unregister jquery.easing, replace with jquery-easing-original

The jquery.easing bower package is out of date. The original author of gdsmith/jquery.easing wants to claim the name but the package author is unresponsive: jozefizso/bower-jquery-easing#6
Can you unregister the current jquery.easing and rename jquery-easing-original to jquery.easing?

@gdsmith Rather than unregister jquery.easing to its current unofficial repo, the easiest solution would be to register the official under a different name. jq.easing is available.
Part of the issue is that jozefizso/bower-jquery-easing and gdsmith/jquery.easing have different file structures. Re-registering it could lead to errors. jozefizso's is on v1.3.1 and gdsmith is on v1.3.2, so they are within the same minor version.


why use function "SamAutomaticMaskGenerator" would generate multipule masks for the same instance?

when  i use function "SamAutomaticMaskGenerator ", i input one image,but it outputs a lot of masks,some masks repeated and some masks fragmented. i want delete repetition and fragment, If anyone has had a similar problem, please give me some advice

Hi @bjhpc.
I guess you're using parts of SAM to do the inference. I will suggest you to add NMS after that to mitigate/minimize those issue (set lower nms threshold, as lower means stricter overlapping check).
If you're using full sam framework, they will delete most repetitive things in here.
Hope it helps, cheers


Cu 86bx53yj6 weekend meeting ilona

Add other weekType and footer on weekendMeeting page.

Summary by CodeRabbit

New Features

Introduced a PDF viewer feature for displaying weekend meeting schedules.
Added a new route /pdf-document for accessing the PDF viewer in the application.
Implemented dynamic generation of weekend meeting data for PDF document formatting.
Added specific components for rendering the weekend meeting PDF, including a custom SVG icon, header, footer, and meeting items.

Task linked: CU-86bx53yj6 Weekend Meeting

Thanks @IlkaA1, also for looking at these merge conflicts. 😊

Thanks @IlkaA1, also for looking at these merge conflicts. 😊

Thank you☺! Can you look which conflicts is in security/snyk?

Try to fix those issues first. I hope the merge conflict in Snyk will be solved with that as well.


Ability to sync all items in the queue even if there is no highlights

Is it possible to set up and sync all items in the queue even if there is no highlight?
That is helpful to organize the collections in Roam.
Thanks.

Hey @hustwj. Thanks for the comment. There are no plans to have full archive/queue sync straight to Roam without highlights. I'm not entirely clear on how that would work inside of Roam.


Eventgrid endpoint-type does not accept servicebustopic but servicebusqueue

As title says. You have stated in the code example for eventgrid topic handling with --endpoint-type servicebustopic, however az eventgrid event-subscription create --endpoint-type does not accept servicebustopic but only servicebusqueue, however, you can specify a topic as handler even though you do type --endpoint-type servicebusqueue.
Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

ID: 261bba89-1910-13a4-145c-4c16e2659409
Version Independent ID: 8cd0799c-6656-22f7-5e62-37563ddf15df
Content: Service Bus queues and topics as event handlers for Azure Event Grid events - Azure Event Grid
Content Source: articles/event-grid/handler-service-bus.md
Service: event-grid
GitHub Login: @spelluru
Microsoft Alias: spelluru

Hello @alperc92 , thanks for the question! We are taking a look into this and will get back to you soon.

@alperc92 , could you please provide some more clarity on what is the ask here?

Just checking in to see if you have had a chance to see the previous response. Kindly provide some more clarity on what is the ask here.

We will now proceed to close this thread. If there are further questions regarding this matter, please tag me in your reply. We will gladly continue the discussion and we will reopen the issue.


Environment variables

You mention adding these as one of your To Do items. So I'm creating this issue to say I could really use that feature - access to the clipboard contents, for sure.

Yes this should be a cool feature, great to see somebody wants it.

Would this probably include something like "${parentfolder of actual open file}"?
If yes I would completely like that, too!!
If no .. I would open a new suggestion ;)


fix planning variable path

regression from https://github.com/wundergraph/graphql-go-tools/pull/373

@pvormste FYI


Access to Azure storage account from Azure VM using Storage Explorer

Preflight Checklist

[X] I have installed the latest version of Storage Explorer.
[X] I have checked existing resources, including the troubleshooting guide and the release notes.
[X] I have searched for similar issues.

Storage Explorer Version
1.26.1
Regression From
No response
Architecture
i86
Storage Explorer Build Number
20221018.5
Platform
Windows
OS Version
No response
Bug Description
Storage explorer is installed on an Azure VM.  The subnet of the VM has been allowed access to the storage account, the public IP of the VM has also been allowed access to the storage account.  I am the Azure account owner and I am signed into the VM as a domain administrator.  I am still getting an authentication error "This request is not authorized to perform this operation."
Steps to Reproduce
Launch storage explorer
Try to connect to a container
The error is immediately thrown
Actual Experience
I am unable to view or perform any operations on my containers.
Expected Experience
I expect to be able to click through the containers as if they were on-prem, but this Azure VM is the ONLY machine that is not able to do this.  Additionally, this is the ONLY machine I am able to use to perform these operations.
Additional Context
This request is not authorized to perform this operation.
This storage account's 'Firewalls & virtual networks' settings may be blocking access to storage services. Try adding your client IP address to the firewall exceptions, or by allowing access from 'all networks' instead of 'selected networks'. To learn more about Azure Storage firewalls and virtual networks, visit http://go.microsoft.com/fwlink/?LinkId=845443.
Error Details:
{
"name": "RestError",
"code": "AuthorizationFailure",
"statusCode": 403,
"request": {
"streamResponseStatusCodes": {},
"url": "https://veeamarchiving.blob.core.windows.net/?comp=list&include=metadata",
"method": "GET",
"headers": {
"_headersMap": {
"x-ms-version": {
"name": "x-ms-version",
"value": "2021-08-06"
},
"accept": {
"name": "Accept",
"value": "application/xml"
},
"user-agent": {
"name": "User-Agent",
"value": "Microsoft Azure Storage Explorer/1.26.1 (win32) azsdk-js-storageblob/12.11.0 (NODE-VERSION v16.14.2; Windows_NT 10.0.17763)"
},
"x-ms-client-request-id": {
"name": "x-ms-client-request-id",
"value": "5ada6b01-1ded-4f6c-9bc3-cbc3acb59790"
},
"authorization": {
"name": "authorization",
"value": "Bearer JSON Web Token Redacted"
},
"cookie": {
"name": "Cookie",
"value": ""
}
}
},
"withCredentials": false,
"timeout": 0,
"keepAlive": true,
"decompressResponse": false,
"requestId": "5ada6b01-1ded-4f6c-9bc3-cbc3acb59790"
},
"response": {
"headers": {
"_headersMap": {
"content-length": {
"name": "content-length",
"value": "246"
},
"content-type": {
"name": "content-type",
"value": "application/xml"
},
"date": {
"name": "date",
"value": "Mon, 07 Nov 2022 18:06:53 GMT"
},
"server": {
"name": "server",
"value": "Microsoft-HTTPAPI/2.0"
},
"x-ms-client-request-id": {
"name": "x-ms-client-request-id",
"value": "5ada6b01-1ded-4f6c-9bc3-cbc3acb59790"
},
"x-ms-error-code": {
"name": "x-ms-error-code",
"value": "AuthorizationFailure"
},
"x-ms-request-id": {
"name": "x-ms-request-id",
"value": "7c0dc174-301e-002d-35d3-f25b9c000000"
}
}
},
"request": {
"streamResponseStatusCodes": {},
"url": "https://veeamarchiving.blob.core.windows.net/?comp=list&include=metadata",
"method": "GET",
"headers": {
"_headersMap": {
"x-ms-version": {
"name": "x-ms-version",
"value": "2021-08-06"
},
"accept": {
"name": "Accept",
"value": "application/xml"
},
"user-agent": {
"name": "User-Agent",
"value": "Microsoft Azure Storage Explorer/1.26.1 (win32) azsdk-js-storageblob/12.11.0 (NODE-VERSION v16.14.2; Windows_NT 10.0.17763)"
},
"x-ms-client-request-id": {
"name": "x-ms-client-request-id",
"value": "5ada6b01-1ded-4f6c-9bc3-cbc3acb59790"
},
"authorization": {
"name": "authorization",
"value": "Bearer JSON Web Token Redacted"
},
"cookie": {
"name": "Cookie",
"value": ""
}
}
},
"withCredentials": false,
"timeout": 0,
"keepAlive": true,
"decompressResponse": false,
"requestId": "5ada6b01-1ded-4f6c-9bc3-cbc3acb59790"
},
"status": 403,
"bodyAsText": "AuthorizationFailureThis request is not authorized to perform this operation.\nRequestId:7c0dc174-301e-002d-35d3-f25b9c000000\nTime:2022-11-07T18:06:53.8818404Z",
"parsedBody": {
"message": "This request is not authorized to perform this operation.\nRequestId:7c0dc174-301e-002d-35d3-f25b9c000000\nTime:2022-11-07T18:06:53.8818404Z",
"code": "AuthorizationFailure"
},
"parsedHeaders": {
"errorCode": "AuthorizationFailure",
"content-length": "246",
"content-type": "application/xml",
"date": "Mon, 07 Nov 2022 18:06:53 GMT",
"server": "Microsoft-HTTPAPI/2.0",
"x-ms-client-request-id": "5ada6b01-1ded-4f6c-9bc3-cbc3acb59790",
"x-ms-request-id": "7c0dc174-301e-002d-35d3-f25b9c000000"
}
},
"details": {
"errorCode": "AuthorizationFailure",
"content-length": "246",
"content-type": "application/xml",
"date": "Mon, 07 Nov 2022 18:06:53 GMT",
"server": "Microsoft-HTTPAPI/2.0",
"x-ms-client-request-id": "5ada6b01-1ded-4f6c-9bc3-cbc3acb59790",
"x-ms-request-id": "7c0dc174-301e-002d-35d3-f25b9c000000",
"message": "This request is not authorized to perform this operation.\nRequestId:7c0dc174-301e-002d-35d3-f25b9c000000\nTime:2022-11-07T18:06:53.8818404Z",
"code": "AuthorizationFailure"
}
}

I'm a dummy - I figured it out.  I didn't "save" the network config after adding it - duh...


Generate depth estimation files from photos?

How to generate files for depth estimation:
demo/depth-scannet/intrinsic/intrinsic_depth.txt
demo/depth-scannet/pose/*
Is there any instructions? Maybe Colmap?

Yes, you can use colmap to generate these files as ScanNet data format.


all: check record lengths before parsing them

Codecov Report

Merging #61 into master will decrease coverage by 0.5%.
The diff coverage is 29.41%.

@@            Coverage Diff             @@
##           master      #61      +/-   ##
==========================================
- Coverage      91%   90.49%   -0.51%
==========================================
  Files          36       36
  Lines        4234     4260      +26
==========================================
+ Hits         3853     3855       +2
- Misses        259      271      +12
- Partials      122      134      +12


Video URLs not working on the Template edit

I have not been able to add a video URL without the error that I don't have permissions. I have tried lots of different publicly available video URLs including this one: https://commondatastorage.googleapis.com/gtv-videos-bucket/sample/BigBuckBunny.mp4
What are the rules for adding video content? Does it have to be a live stream? A specific codec?

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

ID: dadd3b69-7a3f-5ba6-890b-10f555f80f6e
Version Independent ID: dadd3b69-7a3f-5ba6-890b-10f555f80f6e
Content: Produce event in Mesh - Microsoft Mesh
Content Source: mesh/events-guide/produce-event.md
Service: mesh
GitHub Login: @typride
Microsoft Alias: tmilligan

Currently only SharePoint/OneDrive links are working. Either this is an issue in the documentation or a bug.

Hey! Yea, this is not really a documentation bug. I am noticing quite a few issues that I would love to report with the developers. If there is a channel for this let me know.

