pdf2svg.js: provides ReadableSVGStream class to serialize a SVG as a stream

As usual, see the commit message for a detailed description.
This fixes #8434, but only if the system has enough memory to fit the other data structures of PDF.js. On 64-bit systems, the heap size is about 1.5G, and that appears to be enough memory for the example from #8434. If you use a 32-bit system, the default heap size is half of that, and Node.js crashes due to OOM (tested using Node.js 7.10.0).
If the example crashes, try forcing a (bigger) heap size using the --max_old_space_size flag:
node --max_old_space_size=1000 examples/node/pdf2svg.js /tmp/invalidstringlength.pdf

The generated SVG file has a size of 265MB (while the original PDF is 2MB), mostly used by 37 gigantic data-URLs. This can surely be improved, but that is out of the scope for this issue.

Rebased and addressed nits. @timvandermeij Please take another look.

@Rob--W @timvandermeij
This patch fixes my "out of memory" issues.

I'm not noticing any difference with and without this patch applied. Taking the invalidstringlength.pdf file, the current master branch produces a 2.2 MB SVG file (as opposed to the mentioned 265 MB) and it completes successfully without errors. For core-dump.pdf, it crashes at page 30 due to OOM, also when this patch is applied. Raising and lowering the heap size (500, 1000, 2000) gives the same results for both the master branch and this patch.
Any idea what's going on? Can you reproduce this?

The resulting file should be byte-for-byte identical, because this only changes how the data is generated (incremental & streaming instead of the whole PDF page at once).
The generated file has a smaller size than originally described because meanwhile #8620 has landed, which reduces the size of the embedded image.
If you want to see a concrete change in behavior, revert #8620 and compare the result before and after applying this PR.

Looks good; thank you!


wp mu-migration export all 59c.zip --blog_id=59 --allow-root only zips sql

I am not sure if this is a bug or usage has changed. I have updated to the mist current mu-migration. I have used the following command wp mu-migration export all 11.zip --blog_id=11 but it only zips the following files csv jsn and sql. It doesnt get the plugins, themes or uploads folders
It has in the past from this same multisite but not any more.

It's a bit misleading but the export all does not include plugins, themes, or upload folders. Originally it was called all because it included all data and not only users or tables for example (which is also possible to export separately)
The command you want is wp mu-migration export all 11.zip --blog_id=11 --plugins --themes --uploads

It's a bit misleading but the export all does not include plugins, themes, or upload folders. Originally it was called all because it included all data and not only users or tables for example (which is also possible to export separately)
The command you want is wp mu-migration export all 11.zip --blog_id=11 --plugins --themes --uploads


[HxTooltip] [HxPopover] new Animation parameter

The Bootstrap component has the animation option, which we do not cover in our components.
(The #404 issue can be eliminated through disabling the animation. This makes the need for this parameter a slightly higher priority. Support for Settings + Defaults should be part of the solution.)
cc @crdo @alexax578

Do we want HxButton.TooltipSettings? Do we want HxButton.Defaults.TooltipSettings?
@crdo?


Uncaught EvalError: Refused to evaluate a string as JavaScript because 'unsafe-eval' is not an allowed source of script in the following Content Security Policy directive: "script-src ..."

I was eager to use spread, as it was the only way I could determine to roughly fill a dynamic viewport with many cytoscape layouts, and the demos are impressive. However, and forgive me if I've misunderstood the situation, but it seems to trigger our Content Security Policy with an unsafe-eval. We cannot change our CSP, so is there a way to disable the webworkers, or another way to avoid this unsafe-eval? I assume it is happening in weaver, but I am not sure.
`57330cf8-609e-4335-b9b2-021ec506c2fb:1 Uncaught EvalError: Refused to evaluate a string as JavaScript because 'unsafe-eval' is not an allowed source of script in the following Content Security Policy directive: "script-src ....".
at _ref_ (57330cf8-609e-4335-b9b2-021ec506c2fb:1:32)
at 57330cf8-609e-4335-b9b2-021ec506c2fb:1529:17
at 57330cf8-609e-4335-b9b2-021ec506c2fb:1714:7
at 57330cf8-609e-4335-b9b2-021ec506c2fb:1716:4

ref @ 57330cf8-609e-4335-b9b2-021ec506c2fb:1
(anonymous) @ 57330cf8-609e-4335-b9b2-021ec506c2fb:1529
(anonymous) @ 57330cf8-609e-4335-b9b2-021ec506c2fb:1714
(anonymous) @ 57330cf8-609e-4335-b9b2-021ec506c2fb:1716
28Unchecked runtime.lastError: A listener indicated an asynchronous response by returning true, but the message channel closed before a response was received`
It seems to happen at the top of this block:
function _ref_(o){ return eval(o); }; function broadcast(m){ return message(m); }; function message(m){ postMessage(m); }; function listen(fn){   self.addEventListener("message", function(m){      if( typeof m === "object" && (m.data.$$eval || m.data === "$$start") ){     } else {        fn( m.data );     }   }); }; self.addEventListener("message", function(m){  if( m.data.$$eval ){ eval( m.data.$$eval ); }  }); function resolve(v){ postMessage({ $$resolve: v }); }; function reject(v){ postMessage({ $$reject: v }); }; function Voronoi() {     this.vertices = null;

The web worker / weaver stuff could be removed.  You're welcome to put up a PR, and it can get merged into the official release on npm.


service-worker.js filepath error

service-worker.js

加了stripPrefix就没问题了
new SWPrecachePlugin({
  // ...
  stripPrefix: path.resolve(__dirname, '../').replace(/\\/g, '/')
})

参考：
https://github.com/goldhand/sw-precache-webpack-plugin/issues/11

Service workers can only be used on a server. Vue hacker news comes with a server you can use by running npm start # or yarn start from within the root of the project.


pyscf driver does no checking on input arguments at instantiation

Information

Qiskit Aqua version: lastest
Python version:
Operating system:

What is the current behavior?
for example:
driver = PySCFDriver(molecule = 'happy holidays', unit=UnitsType.ANGSTROM, basis='happy holidays')

does not generate an error when the object is built.  The unit kwarg does look for an enum, but that is it.  This leads to hard to read errors down the line:
e.g. the above gives:
AttributeError: 'str' object has no attribute 'geometry'

or
driver = PySCFDriver(molecule = molecule, unit=UnitsType.ANGSTROM, basis='happy holidays')

gives:
QiskitChemistryError: 'Failed electronic structure computation'

Steps to reproduce the problem
What is the expected behavior?
Suggested solutions

There is a finite amount of checking that is done and also things are passed to the driver for interpretation too, like the molecule since different formats are possible XYZ, Z_matrix etc. Things like basis set are dependent on driver. Even if the format is correct it may still be semantically incorrect in which case these types of errors, incorrect basis set name etc are caught by the driver and the error reported is what it gives. It maybe possible to improve for specific cases but in general the input is passed to the drivers and it relies on whatever the driver reports to report back - trying to do syntactic and semantic checking is a huge undertaking given the driver complexity of capabilities and not something that is in any way practical. Having said there there maybe room for some minor incremental improvement but its not going to avoid seeing the sort of error you show.

But then the end user has no idea what is actually a valid input for most of the inputs.  In the case of basis, there must be a finite number of options.  In the case of pyscf, a quick glace at their docs gives:
'sto3g'
'sto-3g'
'sto6g'
'sto-6g'
'631g'
'6-31g'
'321g'
'3-21g'
'ccpvdz'
'cc-pvdz'
'gth-szv'
'gthszv'
as as valid inputs.  Again, QiskitChemistryError: 'Failed electronic structure computation' is not a very good error message as that could point to one of many possible issues.

Maybe something can be said around the basis sets to make it clearer we expect users to look to the driver documentation for whatever these are. The set in PySCF is much much larger than you indicate - more like this here https://sunqm.github.io/pyscf/_modules/pyscf/gto/basis.html
The 'electronic structure computation` should also have the source exception from PySCF that this was re-raised from. That is as much information that is available as to why PySCF failed in the computation.
As to this message

AttributeError: 'str' object has no attribute 'geometry'

the molecule is shown in the docs as something of type Molecule - and you passed in a string. I imagine the code then looks for the geometry attribute on the molecule instance - whatever type you passed, in this case a 'str', it did not have it.

Ok then it seems you already know where to find the basis options. Can just refer the user there in the docs. As for molecule, you would expect that the driver would error if something that was not a molecule instance was passed.

Can just refer the user there in the docs.
Other attributes have refs. to more specifics in PySCF that detail the value so it seems reasonable to give one here.

As for molecule, you would expect that the driver would error if something that was not a molecule instance was passed.
It did error - the error it threw when it attempted to access a field it expected on the instance that was passed. I agree its not so easy to figure from the error perhaps but then this can often be the case with Python as its not a strongly typed language and type checking is really against the philiosphy of duck typing so its not normally done. If you look at the docs/typehints its says it should be Molecule. If you edit in an IDE, such as PyCharm, they recognise the typehints from the code and would alert you to the type mismatch when you were editing.


Mapping getting overridden

Hi,
Am using sailsjs, mongo, elasticsearch and mongo-connector. mongo-connector is use to sync elasticsearch from mongodb.
Issue is when ever I start my sails server with mongo-connector running all the custom mapping(geo_point) are remove and re-created by mongo-connector. In elasticsearch i have also tried to create a mapping config file but that is also not respected.
Is there a way to tell the connector not to override my mapping. I have also tried to create my mapping before starting mongo-connector. But it all get recreated to default mapping where my geo_point mapping is lost.
I use the following command to start mongo-connector
mongo-connector -m localhost:27017 -t localhost:9200 -d elastic_doc_manager

These are the logs i see in elasticsearch console when my sailsjs server has started. This is shown for all the models.
[2015-05-25 00:19:01,822][INFO ][cluster.metadata         ] [Thumbelina] [[myindex]] remove_mapping [[location]]
[2015-05-25 00:19:01,859][INFO ][cluster.metadata         ] [Thumbelina] [myindex] create_mapping [location]
[2015-05-25 00:19:01,962][INFO ][cluster.metadata         ] [Thumbelina] [myindex] update_mapping [location] (dynamic)

Please suggest me if i am missing something.

@hirenhcm
Can you please provide verbose logs from mongo-connector from when this happened? Thanks.

@llvtt
Thanks for you response
But I was able to solve my issue by modifying the doc_manager python script.

@hirenhcm Do you mind sharing what modifications you made? I'd like to understand/fix this before the next release.

@llvtt
As of now the for a quick fix/workaround i have commented the code in elastic_doc_manager.py where it deletes/remove the mapping.
91            for _db in dbs:
92                self.elastic.indices.delete(index=_db.lower())

What I was planning in future, was to write a logic to check if a mapping already exists, which would have been  configured/create via template, mapping config, or via dynamic config etc. But as of now commenting the above works for me.
What are your suggestions? Do you see any potholes that i have to take care of with this workaround?

@hirenhcm
That's a fine workaround. That code should only be called, though, when you drop a MongoDB database. Here, perhaps instead of deleting the index, Mongo Connector should instead remove all documents from the index (and thereby preserving any mapping/index configuration). Does this sound like a saner action to take for dropDatabase?

Yes this sounds correct. It would be more logical to just truncate type/document data keeping the mapping and settings.

