docs: improve README examples of ndarray/iter namespace

Updated examples to span over the functionalities implemented in the namespace.
Addresses: #1589
Resolves #1589
Description

What is the purpose of this pull request?
Provide better examples for the namespace to demonstrate its capabilities and usage.

This pull request:

Imports different functionalities inside ndarray/iter to form useful usecases

Related Issues

Does this pull request have any related issues?

This pull request:

resolves #1589
fixes #1589

Questions

Any questions for reviewers of this pull request?

No.
Other

Any other information relevant to this pull request? This may include screenshots, references, and/or implementation notes.

No.
Checklist

Please ensure the following tasks are completed before submitting this pull request.

[x] Read, understood, and followed the contributing guidelines.

@stdlib-js/reviewers

Hello, thought I should just push a draft PR for one namespace and receive feedback before moving to another in the package in ndarray!
Also, I have these questions:

Do we include the outputs of the examples as comments for README.md?
Do we need to format the output in some particular way? That is, in the second example, the log is like: Index: [ 0, 0 ] Value: 1, and for the last one, we print the initial type of the object like: Original ndarray: ndarray( 'generic', [ 1, 2, 3, 4, 5, 6, 7, 8, 9 ], [ 3, 3 ], [ 3, 1 ], 0, 'row-major' ). So, is that necessary or we should just always log the final output?

Thank you so much!!

Thank you so much for the review, @kgryte! I have modified the commit to include an example which uses functionalities from other packages! Please do let me know if there are any further changes necessary.


Can I support relaying multiple SMTP servers?

Can I support relaying multiple SMTP servers?

Hi @dragonhackertel, thanks for your question.
This relay will only send e-mail to a single SMTP server. However, it supports relaying messages from any number of MTAs (Message Transfer Agents, either SMTP clients or SMTP servers).
I'm going to consider your question answered. If not, feel free to re-open and clarify.


State preparation operations for common ansatz

Is your feature request related to a problem? Please describe.
It would be helpful in targeting some variational applications to have state preparation operations for common variational ansatz such as RyRz.
Additional context
At the moment, these ansatz can be implemented by users using existing features (see example below), but it would be nice to have "pre-canned" versions with a common signature (e.g.: (Double[], Qubit[]) => Unit is Adj + Ctl) so that it's easier to test out and compare various ansatz.
Example using current features
function Pairs<'T>(elements : 'T[]) : ('T, 'T)[] {
    mutable allPairs = [];
    for idxFirst in 0..Length(elements) - 2 {
        for idxSecond in idxFirst + 1..Length(elements) - 1 {
            set allPairs += [(elements[idxFirst], elements[idxSecond])];
        }
    }
    return allPairs;
}

operation ApplyRotationLayer(parameters : Double[], targets : Qubit[]) : Unit is Adj + Ctl {
    let yParams = parameters[...Length(parameters) / 2 - 1];
    let zParams = parameters[Length(parameters) / 2...];
    ApplyToEachCA(Ry, Zipped(yParams, targets));
    ApplyToEachCA(Rz, Zipped(zParams, targets));
}

operation ApplyEntanglingLayer(targets : Qubit[]) : Unit is Adj + Ctl {
    ApplyToEachCA(CNOT, Pairs(targets));
}

operation ApplyRyRz(parameters : Double[], targets : Qubit[]) : Unit is Adj + Ctl {
    let layers = Chunks(2 * Length(targets), parameters);
    ApplyRotationLayer(layers[0], targets);
    for layer in layers {
        ApplyEntanglingLayer(targets);
        ApplyRotationLayer(layer, targets);
    }
}

Thanks for taking a look, @msoeken!
I think you're right about the duplicated first layer, sorry, that's what I get for writing up a quick proof of concept.
For the choice of entangling layer and rotation gates, I agree, those are often replaced by cyclic, nearest-neighbor, or other kinds of patterns, or CNOT may be replaced by CZ in some cases. It may be good to see what we can consolidate with the QML library, QAOA ansatz, or other places where parameterized families of state preparations are used to identify what the right kinds of configuration options might be.


Nomination Form - School Updates

[ ] Verify that we have middle schools and high schools in the affiliation table
[ ] Make a fuzzy finder when entering school name

Whoever grabs this might consider splitting the fuzzy finder task out separately


[Here's@freE TV]** Newcastle vs Man Utd LIVE STreams ON TV Channel 30 December 2024

Man Utd vs Newcastle live stream: How to watch Premier League game online and on TV today. Manchester United will take on Newcastle in the Premier League at Old Trafford on Monday.
Click Here to Watch Man Utd vs Newcastle Live Online
Click Here to Watch Man Utd vs Newcastle Live Online
Click Here to Watch Man Utd vs Newcastle Live Online
Newcastle will be chasing what could be their fourth win in a row as they prepare to take on the Red Devils. They are seventh in the standings and will fancy their chances of getting a win away from home against the struggling hosts.
The Red Devils have lost four out of their last five fixtures and will be desperate for a good run. They have lost three games in a row and have struggled to deliver good performances this season.
Man Utd vs Newcastle live stream, date, time, channels
The Man Utd vs Newcastle live stream takes place today (Monday, December 30).
Time: 8 p.m. GMT / 3 p.m. ET / 12 p.m. PT / 7 a.m. AEDT (Tuesday)
U.S. — Watch on USA Network via Sling TV
U.K. — Watch on Sky Sports
Watch anywhere
Red Devils desperate to get back to winning ways
The Man Utd vs Newcastle is a classic Premier League clash between two sides who had very different Boxing Days
Despite some improvement in the few weeks since Ruben Amorim took over, the Red Devils lost again in the week, this time to Wolves. Manuel Ugarte picked up his fifth yellow card and skipper Bruno Fernandes was sent off for the third time this season, meaning both miss today’s match. United still look defensively vulnerable, something their new manager has acknowledged.
The Magpies swept away Aston Villa in their last match, winning 3-0 against opponents reduced to 10 men. It underlined the attacking threat posed by Eddie Howe’s men, even though their results have been inconsisten. Super Swede Alexander Isak has scored 11 times and provided 4 assists so far this campaign. Furthermore, the Geordies also pose a threat from setpieces, with Fabian Schar and Dan Burn ones to watch when they come up from the back.
Manchester United will be without Bruno Fernandes and Manuel Ugarte for Monday's match, as both are serving suspensions. Fernandes was shown a red card in the game against Wolves, while Ugarte reached the yellow-card limit.
The Red Devils are also missing Mason Mount, Victor Lindelof, and Luke Shaw due to injuries.
Newcastle continue to contend with absences, as Callum Wilson, Jamaal Lascelles, Nick Pope, and Emil Krafth remain sidelined. Sven Botman is still unavailable for first-team action but is making significant strides in his recovery from a serious knee injury.
The Red Devils have not been able to build any momentum following their 2-1 win in the Manchester derby a couple of weeks ago and go into this Premier League clash on the back of three straight defeats across all competitions.
In addition, Ruben Amorim will be without captain Bruno Fernandes and Manuel Ugarte because of suspension, leaving him with a massive dilemma in central midfield.
As for the Magpies, they head to Old Trafford on a great run of form with four straight wins across all competitions, scoring 14 goals in the process and conceding just once.
Manchester United and Newcastle will face off in a Premier League clash that pits two teams with fluctuating seasons against each other. United appeared to be finding their rhythm after a thrilling derby win over Manchester City, but they’ve since fallen back and now sit closer to the relegation zone than the coveted cup spots.
While relegation is not an immediate concern, the Red Devils, as part of the Premier League‘s “Big 6,” are expected to compete for European places. Their opponents, Newcastle, have shown recent improvement, climbing to within just one point of the Europa League spots.


Lighten wombat256 statusline to distinguish from background.

Just uses a different shade of grey to make it easier to distinguish windows from one another.
Before:

After:

thanks.


Severe performance degradation when TCP is funneled over TCP (GSO/TSO)

Summary
There is a severe performance degradation when TCP is funneled over TCP on flows within the same host.
The problem is very similar to #11, and has to do with GSO. On a stablished TCP Connection (over TCP via sfunnel), packets are marked as GSOed with SKB_GSO_TCPV4. On low volume traffic, GSO doesn't kick in.
The problem manifests when more traffic is sent and the Kernel attemps to GSO. Since we are pushing a TCP header with SYN=1 and invalid - precisely to avoid the kernel to do GSO/TSO, as we don't want sfunnel to hold connection state -, becuse the skb still has SKB_GSO_TCPV4 the kernel will attempt to GSO, and will fail miserably (as SYN==1, all seq numbers are broken etc..).
Please note that there seems to be a bug in the kernel; disabling all GSO/TSO offloads keeps marking egress SKBs as TCP_GSO

Fixing the issue
bpf_skb_change_tail()
As described here, bpf_skb_change_tail() could be used precisely for this purpose, but then packets are dropped due to MTU issues.
:heavy_check_mark: Don't push a new header, set a flow_id in the pkt
For TCP over TCP, the only thing needed to keep flow affinity is to rewrite the dest_port, and revert this on the other end.
msune/ebpf_gso:tcp_in_tcp prototype encodes a "flow id" as part of the TCP reserved bits (which should be 0x0). Based on the flow_id, the other end can undo the translation. The other Other options could be using IP diffserv for the same purpose (all other options, e.g. abusing ip->id etc, don't work).
The sfunnel ruleset syntax should to accept a flow_id as part of funnel/unfunnel actions, and only be valid for TCP (and make sure it matches TCP), e.g. for traffic in one direction:
ip tcp dport 8080 actions funnel   tcp flow-id 1 dport 80
ip tcp dport 80   actions unfunnel tcp flow-id 1 dport 8080

Waiting for #11 to be fixed / workarounded in case more changes to syntax are needed.


