or received by the server, the server will consider this a skipped turn, and the bot will have no update in movement etc. for that turn, and the game will continue to use the previous values being sent, i.e. the last received instructions for the individual turn rate, target speed etc. A new intent basically overwrittes the previous set values.
Answers to the 5 scenario
With the above in mind, we are ready to examine the scenarios.
Scenario 1
setTurnRight(Double.POSITIVE_INFINITY);
forward(Double.POSITIVE_INFINITY);

Is basicallythe same as:
setTurnRight(Double.POSITIVE_INFINITY);
setForward(Double.POSITIVE_INFINITY);
go()

forward() is a blocking call that calls setForward() + go() one to many times depending on the input value and distance remaining.
Scenario 2
setForward(Double.POSITIVE_INFINITY);
turnRight(Double.POSITIVE_INFINITY);

Is basically the same as:
setForward(Double.POSITIVE_INFINITY);
setTurnRight(Double.POSITIVE_INFINITY);
go()

Scenario 3
setForward(Double.POSITIVE_INFINITY);
setTurnRight(Double.POSITIVE_INFINITY);

Obviously, this does nothing in itself, as go() is not being called, and hence the intent is not being sent to the server.
Scenario 4
setForward(Double.POSITIVE_INFINITY);
setTurnRight(Double.POSITIVE_INFINITY);
go();

The bot should move in a circle. I guess this is a bug, but in a special scenario where it is the very first round and turn. But nevertheless, a bug.
Scenario 5
setForward(Double.POSITIVE_INFINITY);
setTurnRight(Double.POSITIVE_INFINITY);
while (true) {
    go();
}

The infinite loop is BAD practice here, and the cause of your trouble.
Robocode cannot stop your thread, and will wait for it to stop before starting a new one (to avoid multiple threads to do different things on the bot giving serious raise conditions.
Try this instead:
setForward(Double.POSITIVE_INFINITY);
setTurnRight(Double.POSITIVE_INFINITY);
while (isRunning()) {
    go();
}

JSON floating point
Thanks for the tip about:
Exception in thread "Thread-28" java.lang.IllegalArgumentException: -Infinity is not a valid double value as per JSON specification. To override this behavior, use GsonBuilder.serializeSpecialFloatingPointValues() method.

I will fix this too of course. 🙂

Regarding scenario 4, I am not sure this is a bug. It seems that these two behave the same, which is consistent:
setForward(Double.POSITIVE_INFINITY);
setTurnRight(Double.POSITIVE_INFINITY);
go();

Compared to:
setTurnRight(Double.POSITIVE_INFINITY);
setForward(Double.POSITIVE_INFINITY);
go();

Behaves the same way.

Should scenarios 1, 2, and 4 all behave the same?

@beamer159
Scenario 1, 2, 4 is not entirely the same. In the end it depends on the blocking call, which will wait (block) until its condition it met, before continuing to process the next instruction, if it exists. And since they are waiting for an infitite value to be reached, this will never happen, and they will wait forever - at least for scenarios 1 and 2.
With scenario 4, we only call a single go(), which sends the intent to the server (once), and then immidiately moves to the next instruction, if any. But it will not hang until the infinite value is reached. 🙂

You may already know this, but the following code moves the bot quite slowly.
setForward(Double.POSITIVE_INFINITY);
go();

@beamer159
I believe that setForward(Double.POSITIVE_INFINITY) should set the target speed to the max. speed =  8. Hence the bot should accelerate with 1 unit/turn when calling setForward with an infite value.
A fix is available with the next version.

@beamer159
Some of the issues observed with #20 might also might some of the bugs seen in this one with release 0.13.3.
And note that the first turn in the first round migth skip the first go() instruction. So if run() is only calling a single go() before it exists, then the bot might not move. So make sure to have a couple of go's if you are not using a loop.

I fixed the issues we have discussed. 😊


Porting this to Stylus

Hey, I just ported family.scss to stylus, should I send a pull requ. or open a new repo

Hey man! Thanks a lot for the support!
Create a new repo, I'll link it on the readme!

Just give me the link here once you're done with it :)

thank you :) here you are 👍
https://github.com/nusususuzu/family.styl

Fixed in 7190ff30562b375ea5aa1e38482d29d31a97196d


How to disable a pattern?

How can I disable a specific pattern when using geopattern? One of them doesn't look good in my context. I see geopattern takes a generator parameter, but I can't tell what I should supply there.