I just found out that delete setting/mapping is still a default behavior right? I'm using intergration testing with mocha, but got this issue. I must drop collections a multiple times, so this behavior seems bad to lose mapping and settings in my case.


Warn deprecated utils

Pull request checklist
Please check if your PR fulfills the following requirements:

[ ] Tests for the changes have been added (for bug fixes / features)
[ ] Docs have been reviewed and added / updated if needed (for bug fixes / features)
[ ] Build (npm run build) was run locally and any changes were pushed
[ ] Lint (npm run lint) has passed locally and any fixes were made for failures

Pull request type

Please check the type of change your PR introduces:

[ ] Bugfix
[ ] Feature
[ ] Code style update (formatting, renaming)
[ ] Refactoring (no functional changes, no api changes)
[ ] Build related changes
[ ] Documentation content changes
[ ] Other (please describe):

What is the current behavior?

Issue Number: N/A
What is the new behavior?

Does this introduce a breaking change?

[ ] Yes
[ ] No

Other information

This new list looks good, only one I can immediately see missing is no-padding


Possible PDB generator?

Although I don't have any copy of CS2 around me, I think that it would be easier if the dumper could also generate PDBs.
I have no experience with the PDB format, but that might change.
IDA would ask you for a PDB and you'd provide the auto-generated PDB.
You could also make it generate an IDAPython script which renames everything for you (which is more likely to do).

I'm sorry, but I don't know what the use for this is when most of the information in the generated files is dumped at runtime. If I were to expand this project to dump RTTI as well, I could see a use case then, but right now, could you please clarify?

when you open a binary like client.dll, IDA asks you for a PDB, you could provide a PDB generated by this and IDA would use it to rename symbols, this means that you'd not have to manually rename by jumping to offsets and instead it would all be automatic.
This means it would be more effortless to reverse engineer the game.

Yes, I understand, but my point is that in Source 2, the core of the Schema System is defined in a separate module named schemasystem.dll, which basically maps out and describes most of the game's classes, fields, types, etc. This module is already well-documented (i.e. here), so generating a PDB file for renaming is unnecessary. Therefore, apart from renaming offsets as defined in the config.json file, I don't see any other reason currently for a PDB generator, so I wanted to clarify your intentions.

yes, but IDA doesn't know anything about schemasystem.dll and how to get the names using it, so when you're looking at client.dll you won't see the names of anything that schemasystem.dll provides,
this means (again) that you will have to jump all over the place in the binary to rename them,
providing a PDB (or generating a IDAPython script that
renames everything for you) is way better than going through every variable and renaming it in IDA

ok


any init crashes app

I managed to get this to work 2 months ago but not anymore.
My project crashes on the simple inclusion of the init command. It doesn't matter if all the values are set to false, and if the client ID is set to "", the entire app just crashes after the initialization without any errors being thrown. I have also tried it without changing the android manifest and Strings xml and with changing them. Also I have the plugin installed and activated of course
I believe this has something to do with the SDK version. I am using <IP_ADDRESS>. What SDK version does the plugin require?
Again, I managed to get this working 2 months ago, and even the project I had setup broke.
it will run code in the block beyond the init command, but it crashes no matter what if the init command is present.
To reproduce:
Simply use the init command like this:
if Engine.has_singleton("GodotPlayGamesServices"):
play_service = Engine.get_singleton("GodotPlayGamesServices")
play_service.init(true,false,false,"")

This is very strange but it may help solve the issue.
Because the program crashes after the init command I set up an infinite loop in the same block and the loop prevented the program from crashing. For whatever reason my app crashes after the block is finished and the rest of the program continues.

OMG, I figured it out. DO NOT use the releases page on the right hand side of the page, scroll down the readme and click the releases page there. I literally just lost an entire day just because I didn't read the date on the releases. That button seriously needs to be removed. It's also the button that FinePointCGI uses in the original tutorial.

I feel like it has to be my JDK version. Please can someone just tell me what version of the JDK they are using

This is the error that I get from logcat:
02-13 00:35:22.850 16660 16750 F engine.leylands: java_vm_ext.cc:591] JNI DETECTED ERROR IN APPLICATION: JNI CallVoidMethodV called with pending exception java.lang.NoSuchMethodError: No virtual method getActivity()Landroidx/fragment/app/FragmentActivity; in class Lorg/godotengine/godot/Godot; or its super classes (declaration of 'org.godotengine.godot.Godot' appears in /data/app/~~XZi1jUKDuZWu3F1n9Fol9Q==/org.godotengine.leylands-F4R_kfy-uRhHEpCkcFHN0w==/base.apk)
02-13 00:35:22.850 16660 16750 F engine.leylands: java_vm_ext.cc:591]   at void io.cgisca.godot.gpgs.PlayGameServicesGodot.initialize(boolean, boolean, java.lang.String, boolean, boolean, java.lang.String) (PlayGameServicesGodot.kt:209)
02-13 00:35:22.850 16660 16750 F engine.leylands: java_vm_ext.cc:591]   at void io.cgisca.godot.gpgs.PlayGameServicesGodot.init(boolean, boolean, boolean, java.lang.String) (PlayGameServicesGodot.kt:184)
02-13 00:35:22.850 16660 16750 F engine.leylands: java_vm_ext.cc:591]   at boolean org.godotengine.godot.GodotLib.step() (GodotLib.java:-2)
02-13 00:35:22.850 16660 16750 F engine.leylands: java_vm_ext.cc:591]   at void org.godotengine.godot.vulkan.VkRenderer.onVkDrawFrame() (VkRenderer.kt:83)
02-13 00:35:22.850 16660 16750 F engine.leylands: java_vm_ext.cc:591]   at void org.godotengine.godot.vulkan.VkThread.run() (VkThread.kt:224)
02-13 00:35:22.850 16660 16750 F engine.leylands: java_vm_ext.cc:591]
02-13 00:35:22.850 16660 16750 F engine.leylands: java_vm_ext.cc:591]     in call to CallVoidMethodV
02-13 00:35:22.850 16660 16750 F engine.leylands: java_vm_ext.cc:591]     from boolean org.godotengine.godot.GodotLib.step()
This is the explanation from copilot:
The error message indicates that there's a java.lang.NoSuchMethodError for the method getActivity() in the class org.godotengine.godot.Godot. This error typically occurs when you're trying to call a method that doesn't exist in the class or its superclasses.
The error seems to be originating from the PlayGameServicesGodot.initialize method. It's likely that this method is trying to call getActivity() on an instance of org.godotengine.godot.Godot, but this method doesn't exist in that class.
Here are a few possible solutions:
Check the Godot version: Make sure you're using a version of Godot that includes the getActivity() method in the Godot class. It's possible that this method was added in a later version of Godot, and you're using an older version that doesn't include it.
Check the PlayGameServicesGodot library: Make sure you're using a version of the PlayGameServicesGodot library that's compatible with your version of Godot. If the library is expecting a newer version of Godot that includes the getActivity() method, it won't work with an older version of Godot that doesn't include this method.
Check the code: Look at the code in the PlayGameServicesGodot.initialize method and see if it's trying to call getActivity() on an instance of Godot. If it is, you'll need to find a way to accomplish the same thing without calling this method. This might involve using a different method, or restructuring your code to avoid the need for this method.
Remember, debugging can be a complex process and it often involves a lot of trial and error. Don't get discouraged if you don't find the problem right away. Keep trying different things and you'll eventually find the cause.

I'm not able to inspect the code of the plugin, so I'll just leave this here

I assume this has to do with Godot version and the build templates. I'm rolling back versions until one works

I found this info online:
The Godot instance provided by GodotPlugin::getGodot() no longer has access to a android.content.Context reference. Use GodotPlugin::getActivity() instead.
So the getActivity() method is new, not old. I had the idea that maybe the build template was outdated, so I updated that but I still have the same issue.

It seems to work with version 4. Yep it works. Getting the whole sign-in screen.
Okay please can someone update this readme to include a giant
DOES NOT WORK WITH ANY VERSION PAST VERSION 4

I'm reopening this until someone changes the readme. This should be at the very top of the readme, next to the claim that it works on v3.2.3+ *(up to v4.0)


run only tests that are expected to pass by run_test in travis mode on Windows

On jenkins, C and C++ tests on Windows fails because we include unimplemented tests in our test suite.
Run tests with -t option should only run tests that are expected to pass so I can get green on Jenkins.
This applies to C and C++:
python tools/run_tests/run_tests.py -t -l c
python tools/run_tests/run_tests.py -t -l c++
See here for example:
http://grpc-testing.appspot.com/job/gRPC/24/

Tagging unimplemented-on-windows tests with platform=['posix'] in the
build.json.
On Thu, Jun 4, 2015 at 10:29 AM Jan Tattermusch<EMAIL_ADDRESS>wrote:

On jenkins, C and C++ tests on Windows fails because we include
unimplemented tests in our test suite.
Run tests with -t option should only run tests that are expected to pass
so I can get green on Jenkins.
This applies to C and C++:
python tools/run_tests/run_tests.py -t -l c
python tools/run_tests/run_tests.py -t -l c++
See here for example:
http://grpc-testing.appspot.com/job/gRPC/24/
—
Reply to this email directly or view it on GitHub
https://github.com/grpc/grpc/issues/1912.

^^ should do what you want...
Please file issues for each test that gets tagged (under the Beta milestone)
On Thu, Jun 4, 2015 at 10:56 AM Craig Tiller<EMAIL_ADDRESS>wrote:

Tagging unimplemented-on-windows tests with platform=['posix'] in the
build.json.
On Thu, Jun 4, 2015 at 10:29 AM Jan Tattermusch<EMAIL_ADDRESS>wrote:

On jenkins, C and C++ tests on Windows fails because we include
unimplemented tests in our test suite.
Run tests with -t option should only run tests that are expected to pass
so I can get green on Jenkins.
This applies to C and C++:
python tools/run_tests/run_tests.py -t -l c
python tools/run_tests/run_tests.py -t -l c++
See here for example:
http://grpc-testing.appspot.com/job/gRPC/24/
—
Reply to this email directly or view it on GitHub
https://github.com/grpc/grpc/issues/1912.

C and C++ on Windows are the last two red balls in Jenkins right now - it would be great if we could get rid of them.
http://grpc-testing.appspot.com/job/gRPC/7/

It looks like these C test are currently failing:
all   "..._shutdown_finishes_inflight_calls...." tests
json_rewrite_test
cancel_after_invoke_test

A bunch of the tests have been flagged now to be Posix only.


How can I add cross-domain access to the static pictures under the putlic folder?

Can this requirement framework itself be added?