Docker image - grafana/cortex-tools:v0.10.5 - linux/amd64

Hi there!
I just realised that my GitLab pipelines have started to fail since v0.10.5 Docker image version with the following error:
Using docker image sha256:5c46890f7c19a54bffa956147a339b2c058c7c370144d83a7b92e16c7fb34359 for grafana/cortex-tools:v0.10.5 with digest grafana/cortex-tools@sha256:b3f36d4c02580f12ebdaa92460ca955b003ab9a815cb5f83891489fded656a35 ...
standard_init_linux.go:228: exec user process caused: exec format error
Cleaning up project directory and file based variables
00:01
ERROR: Job failed: exit code 1

After checking the Docker Hub website (https://hub.docker.com/r/grafana/cortex-tools/tags) I noticed that there is no amd64 image available for v0.10.5 version.

Could you please upload it?
Thanks in advance. 🙇🏼♂

Thanks! This should be fixed now. We pushed the image with the wrong architecture. It works on my laptop now:
$ arch
x86_64
$ docker run -it grafana/cortex-tools:v0.10.5 version
version 0.10.5
checking latest version... You are on the latest version


Remove messaging cycles. Switch back to bounded channels

Depends-On: #2732

@SanjoDeundiak @antoinevg with the above change landed, can this be re-enabled?
https://github.com/build-trust/ockam/commit/f3f453f0e815e5600df991bb0ed10c3852fc5170#diff-73e17259d77e5fbef83b2bdbbe4dc40a912f807472287f7f45b77e0cbf78792dL159

@SanjoDeundiak @antoinevg with the above change landed, can this be re-enabled?
https://github.com/build-trust/ockam/commit/f3f453f0e815e5600df991bb0ed10c3852fc5170#diff-73e17259d77e5fbef83b2bdbbe4dc40a912f807472287f7f45b77e0cbf78792dL159

I think so. Few small fixes may be required

I'm seeing a couple no_std imports that's breaking the build so far… busy looking into it!

Fixed in: https://github.com/build-trust/ockam/pull/2813
Could you please give it the approve @SanjoDeundiak ?
You should be able to re-enable the no_std build for CI again once this has landed @metaclips

Landed :-)


Scrolling with Magic

Hello,
Have you tried to scroll your demo with an Apple Magic Mouse? It's always passing 2 slides each time.

Hi Caneco, thanks for getting in touch!
smartscroll does not currently support touch events, such as on mobiles; it also has not been optimized for trackpads or the Apple Magic Mouse, so what you reported is expected.
I think the issue is similar to this issue on jquery/jquery-mousewheel, where momentum (or inertia) scrolling means scroll events are being fired long after the fingers left the trackpad or mouse. Have a look at this demo.
I will investigate the best solutions and try to implement it. I will close this issue and open a more general issue regarding momentum / inertia scrolling. If you have any ideas of how to tackle this, please do comment there.
As always, pull requests are welcomed!


Add test-logcheck target

The new test-logcheck + verify-logcheck.sh script checks for correct klog usage.
It's optional and must be explicitly requested in the main Makefile by adding:
test: test-logcheck

Added support for structured and contextual logging check

Thank you!
/lgtm


❓[Changedetection.io] [Browserless Chromium] how to connect both?

❓ [Changedetection.io] [Browserless Chromium] how to connect both?
https://github.com/alexbelgium/hassio-addons/issues/new/choose

Which addon?
[Changedetection.io] and [Browserless Chromium]
name: Documentation
about: to describe clearly how both AddOns shall be configured to work together on Home Assistant OS.
title: ''
labels: ''
assignees: ''

Which addon?
[Changedetection.io] and [Browserless Chromium]
Addon or app?
I assume there are specific settings required when running both AddOns in Homeassistant OS. At least I was unsuccessful configuring both with the information I could find in both the original projects as well as in the docs for the AddOns and the Wiki.
Describe the solution you'd like
A precise (step-by-step) guide on how to configure both AddOns after they are installed on Homeassistant OS in order to work together.
Describe alternatives you've considered
I'm stuck with the configuration after having installed both AddOns in Homeassistant OS.
Both AddOns start successful, however the configuration is unclear. Maybe there is even something obvious I miss.
Browserless Chromium

AddOn installed from the repo and successfully started
access to http://xxx.xxx.xxx.68:3000/docs works. I can access the help-pages. (the IP is the LAN IP of my Homeassistant installation)

Changedetection.io

AddOn installed from the repo
AddOn configuration in HomeAssistant OS, section Options:

PGID: 0
PUID: 0
TIMEOUT: "60000"
BASE_URL: http://xxx.xxx.xxx.68:5000/

(the IP in the BASE_URL is the LAN IP of my Homeassistant installation, same I used to test access to Browserless Chromium before)

AddOn started successfully. I can access Changedetection via http://xxx.xxx.xxx.68:5000/
Configured some websites using fetch-method "Basic fast Plaintext"; fetching works and I get eMail notifications for diffs.
However, I fail to configure use of Browserless Chromium. Here is what I did so far:
Configured /homeassistant/addons_config/changedetection.io/config.yaml to include: WEBDRIVER_URL: http://xxx.xxx.xxx.68:3000/webdriver
Configured a website with method "WebDriver Chrome/Javascript via 'http://xxx.xxx.xxx.68:3000/webdriver'"
whenever the fetcher runs, it finishes in the changedetection web-frontend with "Exception: Message: Not Found"
the events from the AddOn log are below:

xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /api/checknow?uuid=a77b6d95-dbe8-443a-849f-ad895aa5e0ec HTTP/1.1" 302 655 0.008621
2024-07-08 20:13:07.393 | INFO     | changedetectionio.update_worker:run:256 - Processing watch UUID a77b6d95-dbe8-443a-849f-ad895aa5e0ec Priority 1 URL https://changedetection.io/CHANGELOG.txt
2024-07-08 20:13:07.403 | ERROR    | changedetectionio.update_worker:run:469 - Exception reached processing watch UUID: a77b6d95-dbe8-443a-849f-ad895aa5e0ec
2024-07-08 20:13:07.405 | ERROR    | changedetectionio.update_worker:run:470 - Message: Not Found
2024-07-08 20:13:07.407 | DEBUG    | changedetectionio.update_worker:run:562 - Watch a77b6d95-dbe8-443a-849f-ad895aa5e0ec done in 0.01s
2024-07-08 20:13:07.434 | DEBUG    | changedetectionio.model.Watch:history:219 - Reading watch history index for 9b145520-5cbc-4d2a-a496-3f54204e951c
2024-07-08 20:13:07.437 | DEBUG    | changedetectionio.model.Watch:history:219 - Reading watch history index for eebc3a7a-6e90-4287-9af4-4611255a269b
2024-07-08 20:13:07.441 | DEBUG    | changedetectionio.model.Watch:history:219 - Reading watch history index for 79cfd2d1-3608-4a11-a588-ce8a95f878a9
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET / HTTP/1.1" [200 9572 0.040069](tel:200 9572 0.040069)
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/styles/pure-min.css HTTP/1.1" [200 4219 0.008617](tel:200 4219 0.008617)
(414) accepted ('xxx.xxx.xxx.53', 55647)
(414) accepted ('xxx.xxx.xxx.53', 55648)
(414) accepted ('xxx.xxx.xxx.53', 55649)
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/styles/styles.css?v=0.45.25 HTTP/1.1" [200 8454 0.008515](tel:200 8454 0.008515)
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/favicons/site.webmanifest HTTP/1.1" 304 347 0.003894
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/js/csrf.js HTTP/1.1" 304 338 0.004425
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/images/Google-Chrome-icon.png HTTP/1.1" 304 355 0.004688
Traceback (most recent call last):
  File "/lsiopy/lib/python3.12/site-packages/eventlet/wsgi.py", line 636, in handle_one_response
    write(b'')
  File "/lsiopy/lib/python3.12/site-packages/eventlet/wsgi.py", line 566, in write
    wfile.flush()
  File "/usr/lib/python3.12/socket.py", line 725, in write
    return self._sock.send(b)
           ^^^^^^^^^^^^^^^^^^
  File "/lsiopy/lib/python3.12/site-packages/eventlet/greenio/base.py", line 383, in send
    return self._send_loop(self.fd.send, data, flags)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/lsiopy/lib/python3.12/site-packages/eventlet/greenio/base.py", line 370, in _send_loop
    return send_method(data, *args)
           ^^^^^^^^^^^^^^^^^^^^^^^^
ConnectionResetError: [Errno 104] Connection reset by peer

xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/images/spread-white.svg HTTP/1.1" 304 0 0.006361
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/js/watch-overview.js HTTP/1.1" [200 1210 0.005553](tel:200 1210 0.005553)
(414) accepted ('xxx.xxx.xxx.53', 55650)
(414) accepted ('xxx.xxx.xxx.53', 55651)
(414) accepted ('xxx.xxx.xxx.53', 55652)
Traceback (most recent call last):
  File "/lsiopy/lib/python3.12/site-packages/eventlet/wsgi.py", line 636, in handle_one_response
    write(b'')
  File "/lsiopy/lib/python3.12/site-packages/eventlet/wsgi.py", line 566, in write
    wfile.flush()
  File "/usr/lib/python3.12/socket.py", line 725, in write
    return self._sock.send(b)
           ^^^^^^^^^^^^^^^^^^
  File "/lsiopy/lib/python3.12/site-packages/eventlet/greenio/base.py", line 383, in send
    return self._send_loop(self.fd.send, data, flags)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/lsiopy/lib/python3.12/site-packages/eventlet/greenio/base.py", line 370, in _send_loop
    return send_method(data, *args)
           ^^^^^^^^^^^^^^^^^^^^^^^^
ConnectionResetError: [Errno 104] Connection reset by peer

xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/images/bell-off.svg HTTP/1.1" 304 0 0.005794
Traceback (most recent call last):
  File "/lsiopy/lib/python3.12/site-packages/eventlet/wsgi.py", line 636, in handle_one_response
    write(b'')
  File "/lsiopy/lib/python3.12/site-packages/eventlet/wsgi.py", line 566, in write
    wfile.flush()
  File "/usr/lib/python3.12/socket.py", line 725, in write
    return self._sock.send(b)
           ^^^^^^^^^^^^^^^^^^
  File "/lsiopy/lib/python3.12/site-packages/eventlet/greenio/base.py", line 383, in send
    return self._send_loop(self.fd.send, data, flags)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/lsiopy/lib/python3.12/site-packages/eventlet/greenio/base.py", line 370, in _send_loop
    return send_method(data, *args)
           ^^^^^^^^^^^^^^^^^^^^^^^^
ConnectionResetError: [Errno 104] Connection reset by peer

xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/images/pause.svg HTTP/1.1" 304 0 0.005420
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/js/toggle-theme.js HTTP/1.1" [200 1144 0.004956](tel:200 1144 0.004956)
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/images/spread.svg HTTP/1.1" 304 340 0.003503
xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/images/Generic_Feed-icon.svg HTTP/1.1" 304 351 0.004766
Traceback (most recent call last):
  File "/lsiopy/lib/python3.12/site-packages/eventlet/wsgi.py", line 636, in handle_one_response
    write(b'')
  File "/lsiopy/lib/python3.12/site-packages/eventlet/wsgi.py", line 566, in write
    wfile.flush()
  File "/usr/lib/python3.12/socket.py", line 725, in write
    return self._sock.send(b)
           ^^^^^^^^^^^^^^^^^^
  File "/lsiopy/lib/python3.12/site-packages/eventlet/greenio/base.py", line 383, in send
    return self._send_loop(self.fd.send, data, flags)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/lsiopy/lib/python3.12/site-packages/eventlet/greenio/base.py", line 370, in _send_loop
    return send_method(data, *args)
           ^^^^^^^^^^^^^^^^^^^^^^^^
ConnectionResetError: [Errno 104] Connection reset by peer

xxx.xxx.xxx.53 - - [08/Jul/2024 20:13:07] "GET /static/images/bell-off.svg HTTP/1.1" 304 0 0.006620
(414) accepted ('xxx.xxx.xxx.53', 55653)

Maybe i'm missing something obvious, I do not know. Any help is appreciated.
Thanks!
Additional context
This is specifically about using the AddOns in Homeassistant OS.

I was having a similar issue, I initially then came across a forum post somewhere that had a line that looked worth trying
In HA use the File Editor addon and edit the Changedetection.io config.yaml
/homeassistant/addons_config/changedetection.io/config.yaml
I added the following line to the end of the file
PLAYWRIGHT_DRIVER_URL: ws://db21ed7f-browserless-chrome.local.hass.io:3000/chromium?launch={"defaultViewport":{"height":720,"width":1280},"headless":false,"stealth":true}&blockAds=true
and remember to add a blank line at the end of the file too - yaml nuance...
the "db21ed7f-browserless-chrome.local.hass.io" hostname I got from the CLI in HA, using arp, but you should also be able to use your HA IP address.
then restart the Changedetection.io addon - after that I was able to use the browser options in Changedetection.io - now have a few pages I'm monitoring and so far they look to be working but will see later as some of the pages required browser steps to click options to display the info I'm interested in.

Thanks very much!!! I'll look to add your explanation to the Readme documentation

Thanks to both of you!
I have removed my config from /homeassistant/addons_config/changedetection.io/config.yaml and included instead the suggestion from @RhysMcW. I confirm it is working now.

I had the same issue and I didn't know exactly how to set up the headless chrome hostname
FYI you can fetch it two different ways:

Easiest: in the UI on the addon page:

You can also SSH to the server and run docker exec -i hassio_dns cat "/config/hosts"
You'll see a line similar to the following at some point:
<IP_ADDRESS> 2937404c-browserless-chrome 2937404c-browserless-chrome.local.hass.io
Use what's provided at the end of the line (2937404c-browserless-chrome.local.hass.io)

You can just provide 2937404c-browserless-chrome:3000, no need for the .local.hass.io suffix


Add new locale Arabic for [Morocco and Tunisia]

I have made things!

Checklist

[x] I have read contributing guidelines

[x] I'm sure that I did not unrelated changes in this pull request

[x] I have created at least one test case for the changes I have made

[x] I have updated the documentation for the changes I have made

@linuxscout Hi! Can you, please, resolve conflicts?

@linuxscout Hi! Can you, please, resolve conflicts?

done


Add optional parameter to like(), or_like(), not_like() and or_not_like() methods.

This PR address the 2nd feature request from this #5641 issue.

This is parameter creep ... It may look inconsistent, but a better option would be to just have having_like(), having_not_like(), etc.
And you must follow the styleguide.

Is there anything I have to do in order to make this PR get merged?

Yes, there are still some spaces left in on lines 1100, 1171 (shown in diff with darker green).
And there's more significant stuff code-wise, but it will probably result in a lot of back and forth if I asked you to do all of it, so I can make those changes myself after merging. It's decent enough as it is, I just want less repetition.

Yes, all of CodeIgniter doesn't match PSR-2 rules. We have our own styleguide, referenced in the contributing guide, which you should read before reviewing others' work.


Set the datadog-mysql password from secrets

We don't want to use the default password for the datadog user to access
the mysql database. Use one from secrets.

I've already put this secret into secrets.yml on the bastion.


CompositeDecorators does not work for adjacent ContentBlocks

Do you want to request a feature or report a bug?
Bug
So I was trying to add two consecutive hashtags using draft-js composite decorator example.
something like #try#this
But this does not work.
I have more use cases similar like this.
After some digging I found out in composite decorator callback we check if matching range is already occupied by another decorator. https://github.com/facebook/draft-js/blob/master/src/model/decorators/CompositeDraftDecorator.js#L63
Is there some specific reason to do this?

hi @prashantagarwal - thanks for opening up this issue. Were you referring to this file: https://github.com/facebook/draft-js/blob/master/examples/draft-0-9-1/tweet/tweet.html#L85 when you referenced the "composite decorator example" ?
I think this is just a case where the regular expression for the decorator is just overly simplistic - it is just looking for the initial '#' character and then continues until it doesn't have a character it can parse. Your other use cases, though, may be different.
As for why we check if the matching range is already occupied by another decorator - this is because we don't currently support nested decorators. This is something that has been discussed though (see https://github.com/facebook/draft-js/issues/542 or search "nested decorators")
That said, is this issue a dupe of #542 ? Is this issue basically an ask for nested decorators?

Hi @davidchang - thanks for getting back on this.
Actually I have a different problem than #542
So I was decorating text that is enclosed by {{ }}
so I added a mention strategy and decorator for this.
Now this works fine if the scenario is some thing like this
{{abc}} {{def}}
but it fails when I try to do something like {{abc}}{{def}}
so you see these are two adjacent decorated blocks (not nested)
What I can made out of https://github.com/facebook/draft-js/blob/master/src/model/decorators/CompositeDraftDecorator.js#L93 is that start is coming out to be the index of the last character {{abc}}{{def}} . And I believe it should be {{abc}}{{def}}
Thanks

@davidchang I found out this was totally unrelated. After making some changes I tested with different decoration strategies, but the original code was actually correct. Sorry was causing trouble I am closing this issue.


Add auto discovery options

Add the auto discovery parameters to the configuration options and documentation

@mihsu81 would you like to review?

Apologies for not replying sooner. Had a crazy week. The options your passing to theengsgw.conf in run.sh are wrong. You're removing the MQTT user and adding the other 4 values under user.

@mihsu81 thanks, should be better

Looks good to me. Thanks a lot. 😊

@mihsu81 can you successfully install the addon, once I add the repository, I don't see the addon in the store.

I'm testing now what's going wrong

I faced more or less the same issue. I wanted to rebuild it in order to get the updated config.json but kept getting: ERROR (MainThread) [supervisor.addons] Add-on 007e7788_theengsgw is not available inside store in the supervisor logs.
Had to uninstall the add-on, removed the repository, add again the repository and installed the add-on again.
I don't really understand what caused this issue.

It's an even easer fix 😁. Just need to check for updates in the Add-on store.
After modifying config.json, the add-on gets a new version.

I was asking myself what is the best way to have version control.
And maybe when doing pip install we should have the version of the gateway indicated, and also version the addon?