So, after speaking with the team, it seems like that video link should work. Do you mind filing feedback in the Mesh application?

That way, we can track the bug and work to fix it. Apologies for any inconvenience this may have caused.

@leeprobert any chance you could try and play the video anyway even if you are getting an error for permissions? We suspect that the error may not be blocking. We are actively investigating this and appreciate your help. Thank you!


Improve and Expand Skeletons in Hangar

Is your feature request related to a problem?
Yes, the current skeletons in Hangar lack consistency in design (e.g., round corners and alignment) and are not used uniformly across all sections, like in versions. This leads to a less cohesive user experience during content loading.
Describe the solution you'd like.

Improve Existing Skeletons: Refine the current skeletons for better design, alignment, and consistency, focusing on round corners.
Expand Skeleton Usage: Implement skeletons in areas where they are missing, such as the versions section, for a more uniform loading experience.
Ensure Consistency: Standardize all skeletons across Hangar to ensure they align with the overall design and are consistent in appearance.

Describe alternatives you've considered.
NaN
Other
(I totally didn't ask ChatGPT to write this issue 👀 )

AHHHHHHHHHHHHHHHHH


Enable Dependabot for Cargo and GitHub Actions

Enable Dependabot to open PRs to update dependencies.

Should this enable updating github actions as well? https://docs.github.com/en/code-security/dependabot/dependabot-version-updates/configuration-options-for-the-dependabot.yml-file#github-actions

Should this enable updating github actions as well?

Done!

I worry that this just moves up the MSRV needlessly. Is there much of a point for insta to move dependencies up automatically? What would be the benefit of this?

Depending on multiple versions of the same crate requires compiling that same crate multiple times, which can increase build time and executable size. One such duplicate is not such a big deal, but left unchecked, a project can easily accumulate many such duplicate dependencies.
An application that depends on ron 0.8 or depends on a crate that depends on ron 0.8, and also depends on insta, will now need to compile both ron 0.7 and 0.8. I use the tools cargo tree --duplicates and cargo deny check bans to prevent such duplicates.
For example when the filter feature of insta is enabled, insta depends on both regex-automata versions 0.1 and 0.4.  As I said above, one such duplicate is not such a big deal, but many duplicates can substantially increase build time, which can be a substantial issue for large projects.
$ cargo update
$ cargo deny check bans |& grep duplicate
warning[duplicate]: found 2 duplicate entries for crate 'bstr'
warning[duplicate]: found 2 duplicate entries for crate 'regex-automata'
$ cargo tree --features=filters --duplicates
regex-automata v0.1.10
└── bstr v0.2.17
    └── similar v2.3.0
        ├── insta v1.34.0
        └── similar-asserts v1.5.0
            [dev-dependencies]
            └── insta v1.34.0
regex-automata v0.4.3
└── regex v1.10.2
    └── insta v1.34.0

I understand this but that ron is not moved up is an intentional behavior because of snapshot changes. That's similar to why Insta now has it's own YAML and JSON serializers. I will close this for now until I have a better plan for RON.


compliation issue with brod as dep

When including brod as dep using erlang.mk, it fails to build the rel:: target. Please refer the discussion thread  and kindly resolve the issue.

should have been fixed in #203

Thanks, that fixes it.


Colour code users in Created / Modification tables

Companion issue to https://github.com/MartinPacker/sd2html/issues/1.

Done. Not extended to everywhere userids appear in all the tables - as that, I think, would be excessive.


feature request: aio app init --no-login and required services

Description
For initializing an app, the developer may not be logged in and can install templates via aio app init --no-login. We need a way to output to the user what services are required for the app, as a notice, at the end of the initialization. The app plugin would then run this command to print this information.
Suggestion
This can be an extension of the info command, or a separate command. This may be a plain text notice, json, or yaml.
$ aio templates required-services --json
{
  "@adobe/generator-app-asset-compute": ["AssetComputeSDK", "runtime"],
  "@adobe/generator-app-excshell": ["runtime"]
}

@slitviachenko , Correct me if I'm wrong, but this issue was resolved in the scope of https://jira.corp.adobe.com/browse/DEVX-2367. Can we close this issue as a fixed?

@irenelagno , it looks like this issue is about printing some useful information why a template cannot be installed, for example, if an org doesn't have access to services specified in install.yml. https://jira.corp.adobe.com/browse/DEVX-2367 is about skipping configuring Console workspaces. So it is still relevant.

Internal ticket to address this issue: https://jira.corp.adobe.com/browse/DEVX-2502

@shazron , could you please take a look at https://github.com/adobe/aio-cli-plugin-app-templates/pull/35 ?

✅ https://github.com/adobe/aio-cli-plugin-app-templates/pull/35


Icon alignment in problems tab

VSCode Version: Started on 1.26 (still exists on 1.27.2)
OS Version: Windows

Steps to Reproduce:

Install an extension which puts errors/warnings/info messages in the problems tab
Observe the the icons for the problems are not aligned when the problem text is long enough to be cut off and appended with an ellipsis.

Does this issue occur when all extensions are disabled?: N/A (I don't think anything puts problems in that isn't an extension??)
Here is a screenshot of the weird icon alignment. I've seen this with multiple extensions (so I don't think it's the extensions fault) and it started specifically after upgrading to 1.26 (I downgraded to 1.25 and it went away). It is also more visible if you move the problems tab to the side pane, rather than at the bottom, because you are more likely to have a line that is cut off with an ellipsis.

Ah. Looks like it's because of the addition of "quick fixes" to the problems pane in 1.26. Something looks like it might be wrong with the CSS for that. When there is no quick fix for a problem (and I'm unsure it it applies if there is a quick fix as well), it seems like long messages cause the space reserved for the quick fix (actions) icon to shrink (even though the width is defined as being 16px, it shrinks to much less than that), which then results in a position offset for the error/warning/info icon.
I'm not sure exactly what/where a fix should go, but I'm guessing someone who understands that bit of code will probably be able to figure this out really quickly now :)

To verify:
Create a sample extension that generates two diagnostics, one with a very long message and other with a short message like follows:
'use strict';
import * as vscode from 'vscode';

export function activate(context: vscode.ExtensionContext) {
    const diagnosticsCollection = vscode.languages.createDiagnosticCollection('test');
    const diagnostics: vscode.Diagnostic[] = [];
    diagnostics.push(new vscode.Diagnostic(new vscode.Range(new vscode.Position(1, 1), new vscode.Position(1, 10)), `Message ${0}: Arrival entered an if drawing request. How there not promotion few knowledge contented. Yet winter law behind number stairs garret excuse. Yet winter law behind number stairs garret excuse Arrival entered an if drawing request. How there not promotion few knowledge contented. Yet winter law behind number stairs garret excuse. Yet winter law behind number stairs garret excuseMessage 0: Arrival entered an if drawing request. How there not promotion few knowledge contented. Yet winter law behind number stairs garret excuse. Yet winter law behind number stairs garret excuse Arrival entered an if drawing request. How there not promotion few knowledge contented. Yet winter law behind number stairs garret excuse. Yet winter law behind number stairs garret excuse`, vscode.DiagnosticSeverity.Error));
    diagnostics.push(new vscode.Diagnostic(new vscode.Range(new vscode.Position(1, 1), new vscode.Position(1, 10)), `Message ${0}: Arrival entered an if drawing request. `, vscode.DiagnosticSeverity.Error));
    diagnosticsCollection.set(vscode.Uri.file(`/users/sandy081/work/vscode/package.json`), diagnostics);
}

Make sure when they are displayed without any mis-alignment in problems view


Don't see an Operations Action

I don't seem to have an operations action and don't see any way to add the standard tasks
Using: US Business Central 16.2 (Platform 16.0.13440.14360 + Application 16.2.13509.13619)

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

ID: d707caf5-88d8-58fe-47ab-9c49e565d660
Version Independent ID: c0fb4a69-e5f3-6dfc-b72e-4214b3f42ffe
Content: How to Set Up Standard Tasks for Operations - Business Central
Content Source: business-central/production-how-set-up-standard-routing-lines.md
Service: dynamics365-business-central
GitHub Login: @SorenGP
Microsoft Alias: sgroespe

Hello,
Thank you for your feedback! In the current version of Dynamics 365 Business Central, you must choose the "More options" action to see the "Operations" action. We do not mention this explicitly in the docs, since some users have pinned the "more options" task bar and always see all actions, while others haven't (yet).
I hope this unblocks you. Otherwise, please let us know.

Hi Eva
I have more options selected. Only thing in the Action group is “functions” and that only has copy routing
<EMAIL_ADDRESS>From: Eva Dupont<EMAIL_ADDRESS>Sent: Wednesday, July 8, 2020 4:08 AM
To: MicrosoftDocs/dynamics365smb-docs<EMAIL_ADDRESS>Cc: Mark Anderson<EMAIL_ADDRESS>Author<EMAIL_ADDRESS>Subject: Re: [MicrosoftDocs/dynamics365smb-docs] Don't see an Operations Action (#397)
Hello,
Thank you for your feedback! In the current version of Dynamics 365 Business Central, you must choose the "More options" action to see the "Operations" action. We do not mention this explicitly in the docs, since some users have pinned the "more options" task bar and always see all actions, while others haven't (yet).
I hope this unblocks you. Otherwise, please let us know.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHubhttps://github.com/MicrosoftDocs/dynamics365smb-docs/issues/397#issuecomment-655393248, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AMWEPCC5YM4GAQDCIFDZZ73R2QZPXANCNFSM4OS65JMQ.
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Hi Mark,
OK, the step refers to the actions for the routing lines, not the routing itself. Move down to the Lines section, hit "More options", and then you should be able to see the Operation action.


Add history cleaning support

When in the history view, give the user the ability to remove individual items from history, or just clear the whole thing.

Is this project open for contributions? I noticed there have only been two contributors, and of that, the majority of commits are from you. If the project is open to contributions, I found a few of the open enhancements interesting.

Thanks for your interest @jjbiggins -- at the moment I'm still feeling my way with this and it's also fulfilling the role of letting me experiment with and try out new things for Textual itself; as such, outside of typos and obvious bug fixes, I'm not really looking for contributions at the moment. Mainly because anything anyone contributes may end up being removed or overwritten with big internal changes and I'd sooner not do that.
Over the coming months though, when things settle down, sure.
Thanks again.

Sounds good, @davep. I appreciate the response.


Upstream appliance no longer display the Appliance Console motd

With /etc/motd moved to /etc/motd.manageiq in manageiq-appliance repo,  upstream builds  no longer display:
Welcome to the Appliance Console

For a menu, please type: appliance_console

manageiq-appliance-build need to copy /etc/motd.manageiq back to /etc/motd during kickstart

@carbonin Can you please look into this when you get some time?

Thanks again @carbonin and @abellotti for finding / fixing


From private repo

@PRMerger-2 : Thanks for your contribution! The author(s) have been notified to review your proposed change. @v-dasis


Better string formatting

As a developer, there are currently three main options for formatting strings in Flipper apps:

Safe
Expressiveness
Binary size overhead

std::fmt
✅
High
High[^1]

ufmt
✅
Low
Low

sys::furi_string_printf
❌
High
None[^2]

Using std::fmt is the most flexible and familiar option for developers, but it can add 10+ KB to the overall binary size simply by formatting a single string. While this may be a reasonable trade-off made by an app developer, it's not something we can impose on all users of the flipperzero crates.
Enter ufmt which has substantially lower binary overhead, but comes at the expense of expressiveness (no padding/alignment/formatting options, no support for floats) and requires implementing the non-standard ufmt::uDisplay and ufmt::uWrite traits.
Finally there is the built-in sys::furi_string_printf C function, which has no binary-size overhead (it's provided by the Furi runtime), but is problematic to use in Rust because it has a variadic-based interface which is both unsafe and difficult to support in Rust (Rust currently only has limited support for C-variadic functions).
It would be nice to provide an option somewhere in the middle.
[^1]: See #48 and Formatting is Unreasonably Expensive for Embedded Rust
[^2]: Provided by Furi runtime

One thought that came to mind was to provide a mechanism for safely using printf-style functions from Rust (e.g. a procedural macro that generates safe printf calls).
Another possibility would be for us to provide Display / Write traits that allow printf-style calls to be made internally (while still providing a safe external interface).