About fine-tuning problem

Now, I have a ssd300.pth file which have already train on a large dataset, but I want to fine-tune it on a small dataset. These two dataset had different class number.
Is that right if I just changed the code: pretrained='open-mmlab://vgg16_caffe', to  pretrained='./ssd300.pth, in the file open-mmlab/mmdetection/blob/master/configs/_base_/models/ssd300.py
Or,  what is the right way to fine-tune it ?
Thanks

you should use load_from


Unable to create a new connector

Hello,
I am unable to create a new connector of type MySqlConnector.
I'm not sure if I'm doing something wrong here so I will explain how to reproduce the errors I get.
I have tested with the provided docker image on version 1.0.0 and 1.1.0, the issue is the same.
When I go through the UI on http://localhost:3030 and try to hide a MySQLConnector the configuration page opens but is empty :

When I try to add my config, on every key stroke, I get the following Javascript error :

angular.js:14110 TypeError: Cannot read property 'class' of undefined
    at validateConnectorFn (combined.js?rel=182e7e8d7b:2092)
    at combined.js?rel=182e7e8d7b:2069
    at m.$digest (angular.js:17755)
    at m.$apply (angular.js:18021)
    at angular.js:19869
    at e (angular.js:6035)
    at angular.js:6314

The issue is similar for many other connectors.
Finally the CREATE button is always grayed out so I cannot validate the form.
Thank you

By the way the issue also affects the demo app at https://fast-data-dev.demo.landoop.com

I am also experiencing the same issue

I'm unable to reproduce this issue. Please pull the latest image and refresh your browser (for chrome, open the developer console, then hit F5).


is there any plan to support offline zipformer in sherpa-onnx?

Yes, that is in the plan.
Would you like to make contributions?

Is there any example for reference to do this?

I think zipformer models can be replaced with conformer model. It should work without any effort.

Zipformer input/outputs and Conformer input/outputs are same. So, only changing path should work.

Zipformer input/outputs and Conformer input/outputs are same. So, only changing path should work.
not the export work, this is easy and have already done in the open source icefall repo,
my question is to do offline decode use c++ in sherpa-onnx?

not the export work, this is easy and have already done in the open source icefall repo,
my question is how to do offline decode use c++ in sherpa-onnx?  Is there any example for reference to do this?

The reference implementation is in k2-fsa/sherpa.
If you have read the code, you can see that the streaming decoding code of k2-fsa/sherpa-onnx is very similar to that from k2-fsa/sherpa.


Allow model configuration to be set via code

There doesn't appear to be a way to avoid the interactive prompt to choose a configuration - it happens immediately when importing anything from the module. One could change the globals.py variable set_model_name_with_stdin to False, but I don't really like creating a situation where main.py is so easily broken.
I think there's something to ensuring main.py prompts for a configuration but import elci on it's own does not. If you're importing it, maybe it should be up to the user to run a function or something to define a configuration.
Thanks @bl-young

Started an attempt at doing this on my fork and I think its working ok. Im sure it can be improved upon.
https://github.com/bl-young/ElectricityLCI/commit/280675f68d2aa5964a1bbcf96dc7acc0488a465a
But then can use something like this:
import electricitylci as elci
import electricitylci.globals

electricitylci.globals.set_model_name_with_stdin=False
import electricitylci.model_config as config

config.model_name = 'ELCI_1'

df = elci.get_gen_plus_netl()

It seems a shame that the import line had to be added in all those places init.py, but I can't think of a clever way around it.

Yes, I think we might be able to move things around such that the model config inputs are generated in or called from main.py. But I'd need to spend some more time with it to get it straightened out. I would assume this is not something that is necessary to be implemented in v1.0.1, but I'll see what I can do.

Pull request #134, courtesy of @bl-young.
Additionally, commit 5e5fc75 added command line model configurations.


Grad norm tensor fix (#938)

What does this PR do?

Fixes # (issue)
Before submitting

[ ] This PR fixes a typo or improves the docs (you can dismiss the other checks if that's the case).
[ ] Did you make sure to update the documentation with your changes?
[ ] Did you write any new necessary tests?

https://github.com/huggingface/optimum-habana/pull/938


Add all the Calc predefined function names to the possible IDs in Calc.

Not sure if this will work, syntax-wise, but I would like to be able to (at least) use the built-in names for variables, even though it would be confusing (at best) to redefine a built-in function with a user-defined one.

One very pressing need for this is in importing (for "pretty print") data structures that have (very common) field names like "length". Right now this give a "no viable alternative" error on the "length" word.

The problem would be defining user functions with the predefined function names, because the grammar couldn't distinguish between the built-in and user-defined one.  But, if the predefined function names could be used as member names in maps, that would help... So, we could add a "memberID" class that includes all the "id" possibilities now, plus the predefined function names .... Hopefully the grammar would handle that.


Epinio UI test - Upload artifacts

Check how to upload Cypress outputs in github if it's not paying. Otherwise, outputs are in our self hosted runners.
https://docs.cypress.io/guides/guides/screenshots-and-videos#Screenshots
https://docs.cypress.io/guides/continuous-integration/github-actions#Caching-Dependencies-and-Build-Artifacts

You can see artifact at the bottom.


Support other applications

After https://github.com/neondatabase/github-automations/pull/47
This supports the other application we have right now in the cloud repo.
Before deploying this code, set the env variables:

CONSOLE_DEPLOY_WORKFLOW_ID - console.yml
CPLANE_DEPLOY_WORKFLOW_ID - controlplane.yml
TOOLSAPI_DEPLOY_WORKFLOW_ID - toolsapi.yml
FORECASTING_DEPLOY_WORKFLOW_ID - forecasting.yml

@seymourisdead how do we deploy it?


Recent Fedora , Centos Stream, and RHEL clones images in the UTM gallery

Looking in https://mac.getutm.app/gallery/ we have old and end-of-life Fedora (38). Current version is 41.
We don't have any Centos Stream images, which are free and useful for testing applications for RHEL.
We also don't have RHEL clones like Rocky Linux or AlmaLinux
What is the way to get more images in the gallery?

https://fedoraproject.org/#editions
https://www.centos.org/download/
https://rockylinux.org/download
https://almalinux.org/get-almalinux/

Now that there's pretty good support for utmctl/AppleScript, it would be nice to get images up & running in CI/CD.
@osy if I built images is there a way to submit them to the gallery? Or if I built out a GitHub Actions pipeline would it be possible to upstream the work/add it on to the repo?

Right now there's no automated way of adding to the gallery and it's all manual. The biggest issue is hosting the images; we don't really have a scalable solution for that.

Hello,
If I may propose some suggestions.
We have a vagrant plugin for UTM which kind of necessitates providing base images for users. So we need to build and host popular images pretty much like a UTM gallery (Although for a specific use case). While doing that we ran into the same challenges as reflected above, automated, repeatable, and scalable ways to build and host UTM images.
We have got started on a few things to address these.

UTM packer plugin tool to build VM images. (ISO builder support is implemented and coming in next release)
UTM packer recipes to bake custom VMs using tool from (1). (debian recipe from chef/bento is already adopted for UTM)
HCP Vagrant registry for UTM to host VM images. (an example image from the UTM gallery is already hosted)

The only difference between the VMs in UTM gallery and the VMs in Vagrant registry is the latter has defined things, eg., VM is a tar file in .box format, No GUI, etc., (Vagrant is mostly for developer use case). But with some extra steps we can use these same images as we use UTM gallery images. At the very least this will make UTM a nice Dev/CI platform as mentioned above.
If interested you can use these tools to build and host images. However, this approach forces you to use packer (or equivalent tool) and write scripts to make it automated, which is the right approach if you intend to distribute images to the public.

got to tar -x the downloaded file
got to say new VM and point to the extracted box.utm folder
credentials are vagrant/vagrant


A new position for modal windows

Expected Behavior
Control the position of the modal window.

[ +] position: right (thin, normal, thick - width)
[+ ] possibility to load a content inside of modal by Ajax
[ ] outside click (configuration), default like now

System GA
[|https://github.com/awes-io/issues]

➤ Илья Китаев commented:
component: modal-window v1.1.0
styles: indigo-layout v1.9.2

As far as I understood these features has not been implemented yet in this task:

possibility to load a content inside of modal by Ajax
outside click (configuration), default like now

or maybe info on their usage just absent from documentation?

➤ Ilya Kitayev commented:
v1.1.1

docs fullfilled with AJAX-modal example
globally configuredbg-click-close prop added


How do I get a transparent background?

It's rendering over a white background. I would like it to be transparent.
Thanks in advance :D

I made it in my theme:
  var t = new DarkMarkdownTheme();
  t.BackgroundColor = Color.Transparent;
  ...

  var view = new MarkdownView();
  view.Theme = t;
  ...


Fix: Prevent Livewire Modal Error on HTTP 419

This fix resolves the Livewire modal error caused by HTTP 419 for users with disabled cookies, allowing Filament admin panels to function without interruptions or unnecessary popups.

Thanks, but as discussed too risky and not enough explanation about the problem yet


Push notifications on Android

Submit feature requests to http://www.mattermost.org/feature-requests/. File non-security related bugs here in the following format:
Summary
Push notifcations are not working with the Android app built from source
Environment Information

Device Name: Samsung S8
OS Version: 7.0.1
Mattermost App Version: Latest
Mattermost Server Version: Latest

Expected behavior
I have a local Mattermost server and I built the Android app to test the push notifications. The app was built with the GCM ID from my Google project in the AndroidManifest.xml
Observed behavior
I'm getting the following errors in the mattermost log on the server:
[EROR] Device push reported as error for UserId=mp8by7rewfrfxxfkh17sfub85h SessionId=dstu5uhq63dsdxmhxreikumqwa message=unknown transport error
[EROR] Device push reported as error for UserId=mp8by7rewfrfxxfkh17sfub85h SessionId=m14atoe8sjg5u8jub999tgbbpe message=unknown transport error
2017/11/27 17:57:53 EET] [EROR] Device push reported as error for UserId=mp8by7rewfrfxxfkh17sfub85h SessionId=k94sk38stbr1dfjj988tgjowko message=unknown transport error
From this error I can't tell if the problem is with the authentication with GCM or with the receiving end(the android app).

Dide you deploy your own mattermost-push-proxy and set you server to use that one?

@enahum - yes, the mattermost proxy is on the local server:
{
"ListenAddress":":8066",
"ThrottlePerSec":300,
"ThrottleMemoryStoreSize":50000,
"ThrottleVaryByHeader":"X-Forwarded-For",
"EnableMetrics": false,
"ApplePushSettings":[
{
"Type":"apple",
"ApplePushUseDevelopment":false,
"ApplePushCertPrivate":"/opt/mattermost-push-proxy/config/chat.pem",
"ApplePushCertPassword":"",
"ApplePushTopic":""
},
{
"Type":"apple_rn",
"ApplePushUseDevelopment":false,
"ApplePushCertPrivate":"/opt/mattermost-push-proxy/config/chat.pem",
"ApplePushCertPassword":"",
"ApplePushTopic":""
}
],
"AndroidPushSettings":[
{
"Type":"android",
"AndroidApiKey":"AIzaSy**"
},
{
"Type":"android_rn",
"AndroidApiKey":"AIzaSy***"
}
]
}

and do you get the push notifications on iOS?

Nope, I don't get any push notifications (tried on with the stock iOS app).

@coreyhulen any ideas on this one?

Not sure.  Android pushes are working for our version of the mobile app in the store.
What OS are you running the push proxy on?  What version of go did you compile the push proxy with?
Do you have the latest code from the repo?  The error should look something like "Failed to send GCM push ..."

Centos 7.4 - the push proxy and server are both on the same machine.
As per the version of Go - I downloaded the archive from downloads.
Do I have to compile the source ?