Good suggestion. I'll have a look tomorrow at getting some sort of versioning in place to mimic TGW.


PWX-22840: refactor sharedv4 svc tests

What this PR does / why we need it:

common setup and teardown instead of duplicating it for each test

separate out failover/failback tests by reboot and PX-restart without
duplicating the test flow using "shared behaviors" pattern

added env variable to skip collecting diags (useful when running the tests locally)

other minor cleanup pointed out by static checks

addresssed comments from the previous review

Which issue(s) this PR fixes (optional)
PWX-22840
Special notes for your reviewer:
The tests structured differently now but there are no changes to the test logic.

lgtm. nice abstraction of shared method.


Read ias secret

Description
Read ias credentials from a K8s secret dynamically for every reconciliation request
Changes proposed in this pull request:

Implementation logic
Unit tests

Related issue(s)

https://github.com/kyma-project/eventing-auth-manager/issues/2

/test pull-eventing-auth-manager-unit-test


Application closed. please help me

java.lang.NoSuchMethodError: No virtual method override(II)Lcom/bumptech/glide/request/RequestOptions; in class Lcom/bumptech/glide/request/RequestOptions; or its super classes (declaration of 'com.bumptech.glide.request.RequestOptions' appears in /data/app/com.example.imagepickers-1/base.apk)

i am using glide version 4.11.0

i solved it. Glide version 4.4.0 works.


Using a prefix for the secrets bucket doesn't work

It ends up missing the bucket-level permission to list objects. That is, given a prefix like foo/bar, we need IAM permissions for: arn:aws:s3:::foo/bar/* & arn:aws:s3:::foo, but the IAM config misses the second one.

Why do you need list permissions?

I believe it's because s3_exists uses it @ https://github.com/buildkite/buildkite-aws-stack/blob/master/packer/conf/hooks/environment#L5

Interesting. I wonder why we haven't run into this issue before. I will dig a bit more.

Hi @mikekap, are you still having this issue? Do you have any more details like a specific error message?

I could try again, but unless the IAM policy changed, I think the issue is still there. The error I was seeing was something like "403 during ListBucket operation".
http://blogs.aws.amazon.com/security/post/Tx1P2T3LFXXCNB5/Writing-IAM-policies-Grant-access-to-user-specific-folders-in-an-Amazon-S3-bucke has a good example of how to whitelist a prefix with IAM. The resource should be the bucket name (not bucket/prefix), and the Condition should have a "must have prefix" clause.

I haven't seen this crop up again with lots of testing… so I'm going to mark it as closed! But if it does happen please just re-open and we can investigate.


Do not report name of param 0

C# compiler only emits those if the return parameter has field marshal
info and it's useless for what we're using it for.

LGTM


[Feature Request] Please consider adding azd env delete <name>

As a feature request, please consider adding:
azd env delete <name>

This would perform two primary actions:

Delete the environment locally, i.e.; the .azure/<name>.
Update the .azure/config.json accordingly.

This is a duplicate of #937


fix: add derive clone to verifier

Description
Needed by: https://github.com/kubewarden/policy-evaluator/pull/455

@fabriziosestito don't forget to bump the crate and tag a new release


Open lyrics of a song

When user says "lyrics of song", a new tab should be opened with lyrics.
It should be implemented like youtube is implemented. The browser should display the lyrics not search for lyrics in some lyrics website.
Comment before starting to work on this issue.

@gauthamzz So in a new tab with lyrics which can be displayed from any website?

Website if your choice.

we can use this API  https://developer.musixmatch.com/documentation  if you are okay with it @gauthamzz  if you are ok with it then please register the app and send me the API key, ill add this feature tonight

We should open a website, not use an api
If we use api where will we display

Made a pull request. The intent uses Google's I'm Feeling Lucky feature.
https://github.com/Anna-Assistant/Anna/pull/154

its merged thank you :smile:


Run script once without monitoring

You hummer is cool! I can run node script with any module types without configure. I'm happy with it.
But I can not just run script. I use command hammer run my-script.js and hammer activate watch directory. I'm not want watch. I just run once. I use ctrl-c for any running my scripts.
How can I run script once? May be hammer has option for it?

@kicumkicum Hi! Glad you like working with Hammer :)
Hammer is mostly built as a development tool geared towards watch/reload workflows as the default. For running once, it's actually possible to build the application first and just run with node. So, consider the following run at the command line.
Command Line
Builds index.ts into target/app and then runs with Node.
$ hammer build index.ts --dist target/app --platform node

$ cd target/app && node index.js

Automate Command Line With Hammer Task
Use hammer.mjs to automate the above commands.
// inside: hammer.mjs

export async function once() {

   await shell(`hammer build index.ts --dist target/app --platform node`)

   await shell(`cd target/app && node index.js`)
}

Which can be run with
$ hammer task once

Unfortunately, there's not too much documentation around hammer tasks, but they can offer a lot of flexibility to orchestrate custom workflows. Here's a few reference examples of using hammer.mjs to carry out a number of automation tasks for some of the projects I manage (also check each projects package.json for how these are tasks are setup as NPM script tasks)
https://github.com/sinclairzx81/typebox/blob/master/hammer.mjs
https://github.com/sinclairzx81/drift/blob/main/hammer.mjs
https://github.com/sinclairzx81/sidewinder/blob/master/hammer.mjs
Hope this helps!
S

Thanky for you answer, @sinclairzx81
I have next case. Application on Next.js with native import and zero configuration build. I want write some scripts - utils, tools - for different tasks. It not part of application, but it use some code from application.
I can't run my tools with node, because differnt module system (commonJs, native) is problem. I must use build tool - webpack, etc - for fix it problem, but I not want more difficult for my project. I want keep zero build configuration.
Hammer is great tools for it. It just run my scripts. But I want just run, once, with out watching changes.
May be you can add this functionality in hameer?☺

@kicumkicum Hiya,

I have next case. Application on Next.js with native import and zero configuration build. I want write some scripts - utils, tools - for different tasks. It not part of application, but it use some code from application.

I think in this case, the best option may be to implement this functionality with esbuild https://esbuild.github.io/ rather than using Hammer. Hammer is written mostly as a build time development system, so isn't really something you would use for production. It is possible to use hammer task taskname (as in the example above) to build and run code once, however the cleanest option may be to use the esbuild bundler directly to compile your ESM modules (it requires little configuration to use, and is what Hammer uses internally...it's very easy to use)
Also, there are actually dedicated tools like ts-node https://www.npmjs.com/package/ts-node which will allow you to run Node with minimal configuration required (I think tsconfig.json is optional), so this would let you run script from the command line if this is what you need.
As for adding this functionality to Hammer, I won't be able to implement for this version of the tool, but may consider on the next version when I get around to integrating https://github.com/sinclairzx81/drift into Hammer (which would require a re-design of the CLI).
Hope this helps!
S

@kicumkicum Might close of this issue for now. I think the functionality you need could either be implemented through hammer tasks, or by taking a dependency on esbuild and implementing directly. Running once is a bit outside the scope (or intent) of this tool, but may review things again in the next major revision.
All the best!
S

but may review things again in the next major revision

I will wait for it 😸


[Feature] Elemental Rage Powers

https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo-rage-powers/elemental-rage-su

This and its predecessor are merged into Elemental Stance for Unchained Barbarian which is what the game uses. Elemental Stance puts the whole cascade in one pick, too.

In TotF!


Failed to apply database migrations: _initial.json file not found in the migrations/definitions directory

Describe the bug
When starting the tauri app. The following error occurs.
To Reproduce
Steps to reproduce the behavior:
When using the surrealdb_migrations package, I'm getting the error: Failed to apply database migrations: _initial.json file not found in the migrations/definitions directory. This is weird, since this file is neither mentioned or generated by the package itself.
My setup is like this:
const DB_DIR: Dir<'_> = include_dir!("$CARGO_MANIFEST_DIR/database/");

#[derive(Debug, Clone)]
pub struct Database {
    conn: Surreal<Db>,
}

impl Database {
    pub async fn init(path: PathBuf) -> Result<Self, surrealdb::Error> {
        let conn = Surreal::new::<File>(path).await?;

        conn.use_ns("default").use_db("default").await?;

        MigrationRunner::new(&conn).load_files(&DB_DIR)
            .up()
            .await
            .expect("Failed to apply database migrations");

        Ok(Database { conn })
    }
}

Is this a known error?
Expected behavior
The migrations run normally
Information
Please complete the following information and remove the unnecessary ones.

SurrealDB version: 1.2.2
surrealdb-migration version:1.2.2

Hello @NEmbgen
The _initial.json and all relative json files in definitions files are generated by the surrealdb-migrations apply command. These files are used to get snapshots of the current state of the schema for each migration which will have 2 notable usage:

being able to detect if any change is not missing (by comparing the expected schema and the last generated one)
being able to rollback correctly (to a previous migration)

Because the files are generated on a file system, it is not possible to generate them when used in code like you do. For the error to go away, you will have to apply the migrations manually on your machine with a local database instance.