Change AddStatusCode to take a ConcreteCommandPath

Problem
We have lots of callsits that have a ConcreteCommandPath but have to construct a CommandPathParams to call AddStatusCode.  But AddStatusCode can only happen when we have a concrete path to start with, and does not require a CommandPathParams.
Change overview
Change AddStatusCode to take a ConcreteCommandPath to reduce codesize.
Testing
No behavior changes.  Tree compiles and tests pass.

@saurabhst @msandstedt @LuDuda @Damian-Nordic @jepenven-silabs @jmartinez-silabs Please take a look?


fails to compile to wasm

$ wasm-pack build --target web
[INFO]: Checking for the Wasm target...
[INFO]: Compiling to Wasm...
   Compiling bitcoinconsensus v0.19.0-3
The following warnings were emitted during compilation:

warning: error: invalid argument '-std=c++11' not allowed with 'C'

error: failed to run custom build command for `bitcoinconsensus v0.19.0-3`

Caused by:
  process didn't exit successfully: `/home/richi/sourcecode/seba/github/bdk-reserves-web/target/release/build/bitcoinconsensus-438c8c5f1d9ce627/build-script-build` (exit status: 1)
  --- stdout
  OPT_LEVEL = Some("3")
  TARGET = Some("wasm32-unknown-unknown")
  HOST = Some("x86_64-unknown-linux-gnu")
  CXX_wasm32-unknown-unknown = None
  CXX_wasm32_unknown_unknown = None
  TARGET_CXX = None
  CXX = None
  CXXFLAGS_wasm32-unknown-unknown = None
  CXXFLAGS_wasm32_unknown_unknown = None
  TARGET_CXXFLAGS = None
  CXXFLAGS = None
  CRATE_CC_NO_DEFAULTS = None
  DEBUG = Some("false")
  CXX_wasm32-unknown-unknown = None
  CXX_wasm32_unknown_unknown = None
  TARGET_CXX = None
  CXX = None
  CXXFLAGS_wasm32-unknown-unknown = None
  CXXFLAGS_wasm32_unknown_unknown = None
  TARGET_CXXFLAGS = None
  CXXFLAGS = None
  CRATE_CC_NO_DEFAULTS = None
  running: "clang" "-O3" "-ffunction-sections" "-fdata-sections" "-fPIC" "--target=wasm32-unknown-unknown" "-I" "depend/bitcoin/src" "-I" "depend/bitcoin/src/secp256k1/include" "-I" "depend/bitcoin/src/secp256k1" "-Wall" "-Wextra" "-std=c++11" "-Wno-unused-parameter" "-D__STDC_FORMAT_MACROS" "-DSECP256K1_BUILD=1" "-DUSE_NUM_NONE=1" "-DUSE_FIELD_INV_BUILTIN=1" "-DUSE_SCALAR_INV_BUILTIN=1" "-DENABLE_MODULE_RECOVERY=1" "-DUSE_FIELD_10X26=1" "-DUSE_SCALAR_8X32=1" "-o" "/home/richi/sourcecode/seba/github/bdk-reserves-web/target/wasm32-unknown-unknown/release/build/bitcoinconsensus-8310f8dedcb0d87a/out/depend/bitcoin/src/secp256k1/src/secp256k1.o" "-c" "depend/bitcoin/src/secp256k1/src/secp256k1.c"
  cargo:warning=error: invalid argument '-std=c++11' not allowed with 'C'
  exit status: 1

  --- stderr

  error occurred: Command "clang" "-O3" "-ffunction-sections" "-fdata-sections" "-fPIC" "--target=wasm32-unknown-unknown" "-I" "depend/bitcoin/src" "-I" "depend/bitcoin/src/secp256k1/include" "-I" "depend/bitcoin/src/secp256k1" "-Wall" "-Wextra" "-std=c++11" "-Wno-unused-parameter" "-D__STDC_FORMAT_MACROS" "-DSECP256K1_BUILD=1" "-DUSE_NUM_NONE=1" "-DUSE_FIELD_INV_BUILTIN=1" "-DUSE_SCALAR_INV_BUILTIN=1" "-DENABLE_MODULE_RECOVERY=1" "-DUSE_FIELD_10X26=1" "-DUSE_SCALAR_8X32=1" "-o" "/home/richi/sourcecode/seba/github/bdk-reserves-web/target/wasm32-unknown-unknown/release/build/bitcoinconsensus-8310f8dedcb0d87a/out/depend/bitcoin/src/secp256k1/src/secp256k1.o" "-c" "depend/bitcoin/src/secp256k1/src/secp256k1.c" with args "clang" did not execute successfully (status code exit status: 1).

Error: Compiling your crate to WebAssembly failed
Caused by: failed to execute `cargo build`: exited with exit status: 101
  full command: "cargo" "build" "--lib" "--release" "--target" "wasm32-unknown-unknown"
make: *** [Makefile:3: build] Fehler 1

Shell beendet 2

This sounds like a bug in cc - it should be building as C++ not C.

Hi @ulrichard, are you still hitting this issue?

Hi I'm getting this issue when compliling to wasm:
error: failed to run custom build command for `bitcoinconsensus v0.20.2-0.5.0`

Caused by:
  process didn't exit successfully: `/home/sebastian/vsc-workspace/coinstr-wasm/target/debug/build/bitcoinconsensus-3fe2c1af365d97c8/build-script-build` (exit status: 1)
  --- stdout
  OPT_LEVEL = Some("0")
  TARGET = Some("wasm32-unknown-unknown")
  HOST = Some("x86_64-unknown-linux-gnu")
  cargo:rerun-if-env-changed=CXX_wasm32-unknown-unknown
  CXX_wasm32-unknown-unknown = None
  cargo:rerun-if-env-changed=CXX_wasm32_unknown_unknown
  CXX_wasm32_unknown_unknown = None
  cargo:rerun-if-env-changed=TARGET_CXX
  TARGET_CXX = None
  cargo:rerun-if-env-changed=CXX
  CXX = None
  cargo:rerun-if-env-changed=CXXFLAGS_wasm32-unknown-unknown
  CXXFLAGS_wasm32-unknown-unknown = None
  cargo:rerun-if-env-changed=CXXFLAGS_wasm32_unknown_unknown
  CXXFLAGS_wasm32_unknown_unknown = None
  cargo:rerun-if-env-changed=TARGET_CXXFLAGS
  TARGET_CXXFLAGS = None
  cargo:rerun-if-env-changed=CXXFLAGS
  CXXFLAGS = None
  cargo:rerun-if-env-changed=CRATE_CC_NO_DEFAULTS
  CRATE_CC_NO_DEFAULTS = None
  DEBUG = Some("true")
  cargo:rerun-if-env-changed=CXX_wasm32-unknown-unknown
  CXX_wasm32-unknown-unknown = None
  cargo:rerun-if-env-changed=CXX_wasm32_unknown_unknown
  CXX_wasm32_unknown_unknown = None
  cargo:rerun-if-env-changed=TARGET_CXX
  TARGET_CXX = None
  cargo:rerun-if-env-changed=CXX
  CXX = None
  cargo:rerun-if-env-changed=CXXFLAGS_wasm32-unknown-unknown
  CXXFLAGS_wasm32-unknown-unknown = None
  cargo:rerun-if-env-changed=CXXFLAGS_wasm32_unknown_unknown
  CXXFLAGS_wasm32_unknown_unknown = None
  cargo:rerun-if-env-changed=TARGET_CXXFLAGS
  TARGET_CXXFLAGS = None
  cargo:rerun-if-env-changed=CXXFLAGS
  CXXFLAGS = None
  cargo:rerun-if-env-changed=CRATE_CC_NO_DEFAULTS
  CRATE_CC_NO_DEFAULTS = None
  running: "clang" "-O0" "-ffunction-sections" "-fdata-sections" "-fPIC" "-g" "-fno-omit-frame-pointer" "--target=wasm32-unknown-unknown" "-I" "depend/bitcoin/src" "-I" "depend/bitcoin/src/secp256k1/include" "-I" "depend/bitcoin/src/secp256k1" "-Wall" "-Wextra" "-std=c++11" "-Wno-unused-parameter" "-D__STDC_FORMAT_MACROS" "-DSECP256K1_BUILD=1" "-DUSE_NUM_NONE=1" "-DUSE_FIELD_INV_BUILTIN=1" "-DUSE_SCALAR_INV_BUILTIN=1" "-DENABLE_MODULE_RECOVERY=1" "-DUSE_FIELD_10X26=1" "-DUSE_SCALAR_8X32=1" "-o" "/home/sebastian/vsc-workspace/coinstr-wasm/target/wasm32-unknown-unknown/debug/build/bitcoinconsensus-e49a0edf6d52a536/out/depend/bitcoin/src/secp256k1/src/secp256k1.o" "-c" "depend/bitcoin/src/secp256k1/src/secp256k1.c"
  cargo:warning=error: invalid argument '-std=c++11' not allowed with 'C'
  exit status: 1

  --- stderr

  error occurred: Command "clang" "-O0" "-ffunction-sections" "-fdata-sections" "-fPIC" "-g" "-fno-omit-frame-pointer" "--target=wasm32-unknown-unknown" "-I" "depend/bitcoin/src" "-I" "depend/bitcoin/src/secp256k1/include" "-I" "depend/bitcoin/src/secp256k1" "-Wall" "-Wextra" "-std=c++11" "-Wno-unused-parameter" "-D__STDC_FORMAT_MACROS" "-DSECP256K1_BUILD=1" "-DUSE_NUM_NONE=1" "-DUSE_FIELD_INV_BUILTIN=1" "-DUSE_SCALAR_INV_BUILTIN=1" "-DENABLE_MODULE_RECOVERY=1" "-DUSE_FIELD_10X26=1" "-DUSE_SCALAR_8X32=1" "-o" "/home/sebastian/vsc-workspace/coinstr-wasm/target/wasm32-unknown-unknown/debug/build/bitcoinconsensus-e49a0edf6d52a536/out/depend/bitcoin/src/secp256k1/src/secp256k1.o" "-c" "depend/bitcoin/src/secp256k1/src/secp256k1.c" with args "clang" did not execute successfully (status code exit status: 1).

I still get the same error as above with the current master.
It is not important to me TBH. It would have been cool to integrate it in a website, but not essential for me.
I guess that's easier with pure rust stuff.

I am getting the same error with wasm-pack build --release --target web.
warning: error: invalid argument '-std=c++11' not allowed with 'C'

error: failed to run custom build command for `bitcoinconsensus v0.20.2-0.5.0`

@TheBlueMatt  Could you elaborate? Is there a way to make this library  work with wasm-pack build ?

I started experimenting:
https://github.com/AminaBank/rust-bitcoinconsensus/tree/feature/wasm
But so far, it doesn't look too good.

I had a brief look and I rekon that the problem is the secp build, which requires various things like patching out functions etc. I'd say we have to port all the wasm build stuff from secp256k1 to this repo. At a very minimum.

I wonder if we can patch out libsecp entirely and link against the one in rust-secp-sys. We would like to do this anyway to minimize the amount of code we compile.

I'm confused why we think this is related to secp

By "related to secp" I meant I messed around with the build file and could not get secp to build, and that is the first step before building the C++ code.
I got past the exact error in this issue.

Adding this to C++ builds and not to C builds seems to fix this specific error.
    config.cpp(true)

@ulrichard it wouldn't hurt anything but it would be wasteful. We need to build rust-secp as both a dylib and a cdylib for WASM but we don't need any special handling for non-WASM users. (I'm actually unsure if we need this at all ... the git history shows this line being introduced in April 2020 into travis.yml and we've just preserved it since then.)