You shouldn't have too.  What version push proxy did you download because the logging message format looks old.  Could you try with the latest from https://github.com/mattermost/mattermost-push-proxy/releases/tag/v4.4

No luck - reinstalled the proxy and I'm still getting the errors. The first log was from mattermost server, here is from the proxy:
Nov 30 18:21:23 chat mattermost-push-proxy[1305]: 2017/11/30 18:21:23 INFO Sending android push notification for type=android_rn
Nov 30 18:21:23 chat mattermost-push-proxy[1305]: 2017/11/30 18:21:23 INFO Sending android push notification for type=android_rn
Nov 30 18:21:23 chat mattermost-push-proxy[1305]: 2017/11/30 18:21:23 INFO Sending android push notification for type=android_rn
Nov 30 18:21:23 chat mattermost-push-proxy[1305]: 2017/11/30 18:21:23 INFO Sending android push notification for type=android_rn
Nov 30 18:21:23 chat mattermost-push-proxy[1305]: 2017/11/30 18:21:23 ERROR Failed to send GCM push sid=e587r9ky4ffe5fiqmnqtfnbwtr did=fbxwW12wLDI:APA91bEMW_r8DXORJsK1zivcKOohLbkYVhBQLUMgjardl7HCtAVjLJYArM5aD1Tx5prDQ8-_NRG--1DGCfAngKhhQbNZ2a11IoS
Nov 30 18:21:23 chat mattermost-push-proxy[1305]: 2017/11/30 18:21:23 ERROR Failed to send GCM push sid=e587r9ky4ffe5fiqmnqtfnbwtr did=dWumsO1QdAs:APA91bHx0wO5Iy-gFMaXGd2yEET7uvzZ8pYB01ZwaRyLa3Vi7Qj0NjSymGBChVYZciLPRNIAkX6l8Z-C9A-j45M57vtvJQ5o99L
Nov 30 18:21:23 chat mattermost-push-proxy[1305]: 2017/11/30 18:21:23 ERROR Failed to send GCM push sid=e587r9ky4ffe5fiqmnqtfnbwtr did=ebIGVcvA0rE:APA91bHswwyLMBOgjwfMF249uVH9B9LXXelALYWNBtKCei_mGg3uDcTGj5FlKnBlssvhw6addhn6HCTczNaa5TH7V3nG7upmpXs
Nov 30 18:21:23 chat mattermost-push-proxy[1305]: 2017/11/30 18:21:23 ERROR Failed to send GCM push sid=e587r9ky4ffe5fiqmnqtfnbwtr did=dCd0pZZvz_g:APA91bHpd1WLyY9nclvNnsywK1x9jWNVhKqRS4YHaEy2OF5EHTPNYhbWjuCfvzAYuavbdkhQ1cxa8e9pZ-YQJ7DdYAzM79WNY-L
lines 682-754/754 (END)

one question, did you modify/update the google-services.json file inside <project-dir>/android/app/ folder before compiling the apps, right?

I replaced just the key. How should I proceed - register a whole new app here(https://developers.google.com/mobile/) and replace the entire google-service.json ?

you should register the app here https://console.firebase.google.com/ and then replace the entire google-services.json file, that should do it

I registered the app and added my new google-services.json. Now building fails like this:
error: bundling failed: NotFoundError: Cannot find entry file index.js in any of the roots: ["/home/user/mattermost-mobile"]
at DependencyGraph._getAbsolutePath (/home/user/mattermost-mobile/node_modules/metro-bundler/src/node-haste/DependencyGraph.js:305:11)
at DependencyGraph.getDependencies (/home/user/mattermost-mobile/node_modules/metro-bundler/src/node-haste/DependencyGraph.js:283:4236)
at Resolver.getDependencies (/home/user/mattermost-mobile/node_modules/metro-bundler/src/Resolver/index.js:129:5)
at /home/user/mattermost-mobile/node_modules/metro-bundler/src/Bundler/index.js:642:39
at Generator.next ()
at step (/home/user/mattermost-mobile/node_modules/metro-bundler/src/Bundler/index.js:13:1336)
at /home/user/mattermost-mobile/node_modules/metro-bundler/src/Bundler/index.js:13:1496
at
at process._tickCallback (internal/process/next_tick.js:188:7)
I deleted the whole thing, installed all dependencies from scratch with pre-run(only complains about cocoapods), but to no avail. Any ideas?

are you building from master?
try the following:

make clean
make pre-run
build you app the way you are doing it

Hi @atkozhuharov  can I ask you to please join our Mattermost pre-release server and then join the channel Native Mobile Apps so we can talk about this in a more dynamic form as I really want to understand what is going on and how to solve it.
Thanks

Hi @atkozhuharov did you ended up fixing this?
can you share your feedback on how you solved it so others can find it?
and please once you do feel free to close the issue ;)

@enahum - yes the issue was resolved and thanks a million for your help. Here is some guidance for future reference:
First of all - the contribute guide has a reference on how to set up your machine for building the apps.

Make sure to register your app in Google - https://developers.google.com/mobile/add. You will have to name the app for example com.somename.mattermost
After the registration download the google-services.json and replace the one from the repo
Add the project ID from the json file to the AndroidManifest.xml (gcmSenderId value)
Create a new directory structure in mattermost-mobile/android/app/src/main/java/com/ - in the example case it will be mattermost-mobile/android/app/src/main/java/com/somename/mattermost/
Move all the .java files from mattermost-mobile/android/app/src/main/java/com/mattermost/rnbeta to the new directory
Change the package name in each .java file you moved to the new package name

With this it should be ready to take off.


missing dependencies

bart cli release download hits a missing local dependencies - not clear from the docs to resolve.
attempting to build from origin/main 'make bart' as a workaround.
$ wget https://github.com/fermyon/bartholomew/releases/download/v0.6.0/bart-cli-v0.6.0-linux-amd64.tar.gz
$ tar -xzvf bart-cli-v0.6.0-linux-amd64.tar.gz
$ ls
$ sudo cp bart /usr/local/bin/
$ bart
$ bart
bart: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.35' not found (required by bart)
bart: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.33' not found (required by bart)
bart: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.32' not found (required by bart)
bart: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.34' not found (required by bart)

$ cat /etc/os-release
NAME="Ubuntu"
VERSION="20.04.5 LTS (Focal Fossa) Ubuntu 20.04.5 LTS

@VestigeJ thanks for raising.  This seems similar to an issue seen with the Spin CLI: https://github.com/fermyon/spin/issues/168
I think the two main options are to see if the glibc library can be updated on the host or perhaps attempting to statically build from the host directly eg via https://github.com/fermyon/spin/issues/168#issuecomment-1146591589
Not clear if pinning our GitHub release runner to 20.04 (it looks like 18.04 is no longer an option) would help, but might be worth a shot if others are seeing this behavior (and if it helps, of course).


Openpose Face/Hands no longer detecting

From the prior repo they work just fine

And from the new repo (this one), they don't seem to detect at all.  Tried several images

Same here, body working in this version, but not hand and face. All working in version from old repo.

I found the issue - in the init.py in src/controlnet_aux/dwpose it needs to have the include_hand and include_face bool
def detect_poses(self, oriImg, include_hand=False, include_face=False) -> List[PoseResult]:
and
       poses = self.detect_poses(detected_map,input_image, include_hand, include_face)

I found the issue - in the init.py in src/controlnet_aux/dwpose it needs to have the include_hand and include_face bool def detect_poses(self, oriImg, include_hand=False, include_face=False) -> List[PoseResult]: and  poses = self.detect_poses(detected_map,input_image, include_hand, include_face)

Does't work with my installation. Change it and cleared pycache but still no face detection. Commit ff5648559d54b66a6b47caeb5203a1bf8e26a90e

Anything new on this? Still not working :-(

Not that I've seen unfortunately

Doens't work on my end either.
Im running Ubuntu 22.04 LTS w/ NVIDIA-SMI 530.30.02 - Driver Version: 530.30.02 - CUDA Version: 12.1
ComfyUI Revision: 1697

I found the issue - in the init.py in src/controlnet_aux/dwpose it needs to have the include_hand and include_face bool def detect_poses(self, oriImg, include_hand=False, include_face=False) -> List[PoseResult]: and  poses = self.detect_poses(detected_map,input_image, include_hand, include_face)

Does't work with my installation. I changed it and cleared pycache but still no face detection. Commit ff56485
I just went back to 4c81504 and now it seems to work

How to install the old version? There is only new one in Manager.

def detect_poses(self, oriImg, include_hand=False, include_face=False) -> List[PoseResult]:
and
 poses = self.detect_poses(detected_map,input_image, include_hand, include_face)

it didn't work for me. I tried to edit the file with controlnet_aux already installed, and I also tried to edit the file before I installed it.

Just pushed the fix. It should work if yall update this extension

Looks good. Thank you @Fannovel16

Thanks for the FIX!


Fix sonar cloud workflow

The current sonar cloud workflow complains that the organization does not exist.
Solution could be to replace the camelCase organization name with all lower case. --> mibipret instead of MiBiPreT

The sonarcloud workflow now successfully runs. (See the CI checkmarks)


Text edits dan

👷 Deploy Preview for fancy-puffpuff-df775f processing.

Name
Link

🔨 Latest commit
ac37c0244b89af2d2f90145441e9841364faa4c5

🔍 Latest deploy log
https://app.netlify.com/sites/fancy-puffpuff-df775f/deploys/6647545888964300080d8cbe


Is Minecraft Note Block Studio a virus?

So,
I wanted to install this program on my computer and it says the anti-virus says that it is a virus.
Since I don't want to risk it can you please verify that this program isn't a virus.
Thanks.

Of course we wouldn't distribute a virus. The only reason that your computer doesn't trust the program is that it's not digitally signed. Acquiring such licenses is very expensive, and as such not viable for independent developers like us. You can safely ignore the warnings, and if you still don't trust the program, the whole source code is available for inspection here on GitHub, so you can verify yourself if there's anything suspicious.
If you have any further questions, please let me know :)

Alright then.
Thank you.


Image disappears when adding a link in blog post

Issue Summary
I'm experiencing an issue when publishing a post on my blog. When I insert an image in the post and publish it, the image displays correctly. However, if I assign a link to the image, the image disappears from the post after publishing, leaving only the text visible.
Expected Behavior:
The image should appear in the post with the link applied, allowing readers to click on the image to access the link.
Observed Behavior:
After adding a link to the image and publishing the post, the image disappears from the post, leaving only the text.
Steps to Reproduce

Create a new blog post.
Insert an image into the post.
Assign a link to the image (click on the image and add a URL).
Publish the post.
Review the published post.

Ghost Version
5.90.2
Node.js Version
18.18.2
How did you install Ghost?
self-hosted - VPS Ubuntu 22.04
Database type
MySQL 5.7
Browser & OS version
No response
Relevant log / error output
No response
Code of Conduct

[X] I agree to be friendly and polite to people in this repository

My mistake, an AdBlock was interfering.


Staging SPT addition for STO

Thanks for contributing to the Harness Developer Hub! Our code owners will review your submission.
Description

Please describe your changes: __________________________________
Jira/GitHub Issue numbers (if any): ______________________________
Preview links/images (Internal contributors only): __________________

PR lifecycle
We aim to merge PRs within one week or less, but delays happen sometimes.
If your PR is open longer than two weeks without any human activity, please tag a code owner in a comment.
PRs must meet these requirements to be merged:

[ ] Successful preview build.
[ ] Code owner review.
[ ] No merge conflicts.
[ ] Release notes/new features docs: Feature/version released to at least one prod environment.