It still doesn't work sadly. I started a local instance of SurrealDB an pointed my .surrealdb file towards it.
PS C:\Users\[user]\Projects\Software\[project]\src-tauri> surrealdb-migrations apply
Error:
   0: initial_definition_filepath not found at: "./database/migrations/definitions\\_initial.json"
   1: The system cannot find the path specified. (os error 3)

Location:
   C:\Users\[user]\scoop\persist\rustup\.cargo\registry\src\index.crates.io-6f17d22bba15001f\surrealdb-migrations-1.2.2\src\io.rs:676

Backtrace omitted. Run with RUST_BACKTRACE=1 environment variable to display it.

Creating an empty _initial.json file in the mentioned folder results in:
EOF while parsing a value at line 1 column 0
or
missing field schemas at line 1 column 2
if I add {} to the file.
Do you maybe have a sample _initial.json file I could modify myself to get over this initial hurdle?

Ok. I have reproduced this. The creation of _initial.json is fine but the file does not seem to be detected when embedded. Will try to fix this asap.

Well, it is the extra slash that make it fail. Can you try this?
const DB_DIR: Dir<'_> = include_dir!("$CARGO_MANIFEST_DIR/database");

I am seeing what I assume is the same error, just using the CLI build of the app.
migrator@00bbe9c5ca0f:/app$ surrealdb-migrations apply
Error:
   0: initial_definition_filepath not found at: "/opt/surrealdb-migrations/migrations/migrations/definitions/_initial.json"
   1: No such file or directory (os error 2)

Location:
   /usr/local/cargo/registry/src/[index.crates.io](http://index.crates.io/)-6f17d22bba15001f/surrealdb-migrations-1.2.3/src/[io.rs:676](http://io.rs:676/)

Backtrace omitted. Run with RUST_BACKTRACE=1 environment variable to display it.
Run with RUST_BACKTRACE=full to include source snippets.

I'm also having a lot of difficulties running the migration when it is embedded. I'm getting the same error "Initial definition file not found" but the file is present and the migration run smooth when running from the CLI.
I added some logging:
    tracing::info!("Migrating database");
    tracing::info!("Schema folder:{:?}", DB_DIR);
    let runner = MigrationRunner::new(&db.client);
    let runner = runner.load_files(&DB_DIR);

    runner
        .up()
        .await
        .map_err(|e| format!("Failed to apply migration(s):{}", e.to_string()))

Returns the following:
2024-04-13T08:49:32.536+02:00 [Runtime]  INFO web_server::migrate: Migrating database
2024-04-13T08:49:32.536+02:00 [Runtime]  INFO web_server::migrate: Schema folder:Dir { path: "", entries: [Dir(Dir { path: "events", entries: [] }), Dir(Dir { path: "migrations", entries: [File(File { path: "migrations/20240207_154950_users.surql", contents: "<930 bytes>" }), File(File { path: "migrations/20240207_155525_partners.surql", contents: "<510 bytes>" }), Dir(Dir { path: "migrations/definitions", entries: [File(File { path: "migrations/definitions/_initial.json", contents: "<35 bytes>" })] })] }), Dir(Dir { path: "schemas", entries: [File(File { path: "schemas/director.surql", contents: "<1886 bytes>" }), File(File { path: "schemas/organisation.surql", contents: "<1058 bytes>" }), File(File { path: "schemas/partner.surql", contents: "<597 bytes>" }), File(File { path: "schemas/payslip.surql", contents: "<3457 bytes>" }), File(File { path: "schemas/scope.surql", contents: "<2417 bytes>" }), File(File { path: "schemas/script_migration.surql", contents: "<243 bytes>" }), File(File { path: "schemas/social_tax_payment.surql", contents: "<549 bytes>" }), File(File { path: "schemas/user.surql", contents: "<343 bytes>" })] })] }
thread 'tokio-runtime-worker' panicked at crates/server/web-server/src/main.rs:62:13:
Migration db error
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
2024-04-13T08:49:32.622+02:00 [Runtime] ERROR web_server: Could not migrate db:Failed to apply migration(s):Initial definition file not found
2024-04-13T08:49:32.623+02:00 [Runtime] loading service panicked: Migration db error

We can clearly see the file is present in the Dir.

Sorry guys. It was indeed an issue when trying to detect the last definition file.
This is now fixed in v1.3.1.

I still get this error on v2.0.0-preview.1 whenever the file schemas/script_migration.surql is not present.
If it's mandatory to have this file, it should be better communicated.
surrealdb-migrations apply
Error:
   0: initial_definition_filepath not found at: "migrations/definitions/_initial.json"
   1: No such file or directory (os error 2)

Location:
   src/io.rs:676

Backtrace omitted. Run with RUST_BACKTRACE=1 environment variable to display it.
Run with RUST_BACKTRACE=full to include source snippets.


Add support for Spring RestTemplate

Codecov Report

Merging #169 into master will decrease coverage by 0.27%.
The diff coverage is 28.57%.

@@             Coverage Diff             @@
##             master    #169      +/-   ##
===========================================
- Coverage     73.17%   72.9%   -0.28%
- Complexity      997    1001       +4
===========================================
  Files           108     110       +2
  Lines          3702    3724      +22
  Branches        338     339       +1
===========================================
+ Hits           2709    2715       +6
- Misses          831     843      +12
- Partials        162     166       +4

Impacted Files
Coverage Δ
Complexity Δ

...o/elastic/apm/configuration/CoreConfiguration.java
95.45% <ø> (ø)
10 <0> (ø)
:arrow_down:

...a/co/elastic/apm/http/client/HttpClientHelper.java
0% <0%> (ø)
0 <0> (?)

...pm/httpclient/ApacheHttpClientInstrumentation.java
46.15% <0%> (-13.31%)
4 <0> (-4)

...lastic/apm/report/serialize/DslJsonSerializer.java
84.55% <100%> (ø)
103 <0> (ø)
:arrow_down:

.../restclient/SpringRestTemplateInstrumentation.java
42.85% <42.85%> (ø)
4 <4> (?)

...ain/java/co/elastic/apm/impl/transaction/Span.java
93.87% <0%> (ø)
20% <0%> (+1%)
:arrow_up:

...a/co/elastic/apm/impl/transaction/Transaction.java
78.48% <0%> (+1.26%)
24% <0%> (+1%)
:arrow_up:

...ain/java/co/elastic/apm/impl/ElasticApmTracer.java
81.53% <0%> (+3.07%)
39% <0%> (ø)
:arrow_down:

... and 1 more

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 4c6effc...323fda9. Read the comment docs.


Signatures that are disabled in policy are showing as "would block"

If a signature is disabled using the means below, the VIOL_ATTACK_SIGNATURE parsing logic does not take into account if the signature is actually enabled or not.
        "signatures": [
            {
                 "signatureId": 200001834,
                 "enabled": false
            }
        ]

As it turns out, disabled signatures won't cause a log entry at all, so this would be unneeded functionality if the user is running the policy that is being exported for runtime analysis. Closing, not a bug.


Two ENIs?

Thanks for this project, I'm excited to get it to work. My goal is Internet access for a Lambda on a private subnet. I will share all my config and troubleshooting below, but the big thing I notice in contrast to the docs is that my fck-nat EC2 instance has two network interfaces. Is that normal?
The first is FckNatInterface created by the CFN stack. The second appears to have been created automatically when the instance was launched by FckNatAsgLaunchConfig. They have all the same settings (other than private IPv4 address), including security group (NatSecurityGroup) and subnet (public), but FckNatInterface is missing a public IP address. The other one has it.
I note the FckNatInterface is attached by the service script, and given the Enable auto-assign public IPv4 address setting on the public subnet, my guess is that AWS is creating an ENI with a public IP and attaching it before startup.
If I'm reading /opt/fck-nat/fck-nat.sh correctly, a possible solution is:

remove FckNatInterface from the CFN template
remove echo "eni_id=${FckNatInterface}" >> /etc/fck-nat.conf from FckNatAsgLaunchConfig UserData
terminate instance

At that point, the ASG should launch a new instance, which if it follows previous behavior, will attach an ENI with a public IP, which the service script will use. But the bigger question is why is this happening if it's not what you intended? And, of course, will it solve the problem? I confess it's been a while since I've worked professionally as a UNIX/Linux admin.
I should add that I never had a NAT gateway, as this is a project in development, but I assumed I could start with fck-nat directly. If there is some magic when adding a NAT gateway first, I can do that.
Thanks!
Troubleshooting notes:

I'm using the CFN template with minor tweaks, like adding a key pair and allowing ssh. It's part of my AWS SAM template.yaml file.
I manually verified all created resources using your manual/web console instructions as a guide. All correct except second ENI.
I can ssh to the instance and per your test curl ifconfig.me gives the public IP of the instance.
I've run the reachability analyzer using the ENI of the Lambda (private subnet) as the source and it can get to both FckNatInterface and the instance itself. Nothing blocks it.
CIDR parameter is that of the VPC, not subnet.
subnet parameter is public subnet.
I've tried both of the instance's ENIs as the destination in the private route table, but neither work.

I decided to test my theory above. I made the changes and refreshed the instance in the ASG. I got an instance with a single ENI with a public IP, in the correct security group and subnet, but I did need to manually disable the source/destination check. Updated the private subnet route table to point to the new instance.
Here's the thing - it didn't work. I spent an inordinate amount of time troubleshooting and rechecking everything.
The fix? I made a small change to my Lambda function to perform DNS resolution in order to test that. It appears the act of redeploying the function... jiggered something? And it just started working. I even verified there were no other resource changes, it was all the same. Given similar comments in my search, the whole thing (AWS/Lambda) seems a bit flaky.
That said, I still don't know why/how I was getting 2 ENIs. Curious to know.