I don't think in this state, it could be used as a direct dependency.

Is this a philosophical claim or a technical one? Because many people do use rust-secp as a direct dependency, including WASM users.

I'm guessing mutiny uses wasm, is that right @benthecarman?

Yes

Ok, I dug a bit deeper. The issue with rust-secp seems solvable.
But then the C++ files use the C++ std lib. This seems to be forbidden for wasm32-unknown-unknown and hence wasm-pack.
There might be a way for wasm32-unknown-emscripten or wasm32-wasi but I am not sure about that yet.

Sweet, nice one! This might be in the process of getting solved upstream: https://github.com/bitcoin-core/secp256k1/pull/1461. For the immediate fix we can do the whole WASM dance that we do in rust-secp256k1. A better solution IMO would be working out how to get rust-bitcoinconsensus and rust-secp256k1 to play together so we don't have to duplicate this work in both places.

Jumping to the thread here, I have the same problem when introducing bitcoinconsensus feature here
https://github.com/lightningdevkit/ldk-node/pull/301/files#diff-2e9d962a08321605940b5a657135052fbcef87b5e360662bb527c96d9a615542R62
the CI is not happy when building kotlin bindings  https://github.com/lightningdevkit/ldk-node/actions/runs/9287478277/job/25556603253?pr=301.

Thanks @jbesraa, FWIW I don't personally have any ideas or spare clock cycles to do anything about this ATM.

no worries @tcharding. I am trying to work on this, will report back.


Sourcerer only check master branch

https://sourcerer.io/jonathan0_07 Data in my profile is not correct since sourcer only fetch commits from master branch

Maybe we can add a functionality to fetch branch based on the user input ?

Same, I work a lot on custom name, our "master" branch doesn't exist internally, we prefer "release".
I work a lot on devel and other branch like feature-* or fix-* or JIRA-* so it'll be good to add all branch during scan

You can change the default branch for the remote, just for a while. Something like git remote set-head origin <main-branch-name>. It works for me!

You can change the default branch for the remote, just for a while. Something like git remote set-head origin <main-branch-name>. It works for me!

It's not a solution when you're working on a lot of repositories and branches…
The best place is on this tool to implement that branch switching to analyze all branches

Looks like duplicate of #140


OADP-4640: Downstream only to allow override kopia default algorithms…

Squashed two pull requests from oadp-1.4 branch:

OADP-4640: Downstream only to allow override kopia default algorithms (#334)
add missing unit test for kopia hashing algo (#337)

Introduction of downstream only option to override Kopia default:

hashing algorithm
splitting algorithm
encryption algorithm

With introduction of 3 environment variables it is possible to override
Kopia algorithms used by Velero:
KOPIA_HASHING_ALGORITHM
KOPIA_SPLITTER_ALGORITHM
KOPIA_ENCRYPTION_ALGORITHM
If the env algorithms are not set or they are not within
Kopia SupportedAlgorithms, the default algorithm will be used.
This behavior is consistent with current behavior without this
change.
Signed-off-by: Michal Pryc<EMAIL_ADDRESS>Signed-off-by: Shubham Pampattiwar<EMAIL_ADDRESS>

@shubham-pampattiwar @weshayutin This is from oadp-1.4 and includes both main change and additional test from Shubham in one commit.


Virus Total 20 engines detected processhacker-2.39-setup.exe

https://www.virustotal.com/gui/file/28042dd4a92a0033b8f1d419b9e989c5b8e32d1d2d881f5c8251d58ce35b9063/detection

Why is the windows version 2.39 executable now being triggered by 20 engines? Should we be concerned?

Its way too old. Try the nightly release from here https://processhacker.sourceforge.io/nightly.php. See README file for further details. Also there is a mega thread about this false virus detection.

Its way too old. Try the nightly release from here https://processhacker.sourceforge.io/nightly.php. See README file for further details. Also there is a mega thread about this false virus detection.

Got it February this year, I suppose one can be concerned about what they downloaded/is using and wants to be on the safe side.

It's a PUP/Riskware, because it has such low level access, can be used to take over your system.
There's no way to resolve this besides removing functionality.
Unless you download another virus that knows to exploit process hacker then you're fine, downloading from the official repo.

because it has such low level access

There is zero difference between 'low-level' access and high-level access... The both have the exact same privilege and security checks.

can be used to take over your system

Process Hacker is not some magical unicorn capable of bypassing the Windows API and privilege checks... It literally uses the exact same Windows API as its competitors.

Why is the windows version 2.39 executable now being triggered by 20 engines?

"RiskWare"
"RiskTool"
"Hacking tool"
"Potentially unwanted program"
"Not-a-virus"
These definitions and dialogs shown to users are intentionally ambiguous to due unsuspecting customers.

Should we be concerned?

Yes. Antivirus companies are running the asylum. They block whatever the hell they want for whatever reason they like. They use their software to block anything they disagree with and have either flat out ignored emails from the team trying to find out why or have responded with demands to make various changes - I've posted screenshots of email conversations with some of the companies a while back (the best to date was Avast asking us to implement a backdoor in our driver..).
It's getting ridiculous and I think it does a lot more damage to their own products than ours. The entire project is open-source and anyone can review the code and confirm that there is nothing malicious - yet not one of those anti-virus companies has been able to show what source code is an issue.

Firefox now blocks it as a PUP too.
Yes, it doesn't have anything more than Sysinternals Process Explorer[PE], but that is a MS subsidiary.
Unlike PE, this has a kernel-mode driver[?] "KprocessHacker", I do believe it's the main issue.
An antivirus has no more permission than it, therefore to the AV it's PUP/Riskware.
User can harm their own system. "Hackers/Call center support scammers" may have used it maliciously[frequently reported]. FOSS, so there probably has been copies compiled with malicious intent.
With Kaspersky's new beta there's "improved" driver security, that just causes a BSOD with WinBTRFS on shutdown.
Little Registry Cleaner is also a pup, I don't scour the source code, but I think it just doesn't like the fact that it touches registry.
ree!

Firefox now blocks it as a PUP too.

Firefox doesn't have a built-in scanner. Firefox is just reporting the error returned by your anti-virus blocking the download.

Unlike PE, this has a kernel-mode driver

PE uses a kernel driver named PROCEXP152.SYS which can be seen in the System process Modules tab.

probably has been copies compiled with malicious intent.

Microsoft claims as such "This malware is a modified version of the Process Hacker tool" https://www.microsoft.com/en-us/wdsi/threats/malware-encyclopedia-description?Name=HackTool:Win64/ProcHack
How does an open source project stop someone from taking our source-code and using it illegally? Those people violated the law and our licence but we are blamed and targeted instead of the perpetrators? It is the definition of victim blaming and emboldens the perpetrators to continue their attacks knowing they won't be consequences for them.
If you go down this road you can blame Linux, Android and Google Chrome for almost everything illegal on the internet. Open-source Linux used to host servers and distribute illegal content and containing exploits responsible for almost every major security breach in the last decade and open-source Andoird and Chrome used to upload videos from attacks or view illegal content and provide platforms for Twitter and Facebook.
Blaming an open-source project for illegal use of their source code is illogical and cannot be justified.

With Kaspersky's new beta there's "improved" driver security, that just causes a BSOD with WinBTRFS on shutdown.

They're hooking the import address table (IAT) and the DRIVER_DISPATCH table for every kernel driver since these objects are not protected by PatchGuard adopting a technique used by malicious software against anti-cheat. These hooks are used to redirect execution and obfuscate handles and other system objects which does nothing to improve security and everything to reduce performance and reliability.


The game still crashes

1.It is necessary to solve the issue with opengl crash, no one is going to fix drivers, it is already clear, because almost a year has passed, and nothing has changed.
Moreover, I caught crashes on nvidia graphics cards, they are just harder to catch than on AMD.
Can you somehow fine-tune the renderer, so it does not crash opengl, otherwise what is the point of this project, if some maps at all do not start - immediately crashed, or play, and after two or three changes of maps the game inevitably crashed.
At the moment, I can attach from the event log error code opengl (but I understand that you do not tell anything)
Failed application name: svencoop.exe, version: <IP_ADDRESS>, timestamp: 0x64734ffc
Failed module name: atioglxx.dll, version: 31.0.14051.5006, timestamp: 0x644196c6
Exclusion code: 0xc0000005
Error Offset: 0x008969cb
Failed process ID: 0x1208
Start time of the failed application: 0x01d99d38a78756e1
Failed application path: C:\Games\CS1.6\svencoop.exe
Путь сбойного модуля: C:\Windows\System32\DriverStore\FileRepository\u0391252.inf_amd64_b298c070ddf486e2\B391109\atioglxx.dll
Report ID: 088988d9-a756-460b-a0b5-5d08b821f31f
Let's solve this issue already.
2.And when will support for PBR maps be added to the models? I really need it!

Your amd user-mode driver atioglxx.dll (31.0.14051.5006)  seems to be an out-dated one as it was found crashing game since 2022.

31.0.22000.11015 should fix the issue.
see: https://community.amd.com/t5/opengl-vulkan/opengl-user-mode-driver-crash-got-instant-crash-inside/td-p/556169

When I find solution to build tangent from vertex and normal.

Your amd user-mode driver atioglxx.dll (31.0.14051.5006)  seems to be an out-dated one as it was found crashing game since 2022.

31.0.22000.11015 should fix the issue.
see: https://community.amd.com/t5/opengl-vulkan/opengl-user-mode-driver-crash-got-instant-crash-inside/td-p/556169

When I find solution to build tangent from vertex and normal.

It's not that simple.  Namely, the guys shut down support for WS2022, now even through the device manager you can't manually put fresh drivers. But in any case I have 2023 version - Adrenalin 23.4.3 WHQL Release Date 4/27/2023 But I went further and ripped out this dll from the new distrubitv and hand-picked it via safe mode into the directory. As a result, the game still crashes. Only now in the event log is not written anything. I do not know what to do, have any ideas how to overcome it?

try adding -nobindless in the launch parameters.

Your amd user-mode driver atioglxx.dll (31.0.14051.5006)  seems to be an out-dated one as it was found crashing game since 2022.

31.0.22000.11015 should fix the issue.
see: https://community.amd.com/t5/opengl-vulkan/opengl-user-mode-driver-crash-got-instant-crash-inside/td-p/556169

When I find solution to build tangent from vertex and normal.

It's not that simple.  Namely, the guys shut down support for WS2022, now even through the device manager you can't manually put fresh drivers. But in any case I have 2023 version - Adrenalin 23.4.3 WHQL Release Date 4/27/2023 But I went further and ripped out this dll from the new distrubitv and hand-picked it via safe mode into the directory. As a result, the game still crashes. Only now in the event log is not written anything. I do not know what to do, have any ideas how to overcome it?

try adding -nobindless in the launch parameters.

I tried it with this parameter.
I also tried removing it.
What else can I do?

Your amd user-mode driver atioglxx.dll (31.0.14051.5006)  seems to be an out-dated one as it was found crashing game since 2022.

31.0.22000.11015 should fix the issue.
see: https://community.amd.com/t5/opengl-vulkan/opengl-user-mode-driver-crash-got-instant-crash-inside/td-p/556169

When I find solution to build tangent from vertex and normal.

It's not that simple.  Namely, the guys shut down support for WS2022, now even through the device manager you can't manually put fresh drivers. But in any case I have 2023 version - Adrenalin 23.4.3 WHQL Release Date 4/27/2023 But I went further and ripped out this dll from the new distrubitv and hand-picked it via safe mode into the directory. As a result, the game still crashes. Only now in the event log is not written anything. I do not know what to do, have any ideas how to overcome it?