LGTM, due to failed merge earlier in the day.


Update CONTRIBUTING.md - update path name for activate

Looks like the bin directory may have been changed to Scripts -- the command seems to work when it's written as Scripts instead of bin

From python documentation:

It also creates a bin (or Scripts on Windows) subdirectory containing a copy/symlink of the Python binary/binaries (as appropriate for the platform or arguments used at environment creation time). It also creates an (initially empty) lib/pythonX.Y/site-packages subdirectory (on Windows, this is Lib\site-packages). If an existing directory is specified, it will be re-used.

Thanks - then might it make sense to include both versions in the documentation, if some environments do use bin? How do you think we should handle this?

writing both sounds ideal

Hi @welisheva22 - Can you update this PR with the above suggested changes?

Sure - added another commit with the second command option, please review. Thank you.


Transfer state does not escape double quotes

🐞 Bug report
Description
If an API returns JSON that contains double quotes:
{
  "test": "This sentence has a \" double quote in it"
}

An error occurs when JSON.parse is called on the saved state:
Uncaught SyntaxError: Unexpected token d in JSON at position 44

🔬 Minimal Reproduction
https://github.com/kgajera/scully-transfer-state-bug
https://github.com/kgajera/scully-transfer-state-bug/blob/main/src/app/app.component.ts
💻Your Environment
Angular Version:

Angular CLI: 11.0.5
Node: 14.15.2
OS: darwin x64

Angular: 11.0.5
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router
Ivy Workspace: Yes

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1002.0
@angular-devkit/build-angular   0.1100.5
@angular-devkit/core            11.0.5
@angular-devkit/schematics      11.0.5
@angular/cdk                    11.0.3
@angular/fire                   6.1.4
@angular/flex-layout            11.0.0-beta.33
@angular/material               11.0.3
@schematics/angular             11.0.5
@schematics/update              0.1100.5
rxjs                            6.6.3
typescript

Scully Version:

"@scullyio/init": "^1.0.1",
"@scullyio/ng-lib": "^1.0.0",
"@scullyio/scully": "^1.0.0",

🔥 Exception or Error
Error in browser console:

Uncaught SyntaxError: Unexpected token n in JSON at position 499

@kgajera This is because we had to close a possible (when using untrusted API's) security issue. I'll work on this bug today. we had another related issue too.

@kgajera This is because we had to close a possible (when using untrusted API's) security issue. I'll work on this bug today. we had another related issue too.

This is closed in Scully 1.0.11

This is closed in Scully 1.0.11


SilenceArmoredAshley crash after part where you shoot metal bindings

Game seems to consistently crash with SilenceArmoredAshley active, luckily debug SAVE GAME option makes a save right before the crash happens:
savegame00.zip
Load from 4th save slot, skip the cutscene, and after she looks around for a bit she'll run to the side, which crashes for me every time, only fix is disabling SilenceArmoredAshley.
Crash dump: bio4.exe.20220219215421.zip (1.1.0)
Seems to be something to do with pointer used by EmMgr getting corrupted or something, weird.
E: hm, looks like it's patching somewhere different in 1.1.0 compared to 1.0.6 - same function though, but looks like different part of it.
E2: adding some of the bytes from the insn before it seems to fix it, I just added "00 02" to the start of the pattern & changed offset to 2 - all vers seem to use the same cmp     byte ptr [edx+4FCBh], 2 insn before it so should be fine, could probably add the whole opcode really.
(I thought pattern.count(1) would have caught issues like that where more than 1 instance of same thing is found though? Guess it's only making sure there's n matches found, and doesn't care if there's more than n, would probably slow things down a lot if it had to scan the whole EXE space I suppose.)

Hmm? This is the first time pattern.count(x) didn't save me from an issue like this. And I even tested all exe versions for a bit .-.
Feel free to PR the fix if you feel like doing it.
Thanks for catching this one. I'd probably not have noticed otherwise.


[Keypad] Make our + button our brand color

Simple change, but think it's helpful - have a proposal for dealing with a string of custom amounts but still working out designs - feel free to leave this change until a later date.
Tracking.

Going to roll this into the Review Sale flows I showed in Riga, if we enable that as an additional checkout option.


When displaying data sometimes lines get split

Splitting on new lines not on packet ending

on occasion display gets sent through stdout out of order
 Username: + (nanobox login) :


Sonner z-index always behind radix-ui dialog

Describe the feature / bug 📝:
When i have a radix-ui dialog open, sonner is above visually but is behind the dialog despite setting the appropriate z-index on all concerned elements. Making swiping/close button inaccessible.
Steps to reproduce the bug 🔁:
<Dialog.Root open={open} onOpenChange={setOpen}>
      <Dialog.Trigger asChild>
        <Button {...props}>{children}</Button>
      </Dialog.Trigger>

      <Dialog.Portal>
        <Dialog.Overlay className="dialog-overlay" />
        <Dialog.Content className="dialog-content">
          ...
        </Dialog.Content>
      </Dialog.Portal>
    </Dialog.Root>

.dialog-overlay {z-index:50 !important}
.dialog-content {z-index:60 !important}

And then
<Toaster
    closeButton
    duration={50000000}
    position="top-center"
    toastOptions={{
        unstyled: true,
        style:{
            zIndex: 1000,
        },
    }}
/>

Nothing i do, even adding classes makes the Toaster go to the front.
I've tried to do this as-well, no luck.
import * as Portal from "@radix-ui/react-portal";

<Portal.Root>
    <Toaster
        closeButton
        duration={50000000}
        position="top-center"
        toastOptions={{
            unstyled: true,
            style:{
                zIndex: 1000,
            },
        }}
    />
</Portal.Root>

Try positioning it directly beneath React render, on the same level as the App component.
ReactDOM.createRoot(document.getElementById('app')!).render(
  <>
    <App />
    <Portal.Root>
      <Toaster richColors />
    </Portal.Root>
  </>
);

this worked after I tried

@LF112's approach is correct.

What about Next.js (13+) which doesn't have an  but rather a root layout.tsx?
This doesn't work either.
<html lang="en" suppressHydrationWarning>
    <body className={inter.className}>
        {/* <Portal.Root> */}
        <Toaster closeButton duration={5000000000} position="top-center" />
        {/* </Portal.Root> */}

        {children}
    </body>
</html>

Running into this issue as well 😓
Putting <Toaster /> outside of the body fixes this, but it's illegal (you'll get a Warning: In HTML, <section> cannot be a child of <html>.)
  <html lang="en">
      <Toaster />
      <body>
          {children}
      </body>
    </html>

Let's close this?
Adding the style to the <Toaster/> (as @steven-tey said) or adding pointer-events: auto !important to body will work as-well.

I'm not sure this should be closed: yes the snackbars are now clickable, but they cause the Dialog to be closed as they are recognized as outside clicks. To allow click-through we need to consume the internal library @radix-ui/react-dismissable-layer which allows for item for be clicked outside of modality boundaries.
For posterity (and possibly fixing this), I've managed to correctly compose the scope to have both components behave correctly.
Now, my implementation solely uses toast.custom as our toast implementation is completely different from what Sonner is offering, so I'm able to do something like:
return toast.custom(
  t => (
    <DismissableLayer.Branch asChild>
      <Snackbar
		...
      />
    </DismissableLayer.Branch>
  ), opts
)

considering the current implementation, I'm not quite sure on how this could be achievable using the other methods.
Additionally, we need'd to wrap the Toaster component as well:
{/* Radix Portal */}
<Portal>
  {/* Allow composability within Radix portals. */}
  <DismissableLayer.Root asChild>
    <Toaster
	...
    />
  </DismissableLayer.Root>
</Portal>

But this isn't currently possible, as Toaster isn't capable of ref forwarding.
I have opened https://github.com/emilkowalski/sonner/pull/491 to add the ref forwarding ability, but I'm at a loss on how to allow wrapping the Toast element when a custom isn't used.

@freshgiammi I solved using this approach https://github.com/radix-ui/primitives/issues/2690


Plans for integration of TopDBNet with Fast Reid?

Hi
Are there any plans for the integration of TopDBNet with FastReid?

Hi
Are there any plans for the integration of TopDBNet with FastReid?

Hi，if you want to do this work？I think that it may interesting and effective.

@syh-hue
It would be a pleasure to do it
Yes I also feel that TopDBNet with present fast-reid augmentation and architectural design can improve the overall performance of TopDBNet


Script for collecting task files paths.

Nastya've merged my PR, so the prepare_course_data.py file is now called collect_course_structure.py


Request Timed Out errors

I made it further!
I am able to see the session info, my ip, port and key.
However, anytime I issue sync or async function calls, I see request timed out errors in internal/state.lua:322:
[distant] [ERROR 20:52:57] ...k/paqs/start/distant.nvim/lua/distant/internal/state.lua:322: Client failed (75): Request timed out
Presently working with this config:
local function setup_distant()
	local actions = require("distant.nav.actions")

	require("distant").setup({
		["<remote_instance>"] = {
			launch = {
				distant = "/home/<user>/.asdf/installs/rust/stable/bin/distant",
				username = "<user>",
				identity_file = "<my_priv_key>",
			},
		},
		["*"] = {
			max_timeout = 60000,
			timeout_interval = 200,
			client = {
				log_file = "~/tmp/distant-client.log",
				log_level = "trace",
			},
			launch = {
				log_file = "~/tmp/distant-launch.log",
				log_level = "trace",
			},
			file = {
				mappings = {
					["-"] = actions.up,
				},
			},
			dir = {
				mappings = {
					["<Return>"] = actions.edit,
					["-"] = actions.up,
					["K"] = actions.mkdir,
					["N"] = actions.newfile,
					["R"] = actions.rename,
					["D"] = actions.remove,
				},
			},
		},
	})
end

What do you see in your local log files that you've configured? Error code 75 is a client timeout error just like it says, but I can't say that I've actually seen that pop up for myself.

@chipsenkbeil thanks tons for being patient with me on this..
here's the output of the client log:
[2021-09-22 20:59:36.413335 -05:00] ERROR [/Users/<user>/.asdf/installs/rust/stable/registry/src/github.com-1ecc6299db9ec823/distant-0.14.2/src/lib.rs:22] Exiting due to error: Operation timed out (os error 60)

Okay, that definitely indicates that the client fails to connect, but this is an operating system failure to connect and not a software-defined timeout.
What operating system are you using?

uname -a -> Linux seth-dev 5.13.4-x86_64-linode146 #1 SMP Wed Jul 21 14:45:45 EDT 2021 x86_64 x86_64 x86_64 GNU/Linux

Okay, so the linode is Debian Bullseye and your local machine is Ubuntu 21.04?
Honestly, an OS timeout to me implies a problem with the server being properly exposed on the remote machine. It shouldn't take more than a second or two to connect for most folks, so to reach some timeout of around ~8 seconds seems to imply that the spawned distant server on the linode machine isn't accessible over TCP by your local machine.
Unless you configured the servers to shutdown after X seconds of no activity, they should still be running on your linode machine. Can you add logging to the server side so we can see if it's properly running?
Here's what I've got to log on the remote machine:
            launch = {
              distant = '/Users/senkwich/.cargo/bin/distant',
              log_level = 'trace',
              extra_server_args = '"--log-level trace --log-file /tmp/distant.log --shutdown-after 30"',
            },

Final thought before giving up for the evening; i'm able to see it connected but it just will not receive other commands. We use mutagen to forward tcp ports, so i know tcp traffic can be sent across the wire to that machine. Do you need anyother settings in your sshconfig for the forwarding agent?