The generator option lets you specify a specific pattern name from the PATTERNS array. That overrides the value derived from the input hash. It sounds like you don't necessarily want to override it, just remove one. I suppose you could extend the generator class and override generatePattern:
https://github.com/btmills/geopattern/blob/7f7fd7916fe13b9600b9d586d73a59541e4060dd/lib/pattern.js#L144-L158
It chooses the pattern index based on one of the hex digits in the hashed input. You'd run into an issue removing one of the 16 that no longer maps to a pattern. A few ideas:

You could add logic that says "if removed, go to the next one" as long as you're okay with that pattern being twice as likely as any other.
Replace the pattern with a new one of your own design.
Pull from an additional hex digit and redistribute the 256 values among 15 possible patterns. Still not quite evenly divisible, but much closer than one being twice as likely.


Use argparse

argparse is the recommended way to parse command-line inputs. Implement it and also remove the fallback values in the config parser and instead implement the same values as argparse defaults.

Sending arguments without a value such as pomodoro --notif works if the default is set to False, regardless of what the fallback value is. The expected behavior by running with --notif when it is already True by default should be no change.


TCP endpoint: Reject message when not connected

Just a small fix of the error messages to be less confusing. Otherwise you'll get "Trying to write invalid fd" on a TcpEndpoint which was connected once, but then lost it's socket connection.
Steps to reproduce:

Add a TcpEndpoint to the config (e.g. to another mavlink-router) and a connection to a FMU (to generate telemetry data)
Start mavlink-router while the server to connect to is also started
Stop the server
See many "Trying to write invalid fd" errors until the server is started again

I suppressed the error message in TcpEndpoint::write_msg() first, but then thought, that rejecting the message in Endpoint::accept_msg() is actually nicer even though it introduces a very special condition to the previously generic accept_msg method.

Any reason for not making TcpEndpoint override the method and call the parent after the additional check?

 I'll re-do that and force-push the proper version.


docs: minor fix for_local.md on link to database

I assume the link was setup wronly.

@liufuyang Thanks!


python bindigns

could you add a way to call the find eyes function from python? tat would be very helpfull

In case if somebody is looking for the same:
I found it already done here: https://github.com/abhisuri97/pyeLike
I have tried some other similar projects based on the same idea and paper:
https://github.com/noelledavis/gaze_tracking
https://github.com/jonnedtc/PupilDetector
however, they are slow and very often not very accurate.
So, eyeLike (and pyeLike) are the most accurate and fast solutions. I fed a bunch of test images and there were some failures, but I can deal with them applying face_recognition library https://github.com/ageitgey/face_recognition (wrapper around dlib) to extract eye region and then to reduce it even more to leave only inner area of the eye, and also applying img = cv2.equalizeHist(img) (but do it only after extracting the inner region of the eye, otherwise it can make eyeLike work worse).


[d3d9] GTA: Vice City 1.0 crashes after intro video

Please describe your issue as accurately as possible.
Game crashes right after intro video, works fine without DXVK. I've tested GTA 3 (classic) and it's working with DXVK on my system
If you use Windows, please check the following page: https://github.com/doitsujin/dxvk/wiki/Windows
Software information
Name of the game, settings used etc.
GTA: Vice City (classic) 1.0, default settings
System information

GPU: RTX 3070
Driver: 560.70.0
OS: Win 10
Wine version:
DXVK version: 2.4

Apitrace file(s)

Put a link here

For instructions on how to use apitrace, see: https://github.com/doitsujin/dxvk/wiki/Using-Apitrace
Log files
Please attach Proton or Wine logs as a text file:
gta-vc_d3d9.log

When using Proton, set the Steam launch options for your game to PROTON_LOG=1 %command% and attach the corresponding steam-xxxxx.log file in your home directory.
When using regular Wine, use wine game.exe > game.log 2>&1 and attach the resulting game.log file.

Check if this v2.3.1 work or not?
https://github.com/doitsujin/dxvk/releases/tag/v2.3.1

@Omarock92 Hi there. What are you using to make the game d3d9? The original is using d3d8 out of the box.

Check if this v2.3.1 work or not? https://github.com/doitsujin/dxvk/releases/tag/v2.3.1

So far I've tried from v2.0 upwards and none of them worked.