Failed application name: svencoop.exe, version: <IP_ADDRESS>, timestamp: 0x64734ffc
Failed module name: atioglxx.dll, version: 31.0.22000.11015, timestamp: 0x645a5a58
Exclusion code: 0xc0000005
Error Offset: 0x008b8238
Failed process ID: 0x267c
Start time of the failed application: 0x01d99e0334d99dca
Failed application path: C:\Games\CS1.6\svencoop.exe
Путь сбойного модуля: C:\Windows\System32\DriverStore\FileRepository\u0390767.inf_amd64_d061b8afea284919\B390703\atioglxx.dll
Report ID: daba01d1-8219-45cc-af50-b0d0bd428496

logfile
L 06/13/2023 - 17:44:17: Log file started (file "logs\L0613001.log") (game "cstrike") (version "48/<IP_ADDRESS>/8684")
L 06/13/2023 - 17:44:17: Loading map "de_lake_csgo"
L 06/13/2023 - 17:44:17: Server cvars start
L 06/13/2023 - 17:44:17: Server cvar "allow_spectators" = "1.0"
L 06/13/2023 - 17:44:17: Server cvar "amx_client_languages" = "1"
L 06/13/2023 - 17:44:17: Server cvar "amx_language" = "en"
L 06/13/2023 - 17:44:17: Server cvar "amxmodx_version" = ""
L 06/13/2023 - 17:44:17: Server cvar "bot_allow_grenades" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_allow_machine_guns" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_allow_pistols" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_allow_rifles" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_allow_rogues" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_allow_shield" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_allow_shotguns" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_allow_snipers" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_allow_sub_machine_guns" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_auto_vacate" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_chatter" = "normal"
L 06/13/2023 - 17:44:17: Server cvar "bot_deathmatch" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_debug" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_defer_to_human" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_difficulty" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_join_after_player" = "1"
L 06/13/2023 - 17:44:17: Server cvar "bot_join_delay" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_join_team" = "any"
L 06/13/2023 - 17:44:17: Server cvar "bot_nav_edit" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_nav_zdraw" = "4"
L 06/13/2023 - 17:44:17: Server cvar "bot_prefix" = ""
L 06/13/2023 - 17:44:17: Server cvar "bot_profile_db" = "BotProfile.db"
L 06/13/2023 - 17:44:17: Server cvar "bot_quicksave" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_quota" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_quota_mode" = "normal"
L 06/13/2023 - 17:44:17: Server cvar "bot_show_danger" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_show_nav" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_stop" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_traceview" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_walk" = "0"
L 06/13/2023 - 17:44:17: Server cvar "bot_zombie" = "0"
L 06/13/2023 - 17:44:17: Server cvar "coop" = "0"
L 06/13/2023 - 17:44:17: Server cvar "deathmatch" = "1"
L 06/13/2023 - 17:44:17: Server cvar "decalfrequency" = "30"
L 06/13/2023 - 17:44:17: Server cvar "edgefriction" = "2"
L 06/13/2023 - 17:44:17: Server cvar "ff_damage_reduction_bullets" = "0.35"
L 06/13/2023 - 17:44:17: Server cvar "ff_damage_reduction_grenade" = "0.25"
L 06/13/2023 - 17:44:17: Server cvar "ff_damage_reduction_grenade_self" = "1"
L 06/13/2023 - 17:44:17: Server cvar "ff_damage_reduction_other" = "0.25"
L 06/13/2023 - 17:44:17: Server cvar "game_version" = "<IP_ADDRESS>8-dev"
L 06/13/2023 - 17:44:17: Server cvar "humans_join_team" = "any"
L 06/13/2023 - 17:44:17: Server cvar "max_queries_sec" = "3.0"
L 06/13/2023 - 17:44:17: Server cvar "max_queries_sec_global" = "30"
L 06/13/2023 - 17:44:17: Server cvar "max_queries_window" = "60"
L 06/13/2023 - 17:44:17: Server cvar "metamod_version" = "1.21p40"
L 06/13/2023 - 17:44:17: Server cvar "mp_afk_bomb_drop_time" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_autokick" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_autokick_timeout" = "-1"
L 06/13/2023 - 17:44:17: Server cvar "mp_autoteambalance" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_buy_anywhere" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_buytime" = "99.000000"
L 06/13/2023 - 17:44:17: Server cvar "mp_c4timer" = "45"
L 06/13/2023 - 17:44:17: Server cvar "mp_chattime" = "10"
L 06/13/2023 - 17:44:17: Server cvar "mp_consistency" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_fadetoblack" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_falldamage" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_flashlight" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_footsteps" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_forcecamera" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_forcechasecam" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_forcerespawn" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_fraglimit" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_fragsleft" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_freeforall" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_freezetime" = "0.000000"
L 06/13/2023 - 17:44:17: Server cvar "mp_friendlyfire" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_give_player_c4" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_hostage_hurtable" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_hostagepenalty" = "5.000000"
L 06/13/2023 - 17:44:17: Server cvar "mp_infinite_ammo" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_infinite_grenades" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_item_staytime" = "300"
L 06/13/2023 - 17:44:17: Server cvar "mp_kickpercent" = "0.66"
L 06/13/2023 - 17:44:17: Server cvar "mp_limitteams" = "2"
L 06/13/2023 - 17:44:17: Server cvar "mp_logdetail" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_logfile" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_logmessages" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_mapvoteratio" = "0.66"
L 06/13/2023 - 17:44:17: Server cvar "mp_maxmoney" = "16000"
L 06/13/2023 - 17:44:17: Server cvar "mp_maxrounds" = "0.000000"
L 06/13/2023 - 17:44:17: Server cvar "mp_playerid" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_radio_maxinround" = "60"
L 06/13/2023 - 17:44:17: Server cvar "mp_radio_timeout" = "1.5"
L 06/13/2023 - 17:44:17: Server cvar "mp_respawn_immunity_effects" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_respawn_immunity_force_unset" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_respawn_immunitytime" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_round_infinite" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_round_restart_delay" = "5"
L 06/13/2023 - 17:44:17: Server cvar "mp_roundover" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_roundtime" = "5.000000"
L 06/13/2023 - 17:44:17: Server cvar "mp_scoreboard_showdefkit" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_scoreboard_showhealth" = "3"
L 06/13/2023 - 17:44:17: Server cvar "mp_scoreboard_showmoney" = "3"
L 06/13/2023 - 17:44:17: Server cvar "mp_show_scenarioicon" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_startmoney" = "16000.000000"
L 06/13/2023 - 17:44:17: Server cvar "mp_timeleft" = "0"
L 06/13/2023 - 17:44:17: Server cvar "mp_timelimit" = "20.000000"
L 06/13/2023 - 17:44:17: Server cvar "mp_tkpunish" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_weapons_allow_map_placed" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_windifference" = "1"
L 06/13/2023 - 17:44:17: Server cvar "mp_winlimit" = "0.000000"
L 06/13/2023 - 17:44:17: Server cvar "pausable" = "1"
L 06/13/2023 - 17:44:17: Server cvar "sv_accelerate" = "10"
L 06/13/2023 - 17:44:17: Server cvar "sv_aim" = "0"
L 06/13/2023 - 17:44:17: Server cvar "sv_airaccelerate" = "10"
L 06/13/2023 - 17:44:17: Server cvar "sv_allowupload" = "1"
L 06/13/2023 - 17:44:17: Server cvar "sv_alltalk" = "0"
L 06/13/2023 - 17:44:17: Server cvar "sv_bounce" = "1"
L 06/13/2023 - 17:44:17: Server cvar "sv_cheats" = "0"
L 06/13/2023 - 17:44:17: Server cvar "sv_clienttrace" = "1"
L 06/13/2023 - 17:44:17: Server cvar "sv_contact" = ""
L 06/13/2023 - 17:44:17: Server cvar "sv_friction" = "4"
L 06/13/2023 - 17:44:17: Server cvar "sv_gravity" = "800"
L 06/13/2023 - 17:44:17: Server cvar "sv_logblocks" = "0"
L 06/13/2023 - 17:44:17: Server cvar "sv_maxrate" = "0"
L 06/13/2023 - 17:44:17: Server cvar "sv_maxspeed" = "320"
L 06/13/2023 - 17:44:17: Server cvar "sv_minrate" = "0"
L 06/13/2023 - 17:44:17: Server cvar "sv_password" = ""
L 06/13/2023 - 17:44:17: Server cvar "sv_proxies" = "1"
L 06/13/2023 - 17:44:17: Server cvar "sv_restart" = "0"
L 06/13/2023 - 17:44:17: Server cvar "sv_restartround" = "0"
L 06/13/2023 - 17:44:17: Server cvar "sv_stepsize" = "18"
L 06/13/2023 - 17:44:17: Server cvar "sv_stopspeed" = "100"
L 06/13/2023 - 17:44:17: Server cvar "sv_uploadmax" = "0.5"
L 06/13/2023 - 17:44:17: Server cvar "sv_voiceenable"
CRASH

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes
Is there such a command?

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

So what's the bottom line? How are we going to solve the problem of outbursts?
Is there a command for the rendering log in the end or not?
In Steam, the game can not buy, blocked access

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

So what's the bottom line? How are we going to solve the problem of outbursts? Is there a command for the rendering log in the end or not? In Steam, the game can not buy, blocked access

Try Visual Studio to attach to the game process before joining the game and check the callstacks when crashing.

Try Visual Studio to attach to the game process before joining the game and check the callstacks when crashing.

I would love to, but I'm not a coder, I can hardly deploy visual studio correctly at all, there is a whole ritual of tambourine to put this toolkit at all.
Surely there must be easier ways.
Maybe in the renderer add debug mode? Or some rendering modes to choose from, I don't know, so I poke around, try it out.
Because I say that I tested the build on another computer in general, with another card, there was NVIDIA T1000 8Gb, the game did not immediately break out as I had on my PC of course, but also after two to three maps, crashed.
Simply, I am testing on a hard, first I have models with 50-80 thousand polygons, plus textures up to 4k, and secondly, I am testing with the maximum number of bots 24-32 players. In the third map is heavy, this is a port of cs go. Well, I play an hour and a half, if it does not fly out. So not everyone may have problems, but they are, I assure you. It's not my bad hands.

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

So what's the bottom line? How are we going to solve the problem of outbursts? Is there a command for the rendering log in the end or not? In Steam, the game can not buy, blocked access

Try Visual Studio to attach to the game process before joining the game and check the callstacks when crashing.

I put the new build, it still crashes
There seems to be some dependence on the size and detail maps
Difficult maps a la de_lake_csgo game crashes without a chance in 100% of 100, and the default type cs_italy, loaded, but randomly during the battle crashes.
Will we be able to fix the renderer or not, at least plans are any, worth the hope?

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

So what's the bottom line? How are we going to solve the problem of outbursts? Is there a command for the rendering log in the end or not? In Steam, the game can not buy, blocked access

Try Visual Studio to attach to the game process before joining the game and check the callstacks when crashing.

I put the new build, it still crashes There seems to be some dependence on the size and detail maps Difficult maps a la de_lake_csgo game crashes without a chance in 100% of 100, and the default type cs_italy, loaded, but randomly during the battle crashes. Will we be able to fix the renderer or not, at least plans are any, worth the hope?

Check the TaskManager and see if metahook.exe or cstrike.exe hit 1.4GiB of memory usage on that map. if yes then it might an OOM or called out of memory error.

2945, then drops to 2700 and the game crashes

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

So what's the bottom line? How are we going to solve the problem of outbursts? Is there a command for the rendering log in the end or not? In Steam, the game can not buy, blocked access

Try Visual Studio to attach to the game process before joining the game and check the callstacks when crashing.

I put the new build, it still crashes There seems to be some dependence on the size and detail maps Difficult maps a la de_lake_csgo game crashes without a chance in 100% of 100, and the default type cs_italy, loaded, but randomly during the battle crashes. Will we be able to fix the renderer or not, at least plans are any, worth the hope?

Check the TaskManager and see if metahook.exe or cstrike.exe hit 1.4GiB of memory usage on that map. if yes then it might an OOM or called out of memory error.