There are two ENIs because you have one for the internal IP address, where the traffic from your VPC goes and then the external IP address where your requests then go out to the internet from.
The behavior you saw is likely because you changed your route table to point to your new NAT instance, but resources still had the old route cached. This is why having that static internal IP is so important, fck-nat ensures by using a consistent ENI for the internal IP address that once your default route is configured it doesn't need to be updated, even if you bring up a new NAT instance.


Use Current Location(Weather) is not working even if I enable the setting in Privacy

General troubleshooting tips
Before logging an issue please check that:

[ ] You have the latest version installed (There may be a beta version that fixes your issue), see here for the latest releases and bug fixes: https://github.com/JohnCoates/Aerial/releases
[ ] Your issue isn't already mentioned in our issues. You may find a workaround there or a similar request already made.
[ ] Your problem isn't mentioned in the troubleshooting page.

If none of this fixes your issue, tell us about the problem you are experiencing or the feature you'd like to request.
Required information
In order to help us sort your issue, we ask that you provide the following information:

[ ] Mac model: MBP 14' M1Pro
[ ] macOS version: Sonoma beta 5
[ ] Monitor setup: MBP 14' M1Pro

If appropriate, please enable Debug mode and Log to disk in Advanced tab and replicate your bug, then attach the AerialLog.txt file (You can access this file through the Advanced tab).
Description of issue / Feature request
Use Current Location(Weather) is not working even if I enable the setting for LegacyScreenSaver in Privacy. It said I need to enable for the companion however, I am not able to find in the location setting.

Thank you for your help. When I tried to choose 'Use current location'. It returns and message that I need to enable location for both the legacy screensaver and aerial companion. However, I am not able to see aerial companions in the location setting. After I follow your instruction. I open the aerial companions and go to the location setting, I found the aerial companions toggle appears suddenly

No problem, they don't show most apps now unless you very very recently tried to access location, that's why the test button is useful. Sonoma is still and beta and this may change.
Anyway, glad it's fixed, let me know if you have another issue.

Thank you for your help and I hope this conversation can help others too.


Create new Aries repo for Aries Verifiable Credential Registry (fka Indy Catalyst)

As the BC Gov VON Team has been refining Indy Catalyst (a Verifiable Credential Registry) and making it work with Aries protocols for both the Issuer and the Holder/Prover/Credential Registry, we've realized that the Indy moniker is probably not appropriate. For the same reason that "Indy Agents" have become "Aries Agents", we think it is more appropriate to have the Credential Registry moved from the Indy project to the Aries Project.  As such, we are proposing to use the name "Aries Verifiable Credential Registry" (Aries VCR) in place of Indy Catalyst.
This ticket is a request for community approval to create the aries-verifiable-credential-registry repo as part of the Aries project to house the product formerly known as Indy Catalyst.

Closing this - not really appropriate for this repo.


v7.12.1

use BlockTimeOperationFactory for mortality
fix validators fetch when no nominators
support TLSv1.3 for Mythos

Release severity: Normal
Release version: 7.12.1
Release notes:
Staking and network improvements


Does spring data jdbc support async with postgres?

Does spring data jdbc support async with postgres?

What are you referring to? A reactive API of Postgres?
Then No, but Spring Data R2DBC offers support for Postgres and is fully reactive.
Or are you referring to Springs @Async?
Then Yes.
Or are you referring to something else?

Sorry I meant reactive API of postgres.
Haven't looked closely into R2DBC but does it work well with root aggregates like spring data jdbc?


Bug DFBUGS-936: [release-4.15-compatibility] css-tools: Improper Input Validation causes Denial of Service via Regular Expression

Issue: https://issues.redhat.com/browse/DFBUGS-936

/jira refresh

/approve
/lgtm

/test odf-console-e2e-aws

/hold

/hold cancel


Support force_ip_resolve in StreamHandler

The option force_ip_resolve that was added in #1608 is only supported for CurlHandler.
This patch adds support for force_ip_resolve to StreamHandler.

If you have IPv6 connectivity, you can test the code using this script:
$c = new \GuzzleHttp\Client();
print (string) $c->get('http://icanhazip.com/s', ['force_ip_resolve' => 'v4'])->getBody();
print (string) $c->get('http://icanhazip.com/s', ['force_ip_resolve' => 'v6'])->getBody();

Thanks for your work and patience. 6.3 is on it's way


Feature request: alternative format

hi,
When we insert the current date from the command palette, the format that has been defined in the options is used.
Sometimes I just want a date as numbers, but sometimes  i'd want something more friendly like "dddd DD-MM-YYYY", etc.
Would it be possible to define several, or at least one, alternate format to be called for in the command palette ?
thanks

You can already do that with the date picker from the command palette


Ordering of sections

The default position adopted appears to be an ordering of sections in alphabetical order.  Patient Demographics would always need to appear at the top of the rendering for all four ToC use cases.
Likewise, it would be sensible to have the “Person completing record” section along with the “Distribution List” always at the end of the rendering.
If an ordering approach was designed from scratch, there would be a heading configuration file associated with each message type and the end user could use this default configuration file. Otherwise they could have ability to alter the configuration file so they can choose the order of the headings that are most appropriate to themselves.
If changes are made here, without a configuration file approach, the messages should be rendered in a fashion as close to PRSB guidance as possible.

This is not a fault with the renderer.
The ordering within the sections is done within the FHIR Document, the render can not safely reorder as the document at it is a clinical document and reordering sections may result clinical safety issues.
If PRSB has now mandated reordering, then the examples need to be re-authored.

I think the sender would struggle to identify what these safety issues are.  I think there is considerable merit in the user at the GP Practice having the flexibility to present the section order in a manner that best suits their working.   Can you confirm that the default position is to order sections as they appear in the composition profile?

As far as I'm aware the sender can order the document in any order, the profiles dont dictate an order. I would suggest this should be done to make the document more readable and logical.
The issue is when the document has been sent, the sections shouldn't be recorded as this can change the meaning and context of the document.
I am only referring to the text sections of the document (paragraphs of the letter), so the structured parts (observations, encounters, etc) can be displayed as desired.


How can I run the extension recorder with both trace and storage enabled?

Hello,
I need some help on enabling storage to save authentication credentials for future use. Additionally, I want to activate Playwright's tracing mechanism in the extension to capture DOM screenshots for each action performed.
The goal is to create additional test cases using an LLM and Playwright scripts. The workflow involves the user recording their actions once, and then I will generate variations of those actions using the LLM. To achieve this, the first step is to store the user's authentication credentials, allowing them to be reused during interactions in my server and sending this to the LLM. The DOM screenshots from the tracer will also serve as contextual input to guide the LLM.
Even if I cannot setup trace at first. I think getting the Auth state and rerunning it with a normal playwright tracer on my server will also do for now.

Hi,
in the current release, there's already a way to get storage state (cookies and local storage, just like in playwright). I even included an experimental feature to download it.
You can check https://github.com/ruifigueira/playwright-crx/releases/tag/v0.11.0, it explains how to activate it.
Nevertheless, I'm changing the way cookies are obtained for the next release: d83aa21368bf2c02d7b3fa1e692a2fc492290c0c
Regarding traces, you want them to be enabled while you're recording or while the script is playing?


PoC: Split treemap UI from webpack analyzer code

This is a proof of concepts showcasing one approach of splitting the UI code from webpack code in a pluggable way as described in https://github.com/th0r/webpack-bundle-analyzer/issues/32#issuecomment-274270668
This is how the directory tree would look like with this approach:
webpack-bundle-analyzer
├── reporter-treemap
│   ├── client
│   │   ├── components
│   │   └── vendor
│   ├── public
│   ├── views
│   └── webpack.config.js
├── src
│   ├── bin
│   └── chartData
└── test
    ├── bundles
    ├── src
    └── stats

This approach currently is breaking on Node 4 because the reporter-treemap directory is not being transpiled.
Please ignore this for now, as this is just a proof of concept. This approach works on Node 6 and up.


Fixed #26230 -- Use default_related_name as related_name in QuerySet lookup

https://code.djangoproject.com/ticket/26230

Fix the behavior that QuerySet failed to get default_related_name as related_name in lookup string.
Used the default_related_name to set related_name in RelatedField.contribute_to_class.
Remove unused codes which return default_related_name as accessor name in ForeignObjectRel.get_accessor_name.

buildbot, add to whitelist.

This is backwards-incompatible for anyone using the existing name in a query, e.g. Author.objects.get(book=self.book). Is it possible to support a deprecation path where referencing the old name will still work but raise a warning?

I'm a little not sure which deprecation warning(RemovedInDjango20Warngin or RemovedInNextVersionWarning or anything else?) we should raise.

It would be RemovedInDjango20Warning -- see https://docs.djangoproject.com/en/dev/internals/contributing/writing-code/submitting-patches/#deprecating-a-feature for more tips.

Thanks for your guidance! Anything else to change?

Yes, documentation as noted in the guide I linked earlier.

OK, I've added the doc in docs/internals/deprecation.txt

Documentation for points 1 and 2 are also needed:

If the existing feature is documented, mark it deprecated in documentation using the .. deprecated:: A.B annotation. Include a short description and a note about the upgrade path if applicable.

This would be in docs/ref/models/options.txt.