@Omarock92 Hi there. What are you using to make the game d3d9? The original is using d3d8 out of the box.
Edit: Also mention if you use any mods or addons

Good call, forgot I'm using "Ultimate ASI loader" by ThirteenAG to load the widescreen fix .ASI mod by the same author.
I'm using the same setup on GTA 3 and DXVK works when using d3d9.dll.

send screenshot of your gta-vice_city directory

Show screenshot of your gta-vice_city directory and scripts/plugins Folder and modloader also (if exists)
also use
Use UAL dinput8.dll & d3d8to9-wrapper by clicking these

Show screenshot of your gta-vice_city directory and scripts/plugins Folder and modloader also (if exists)
also use Use UAL dinput8.dll & d3d8to9-wrapper by clicking these

Finally figured out what was triggering the crash! I have a wndmode.ini file in the game folder (part of widescreen fix, used to run the game at borderless window because fullscreen is capped at 60hz max refresh rate). Fixed by setting UseWindowMode=1 to 0 (strangely enough the game still ran at borderless window).

We are still interested in to crash so no need to close

We are still interested in to crash if it doesn't happen without dxvk so no need to close

I've reopened. Let me know if you need anything, and yup it doesn't happen on dx9 and dx8 with that flag set to 1.

Does d3d9.enableDialogMode = True in conjunction with UseWindowMode=1 fix it?

Does d3d9.enableDialogMode = True in conjunction with UseWindowMode=1 fix it?

(strangely enough the game still ran at borderless window).

Something, something, Vulkan has no exclusive fullscreen, something, something :P.

I've just tried putting d3d9.enableDialogMode = True in dxvk.conf. It's crashing with UseWindowMode=1

Vice City not is d3d9, is d3d8

So I got Vice City, the Ultimate ASI loader and the Widescreen Fix mod - everything seems to work properly in terms of "widescreening", but I don't have any wndmode.ini file to edit (and hence the game just works, no crashes to speak of). @Omarock92 Care to elaborate on what I need to install to get that added in the mix?

Grand Theft Auto: Vice City uses Direct3D 8 (d3d8), not Direct3D 9 (d3d9). The title is incorrect.

The mod causing the crash (allegedly) comes with d3d8to9 by default, so it will bump you to d3d9 when it's installed (by default). But you are technically correct about the base game, the best kind of correct.

It's a part of the Widescreen Fix mod by ThirteenAG. You just have to create a wndmode.ini file in the root folder of the game and leave it blank. Once you execute the game, the .asi will automatically fill it out.

It's a part of the Widescreen Fix mod by ThirteenAG. You just have to create a wndmode.ini file in the root folder of the game and leave it blank. Once you execute the game, the .asi will automatically fill it out.

Thanks. That did it, however I still don't get a crash. dxvk and WineD3D behave exactly the same here and the game is indeed windowed now. So not sure what the problem is, but the likelihood of it being a d3d issue is very slim.

It's a part of the Widescreen Fix mod by ThirteenAG. You just have to create a wndmode.ini file in the root folder of the game and leave it blank. Once you execute the game, the .asi will automatically fill it out.

Thanks. That did it, however I still don't get a crash. dxvk and WineD3D behave exactly the same here and the game is indeed windowed now. So not sure what the problem is, but the likelihood of it being a d3d issue is very slim.
P.S.: I'm using Wine Staging, so if you're seeing this on Windows it's more likely something that's outside of our control. Simply disabling the option is a fair workaround. Or, you could use dxvk's own frame limiter and keep the mod defaults anyway.

Hmm, I'm on Windows. The only other possibility I can think of is Steam vs retail executables. Do you have the steam version?

The only other possibility I can think of is Steam vs retail executables. Do you have the steam version?

I doubt it matters, but I'm using a retail copy, not the Steam version.

Tested this on Windows 11 and i have also been unable to reproduce.
The game starts fine for me with the windowed mode with dxvk using both Steam exe and 1.0.
Tested on a RX 7900xtx with 24.8.1

@Blisto91 hare the package to reproduce this issue (need clean 1.0 game)
GTA-ViceCity-DXVK-Testing.zip
package contents:

d3d9.dll = dxvk dll (game is d3d8 but working with d3d9.dll using UseD3D8to9=1)
d3d8.dll = ultimate asi loader (with using UseD3D8to9=1)
wndmode.ini = wndmode function from asi loader to run game in windowed/borderless
scripts\global.ini = ultimate asi loader configuration file
scripts\widescreenfix asi/ini = widescreenfix by thirteenag


Build failed when using typescript.