What to do in the end?

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

So what's the bottom line? How are we going to solve the problem of outbursts? Is there a command for the rendering log in the end or not? In Steam, the game can not buy, blocked access

Try Visual Studio to attach to the game process before joining the game and check the callstacks when crashing.

I put the new build, it still crashes There seems to be some dependence on the size and detail maps Difficult maps a la de_lake_csgo game crashes without a chance in 100% of 100, and the default type cs_italy, loaded, but randomly during the battle crashes. Will we be able to fix the renderer or not, at least plans are any, worth the hope?

Check the TaskManager and see if metahook.exe or cstrike.exe hit 1.4GiB of memory usage on that map. if yes then it might an OOM or called out of memory error.

In the previous reply I wrote about the map de_Lake_csgo, it does not load at all, about the memory I wrote.
For example map cs_italy (default loaded), while loading the same thing comes to about 3 gb, but the map is successfully loaded.
Until the exit could not get to, but randomly on the standard maps occurs, the consumption was 1200 mb.
Screenshot attached

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

So what's the bottom line? How are we going to solve the problem of outbursts? Is there a command for the rendering log in the end or not? In Steam, the game can not buy, blocked access

Try Visual Studio to attach to the game process before joining the game and check the callstacks when crashing.

I put the new build, it still crashes There seems to be some dependence on the size and detail maps Difficult maps a la de_lake_csgo game crashes without a chance in 100% of 100, and the default type cs_italy, loaded, but randomly during the battle crashes. Will we be able to fix the renderer or not, at least plans are any, worth the hope?

Check the TaskManager and see if metahook.exe or cstrike.exe hit 1.4GiB of memory usage on that map. if yes then it might an OOM or called out of memory error.

Any idea how to solve the problem? You periodically disappear, and it is not clear what to do.

I have no idea what happened with your game since you don't provide any crashdump for analysis. From what I can tell it's probably either amd graphic driver issue or out of memory error.

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

So what's the bottom line? How are we going to solve the problem of outbursts? Is there a command for the rendering log in the end or not? In Steam, the game can not buy, blocked access

Try Visual Studio to attach to the game process before joining the game and check the callstacks when crashing.

I put the new build, it still crashes There seems to be some dependence on the size and detail maps Difficult maps a la de_lake_csgo game crashes without a chance in 100% of 100, and the default type cs_italy, loaded, but randomly during the battle crashes. Will we be able to fix the renderer or not, at least plans are any, worth the hope?

Check the TaskManager and see if metahook.exe or cstrike.exe hit 1.4GiB of memory usage on that map. if yes then it might an OOM or called out of memory error.

Any idea how to solve the problem? You periodically disappear, and it is not clear what to do.

I have no idea what happened with your game since you don't provide any crashdump for analysis. From what I can tell it's probably either amd graphic driver issue or out of memory error.

Okay, I'll try sometime to buy a copy in style, in order to send the log. The problem is that for Russia it is forbidden to buy in Steam. So I would have long ago provided the dump.

I can not find commands to turn on the rendering logging, it would be visible at what stage the game crashes Is there such a command?

C:\Program Files (x86)\Steam\dumps\*.dmp would be helpful than logging stuffs.

So what's the bottom line? How are we going to solve the problem of outbursts? Is there a command for the rendering log in the end or not? In Steam, the game can not buy, blocked access

Try Visual Studio to attach to the game process before joining the game and check the callstacks when crashing.

I put the new build, it still crashes There seems to be some dependence on the size and detail maps Difficult maps a la de_lake_csgo game crashes without a chance in 100% of 100, and the default type cs_italy, loaded, but randomly during the battle crashes. Will we be able to fix the renderer or not, at least plans are any, worth the hope?

Check the TaskManager and see if metahook.exe or cstrike.exe hit 1.4GiB of memory usage on that map. if yes then it might an OOM or called out of memory error.

Any idea how to solve the problem? You periodically disappear, and it is not clear what to do.

I have no idea what happened with your game since you don't provide any crashdump for analysis. From what I can tell it's probably either amd graphic driver issue or out of memory error.

I'm sending you the dump. Just don't get lost.
assert_cstrike.exe_20230629193612_1.zip

This looks like an out of memory error (std_bad_alloc exception) but I am not sure.

This looks like an out of memory error (std_bad_alloc exception) but I am not sure.

What do you recommend?
I tested on different computers, mine has 16 gigabytes of RAM, the other has 32.

This looks like an out of memory error (std_bad_alloc exception) but I am not sure.

What do you recommend? I tested on different computers, mine has 16 gigabytes of RAM, the other has 32.

The 32bit msvcrt (C runtime libraries) can handle up to only 1.4 gigs of RAM and I found no way to get rid of this unless GoldSrc were upgraded to 64bit.


Add test coverage for pkg/stringutils

Again add some tests, really simple, this time on stringutils, the ShellQuoteArguments 🐸.
+ go test -test.timeout=30m github.com/docker/docker/pkg/stringutils
PASS
coverage: 100.0% of statements

(I'm shamelessly doing an ad to this old PR https://github.com/docker/docker/pull/13255 — adding tests to pkg/pools)
Signed-off-by: Vincent Demeester<EMAIL_ADDRESS>

LGTM

@vdemeester Thank you very much!
LGTM


TypeError bug after upgrading plugin > 0.53

Hello, I'm using mkdocs-material:8.4.0 image as base and when mkdocs-static-i18n module upgraded to 0.54 (tried last version and got same error)  I started getting error during mkdocs buid
Traceback (most recent call last):
  File "/usr/local/bin/mkdocs", line 8, in <module>
    sys.exit(cli())
  File "/usr/local/lib/python3.9/site-packages/click/core.py", line 1130, in __call__
    return self.main(*args, **kwargs)
  File "/usr/local/lib/python3.9/site-packages/click/core.py", line 1055, in main
    rv = self.invoke(ctx)
  File "/usr/local/lib/python3.9/site-packages/click/core.py", line 1657, in invoke
    return _process_result(sub_ctx.command.invoke(sub_ctx))
  File "/usr/local/lib/python3.9/site-packages/click/core.py", line 1404, in invoke
    return ctx.invoke(self.callback, **ctx.params)
  File "/usr/local/lib/python3.9/site-packages/click/core.py", line 760, in invoke
    return __callback(*args, **kwargs)
  File "/usr/local/lib/python3.9/site-packages/mkdocs/__main__.py", line 247, in build_command
    cfg = config.load_config(**kwargs)
  File "/usr/local/lib/python3.9/site-packages/mkdocs/config/base.py", line 358, in load_config
    cfg.load_file(fd)
  File "/usr/local/lib/python3.9/site-packages/mkdocs/config/base.py", line 258, in load_file
    return self.load_dict(utils.yaml_load(config_file))
  File "/usr/local/lib/python3.9/site-packages/mkdocs/utils/__init__.py", line 82, in yaml_load
    result = yaml.load(source, Loader=Loader)
  File "/usr/local/lib/python3.9/site-packages/yaml/__init__.py", line 81, in load
    return loader.get_single_data()
  File "/usr/local/lib/python3.9/site-packages/yaml/constructor.py", line 51, in get_single_data
    return self.construct_document(node)
  File "/usr/local/lib/python3.9/site-packages/yaml/constructor.py", line 60, in construct_document
    for dummy in generator:
  File "/usr/local/lib/python3.9/site-packages/yaml/constructor.py", line 413, in construct_yaml_map
    value = self.construct_mapping(node)
  File "/usr/local/lib/python3.9/site-packages/yaml/constructor.py", line 218, in construct_mapping
    return super().construct_mapping(node, deep=deep)
  File "/usr/local/lib/python3.9/site-packages/yaml/constructor.py", line 143, in construct_mapping
    value = self.construct_object(value_node, deep=deep)
  File "/usr/local/lib/python3.9/site-packages/yaml/constructor.py", line 102, in construct_object
    data = constructor(self, tag_suffix, node)
  File "/usr/local/lib/python3.9/site-packages/yaml/constructor.py", line 570, in construct_python_name
    return self.find_python_name(suffix, node.start_mark)
  File "/usr/local/lib/python3.9/site-packages/yaml/constructor.py", line 719, in find_python_name
    return super(UnsafeConstructor, self).find_python_name(name, mark, unsafe=True)
  File "/usr/local/lib/python3.9/site-packages/yaml/constructor.py", line 551, in find_python_name
    __import__(module_name)
  File "/usr/local/lib/python3.9/site-packages/materialx/emoji.py", line 17, in <module>
    RESOURCES = os.path.dirname(inspect.getfile(material))
  File "/usr/local/lib/python3.9/inspect.py", line 660, in getfile
    raise TypeError('{!r} is a built-in module'.format(object))
TypeError: <module 'material' (namespace)> is a built-in module

with version 0.53 it works well
could it be related to old mkdocs-material release which we use?

ping @kamilkrzyskow

@dmitry-tiger could you provide the result of pip freeze here ✌
I tried to run it locally and everything sadly works:
$ python --version
Python 3.9.13

$ pip freeze
click==8.1.3
colorama==0.4.6
ghp-import==2.1.0
importlib-metadata==6.1.0
Jinja2==3.1.2
Markdown==3.3.7
MarkupSafe==2.1.2
mergedeep==1.3.4
mkdocs==1.4.2
mkdocs-material==8.4.0
mkdocs-material-extensions==1.1.1
-e git+https://github.com/kamilkrzyskow/i18n.git@67a324bd019d9a0f3b31afb652e06b8e0af64095#egg=mkdocs_static_i18n
packaging==23.0
Pygments==2.14.0
pymdown-extensions==9.10
python-dateutil==2.8.2
PyYAML==6.0
pyyaml_env_tag==0.1
six==1.16.0
watchdog==3.0.0
zipp==3.15.0

I got lucky that I still didn't bother to uninstall docker, after it broke my other VMs (good that I don't use them...)
I was able to reproduce it. I modified the test file and added a script to see what is going on.
It seems that somehow some parts of the mkdocs-material get deleted when mkdocs 1.3.1 is deleted and 1.4.2 is installed. I don't see the removal in the pip log, but I see the removed __init__.py file.
@ultrabug maybe you'll get something out of the log, for now I'm not sure how to fix it, other than to keep the version like it was before in the setup.py. But if we'll support MkDocs<1.4 then it's required to add a fallback to the event priorities. There is an examples in the documentation.
docker.zip
log.txt

@dmitry-tiger A quick fix for you until we figure it out:
RUN pip install --no-cache-dir mkdocs-static-i18n==0.54
RUN pip uninstall mkdocs-material -y
RUN pip install --no-cache-dir mkdocs-material==8.4.0

I run pip with -v and confirmed that the uninstall of MkDocs 1.3.1 is the cause of the issue.
#9 5.955   Attempting uninstall: mkdocs
#9 5.955     Found existing installation: mkdocs 1.3.1
#9 5.978     Uninstalling mkdocs-1.3.1:
#9 6.004       Created temporary directory: /tmp/pip-uninstall-cwu6mik2
#9 6.007       Removing file or directory /usr/local/bin/mkdocs
#9 6.008       Created temporary directory: /tmp/pip-uninstall-y47i4m2q
#9 6.010       Removing file or directory /usr/local/lib/python3.9/site-packages/material/404.html
#9 6.011       Removing file or directory /usr/local/lib/python3.9/site-packages/material/__init__.py
#9 6.013       Removing file or directory /usr/local/lib/python3.9/site-packages/material/base.html
#9 6.015       Removing file or directory /usr/local/lib/python3.9/site-packages/material/main.html
#9 6.018       Removing file or directory /usr/local/lib/python3.9/site-packages/material/mkdocs_theme.yml
#9 6.018       Created temporary directory: /usr/local/lib/python3.9/site-packages/~kdocs-1.3.1.dist-info
#9 6.019       Removing file or directory /usr/local/lib/python3.9/site-packages/mkdocs-1.3.1.dist-info/
#9 6.019       Created temporary directory: /usr/local/lib/python3.9/site-packages/~kdocs
#9 6.037       Removing file or directory /usr/local/lib/python3.9/site-packages/mkdocs/
#9 6.037       Successfully uninstalled mkdocs-1.3.1

I guess that the material theme plugin somehow is linked with the mkdocs dependency and is removed together with it.