I'm not familiar with mutagen to know how that works. From the logs I've seen from your earlier runs, the start of the server works, but it fails to connect over tcp to the provided ip and port that is communicated back by the server.
When the server runs, it prints out something like DISTANT DATA <IP> <PORT> <KEY> that gets received by the launch command (over ssh) and stored. From then on, that ip and port are used in the initial tcp connection. The key hasn't come into play yet as that is only for when messages are encrypted and decrypted, but this is failing at the tcp level and is an os failure, so maybe it has to do with the port forwarding?
I have no sshconfig configured and just stood up a new linode instance myself and verified that a fresh instance of distant 0.14.2 works; so, my only guess is that you've got something configured that is unexpected.

This is great info, thanks again @chipsenkbeil .. I'll confirm with our infrastructure team in the morning for any additional details around that. You've been such a huge help and thanks for your patience with this. Cheers!

I'll report back my findings for others that might run into it; please leave this open if you don't mind (perhaps just one or the other for the other repo).

Sure. This seems like it's more related to distant than distant.nvim since it's based around the binary being able to connect to the server over TCP; so, I'll close this one out and we can continue on the other issue. If you want to continue the conversation here at some point, feel free to do so and we can reopen.


iOS list elements too sensitive when scrolling (on device)

Ionic version:  (check one with "x")
[ ] 1.x
[x] 2.x
[ ] 3.x
I'm submitting a ...  (check one with "x")
[x] bug report
[ ] feature request
[ ] support request => Please do not submit support requests here, use one of these channels: https://forum.ionicframework.com/ or http://ionicworldwide.herokuapp.com/
Current behavior:
Try to scroll a list with like 20-30 elements. Scroll is too sensitive that it will click list element. To scroll without clicking, I've to press screen little hard and then scroll.
Expected behavior:
Element should not be clicked when scrolling a list.
Steps to reproduce:
I see this behavior on the iOS devices only.
It works properly in chrome (device mode) with ?ionicplatform=ios.
Can't reproduce on safari browser because I don't see a way to use my mouse as a finger (a device mode).
Other information:
There was this closed issue but since I can't reopen it, I thought I would post it here with a bit more details.
Ionic info:
Cordova CLI: 6.4.0
Ionic Framework Version: 2.2.0
Ionic CLI Version: 2.2.2
Ionic App Lib Version: 2.2.1
Ionic App Scripts Version: 1.1.4
ios-deploy version: 1.9.1
ios-sim version: 5.0.8
OS: macOS Sierra
Node Version: v4.4.3
Xcode version: Xcode 8.3.1 Build version 8E1000a

This might be related to the issue I opened a couple of months ago: https://github.com/driftyco/ionic/issues/9945
Have you tried updating to ionic v3? There was a commit recently that was related to js-scrolling. I didn't have time to update my app just yet, but I'm curious if that would fix the issue.

I didn't update yet, I'll try on a branch tonight. But I think it's a bug with the way touch is handled on Safari, I played around a little bit with the css on safari, I can't fix it but I have a feeling that they don't handle touch manipulations like chrome does.

Also give ionic's WKWebView a try.

Hey @epetre . So yeah, UiWebView has alot of edge cases such as this one because we are forced to use JS scrolling as UiWebView has broken scroll events. We are currently working on making our fork of the wkwebview plugin the default on iOS. Would you mind trying that in your app and seeing if that fixes this issue for you? WkWebView has non-broken scroll events, so we are able to use native scrolling just like we have been using on Android.

@jgw96 Back when I opened my issue I tried WKWebView and it worked fine. But it looked like WKWebView has a lot of limitations, so I sadly wasn't able to use it in production. Depending on how long it takes to get WKWebView ready, it might be worth fixing this issue because it's something that even gets noticed by users.

WkWebView plugin went through a whole bunch of changes about a month ago. You should give it another bash, almost all limitations have been resolved.

Nice, thank you will report back here tonight (hopefully 😄 )

It works well, just seems to be a bit slower with big lists. How risky do you think it would be to include this in the production version? Other than being a bit slower, it seems to not have big issues.
Just tested it, couldn't wait, our users are complaining alot about this so I had to test.

@epetre So we are planning on making wkwebview the default webview for iOS in the next release. It has had alot of work done to it in the last few weeks and is now in what we think is a production ready state. You can check out the master branch of the conference app to see an example setup. Since this seems to have fixed the issue for you I am going to close this issue for now. Thanks for using Ionic.

@jgw96 just a quick thing I noticed that made me remove it for now.
It seems to be causing CORS issues.  I was starting to have issues whenever my API was returning error codes and other CORS issues, it seems to be behaving like the app is the server and he view runs in a browser.
If you already have a fix for this, please let me know :D

When using WKWebView, any integrations you use MUST implement CORS correctly. There is no fix or workaround.


Add unit testing to GeostatsPy

Please do not merge yet. I need to add a gitignore file so the cache files generated by the unit tests are not added to the repo.
Hi Dr. Pyrcz,
Sorry this took so long to get to you, but the unit testing infrastructure is working with the most recent version of GeostatsPy. All of the testing infrastructure is located inside the main /geostatspy folder and the Travis file is in the root directory.
To get the build status badge on the front page, check out the link below. There is a line of markup you can add to the readme.
https://docs.travis-ci.com/user/status-images/

Howdy Alex,
Very cool.  Thank you!  I will wait until the end of next week so we don’t do any major updates while my students are finishing their projects.  I appreciate!
Hope you are having a great end of term!
Michael
MICHAEL J. PYRCZ, Ph.D., P.Eng.,  Associate Professor
Petroleum and Geosystems Engineering and Bureau of Economic Geology, Jackson School of Geoscience
The University of Texas at Austin
From: Alex Gigliotti<EMAIL_ADDRESS>Sent: Friday, May 3, 2019 4:24 PM
To: GeostatsGuy/GeostatsPy<EMAIL_ADDRESS>Cc: Subscribed<EMAIL_ADDRESS>Subject: [GeostatsGuy/GeostatsPy] Add unit testing to GeostatsPy (#7)
This message is from an external sender. Learn more about why this matters.https://ut.service-now.com/sp?id=kb_article&number=KB0011401
Hi Dr. Pyrcz,
Sorry this took so long to get to you, but the unit testing infrastructure is working with the most recent version of GeostatsPy. All of the testing infrastructure is located inside the main /geostatspy folder and the Travis file is in the root directory.
To get the build status badge on the front page, check out the link below. There is a line of markup you can add to the readme.
https://docs.travis-ci.com/user/status-images/

You can view, comment on, or merge this pull request online at:
https://github.com/GeostatsGuy/GeostatsPy/pull/7
Commit Summary

Implement unit testing
Add statsmodel install to .travis.yml

File Changes

A .travis.ymlhttps://github.com/GeostatsGuy/GeostatsPy/pull/7/files#diff-0 (17)
A geostatspy/tests/init.pyhttps://github.com/GeostatsGuy/GeostatsPy/pull/7/files#diff-1 (0)
A geostatspy/tests/pycache/init.cpython-37.pychttps://github.com/GeostatsGuy/GeostatsPy/pull/7/files#diff-2 (0)
A geostatspy/tests/pycache/test.cpython-37.pychttps://github.com/GeostatsGuy/GeostatsPy/pull/7/files#diff-3 (0)
A geostatspy/tests/sample_data.csvhttps://github.com/GeostatsGuy/GeostatsPy/pull/7/files#diff-4 (263)
A geostatspy/tests/test.pyhttps://github.com/GeostatsGuy/GeostatsPy/pull/7/files#diff-5 (515)

Patch Links:

https://github.com/GeostatsGuy/GeostatsPy/pull/7.patch
https://github.com/GeostatsGuy/GeostatsPy/pull/7.diff

—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHubhttps://github.com/GeostatsGuy/GeostatsPy/pull/7, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AHUO345OD4MEOYKGBU3WKLLPTSUP3ANCNFSM4HKXCZ5Q.

Hi Dr. Pyrcz,
If you saw my edited comment above, all of that has been taken care of. I added a gitignore file so any cache files generated by local testing will not be tracked by git.
I also figured out that I could add the build status badge to the readme myself. I thought you may have needed to do that once you logged into Travis. Feel free to move it if you would like it in a different location.


Create a utility/powershell script to query ArcGIS map service and auto-populate the maptab & layer tables

(from user group 2018)


Splash

Steps to reproduce issue
Connect to the HDMI connected to a monitor
Boot the device
Expected result
Resin logo splash screen should be visible
Actual result
There is no signal from the HDMI, as the monitor goes into power saving mode.
Other information
Reported by: Theodor Gherzan
Test configuration: Odroid C1
Test case number: TC07
Test run: https://resinio.testlodge.com/projects/16238/runs/192879?tab=2&run_section_id=168787&executed_case_id=9333906#executed_case_9333906

This issue was moved to resin-os/resinos#43


API /project//builds/

Do you plan on adding projects/<id>/{builds,repository} API?
http://doc.gitlab.com/ce/api/builds.html

No immediate plans and personally quite busy at the moment... But of course a PR would be most welcome! :wink:

@svanharmelen PR it is then :-)

Fixed by PR #71


Incorrect dead code detection when rescuing class that implements ===

Input
→ View on sorbet.run
# typed: true

class A
  def self.===(other)
    true
  end
end

begin
  raise StandardError, "something"
rescue A
  puts "hello"
end

Observed output
editor.rb:12: This code is unreachable https://srb.help/7006
    12 |  puts "hello"
          ^^^^^^^^^^^^
    editor.rb:11: This condition was always falsy (T.untyped)
    11 |rescue A
               ^
  Got T.untyped originating from:
    editor.rb:11:
    11 |rescue A
               ^
Errors: 1

Expected behavior
Ruby can match rescued classes based on the implementation of ===, so the code in the rescue branch is actually not dead. If you run that script, it will get inside the branch and print hello because === always returns true.

But you can't raise things that don't derive from StandardError, so this seems like a plus?

This is not specific to rescue: this is how === has worked (e.g. with case statements) since Sorbet was built:
# typed: true

class A
  def self.===(other)
    true
  end
end

x = false
case x
when A
  T.reveal_type(x) # error: This code is unreachable
end

Sorbet is forced to either:

Update its knowledge for all methods called ===, assuming that they all behave like Module#=== even if they don't.
Only update knowledge for === if Module#=== has not been overridden, and dispatches all the way to Module#===.
Have some way for users to specify in their Module#=== override whether it behaves like Module#=== or not, which would require new, ad-hoc type syntax for this.

Sorbet chooses the first, because with the philosophical belief that it's an antipattern to change the meaning of Module#=== like this.
The workaround for cases like this is just to lean into the weirdness, and use T.unsafe at the rescue:
# typed: true

class A
  def self.===(other)
    true
  end
end

begin
  raise StandardError, "something"
rescue T.unsafe(A)
  puts "hello"
end

→ View on sorbet.run
Unfortunately, I don't think that changing how Sorbet treats === is going to be something we're able to change.