Add a description of the deprecated behavior, and the upgrade path if applicable, to the current release notes (docs/releases/1.10.txt) under the “Features deprecated in 1.10” heading.

merged in b84f5ab4ec2d1edbe9a7effa9f75a3caa189bace, thanks!


Add simple transpile apis

This is an initial version of transpile APIs. Some of them we can use for the upcoming workshop.

With this we can do things like the following in the workshop notebooks:
from dusk.script import *

@stencil
def some_stencil(...): ...

with open("some_stencil.cpp", "w") as f: f.write(sir_to_cpp(pyast_to_sir(callable_to_pyast(some_stencil))))

@stencil
def another_stencil(...): ...

with open("combined.cpp", "w") as f: f.write(sir_to_cpp(pyast_to_sir(callables_to_pyast([some_stencil, another_stencil]))))


Add do not drugs orginal by stasqqq

Song Name
do not drugs orginal
Artist Name
stasqqq
Source
Youtube
Youtube Link
https://youtu.be/TTX0ddlOWd4
Direct File Link
No response
Song ID
1257815
Start Offset [ms]
0
Extra
Created from Auto Nong.
Created for level: 104079162

reject
spams from other same submissions and its the same link to "i seel crack original"


Attacks that add STR should add STR to AP

29 Active Points seems misleading.  Should add the 23 STR to the AP for this power (+13 AP +1/4 so +16 AP).

Well, that would not match Hero Designer.  Might take another look at this later to show total effective AP w/STR included.


feat(cmd): add pnp_csv in export command

Summary

Add export pnp_csv in command line
Add unit tests for pnp_csv command

Related Issue
Closes #182

Hi! This is my first PR for hacktoberfest, please kindly review 🙏
Would also like your help to add hacktoberfest-accepted label in the PR or hacktoberfest label in the repo to be counted as a contribution according to this guideline.
Thank you in advance! 🙇

@qalbun-salim Looks good.But can you add the screen recording or the screen shot of this please? It would be helpful to review.

Regarding the hacktoberfest, this repository is already having the hacktoberfest label. So, I think it will be counted towards it

HI, sorry for the late reply!
Below is attached recording for the example, thanks!
https://github.com/user-attachments/assets/b2a097fc-1efa-4fda-9396-563348a4d1eb

@qalbun-salim Looks great! Can you please fix the formatting issue? It would be good to merge after that

Please kindly rereview @imrishabh18  🙏

Thanks for the contribution! @qalbun-salim


Godot doesn't work with screen readers

Godot version
Godot_v3.4.2-stable_win64
System information
Windows10
Issue description
Godot doesn't work with screen readers I'm using windows10 with NVDA screen reader, Godot like a blank page i can't read any thing also if i use the mouse i have the same result.can you add screen reader support to help us blind people to create a games
Steps to reproduce
Godot doesn't work with screen readers I'm using windows10 with NVDA screen reader, Godot like a blank page i can't read any thing also if i use the mouse i have the same result.can you add screen reader support to help us blind people to create a games
Minimal reproduction project
Godot doesn't work with screen readers I'm using windows10 with NVDA screen reader, Godot like a blank page i can't read any thing also if i use the mouse i have the same result.can you add screen reader support to help us blind people to create a games

Tagging @ndarilek who was working on making Godot accessible to visual impaired (IIRC he is also visual impaired)

There's https://github.com/lightsoutgames/godot-accessibility, but it's a custom TTS based screen reader, and AFAIK it's only for Godot projects not the editor.
I'm currently working on system screen reader support for 4.x, but it's in a really early stage of development (currently it's only working with Label controls and only on macOS), and almost certainly won't make it into 4.0 release. But even when it's done, the editor probably won't be fully usable at first.

godot-accessibility works with the Godot UI full stop, that means both the editor and games using it. But I stopped work on it because ultimately it was too hacky to maintain, and I didn't get a whole lot of help. So I'm not sure it has a future.
For screen reader support, I'd recommend integrating https://accesskit.dev, possibly as a separate plugin. AccessKit will ultimately work on every platform, including the web. It's Rust-based, so it'll either need in-tree support for Rust in the compilation process, or support for 4.0's GDNative replacement in the Rust bindings. But platform-native accessibility support is complicated enough that both approaches are preferable to hand-coding each platform separately IMO.

For screen reader support, I'd recommend integrating https://accesskit.dev/

I have seen this library, and it would be nice to use it, but unfortunately it seems like currently it's only implemented for Windows, support for the other platforms is planned.
Right now, I'm looking at porting part of the Chromium source (BSD licensed) as a base for the platform specific implementations.

It is Windows-only, but it'll be a lot easier to support other platforms
than it'd be to reinvent AccessKit for Godot specifically. Also, I
suspect you'll get much less accessibility interest on mac than you
would under Windows because macOS has a much smaller share of blind
users. Finally, using AccessKit directly gets you @mwcampbell's decades
of experience as a screen reader developer and access tech professional,
which is going to be hard to match unless you've got similar experience
on the accessibility stack (spoiler alert: I've done
accessibility-related development for a while and I don't have that.)
I don't mean to be critical, but doing this mac-only and from scratch
probably isn't a good idea. It's going to think the target audience
right from the start, and I'm afraid it will lead to a negative cycle of
"we did all this effort, but there's been little to no interest to
justify it continuing." OTOH, I know of several blind developers
interested in using something like Godot were it available and
accessible under Windows.
Thanks.

but doing this mac-only and from scratch probably isn't a good idea.

My current macOS implementation is just an experiment to assess required changes to the engine, not a plan for the actual thing. So far, I'm just investigating options, and implementations in the other software like Chromium and GUI toolkits. It's always better to know what's going on under the hood before trying to integrate something.
AccessKit seems to be matching my current ideas about the interface pretty much exactly. And not dealing with platform specific code is always preferred. But it's a new library in a draft state, and development doesn't look very active, that's what concerning.
In any case, nothing is decided yet.
Probably a generic interface for a plug-ins (both external and built-it) providing access to the node tree updates / dispatching actions, and modification of the engine nodes is the first step. And what's going to be on its other side is another question.

I hope to start working on AccessKit in earnest again in a few weeks. I'd call it alpha right now. If all goes according to plan, the Windows implementation should be beta-quality in a few months, and then I'll start on the Mac implementation. Other platforms will probably have to wait a while, unless other folks start contributing once the design is more locked down. I don't know when I'll work on bindings for languages other than Rust.

Let me just add that accessibility is very hard, and I think that making
a Godot-specific implementation to cross-platform a11y APIs is a big
mistake. Godot, and my work on godot-accessibility, at least partially
inspired AccessKit. While I'm thrilled that Godot may become more
accessible by default, it saddens me to see Godot as a project turn away
from one of the projects it indirectly inspired.
Admittedly the use of Rust poses some challenges. If folks from the
Godot side want to put in some effort toward improving accessibility,
that effort seems better spent implementing a C/C++-compatible FFI for
AccessKit. Building a workable FFI wrapper requires some skill, sure,
but it's a more general skill vs. trying to work around the particulars
of a given accessibility API, whose footguns you'll only know about if
you've spent a while in those particular trenches. And turning away from
a project just because it hasn't had any commits in a couple months, in
favor of a bespoke implementation of that project's same functionality,
seems to trivialize how hard this problem actually is. That's not me
speaking from anger. That's me, as an accessibility expert, giving my
honest assessment on how well this path will likely end up working out
for Godot.
I'm willing to volunteer time to help integrating AccessKit, because
that's a viable path forward and a significant force multiplier. I won't
help with a Godot-specific solution, though, since that'll probably be
very limited and tough to keep updated.

Admittedly the use of Rust poses some challenges. If folks from the
Godot side want to put in some effort toward improving accessibility,
that effort seems better spent implementing a C/C++-compatible FFI for
AccessKit.

Judging by previous attempts to bring Rust support to the Godot, I would say it's highly unlikely that Rust library will be accepted directly into the core. But as a GDExtension it definitely possible, ideally we would use universal Rust bindings (https://github.com/godot-rust/godot-rust), but currently it's not compatible with new GDExtension API.
So I guess a reasonable approach would be:

Godot module that's using AccessKit compatible data scheme and providing interface for a GDExtension plugins.
GDExtension plugin with integrated AccessKit (this probably can be done in pure Rust, with a bunch of unsafe extern "C" functions, or with a minimal C++ wrapper).
In case we decide to support a platform that's not supported by AccessKit, it's always possible to do another plugin with the native implementation.

To summarize what we need from the engine itself (correct me if I'm missing something):

Roles, descriptions and other properties should be added to the Godot nodes.
Godot module need to generate node tree updates with accessibility information and push it to the plugin.
Plugin sends back action requests back to the module for the UI interaction.
Some platform specific interactions are still required (creating an adapter instance for a window, passing WM_GETOBJECT on Windows, and similar stuff on other platforms).
We probably should have some way to get information about enabled OS accessibility options (enabled screen reader, reduced motion, high contrast, color-blind theme, etc.). I do not see anything in AccessKit to do it, but at least on macOS it's really easy to retrieve this information, so it can be done as a platform specific code in the Godot OS class.

and I think that making
a Godot-specific implementation to cross-platform a11y APIs is a big
mistake

I have no intentions to insist on a platform specific implementation. So far, there's a general notion that we should have screen-reader support. I'm willing to spent my time on it and exploring the options (and I'm definitely not an accessibility expert).