When building a package with typescript getting this error.
Could not resolve entry module (src/components/index.js).
error during build:
Error: Could not resolve entry module (src/components/index.js).
    at error (file:///Users/raihanzaman/Desktop/TEQ_VP/reusable/vue3/node_modules/rollup/dist/es/shared/rollup.js:1858:30)
    at ModuleLoader.loadEntryModule (file:///Users/raihanzaman/Desktop/TEQ_VP/reusable/vue3/node_modules/rollup/dist/es/shared/rollup.js:22175:20)
    at async Promise.all (index 0)

When looking at the vite.confog.ts file I found that
  lib: {
      // Could also be a dictionary or array of multiple entry points
      entry: resolve(__dirname, "src/components/index.js"),
      name: "BaseSidebar",
      // the proper extensions will be added
      fileName: (format) => `base-sidebar.${format}.js`,
    },

This should have been  "src/components/index.ts" for anyone who has chosen typescript for making a library.

@raihan-brain Thank you for the issue. Already fixed<EMAIL_ADDRESS>


Initial styling

👷 Deploy Preview for scarpino-dental-demo processing.

Name
Link

🔨 Latest commit
0a7d53acc012e44e6d140d4843763a52ae8d9f7a

🔍 Latest deploy log
https://app.netlify.com/sites/scarpino-dental-demo/deploys/65f9ab8d2ab57000087c0d09


How to plot several different live data with signalPlot?

I need to display several different live data, and I choose signalPlot to achieve my project. The following is part of my project, I am confused about what's wrong with my code. Every time I run the code, there is only one line in the FormPlot.........Please help me about this trouble, thanks a lot!
        private static SignalPlot realTimeSignalPlot;
        private static SignalPlot realTimeSignalPlot2;
        private static SignalPlot realTimeSignalPlot3;

        static int points = 10000;

        double[] values1 = new double[points];
        double[] values2 = new double[points];
        double[] values3 = new double[points];
    {
            formsPlot1.Plot.Title("Real-time map");
            formsPlot1.Plot.XLabel("angle(°)");
            formsPlot1.Plot.YLabel("scope(dB)");
            formsPlot1.Refresh();

            realTimeSignalPlot = formsPlot1.Plot.AddSignal(values1, label: "test1");
            realTimeSignalPlot2 = formsPlot1.Plot.AddSignal(values2, label: "test2");
            realTimeSignalPlot3 = formsPlot1.Plot.AddSignal(values3, label: "test3");

            realTimeSignalPlot.MaxRenderIndex = 0;
            realTimeSignalPlot2.MaxRenderIndex = 0;
            realTimeSignalPlot3.MaxRenderIndex = 0;
            formsPlot1.Plot.Legend();
            //formsPlot1.Refresh();

            for(int i = 0; i < 10; ++i)
            {
                hLine[i] = formsPlot1.Plot.AddHorizontalLine(0);
                hLine[i].IgnoreAxisAuto = true;
                hLine[i].PositionLabel = true;
            }
            vLine = formsPlot1.Plot.AddVerticalLine(0);
            vLine.IgnoreAxisAuto = true;
            vLine.PositionLabel = true;

            timer.Enabled = true;
            timer.Interval = 20;
            timer.Elapsed += new System.Timers.ElapsedEventHandler(random);

            Thread th = new Thread(random);
            th.IsBackground = true;
            th.Start();
        }

        void random()
        {
            for (int i = 0; i < 9999; i++)
            {
                values1[i] = new Random().NextDouble();
                values2[i] = new Random().NextDouble();
                values3[i] = new Random().NextDouble();

                if (formsPlot1.InvokeRequired)
                {
                    Action action = delegate ()
                    {
                        formsPlot1.Refresh();
                    };
                    this.formsPlot1.Invoke(action);
                }
                else
                {
                    formsPlot1.Plot.AxisAutoX();
                    formsPlot1.Plot.AxisAutoY();
                    formsPlot1.Refresh();
                }

                realTimeSignalPlot.MaxRenderIndex++;
                realTimeSignalPlot2.MaxRenderIndex++;
                realTimeSignalPlot3.MaxRenderIndex++;
            }
        }

Hi @back2childhood ,
You can try init random generator only once at startup.
private Random rnd = new Random();

...

values1[i] = rnd.NextDouble();
values2[i] = rnd.NextDouble();

Hi @back2childhood ,
You can try init random generator only once at startup.
private Random rnd = new Random();

...

values1[i] = rnd.NextDouble();
values2[i] = rnd.NextDouble();

amazing! that really works! Thank you!!
But now I have two new questions:

first, when I tap the right click and choose zoom to fit data， my software will be non-response, the only way to close the window is forced-quit. Do you have any idea?
second, I use formsPlot1.Plot.AxisAutoX();   formsPlot1.Plot.AxisAutoY(); in my code but it doesn't work, I still need to scroll the chart by myself.