Thanks for the context, Jake. I agree, this is a fair tradeoff 👍.


Installation issue

Hi,
I have installed vagrant. When I give this command
vagrant plugin list                 it gives
vagrant-libvirt (0.12.2, global)
vagrant-mutate (1.2.0, global)

Version Constraint: > 0

When I try this
sudo vagrant up --provider libvirt                   it says
The provider 'libvirt' could not be found, but was requested to
back the machine '5g-spector'. Please use a provider that exists.
Kindly help!

Can you try the vagrant up command without sudo?

Thanks, I managed to progress a bit, but still troubleshooting needed
@ADUAED19027LPLX:~/Downloads/10154551$ vagrant up --provider=libvirt
==> vagrant: A new version of Vagrant is available: 2.4.1 (installed version: 2.4.0)!
==> vagrant: To upgrade visit: https://www.vagrantup.com/downloads.html

Bringing machine '5g-spector' up with 'libvirt' provider...
==> 5g-spector: Box '5g-spector.box' could not be found. Attempting to find and install...
    5g-spector: Box Provider: libvirt
    5g-spector: Box Version: >= 0
==> 5g-spector: Box file was not detected as metadata. Adding it directly...
==> 5g-spector: Adding box '5g-spector.box' (v0) for provider: libvirt
    5g-spector: Unpacking necessary files from: file:///home/sik2046/Downloads/10154551/5g-spector.box
==> 5g-spector: Successfully added box '5g-spector.box' (v0) for 'libvirt'!
==> 5g-spector: No version detected for 5g-spector.box, using timestamp to watch for modifications. Consider
==> 5g-spector: generating a local metadata for the box with a version to allow better handling.
==> 5g-spector: See https://www.vagrantup.com/docs/boxes/format#box-metadata for further details.
==> 5g-spector: Uploading base box image as volume into Libvirt storage...
==> 5g-spector: Creating image (snapshot of base box volume).
==> 5g-spector: Creating domain with the following settings...
==> 5g-spector:  -- Name:              10154551_5g-spector
==> 5g-spector:  -- Description:       Source: /home/sik2046/Downloads/10154551/Vagrantfile
==> 5g-spector:  -- Domain type:       kvm
==> 5g-spector:  -- Cpus:              8
==> 5g-spector:  -- Feature:           acpi
==> 5g-spector:  -- Feature:           apic
==> 5g-spector:  -- Feature:           pae
==> 5g-spector:  -- Clock offset:      utc
==> 5g-spector:  -- Memory:            8192M
==> 5g-spector:  -- Base box:          5g-spector.box
==> 5g-spector:  -- Storage pool:      default
==> 5g-spector:  -- Image(vda):        /var/lib/libvirt/images/10154551_5g-spector.img, virtio, 128G
==> 5g-spector:  -- Disk driver opts:  cache='default'
==> 5g-spector:  -- Graphics Type:     vnc
==> 5g-spector:  -- Video Type:        cirrus
==> 5g-spector:  -- Video VRAM:        16384
==> 5g-spector:  -- Video 3D accel:    false
==> 5g-spector:  -- Keymap:            en-us
==> 5g-spector:  -- TPM Backend:       passthrough
==> 5g-spector:  -- INPUT:             type=mouse, bus=ps2
Error while creating domain: Error saving the server: Call to virDomainDefineXML failed: End of file while reading data: Input/output error

@ADUAED19027LPLX:~/Downloads/10154551$ vagrant up --provider=libvirt
Bringing machine '5g-spector' up with 'libvirt' provider...
==> 5g-spector: No version detected for 5g-spector.box, using timestamp to watch for modifications. Consider
==> 5g-spector: generating a local metadata for the box with a version to allow better handling.
==> 5g-spector: See https://www.vagrantup.com/docs/boxes/format#box-metadata for further details.
==> 5g-spector: Creating image (snapshot of base box volume).
Volume for domain is already created. Please run 'vagrant destroy' first.

Based on the solution from https://github.com/vagrant-libvirt/vagrant-libvirt/issues/1133, you might want to check whether kvm is enabled on your machine.
If not, using other providers, such as virtualbox might work. But you will have to modify the Vagrantfile for those changes.

Thanks , I tried with virtualbox but it does not work.
Currently I have:
libvirtd (libvirt) 6.0.0
Vagrant 2.4.0
Are they as same as your setting?

kvm does not supported by my machine. Could you please provide a valid Vagrantfile for virtualbox?

To install virtualbox on your machine, you can use sudo apt-get install virtualbox
For the Vagrantfile, you can simply replace ran.vm.provider "libvirt" with ran.vm.provider "virtualbox"

Thanks for the tips, however ended up with another problem

The box you attempted to add doesn't match the provider you specified.
Provider expected: virtualbox
Provider of box: libvirt

Unfortunately, this indicates our artifact only works for the libvirt provider. You might want to use other machines with kvm features available. We are also planning to release guidelines to build and run 5G-Spector from scratch. Please stay tuned.

Close this issue as completed as we have provided instructions to build 5G-Spector from scratch now.


Add psr/simple-cache as a dependency

Fixes #1557
Long term, code should be refactored to remove usage of deprecated classes.

Update also main composer.json

sure.

Thanks!

Is it possible to make a release? :)

I would do it already, but my git skills on smart phone are very poor :D
I'll get to pc in 2 hours latest

No rush, thanks!

Split is running, it should propagate to all packages in 10-15 mins


adc - offset at 0V

Hello,
I do the following:
adc1_config_width(ADC_WIDTH_12Bit);
adc1_config_channel_atten(ADC1_CHANNEL_0, ADC_ATTEN_DB_6);
esp_adc_cal_characteristics_t *adc_chars = malloc(sizeof(esp_adc_cal_characteristics_t));
esp_adc_cal_value_t val_type = esp_adc_cal_characterize(ADC_UNIT_1, ADC_ATTEN_DB_6, ADC_WIDTH_BIT_12, 1098, adc_chars);
//Check type of calibration value used to characterize ADC
if (adc2_vref_to_gpio(GPIO_NUM_25) != ESP_OK)
{
	ESP_LOGE("adc", "adc2_vref_to_gpio failed");
}
if (val_type == ESP_ADC_CAL_VAL_EFUSE_VREF)
	{ESP_LOGI("adc", "eFuse Vref");}
else if (val_type == ESP_ADC_CAL_VAL_EFUSE_TP)
	{ESP_LOGI("adc", "Two Point");}
else
	{ESP_LOGI("adc", "Default");}

int raw;
int voltage;
while(1)
{
	raw = adc1_get_raw(ADC1_CHANNEL_0);
	voltage = esp_adc_cal_raw_to_voltage(raw, adc_chars);
	ESP_LOGI("adc", "Raw: %d, Voltage: %d", raw, voltage);
    vTaskDelay(500 / portTICK_PERIOD_MS);
}
vTaskDelete(NULL);

the 1098 V was measured with a multimeter, val_type = Default
At 0 V at the input I get a raw value 0 and a voltage at 0.170 mV
I (318283) adc: Raw: 0, Voltage: 107
Measurement at the pin says 0V
When there is 1.56V at the Pin I get the following
I (449783) adc: Raw: 3347, Voltage: 1551
So I think adc needs to be calibrated before using.
PS: It seems that the adc is not linear - especially in the low voltage area.
My chip:
This is ESP32 chip with 2 CPU cores, WiFi/BT/BLE, silicon revision 1, 4MB external flash
I expected that is also 0 !

https://esp-idf.readthedocs.io/en/latest/api-reference/peripherals/adc.html#adc-calibration
If you look at the graph it shows the adc can't really measure below 100-150mv

Ok,
but also in the mid range there is a (constant) difference between
measured and displayed values.
PS: Why does the ADC not work with low voltages ?
Reiner
On 18.03.2018 01:36, negativekelvin wrote:

https://esp-idf.readthedocs.io/en/latest/api-reference/peripherals/adc.html#adc-calibration
If you look at the graph it shows the adc can't really measure below
100-150mv
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/espressif/esp-idf/issues/1739#issuecomment-373963437,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ALcGI-77m8o1UaozPzz7EfE3bLzOkFKVks5tfawhgaJpZM4SvBCu.


Calling CodeGenerator and CSVLoader from ExamplesLoader.java

Hi @grechaw ,
I see that you are calling CodeGenerator(viz generator.generate()) & CSVLoader(viz integrator.go()) in ExamplesLoader.java.
Do you still need to have a main() in CodeGenerator.java & CSVLoader.java with same call.

Not needed to run the examples -- I thought however it might be nice to have an independent method to run those classes.  In particular, CodeGenerator would normally be run separately from a loading process.
I should make a comment to this effect somewhere


feat: add custom buttons to the video details

Description

This PR solves # .
Steps completed:

According to our definition of done, I have completed the following steps:

[ ] Acceptance criteria met
[ ] Unit tests added
[ ] Docs updated (including config and env variables)
[ ] Translations added
[ ] UX tested
[ ] Browsers / platforms tested
[ ] Rebased & ready to merge without conflicts
[ ] Reviewed own code

Covered by #6


Drop hacks for unsupported HHVM

:+1:
on a side note, with non of the release phars working on HHVM do we want to keep supporting it all?

For now I would keep it with minimal support.
If it's installable via composer but not phar - this is problem of hhvm and we won't fix it.
If feature is working everywhere  but not on hhvm due to hhvm bugs - let us try to disable feature for hhvm only.
Also, I'm intrested in keeping that minimal support only for newest hhvm we could check at CI.


Add auto merge

@conda-forge-admin, please add bot automerge

Hi! This is the friendly automated conda-forge-webservice.
I just wanted to let you know that I added bot automerge in conda-forge/lammps-interface-feedstock#2.


Fix removal of last account from a business unit

When trying to remove operations engineering account (the last
platforms-development account) there is an error on the delegate access
and single sign on plans as it is pulling in an "account name" of
platforms-development.
Run accounts=(platforms-development)
[+] Running single sign on baseline for account platforms-development

Initializing the backend...

Successfully configured the backend "s3"! Terraform will automatically
use this backend unless the backend configuration changes.

Initializing provider plugins...
- Finding hashicorp/aws versions matching ">= 3.47.0"...
- Installing hashicorp/aws v3.63.0...
- Installed hashicorp/aws v3.63.0 (signed by HashiCorp)

Terraform has created a lock file .terraform.lock.hcl to record the provider
selections it made above. Include this file in your version control repository
so that Terraform can guarantee to make the same selections by default when
you run "terraform init" in the future.

Terraform has been successfully initialized!
Running terraform for workspace in terraform/environments/bootstrap/single-sign-on for account: platforms-development
[+] Terraform plan =====>
Error: Process completed with exit code 1.

There are a couple of issues which add to this around the existing diff
command:
git diff --no-commit-id --name-only --diff-filter=AM -r @^ | awk
'{print $1}' | grep ".json" | grep -a "environments//*"  | uniq | cut
-f2-4 -d"/" | sed 's/.\{5\}$//')

Firstly this looks for changes including deletes, we don't need to worry
about deletes for single sign on, secure baselines and delegate access,
as this infrastructure is removed during account removal, and it is
manually deleted from Terraform state as part of the delete process.
So adding --diff-filter=AM filters for only Additions and
Modifications.
Secondly, the grep -a "environments/*" part of the command, is
running as "environments*" so it is picking up the changes to the
environment-networks/platforms-development.json file, which shouldn't
be picked up. Changing this part to grep -a "environments//*" resolves
this.
Finally making similar changes with the //* to other scripts which use
it to ensure similar issues don't occur.