It seems to me that's it's a problem specific to the docker images of material.
One could use mkdocs-material 8.x with newer plugin since mkdocs-material 8.4.0 has mkdocs>=1.3.0 dependency so I believe that the problem can't affect regular virtualenv users.
I'm thus not sure I'd call this a "regression" from this plugin's perspective I'm afraid.

I'm happy to announce release v1.0.0 of the mkdocs-static-i18n plugin!
Please check it out and reopen if needed.


Keep getting -127.00

Arduino ESP32 on win10
I changed the sensor several times but still getting the error. The same sketch works on UNO:
Why is it not working on ESP32?
/*********
https://randomnerdtutorials.com/esp32-ds18b20-temperature-arduino-ide/O parasitic connection: Center (data) to 4.7KOhms To +3.3V
2 pins left and right to Ground
Data to GPIO 4 ESP32 Wroom
*********/
#include <DallasTemperature.h>//vers 3.9.0
#include <OneWire.h>
// GPIO where the DS18B20 is connected to
const int oneWireBus = 4;  //ESP32 Wroom
// Setup a oneWire instance to communicate with any OneWire devices
OneWire oneWire(oneWireBus);
// Pass our oneWire reference to Dallas Temperature sensor
DallasTemperature sensors(&oneWire);
void setup() {
// Start the Serial Monitor
Serial.begin(115200);
// Start the DS18B20 sensor
sensors.begin();
}
void loop() {
sensors.requestTemperatures();
float temperatureC = sensors.getTempCByIndex(0);
delay(1000);
if(temperatureC == -127.00){
Serial.println("Failed to read from DS18B20 sensor");
} else{
Serial.print(temperatureC);
Serial.println("ºC");
}
delay(3000);
}

We use the board of:
https://quinled.info/2018/09/15/quinled-dig-uno/
With both chips ESP32 and ESP8266. Then with the library WLED:
https://github.com/Aircoookie/WLED
With usermod:
https://github.com/Aircoookie/WLED/tree/master/usermods/Temperature
We tried WLED v0.12.0 and up until v0.13.0-b2. When using ESP8266 it just reads the temperature well:

When we switch to ESP32 the result always is:
      if (temperature <= -100.0 || (!sensorFound && temperature == -1.0)) {
        temp.add(0);
        temp.add(F(" Sensor Error!"));
        return;
      }

And when we change the code to see the temperature in:
      if (temperature <= -100.0 || (!sensorFound && temperature == -1.0)) {
        temp.add(temperature );
        temp.add(F(" Sensor Error!"));
        return;
      }

With ESP32 it always reads -127.
We tried 4 boards and all with the same result. Is there something broken with this library regarding ESP32 ?


Refactoring telemetry playbooks to be compliant with spec.

recheck

recheck

recheck

recheck

recheck

recheck

recheck

recheck

recheck

recheck

recheck

recheck

recheck

These also need to be renamed to *.yaml to match all the other playbooks.

Done.


The arrows in Lightline in Urxvt do not show up...

I was using airline before I saw this, and I think lightline is more modifiable. However, I am currently using Arch linux with Urxvt terminal, and the arrows in vim just do not show up. It seems that the patched font fails in Urxvt because it works well in gvim (I am using patched Monaco). Is there any solution to this?

Umm, I'm not familiar with Urxvt terminal... Please make sure that the command :echo "\ue0b0" in Vim shows the arrow.


Always outputs "No fucks given" on iTerm2 and zsh

It works fine on default OSX terminal.

Same.


Include test for edge-ami image type

Now that nightly repo has osbuild-composer-85-1.el9.x86_64.rpm included, osbuild-composer is able to generate an edge AMI that can be uploaded and deployed on AWS. It would be useful to include a dedicated test script for automation in downstream.
ostree-ami-image.sh uses osbuild-composer to build edge-ami image type, upload it to a S3 bucket and deploy an EC2 instance using that image.

Closing this PR and opening another one with aarch64 support and cleaner environment.


Issue with Windows image

Module: 1
Lab/Demo: AZ-140 - Prepare for deployment of Azure Virtual Desktop (Microsoft Entra DS)
Task: 1
Step: 5
Description of issue
You can't deploy using the templates:
az140-11_azuredeploycl11a.json
az140-11_azuredeploycl11a.parameters.json
It shows the following error:
New-AzResourceGroupDeployment: 5:19:46 PM - Error: Code=InvalidTemplateDeployment; Message=The template deployment 'az140lab0101vmDeployment' is not valid according to the validation procedure. The tracking id is '155e98f2-f94f-4e77-9683-099fc03e83fd'. See inner errors for details.
New-AzResourceGroupDeployment: 5:19:46 PM - Error: Code=InvalidParameter; Message=The following list of images referenced from the deployment template are not found: Publisher: MicrosoftWindowsDesktop, Offer: Windows-10, Sku: 22h2-pro, Version: latest. Please refer to https://docs.microsoft.com/en-us/azure/virtual-machines/windows/cli-ps-findimage for instructions on finding available images.
Repro steps:

Upload the two template files to the Azure CLI
Run the command provided:
$resourceGroupName = 'az140-11a-RG'
$location = (Get-AzResourceGroup -ResourceGroupName $resourceGroupName).Location
New-AzResourceGroupDeployment -ResourceGroupName $resourceGroupName
-Location $location -Name az140lab0101vmDeployment
-TemplateFile $HOME/az140-11_azuredeploycl11a.json `
-TemplateParameterFile $HOME/az140-11_azuredeploycl11a.parameters.json

This has been updated
rgds
Marcin


Fail to download Private RefTimeSeries via rest api

A "401 Unauthorized access" error occurs when retrieving a private RefTS resource via rest client after logging in through either basic authorization or OAuth.
@pkdash Looks like this change I made does not work for RefTS.  Any suggestion? thanks
https://github.com/hydroshare/hydroshare/blob/develop/hs_core/views/resource_rest_api.py#L264

@zhiyuli Try not including site_url when you generating bag_url for the ref timeseries (the above line in the link you have provided)

@pkdash I tried the change you suggested and it is still not working.....
https://github.com/hydroshare/hydroshare/commit/50014b11e05441c23fca1c8fc577b3ee0c3611f4
I deployed the change on park and shared a private refts res with you
https://park.hydroshare.org/resource/ce943b09e93e4dea84d3e3d521c538fc/

@pkdash the code I used for testing is here:
from hs_restclient import HydroShare, HydroShareAuthBasic
hs_hostname = "park.hydroshare.org"
auth = HydroShareAuthBasic(username='USER_NAME', password='USER_PASSWORD')
hs = HydroShare(auth=auth, hostname=hs_hostname)
hs.getResource("ce943b09e93e4dea84d3e3d521c538fc", destination="/tmp", unzip=True)

Can you try using this decorator @api_view(['GET']) for the ref_ts fie download view function? Also, add the site_url if you removed as I suggested previously. Here is a reference  if you need how this decorator has been used.
https://github.com/hydroshare/django_irods/blob/911eee0ee7a57001273255286c19e4f308322373/views.py#L23

@pkdash adding @api_view(['GET']) works! I deployed the change on park.
I found one thing: rest api cannot be properly tested on my local hs vm.
I wrote a simple python script using hs_restclient to test against my local hs vm first. When trying downloading private generic and refts resource bags, I got 401 error on both.
But when running the same script against park, it works on both.
I am not sure why the different deployments (local v.s.  remote testing server) can cause this difference.

tested on www


Spawn's engine throws a MissingPluginException

The Spawn engine calls EntryPoint directly on the UI thread and plugin registration on the Platform thread. If the plugin is called with await in EntryPoint (in real scenarios such as waiting for some data to be initialized), At this point, an exception may occur if the plugin is not registered.
source code：
Spawn Engine run EntryPoint：
https://github.com/flutter/engine/blob/d8c49e185e88bd218c62308eacb9490a39f488da/shell/common/shell.cc#L549
The plugin registry：
https://github.com/flutter/engine/blob/d8c49e185e88bd218c62308eacb9490a39f488da/shell/platform/android/io/flutter/embedding/engine/FlutterEngine.java#L356-L358
The engine for spawn means that construction and execution of EntryPoint occur simultaneously. But for new engine, the two are separate, so I can register the plugin ahead of time to make sure EntryPoint executes properly.
So my question is, can we not runEngine directly in shell::spawn? If so, Spawn engine will look the same as new if don't do this. And then  embedded layer without having to deal with their differences, they won't have this problem like: https://github.com/flutter/flutter/issues/78931
Some issues related to this issue are as follows:
https://github.com/flutter/flutter/issues/97424
https://github.com/flutter/flutter/issues/99504
https://github.com/flutter/flutter/issues/103483
https://github.com/flutter/flutter/issues/59951
Steps to Reproduce
This example is based on the multiple_flutters modification
The main modifications are as follows:

await plugin in main, this plugin is a custom I made on the Java side

void main() async{
  // ADD START
  WidgetsFlutterBinding.ensureInitialized();
  print('Nayuta main invoker wait for multiple-flutters response');
  MethodChannel channel = const MethodChannel("multiple-flutters");
  await channel.invokeMethod("test");
  print('Nayuta multiple-flutters test invoked');
  // ADD END
  runApp(MyApp(color: convertNumberToColor(count)));
}

In Java, the plugin is registered with a delay of 100 milliseconds (simulating a more time-consuming case)

EngineBindings.kt:
    init {
        val app = activity.applicationContext as App
        // This has to be lazy to avoid creation before the FlutterEngineGroup.
        val dartEntrypoint =
            DartExecutor.DartEntrypoint(
                FlutterInjector.instance().flutterLoader().findAppBundlePath(), entrypoint
            )
        engine = app.engines.createAndRunEngine(activity, dartEntrypoint, initialRoute);
        this.delegate = delegate
        Handler(Looper.getMainLooper()).postDelayed({
            Log.i("Nayuta", " multiple-flutters channel register ")
            channel = MethodChannel(engine.dartExecutor.binaryMessenger, "multiple-flutters")
            attach()
        }, 100)

    }

Execute flutter run on the code sample
Keep clicking on the next button, and you may get ANR(on start SingleFlutterActivity) or a white screen FlutterView(on start DoubleFlutterActivity)... Sometimes it's ANR and sometimes it's a white screen

Expected results:
SingleFlutterActivity started successfully, DoubleFlutterActivity displays two FlutterView
Actual results:
ANR(on start SingleFlutterActivity)
https://user-images.githubusercontent.com/40540394/180709303-f027d352-46b1-426c-99e2-088fcefefa77.mp4
white screen FlutterView(on start DoubleFlutterActivity)
https://user-images.githubusercontent.com/40540394/180709739-51ad7686-70c9-49c1-af29-c3833c434e81.mp4