I hope you can give me some idea about those two question.

Hi @back2childhood ,
You can try init random generator only once at startup.
private Random rnd = new Random();

...

values1[i] = rnd.NextDouble();
values2[i] = rnd.NextDouble();

amazing! that really works! Thank you!! But now I have two new questions:

first, when I tap the right click and choose zoom to fit data， my software will be non-response, the only way to close the window is forced-quit. Do you have any idea?
second, I use formsPlot1.Plot.AxisAutoX();   formsPlot1.Plot.AxisAutoY(); in my code but it doesn't work, I still need to scroll the chart by myself.

I hope you can give me some idea about those two question.

https://github.com/ScottPlot/ScottPlot/assets/97512873/2b185511-99b9-41c0-aa60-2a4799a15edb
this video is the wrong about the question.

Hi @back2childhood ,
You can try init random generator only once at startup.
private Random rnd = new Random();

...

values1[i] = rnd.NextDouble();
values2[i] = rnd.NextDouble();

amazing! that really works! Thank you!! But now I have a new questions:

I cant zoom and move the chart, left click and scroll doesn't have any action. Do you have any idea?

I hope you can give me some idea about this question.

https://github.com/ScottPlot/ScottPlot/assets/97512873/1b0290d4-f716-4b72-b019-10ba8b096edd
this video is the wrong about the question.

Removing the following two lines of code should suffice:
formsPlot1.Plot.AxisAutoX();
formsPlot1.Plot.AxisAutoY();

Removing the following two lines of code should suffice:
formsPlot1.Plot.AxisAutoX();
formsPlot1.Plot.AxisAutoY();

that works, but it can't automatically move to fit. lol ..

Removing the following two lines of code should suffice:
formsPlot1.Plot.AxisAutoX();
formsPlot1.Plot.AxisAutoY();

that works, but it can't automatically move to fit. lol ..

换个思路，也许你可以使用鼠标移入移出事件来控制这两行代码是否有效

@back2childhood

Removing the following two lines of code should suffice:
formsPlot1.Plot.AxisAutoX();
formsPlot1.Plot.AxisAutoY();

that works, but it can't automatically move to fit. lol ..
你可以换个思路，使用鼠标移入移出事件来控制是否执行这两行代码

Hi @back2childhood ,
You can try init random generator only once at startup.
private Random rnd = new Random();

...

values1[i] = rnd.NextDouble();
values2[i] = rnd.NextDouble();

@back2childhood

Removing the following two lines of code should suffice:
formsPlot1.Plot.AxisAutoX();
formsPlot1.Plot.AxisAutoY();

that works, but it can't automatically move to fit. lol ..
你可以换个思路，使用鼠标移入移出事件来控制是否执行这两行代码

好滴哈，我再琢磨琢磨


create a joint NLU model from configurations nlu_model = TransformerNLU.from_config(config) error

<ipython-input-7-982b28044bd1> in <module>()
      1 # create a joint NLU model from configurations
----> 2 nlu_model = TransformerNLU.from_config(config)

1 frames
/usr/local/lib/python3.6/dist-packages/dialognlu/nlu_components.py in init_text_vectorizer(self)
    173     def init_text_vectorizer(self):
    174         pretrained_model_name_or_path = self.config["pretrained_model_name_or_path"]
--> 175         cache_dir = self.config["cache_dir"]
    176         max_length = self.config.get("max_length", None) # get max_length or None. If None, it will be computed internally
    177         self.text_vectorizer = TransVectorizer(pretrained_model_name_or_path, max_length, cache_dir)

KeyError: 'cache_dir'```

When u r working on sth, build at least one working file, google colab, or jupyter notebook.
U just abnormammly chose to write scripts which are not definitely working whenever any updates happen to any single package that u have used during development
Downvote!

Hi @elvinaqa
If you are providing feedbacks in a decent way, you are more than welcome. But If you chose the other way, you can just leave the repo if you don't like!

Making cache_dir optional dfcbf2f8b3a032e6153435e026a1bafc49af7861


⚠ Bofrost.nl has degraded performance

In 492d86d, Bofrost.nl (https://www.bofrost.nl) experienced degraded performance:

HTTP code: 200
Response time: 1635 ms

Resolved: Bofrost.nl performance has improved in 41f64a4.