@gfou-al

Unless I am missing something, the above indicates the code change is not working as expected. According to the PR description, I would expect the grep not to match environments-networks/platforms-development.json.

So in your example you are grepping for grep "environments-networks/*" and the string contains environments-networks/platforms-development.json which is a match.
The current issue is that when you grep for grep "environments/*" , so just the files in the environments/ folder, that also matches with the string environments-networks/platforms-development.json.
I think this is because the / is read as an escape character, but a double  // resolves this.  So if you try the following lines of your example you should see a difference 🤞
git diff --no-commit-id --name-only -r @^ | awk '{print $1}' | grep "environments/*"
environments-networks/platforms-development.json

and then change the last part to grep "environments//*"
git diff --no-commit-id --name-only -r @^ | awk '{print $1}' | grep "environments//*"
Hopefully nothing here


Scene-tiles for tilemaps

Part of what was mentioned in #5965, though somewhat related to #3637 as well. Also, will obsolete all "Add scripts to tiles" issues if implemented.
Why put whole scenes in tilemaps? "We already have scene instancing for that!"
TL;DR - using instanced scenes instead of tiles in various places bloats the scene tree and makes for a bad workflow. Instancing scenes to replace certain tiles in _ready() is just a manual implementation of the feature which has been somewhat popular so far.

Unlike #9179, this time I can't say that scene instancing is hacky. Actually, what we currently have has worked for ages without having any problems. Sadly, the current workflow is a bit unwieldy...
As an example, here is how a typical Minilens level looks like, shown alongside the scene tree:

The typical problem here is that it is hard to find a specific box, flower, bomb pickup, etc., unless you select it from the viewport. And if you want to move a part of the level slightly... you have to move all the respective boxes/flowers/pickups along.
As an additional bugger, you have to remember to turn on "use snap" and then "configure snap" to use the proper tile size. That, or calculate the positions of the various nodes by hand.
Some people have solved this problem by having some tiles which get replaced in _ready() with their real versions. This makes a slight performance hit on load times as well as being too much boilerplate. I think having it in core is going to ease things for a lot of people.
Ok, let's say the workflow can be probably improved, what do you propose?

Some tiles of the TileSet should be able to have a PackedScene.
When a tile of such a scene type is encountered, we don't draw anything in its place, but add a separate node with the instance (which has owner = null, so that it won't be saved).
If the instanced child does not extend CanvasItem, just spam the console with errors. Or maybe check if it has a set_position method, and call it.

Optional features:

In case the child gets removed from the tree for whatever reason, we just do a set_cell(x,y, -1) behind the scenes.
Provide a move_cell(from_x, from_y, to_x, to_y) / move_cellv(from, to), which would move the instance, instead of recreating a new one at the other position. This might have an additional flag that would cause it not to call set_position on the child again.
Allow scene tiles to also have a texture, so that they can be free to move around without leaving holes (note that this can be done by just having a Sprite as the root of the scene, but then it won't benefit from Tilemap's batching). This might somewhat conflict with the first optional feature.

Should these scene tiles be visible in the tree? They will also influence node indexes and the list of what one expects as child of the tilemap, but that's to be expected with scene tiles.

@Zylann They won't be visible in tree, since you want your tree to be kept clean for what really matters. Also, you aren't supposed to edit them.

What's the status of this proposal? Do you think it's still needed?

@kubecz3k Yes, I think it is still needed, for pretty much the same reasons as above.
I guess I will work on it some time "soon", if no one takes is by then.

This is what I thought the tilemap node would do when I first saw that it existed. Sadly you can only make tiles have a sprite and a collision, so its not the best for level design where you need pickups, lamps, enemys and much more.

I'm kind of confused by all the content here. Seems like there are a number of problems that this issue brings up.

The typical problem here is that it is hard to find a specific box, flower, bomb pickup, etc., unless you select it from the viewport.

If we set these things as hidden children of the TileMap, that would de-clutter the SceneTree (yay?), but it would also make it impossible to find a specific box, flower, bomb pikcup, etc. because selecting it would select the TileMap node. Wouldn't this solution further complicate this issue?

And if you want to move a part of the level slightly... you have to move all the respective boxes/flowers/pickups along.

Shouldn't these assets then be positioned as children of the TileMap node, so that they move relative to its position?

As an additional bugger, you have to remember to turn on "use snap" and then "configure snap" to use the proper tile size. That, or calculate the positions of the various nodes by hand.

Good point. But wouldn't a simpler solution be to make the canvas_item_editor_plugin's snap configurations be able to remember the last selected or ancestor TileMap node and defer to its snap configurations, that way you can use the traditional 2D editor to assign things in the same snap settings without having to hide the content within the TileMap itself? Maybe not that exactly, but I feel there's more we could do with improving editor tooling around the existing TileMap node to give this feature rather than making the TileMap assume control of the placement outright.
Perhaps define a more generic GridPlacement node that can point to a TileMap or GridMap and position other nodes appropriately in relation to the targeted map node? TileMap's purpose is batched drawing with a tileset/tile editor, yes? Mostly for environmental stuff. If you start adding scenes, it makes it more complicated to duplicate the standard 2D editor's features just for the TileMap functionality.

If we set these things as hidden children of the TileMap, that would de-clutter the SceneTree (yay?), but it would also make it impossible to find a specific box, flower, bomb pikcup, etc. because selecting it would select the TileMap node. Wouldn't this solution further complicate this issue?

Well, if it is part of the TileMap, it will be easy to delete/move, but probably it would be impossible to select it and change just certain properties.

Shouldn't these assets then be positioned as children of the TileMap node, so that they move relative to its position?

Note the wording: part of the level. Usually, I keep my whole level as one tilemap (simplifying code that way), so if I move the tilemap, I would have moved my whole level.

But wouldn't a simpler solution be to make the canvas_item_editor_plugin's snap configurations be able to remember the last selected or ancestor TileMap node and defer to its snap configurations

Remembering snapping, and probably keeping it when creating new scenes would be cool, indeed.
Deferring snapping to the tilemap is somewhat fishier as an idea, since it either makes canvas_item_editor depend on tilemap or node2d know about snapping.

Perhaps define a more generic GridPlacement node that can point to a TileMap or GridMap and position other nodes appropriately in relation to the targeted map node?

I think no. It might be better to have a GridPlacement resource which is used by Tilemaps to position their tiles.
Continuing that line of thought, it might be possible to assign a GridPlacement resource to a Node2D/Spatial, and have it snap itself automatically. Not sure how that would work out, but it might be worth discussing.

Well, if it is part of the TileMap, it will be easy to delete/move, but probably it would be impossible to select it and change just certain properties.

Well, we would be able to change properties, but those properties would have to be exposed in the TileMap's/TileSet's _get_property_list, _get, and _set methods, just like the TileSet::TileData and TileMap's selected cell do. This makes things much messier though, as we begin to re-implement the existing editor features (scene dock, inspector dock, node dock for signals/groups) all through the EditorInspector alone just to give full access to the nodes that are managed by the TileMap. I'd prefer to avoid this if at all possible and concentrate on solutions that reinforce people relying on the entire editor's existing tools to access and modify the nodes.
So, people shouldn't need to go through the TileMap to get to the nodes. Instead, it would be better to make the TileMap and created nodes rely on a shared third party that directs their positioning so that your latter two problems can be solved ("And if you want to move a part of the level slightly... you have to move all the respective boxes/flowers/pickups along." / "As an additional bugger, you have to remember to turn on "use snap" and then "configure snap" to use the proper tile size. That, or calculate the positions of the various nodes by hand.").

Note the wording: part of the level. Usually, I keep my whole level as one tilemap (simplifying code that way), so if I move the tilemap, I would have moved my whole level.

~I thought the whole purpose of the scene system was to be able to build your level out in pieces though? Isn't this more of a usage problem rather than an API problem? You could simply create that portion of the level in its own scene and then instance it, problem solved.~
I see now. You can't do that ^ while at the same time having only one TileMap. You'd end up with a hierarchy of TileMap sub-scenes. But I still think it feels closer to the intended Godot workflow than your suggestion. At least in that situation, you can fully design each piece independently. The thing that wouldn't work that'd be nice to fix is how you can't just "Create Scene from Branch" or "Merge from Scene" when you are dealing with TileMaps and the levels created by them. Nodes' fluidity between scenes is one of Godot's biggest advantages over other engines, but the TileMap really prevents you from doing that while at the same time giving you all of the nice, convenience "painting tile" features one looks for in a 2D tile game editor. Resolving that disparity seems to be the root issue here.

Remembering snapping, and probably keeping it when creating new scenes would be cool, indeed.

Yeah, having re-usable snapping rules as well as a way to specify custom rules for relative positioning seem to be what's needed here. TileMap could then define those custom rules and make external nodes follow its repositioning of selected tiles or something.

Deferring snapping to the tilemap is somewhat fishier as an idea, since it either makes canvas_item_editor depend on tilemap or node2d know about snapping.

Ah, good point. XD No need for them to need special knowledge of TileMap.

I think no. It might be better to have a GridPlacement resource which is used by Tilemaps to position their tiles....Continuing that line of thought, it might be possible to assign a GridPlacement resource to a Node2D/Spatial, and have it snap itself automatically.

The Node2D/Spatial thing might be cool, if it defaulted to inherit its parent's grid placement (similar to the pause functionality). On the other hand though, we often want animated or physical movement to move fluidly (or even discretely) across sub-points between grid positions, so locking a node's entire movement to only grid positions would not grant us our desired behavior. This could be great though if the GridPlacement resource only affected a node's positioning when placing it in the scene (so, not affecting other movement in-game).
In summary, I think...

We want to expose a transform that can be placed/moved by the TileMap independently of the tiles themselves (so if you erase and paint a new tile, you won't delete the exposed transform, but can instead just move it).
We want to be able to instance a scene positioned relative to this transform.
We want the instanced scenes' contents to automatically position themselves according to the grid that the exposed transform is locked to.

If the above sounds correct, then, in combination with an editor-only child-snapping GridPlacement resource feature on Node2D/Spatial nodes, one could conceivably implement all of those features with the existing Position/Position2D nodes.

They have a dedicated UI that displays them as a point.
They aren't rendered in-game.
They can be placed as a child of a TileMap/GridMap, but also can serve as the root of their own scenes (so one can design grid-positioned content outside of the TileMap's context).
They aren't affected by a TileMap's painting operations (so they can't be accidentally deleted, nor would they require custom UI code in the TileMap editor to move them around or visualize them).

@Jummit Also, to satisfy your perception (which I think is reasonable), we might try looking into a "node/script/scene painting" feature for the canvas_item_editor, some sort of insert mode that would let you define a palette of classes (#22181 could help there) and paint/erase with left/right mouse click just like a TileMap.

We are moving proposals to the proposal repo, so this has to be closed.
I looked briefly on the discussion here and this should be covered by my new TileMap proposal: https://github.com/godotengine/godot-proposals/issues/896