Code sample
https://github.com/Nayuta403/multiple_flutters/tree/channel

Logs

You can search for Nayuta in the log to find out when the plugin was called and registered
15:09:47.737 22799-22799 V/FlutterActivity: Using the launch theme as normal theme.
15:09:47.737 22799-22799 V/FlutterActivityAndFragmentDelegate: Setting up FlutterEngine.
15:09:47.739 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/isolate'
15:09:47.739 22799-22799 V/DartExecutor: Attached to JNI. Registering the platform message handler for this Dart execution context.
15:09:47.739 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/accessibility'
15:09:47.739 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/deferredcomponent'
15:09:47.739 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/localization'
15:09:47.739 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/mousecursor'
15:09:47.739 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/navigation'
15:09:47.739 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/platform'
15:09:47.739 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/restoration'
15:09:47.739 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/textinput'
15:09:47.740 22799-22799 V/FlutterActivityAndFragmentDelegate: Attaching FlutterEngine to the Activity that owns this delegate.
15:09:47.740 22799-22799 V/DartMessenger: Setting handler for channel 'flutter/platform_views'
15:09:47.740 22799-22799 V/FlutterActivityAndFragmentDelegate: onRestoreInstanceState. Giving framework and plugins an opportunity to restore state.
15:09:47.740 22799-22799 V/FlutterActivityAndFragmentDelegate: Creating FlutterView.
15:09:47.741 22799-22799 V/FlutterView: Initializing FlutterView
15:09:47.741 22799-22799 V/FlutterView: Internally using a FlutterSurfaceView.
15:09:47.741 22799-22799 V/FlutterActivityAndFragmentDelegate: Attaching FlutterEngine to FlutterView.
15:09:47.741 22799-22799 V/FlutterView: Attaching to a FlutterEngine: io.flutter.embedding.engine.FlutterEngine@de5556d
15:09:47.741 22799-22799 V/FlutterSurfaceView: Attaching to FlutterRenderer.
15:09:47.742 22799-22799 V/DartMessenger: Sending message with callback over channel 'flutter/textinput'
15:09:47.744 22799-22799 V/SettingsChannel: Sending message:
    textScaleFactor: 1.0
    alwaysUse24HourFormat: false
    platformBrightness: light
15:09:47.744 22799-22799 V/DartMessenger: Sending message with callback over channel 'flutter/settings'
15:09:47.746 22799-22799 V/LocalizationChannel: Sending Locales to Flutter.
15:09:47.746 22799-22799 V/LocalizationChannel: Locale (Language: zh, Country: CN, Variant: )
15:09:47.746 22799-22799 V/LocalizationChannel: Locale (Language: en, Country: US, Variant: )
15:09:47.746 22799-22799 V/DartMessenger: Sending message with callback over channel 'flutter/localization'
15:09:47.754 22799-22799 V/FlutterActivityAndFragmentDelegate: onStart()
15:09:47.755 22799-22799 V/FlutterActivityAndFragmentDelegate: onResume()
15:09:47.755 22799-22799 V/LifecycleChannel: Sending AppLifecycleState.resumed message.
15:09:47.755 22799-22799 V/DartMessenger: Sending message with callback over channel 'flutter/lifecycle'
15:09:47.755 22799-22799 V/FlutterActivityAndFragmentDelegate: onPostResume()
15:09:47.760 22799-22799 D/ViewRootImpl: support adaptive color gamut feature!
15:09:47.765 22799-22799 D/ViewRootImpl[MainActivity]: windowFocusChanged hasFocus=false inTouchMode=true
15:09:47.768 22799-22799 D/OpScreenModeManager: setRefreshRate parent io.flutter.embedding.android.FlutterView{f4d8ea1 VFE...... ......I. 0,0-0,0 #1} parent width 0 parent height 0 mRatio 1.2
15:09:47.768 22799-22799 D/OpScreenModeManager: setRefreshRate view io.flutter.embedding.android.FlutterSurfaceView{857b708 V.E...... ......I. 0,0-0,0} viewRate 0 width 0 height 0
15:09:47.769 22799-22799 V/FlutterView: Updating window insets (onApplyWindowInsets()):
    Status bar insets: Top: 137, Left: 0, Right: 0
    Keyboard insets: Bottom: 0, Left: 0, Right: 0System Gesture Insets - Left: 0, Top: 137, Right: 0, Bottom: 0
15:09:47.777 22799-22799 V/FlutterView: Updating window insets (onApplyWindowInsets()):
    Status bar insets: Top: 137, Left: 0, Right: 0
    Keyboard insets: Bottom: 0, Left: 0, Right: 0System Gesture Insets - Left: 0, Top: 137, Right: 0, Bottom: 0
15:09:47.778 22799-22799 V/FlutterView: Size changed. Sending Flutter new viewport metrics. FlutterView was 0 x 0, it is now 1440 x 2910
15:09:47.778 22799-22799 V/FlutterRenderer: Setting viewport metrics
    Size: 1440 x 2910
    Padding - L: 0, T: 137, R: 0, B: 0
    Insets - L: 0, T: 0, R: 0, B: 0
    System Gesture Insets - L: 0, T: 137, R: 0, B: 0
    Display Features: 0
15:09:47.784 22799-22799 V/FlutterSurfaceView: SurfaceHolder.Callback.startRenderingToSurface()
15:09:47.785 22799-22799 V/FlutterSurfaceView: SurfaceHolder.Callback.surfaceChanged()
15:09:47.785 22799-22799 V/FlutterSurfaceView: Notifying FlutterRenderer that Android surface size has changed to 1440 x 2910
15:09:47.786 22799-22799 D/OpScreenModeManager: setRefreshRate parent io.flutter.embedding.android.FlutterView{f4d8ea1 VFE...... ......ID 0,0-1440,2910 #1} parent width 1440 parent height 2910 mRatio 1.2
15:09:47.786 22799-22799 D/OpScreenModeManager: setRefreshRate view io.flutter.embedding.android.FlutterSurfaceView{857b708 V.E...... ......ID 0,0-1440,2910} viewRate 1 width 1440 height 2910
15:09:47.786 22799-22799 D/OpScreenModeManager: setRefreshRate token android.os.BinderProxy@b76de16 rate 1 mCurrentRate 0 tmpRate:1
15:09:47.787 22799-22799 D/OpScreenModeManager: updateScenario fullScreen 1
15:09:47.790 22799-22799 V/FlutterRenderer: Setting viewport metrics
    Size: 1440 x 2910
    Padding - L: 0, T: 137, R: 0, B: 0
    Insets - L: 0, T: 0, R: 0, B: 0
    System Gesture Insets - L: 0, T: 137, R: 0, B: 0
    Display Features: 0
15:09:47.836 22799-1105 V/DartMessenger: Received message from Dart over channel 'flutter/isolate'
15:09:47.837 22799-1105 I/flutter: Nayuta main invoker wait for multiple-flutters response
15:09:47.837 22799-1105 V/DartMessenger: Received message from Dart over channel 'multiple-flutters'
15:09:47.837 22799-22799 V/DartMessenger: Received message reply from Dart.
15:09:47.845 22799-22799 V/DartMessenger: Deferring to registered handler to process message.
15:09:47.845 22799-22799 V/DartMessenger: No registered handler for message. Responding to Dart with empty reply message.
15:09:47.845 22799-22799 I/Nayuta:  multiple-flutters channel register
15:09:47.846 22799-22799 V/DartMessenger: Sending message with callback over channel 'multiple-flutters'
15:09:47.846 22799-1105 E/flutter: [ERROR:flutter/lib/ui/ui_dart_state.cc(198)] Unhandled Exception: MissingPluginException(No implementation found for method test on channel multiple-flutters)
    #0      MethodChannel._invokeMethod (package:flutter/src/services/platform_channel.dart:165:7)
    <asynchronous suspension>
    #1      main (package:multiple_flutters/main.dart:27:3)
    <asynchronous suspension>
15:09:47.846 22799-22799 V/DartMessenger: Setting handler for channel 'multiple-flutters'

flutter doctor：
➜  multiple_flutters git:(channel) flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.0.5, on macOS 12.4 21F79 darwin-x64, locale zh-Hans-CN)
[✓] Android toolchain - develop for Android devices (Android SDK version 32.1.0-rc1)
[✓] Xcode - develop for iOS and macOS (Xcode 13.3.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 4.2)
[✓] IntelliJ IDEA Ultimate Edition (version 2022.1)
[✓] VS Code (version 1.69.1)
[✓] Connected device (3 available)
[✓] HTTP Host Availability

• No issues found!

This appears to be working as intended.  Creating channels outside of the event that executes createAndRunEngine will create a race condition.  The solution is to make the channel in the same event.
EngineBindings.kt:
    init {
        val app = activity.applicationContext as App
        // This has to be lazy to avoid creation before the FlutterEngineGroup.
        val dartEntrypoint =
            DartExecutor.DartEntrypoint(
                FlutterInjector.instance().flutterLoader().findAppBundlePath(), entrypoint
            )
        engine = app.engines.createAndRunEngine(activity, dartEntrypoint, initialRoute);
        this.delegate = delegate
        channel = MethodChannel(engine.dartExecutor.binaryMessenger, "multiple-flutters")
        Handler(Looper.getMainLooper()).postDelayed({
            Log.i("Nayuta", " multiple-flutters channel register ")
            attach()
        }, 100)

    }

This works because all messages are forwarded to the platform thread's event loop until initialization is finished, so a message can't be received until the event calling createAndRunEngine is completed. (cc @jiahaog who was asking about this the other day).

Thank you for reply @gaaclarke
Yeah, the question is expected, but I don't think it makes sense. Since in FlutterActivity the plugin is registered in onCreate, the Dart code runs in onStart. Make sure the plugin is ready before run the dart code again, otherwise this race state may occur.
But for FlutterEngineGroup, it now seems to be mixed together, and dart is executed before the plugin is registered.The above problem may occur if the plugin is slow to register.
After discussed with @ColdPaleLight  offline. I'm thinking of two ways to solve this.

for spawn engine flutterJNI.spawn do not directly runEngine
or spawn engine, move flutterJNI.spawn after plugin registration

What do you think

In particular, in our scenario, there is custom logic for plugin registration. So we don't register the plugin in the constructor of FlutterEngine, which makes this problem much easier. The problem is better reproduced after this https://github.com/flutter/engine/pull/34663 is merged,

This appears to be working as intended. Creating channels outside of the event that executes createAndRunEngine will create a race condition. The solution is to make the channel in the same event.
EngineBindings.kt:
    init {
        val app = activity.applicationContext as App
        // This has to be lazy to avoid creation before the FlutterEngineGroup.
        val dartEntrypoint =
            DartExecutor.DartEntrypoint(
                FlutterInjector.instance().flutterLoader().findAppBundlePath(), entrypoint
            )
        engine = app.engines.createAndRunEngine(activity, dartEntrypoint, initialRoute);
        this.delegate = delegate
        channel = MethodChannel(engine.dartExecutor.binaryMessenger, "multiple-flutters")
        Handler(Looper.getMainLooper()).postDelayed({
            Log.i("Nayuta", " multiple-flutters channel register ")
            attach()
        }, 100)

    }

This works because all messages are forwarded to the platform thread's event loop until initialization is finished, so a message can't be received until the event calling createAndRunEngine is completed. (cc @jiahaog who was asking about this the other day).

Thanks for replying. As you said, the initialization is in the same eventLoop of the Platform thread. This should not be an issue if it is in the same event. I think I haven't found the root cause of this problem, so I will close this Issue first.


debug: codegen llvm will raise error if op's type is integer

/llvm-project/llvm/lib/IR/Instructions.cpp:2428: void llvm::BinaryOperator::AssertOK(): Assertion `getType()->isFPOrFPVectorTy() && "Tried to create a floating-point operation on a " "non-floating-point type!"' failed.
elementwise op设置placeholder的type为int32后，codegen llvm报类型错误


Setup my lab environment - delay in provisioning the environment

Regarding these steps:

There are a couple of issues here that cause confusion with both MCTs and students. This is evident from for example issue #1.

The possible delay is described after step 2, which says "Your dev environment should now show in the list of Environments". Instead of describing it on step 3, let's please move it to step 2 (ex. as Markdown comment). Instructions are intended to be done sequentially and now the perception is that step 2 is broken.
Per https://github.com/MicrosoftDocs/powerapps-docs/issues/3732, there is a monitoring protocol that can let attendees know when the environment is created (i..e Power Platform Admin Center). Let's describe it here - otherwise the attendees have no way to know when the environment is created.
Is it safe to proceed with the following steps in parallel once the Dev environment is being provisioned in the background? Let's clarify this one way or another in the instructions.

@davidyack Perfect. Thanks for processing this.