Automate running ./prime.sh on ci runners

The manual way to do this at the moment involves either checking out the latest code on the runners, and doing a ./prime.sh OR cd into the latest build directory obtained from CI and doing a GOPATH=path ./prime.sh in that dir.
Make sure the dependency on dotmesh-instrumentation is up to date.

Adding a comment to prime.sh might be a useful workaround for now.
Dimly related to epic https://github.com/dotmesh-io/dotmesh/issues/296

Done!!!!


Error with Tile2Net in Google Colab

Recently I run tile2net with Google colab but I have the follow error , I have seen the issue #16
Here I put the script of google colab:

https://colab.research.google.com/drive/1dH6L2q9M3VIpKSDNHRI1NJjL8XFpnzrc?usp=sharing

raster.inference()

INFO       Running ['python', '-m', 'tile2net', 'inference', '--city_info', 'example_dir/boston_common/tiles/boston_common_256_info.json', '--interactive']
ERROR      Command ['python', '-m', 'tile2net', 'inference', '--city_info', 'example_dir/boston_common/tiles/boston_common_256_info.json', '--interactive'] returned non-zero exit status 1.
Stdout: Using regular batch norm
ignore_label = -1
num_classes = 4
Found 60 folder imgs
all imgs 60
Using Per Image based weighted loss
Using Cross Entropy Loss
Loading weights from: checkpoint=/content/tile2net/src/tile2net/raster/resources/assets/weights/satellite_2021.pth
=> init weights from normal distribution
=> loading pretrained model /content/tile2net/src/tile2net/raster/resources/assets/weights/hrnetv2_w48_imagenet_pretrained.pth
Trunk: hrnetv2
Model params = 72.1M

Stderr: 2023-08-19 16:20:26.627047: I tensorflow/core/platform/cpu_feature_guard.cc:182] This TensorFlow binary is optimized to use available CPU instructions in performance-critical operations.
To enable the following instructions: AVX2 AVX512F FMA, in other operations, rebuild TensorFlow with the appropriate compiler flags.
2023-08-19 16:20:27.862952: W tensorflow/compiler/tf2tensorrt/utils/py_utils.cc:38] TF-TRT Warning: Could not find TensorRT
DEBUG      Inference unpiped
INFO       Inferencing. Segmentation results will be saved to example_dir/boston_common/segmentation
INFO       Using base_tilesize=256 from source
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 "/content/tile2net/src/tile2net/__main__.py", line 7, in <module>
    argh.dispatch_commands([
  File "/usr/local/lib/python3.10/dist-packages/argh/dispatching.py", line 349, in dispatch_commands
    dispatch(parser, *args, **kwargs)
  File "/usr/local/lib/python3.10/dist-packages/argh/dispatching.py", line 179, in dispatch
    for line in lines:
  File "/usr/local/lib/python3.10/dist-packages/argh/dispatching.py", line 290, in _execute_command
    for line in result:
  File "/usr/local/lib/python3.10/dist-packages/argh/dispatching.py", line 243, in _call
    result = function(namespace_obj)
  File "/content/tile2net/src/tile2net/namespace.py", line 640, in wrapper
    return func(namespace, **kwargs)
  File "/content/tile2net/src/tile2net/tileseg/inference/__init__.py", line 303, in inference
    run_inference()
  File "/content/tile2net/src/tile2net/tileseg/inference/__init__.py", line 202, in run_inference
    validate(val_loader, net, criterion=None, optim=None, epoch=0,
  File "/content/tile2net/src/tile2net/tileseg/inference/__init__.py", line 262, in validate
    dumper.dump(
  File "/content/tile2net/src/tile2net/tileseg/utils/misc.py", line 354, in dump
    grid.tiles[grid.pose_dict[int(idd_)]].map_features(np.array(prediction_pil), img_array=True)
  File "/content/tile2net/src/tile2net/raster/tile.py", line 295, in map_features
    roads = self.mask2poly(src_img,
  File "/content/tile2net/src/tile2net/raster/tile.py", line 256, in mask2poly
    simplified.to_crs(self.crs, inplace=True)
  File "/usr/local/lib/python3.10/dist-packages/geopandas/geodataframe.py", line 1424, in to_crs
    geom = df.geometry.to_crs(crs=crs, epsg=epsg)
  File "/usr/local/lib/python3.10/dist-packages/pandas/core/generic.py", line 5902, in __getattr__
    return object.__getattribute__(self, name)
AttributeError: 'Series' object has no attribute 'to_crs'. Did you mean: 'to_csv'?

---------------------------------------------------------------------------
CalledProcessError                        Traceback (most recent call last)
[<ipython-input-16-b133e1b4c6d9>](https://localhost:8080/#) in <cell line: 1>()
----> 1 raster.inference()

3 frames
[/usr/lib/python3.10/subprocess.py](https://localhost:8080/#) in run(input, capture_output, timeout, check, *popenargs, **kwargs)
    524         retcode = process.poll()
    525         if check and retcode:
--> 526             raise CalledProcessError(retcode, process.args,
    527                                      output=stdout, stderr=stderr)
    528     return CompletedProcess(process.args, retcode, stdout, stderr)

CalledProcessError: Command '['python', '-m', 'tile2net', 'inference', '--city_info', 'example_dir/boston_common/tiles/boston_common_256_info.json', '--interactive']' returned non-zero exit status 1.

@ambarja
Thank you for providing your google colab script. I have made some adjustments to the convex_hull function which should resolve the issue. Please do a git pull or a fresh clone and run again. Let me know you encounter any other problems.

Thank you for your support, the exit is now successful.


Rename Node's rpc() and rset() to call_remote() and set_remote()

The new naming matches Object's call() and set() methods, making it more consistent and less cryptic.
See https://github.com/godotengine/godot/issues/16863#issuecomment-568718291 for rationale.

Discussed in the networking meeting. We decided to settle on rpc which is a very common name for it.


Update doc on HPCS encryption keys for backups

Description
ICD started to support HPCS encryption keys for backups in some regions - see https://cloud.ibm.com/docs/cloud-databases?topic=cloud-databases-hpcs#use-hpcs-backups
https://github.com/terraform-ibm-modules/terraform-ibm-icd-postgresql/blob/8f619b872cbe64b918b19b7b5e40c996ca74bedd/variables.tf#L212

:tada: This issue has been resolved in version 3.14.0 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:


vocalremover.py keeps closing

Hi. I have followed your instructions by installing what is needed using command line, but when I try to open vocal remover.py, it closes automatically.

Open a command prompt, go to the directory with the program. Run:
python VocalRemover.py
Then copy the error text here.

Traceback (most recent call last):
File "VocalRemover.py", line 22, in
import torch
ModuleNotFoundError: No module named 'torch'
CMD will not let me install torch per your instructions.

@tcafranz
Run this command to download torch:
pip install torch==1.5.0+cu101 torchvision==0.6.0+cu101 -f https://download.pytorch.org/whl/torch_stable.html


Why add empty card_faces array?

In Cards.ts the constructor adds an almost empty card_faces array if the response from Scryfall is not present.
Why does this happen? I can't tell this is a mistake or I am misunderstanding how to use this array.  Using the raw Scryfall API I would check if the faces array existed, to check where to find data about the card (either in the face or in the card object).

Hmm I don't quite remember, but looking at the code I think it's to allow using the same code no matter the type of card? I think in this case it allows being like "okay so no matter how many faces this card has, grab the first one, then do operations on the data in that face". The card face it adds won't have info printed with console logging, for reference, but I believe you can still access it bcuz its prototype is the card itself? I don't actually know if that works tbh. I'll mess with it when I get to PC

Cards that come back from the APIwith no faces array end up with a faces array with a single element that just has:
[ { "object": "card_face" } ]
I think this is a bug and should just be undefined to match the source API

I'm at PC now. Like I said, the face uses the card itself as its prototype, which results in the following:

You can access any data from the base card from the face, provided the face doesn't override it with different information. Since the data is not duplicated, and instead provided via the card face's prototype, it can't be logged. That's why in this screenshot, it looks like it just has "object": "card_face" rather than having everything. It does have everything, it just can't be logged.
If card faces matter to what you're working on, just get the data from the first face in favour of doing some kind of check to determine whether to use the face or the card itself.

If you don't think this will work, it might be helpful for me to know what exactly you're trying to do? Maybe we can work something out

I was hoping for a more consistent approach to processing data from a bulk stream (which is a raw JSON object) and the Scry.Card type that is collected through the API.  They behave differently in this case where the raw object has no faces array but the object does, in most cases you can safely treat them as the same thing.
I was thinking of options how this could work,

that they should behave close, ie have no array on the Scry.Card object like the json response (this is what I was trying to do)
provide a way to get the raw json from the Card object (then write the logic based on this)
provide a way to wrap up a raw json object in to a Scry.Card object so I can process a bulk stream as an object

For 3, I believe you're looking for Scry.Card.construct(raw)

I'm going to close this for now, feel free to reopen if you have more questions on the topic or still can't get something to work with the current way this stuff functions!


Marketplace upgradability

Description
An example of how we could perform upgrades for stateful contracts + a simple upgradability test.
Type of change

Documentation (?)

Checklist:

I have added tests
I have created new documentation

Contract interaction is currently broken by the subxt migration in main, I don't think we should add any more code to benjamin until that's resolved.


Typo in README

I think I spotted a typo in the README file under the Usage header. There is a piece of code that uses BertTokenizer and the typo is on this line:
tokenized_text = "Who was Jim Henson ? Jim Henson was a puppeteer"
I think tokenized_text should be replaced with text, since the next line is
tokenized_text = tokenizer.tokenize(text)

Yes


Is there any plugin which will display list picker inline

Is there any plugin which will display ios list picker inline in document/page ?. Not as a modal popup.

This is the oinly thing I have found so far https://demo.mobiscroll.com/jquery/number/display#theme=material under Number/Display modes, but license is above 300$. Does anyone know an alternative cheaper/free?


Added tooltips to player buttons

Added a title to each video player button, which acts as a hover text/tooltip for the button. This is to help the user understand what each button is doing, particularly the Capture Code and Open code in IDE buttons, as the icons themselves aren't clear (unless you spot in the right code capture panel).

Attempted PR from wrong fork. Closing and re-issuing from my main fork.


#17542 enabling forceConsistentCasingInFileNames by default

This implements #17542 enable forceConsistentCasingInFileNames by default which fixes cross-platform compatability issues due to typescript not reporting different cases as an error in windows.
This is my first time modifying the typescript sourcecode, so hopefully I made the change in the right spot. I thought the PR would be a simple false -> true change in a config but apparently there's no central file for compiler option defaults.
In addition to this change the documentation at https://www.typescriptlang.org/docs/handbook/compiler-options.html would need to be updated.

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

Sorry, the comments in the suggestion review didn't get properly copied to the issue. Please see the issue for more details.


feat(nx): Make nx preset standalone

Resolves #24
Of note:

Added a new bootstrap package to use instead of create-nx-workspace. I opted to do this for a few reasons, including allowing us more control over the nx version being used, avoiding surfacing options we wind up not supporting/overriding, and the ability to show generator prompts in our preset.
Fleshed out the preset generator to handle all the things we relied on the nx core generator to include (plus some tweaks as I was working through them, eg adjusting the default gitignore)
Removed the preset-eterna generator in favor of an option to set defaults within the normal preset generator
Made nx a dependency of @eternagame/nx, so that our plugin completely handles the nx version being used
Fixed syntax typo in ts-iso generator (export, not exports)
vite package fixes for bugs noticed in developing bootstrap, where dependencies weren't being consistently externalized for node apps and shebangs weren't able to be handled

A couple other issues I noticed as I was testing that I've resolved:

We don't want to have the @nrwl/workspace plugin used in this workspace any more, as this workspace should be compliant with the new defaults
nx pinned some dependencies, but we should be fine treating them as ^ instead
When upgrading nx, an import in nx-spawn were incorrectly updated
build-watch is indeed needed for app-node, as the build and serve steps are run separately, unlike app-web

So I wound up opting to include nx as a dependency in the generated package.json since it really should be an (albeit pinned) peer dep in @eternagame/nx - we do directly use the CLI within our app. However, I neglected to add it back to the package.json of this repo - need to fix that

Never mind, it is there >.<


Validate onion addresses

It verifies and removes the ".onion" suffix from the address, raising an error if the suffix is missing.
It decodes the base32-encoded service ID from the address and performs various checks to ensure its validity.
The version byte of the onion service is checked.
The extracted public key is used to calculate a truncated checksum, which is then compared with the corresponding bytes in the decoded service ID.

Fixed the issues


think mbio wants its own versions of box and scatter for the pass app

for box the differences to clinepi would be:

offer stats
list vars available for xaxis and facets

for scatter the differences to clinepi would be:

list vars for facets and overlays

list vars mean extending our var constriants logic a bit i think. because once a user selects relative abundance of a taxa for say the xaxis of a box plot, then the only other vars they can add to the xaxis would be one representing relative abundance of another taxa within the same entity and at the same taxonomic level.. this probably means implementing jb's idea of having parent terms annotated as being candidates.

think weve decided against list vars in the pass app for phase 1. so ill close this.