And turning away from
a project just because it hasn't had any commits in a couple months, in
favor of a bespoke implementation of that project's same functionality,
seems to trivialize how hard this problem actually is.

In case of dealing with unfinished libraries, I prefer to have as much wiggle room as possible, but it does not mean turning away from it.
Also, it's probably better to discuss implementation details in the https://github.com/godotengine/godot-proposals/issues/983, or Contributors Chat instead of doing it this issue.

Here are some updates on AccessKit:
A basic macOS adapter is merged. So now two platforms are covered. A Linux adapter is under development. We haven't gotten to mobile platforms or web yet.
The Windows adapter supports text editing. This feature in the macOS adapter is currently waiting for review.
The Windows and macOS adapters both have the dynamic subclassing hacks that are needed to inject AccessKit support into a window that is owned by some other code. This would be necessary for implementing Godot accessibility in a plugin. AccessKit's own adapter for the Rust winit crate uses this feature.
We have a proof-of-concept Unity integration. The link is to an existing open-source Unity-based game that we modified to be accessible using AccessKit.
No C or C++ API yet.

No C or C++ API yet.

Rust bindings for GDExtension seems to be in active development (unusable at a moment, but it's probably a temporary breakage after the recent GDExtension API changes).
With the support for dynamic subclassing, it should be possible to make a plugin entirely in Rust, without any changes to the engine (if subclassing can be done at any moment, even after window is shown).

To be reliable on Windows, subclassing must be done after the window is created but before it is shown. Trying to do it after the window is shown has been the biggest problem with our Unity plugin.

To be reliable on Windows, subclassing must be done after the window is created but before it is shown. Trying to do it after the window is shown has been the biggest problem with our Unity plugin.

I have opened PR to add ability to plug in early in the window lifespan (immediately after creation and before destruction) - https://github.com/godotengine/godot/pull/72886 (won't make it to 4.0 since Godot is in pre-release feature freeze).

We have a proof-of-concept Unity integration. The link is to an existing open-source Unity-based game that we modified to be accessible using AccessKit.

Seems like it's using only 3 C-API function and JSON for the tree update. So with the aforementioned PR, it should be possible to use the same plugin and simple GDExtension wrapper to get windows subclassed in time and generate tree updates from the GDScript.

GDExtension wrapper draft - click to expand
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/binder_common.hpp>

#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/classes/display_server.hpp>
#include <godot_cpp/classes/display_server_extension.hpp>
#include <godot_cpp/classes/display_server_extension_manager.hpp>

#include <godot_cpp/variant/utility_functions.hpp>

using namespace godot;

class ExampleAccessKit : public DisplayServerExtension {
	GDCLASS(ExampleAccessKit, DisplayServerExtension);

protected:
	static void _bind_methods() {
		ClassDB::bind_method(D_METHOD("update_tree", "window_id", "update"), &ExampleAccessKit::update_tree);
	}

public:
	virtual String _get_name() const override {
		return String("AccessKit");
	}

	virtual void _create_window(int32_t p_window_id, int64_t p_native_window_handle) override {
		printf("!!!! creating window %d handle %lld\n", p_window_id, p_native_window_handle);
		// TODO: call init((HWND)p_native_window_handle);
	}

	virtual void _destroy_window(int32_t p_window_id, int64_t p_native_window_handle) override {
		printf("!!!! closing window %d handle %lld\n", p_window_id, p_native_window_handle);
		// TODO: call destroy((HWND)p_native_window_handle);
	}

	void update_tree(int32_t p_window_id, const String &p_update) {
		int64_t native_window_handle = DisplayServer::get_singleton()->window_get_native_handle(DisplayServer::WINDOW_HANDLE, p_window_id);
		printf("!!!! update window %d handle %lld\n", p_window_id, native_window_handle);
		// TODO: call push_update((HWND)native_window_handle, p_update.utf8().get_data());
	}

	ExampleAccessKit() {
		// TODO: Load accesskit_unity_plugin.dll (or link it statically).
	}
	~ExampleAccessKit() {
		// TODO: Unload accesskit_unity_plugin.dll.
	}
};

void initialize_example_module(ModuleInitializationLevel p_level) {
	if (p_level != MODULE_INITIALIZATION_LEVEL_SERVERS) {
		return;
	}

	GDREGISTER_CLASS(ExampleAccessKit);
	DisplayServerExtensionManager *dseman = DisplayServerExtensionManager::get_singleton();
	if (dseman) {
		Ref<ExampleAccessKit> de;
		de.instantiate();
		dseman->add_interface(de);
	}
}

void uninitialize_example_module(ModuleInitializationLevel p_level) {
	if (p_level != MODULE_INITIALIZATION_LEVEL_SERVERS) {
		return;
	}
}

extern "C" GDExtensionBool GDE_EXPORT example_library_init(const GDExtensionInterface *p_interface, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
	godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);

	init_obj.register_initializer(initialize_example_module);
	init_obj.register_terminator(uninitialize_example_module);
	init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SERVERS);

	return init_obj.init();
}

extends Node

func _ready():
    var iface = DisplayServerExtensionManager.find_interface("AccessKit")
    iface.update_tree(DisplayServer.MAIN_WINDOW_ID, "json_data_goes_here")

I'll try to test it and make a demo a bit later.

I'll try to test it and make a demo a bit later.

Here's an early draft (Windows only, based on a proof-of-concept Unity integration, so using old AccessKit version), and no tree updates implemented.
So far I have only tested building it and Window 11 Narrator correctly detecting window title set by the module.
https://github.com/bruvzg/godot_accesskit_demo, depends on https://github.com/godotengine/godot/pull/72886

Demo build steps

Build a custom Godot version with the aforementioned PR integrated.
Use it to generate GDExtension API json and header (--dump-gdextension-interface --dump-extension-api command).
Latest godot-cpp with the updated API files from previous step should be in the same folder as the demo repository.
Build rust static library first (cargo build from a rust subfolder).
Build GDExtension module with scons command from the repository root.

I know this wasn't the intent of the original issue, but I just want to point out that Godot 4's TTS functions don't work with screen readers, either. Ideally, they should, instead of using custom text-to-speech generation, because the user experience for blind players is much, much better when using a mature screen reader like NVDA.

An alternate to adding screen reader TTS would be making this plugin support live regions, then writing text to speak to those so the screen reader would speak it automatically, optionally interrupting depending on the assertiveness setting of the region.
You can probably get a lot of mileage out of Godot's metadata system here. Since you can associate arbitrary typed data with keys, it might be possible to mirror properties prefixed with something like "accessibility_" over to their AccessKit equivalents directly from the UI nodes they represent. I guess this would have the down side of making them opaque and undocumented from the editor, but it might not be bad for a V1.
Really wish I didn't have a pile of things to do for my existing game. Maybe I'll find time to contribute to this sometime soon, would really be neat to have Godot as an option again but godot-accessibility was hacks upon hacks upon hacks.

TTS functions don't work with screen readers, either.

While it is related, generic TTS and screen reader support are completely different APIs. TTS by itself probably should be considered as a generic output option, not an accessibility feature.

Ideally, they should, instead of using custom text-to-speech generation

There's nothing custom, current TTS implementation is using default system APIs (when there is a default system API, which in case of Linux is questionable, since speech-dispatcher is not necessary a default one, but probably the most versatile).

An update on https://github.com/bruvzg/godot_accesskit_demo
Now it is using latest AccessKit release (0.10.0) and working on Windows (tested with Accessibility Insights, Windows 11 Narrator and NVDA), macOS (tested with VoiceOver and Xcode Accessibility Inspector) and Linux (tested with Orca and AT-SPI Browser).

To be reliable on Windows, subclassing must be done after the window is created but before it is shown. Trying to do it after the window is shown has been the biggest problem with our Unity plugin.

Note: seems like it's reliable only if subclassing is done from WM_NCCREATE handler, doing it immediately after CreateWindowEx call is too late.

Note: seems like it's reliable only if subclassing is done from WM_NCCREATE handler, doing it immediately after CreateWindowEx call is too late.

Is the WS_VISIBLE style flag set in the call to CreateWindowEx? If so, that would explain what you're seeing. If not, I'll have to investigate, because our adapter for the Rust winit package is able to subclass the window between creating and showing it, as long as the window is created invisible, with no apparent reliability problems in our testing.

Is the WS_VISIBLE style flag set in the call to CreateWindowEx?

WS_VISIBLE is set for the main window, so I guess it explains it.
Since using WM_NCCREATE seems to be working fine, I guess there is no need to change it.

Since using WM_NCCREATE seems to be working fine, I guess there is no need to change it.

Agreed. Glad you're able to do that.
I assume you're still using JSON serialization, like the Unity plugin. Do you think your Godot work would benefit from having an AccessKit C API that lets you directly create nodes and tree updates without going through JSON? We've started working on such an API, but I don't have an ETA yet.


Fixes and adjustments

Please wait with mergin, I'll push the fixes soon

Please wait with mergin, I'll push the fixes soon


issue running tomcat

Hi
Yes I have installed sample packages using puppet copying files and editing files now when i am trying to use this module for installing Tomcat i am facing the issue because I do have stdlib under my /etc/puppet/modules/stdlib same location where my tomcat module is

Are you kidding me?
See. https://github.com/camptocamp/puppet-tomcat/issues/161
Again, this is not an issue with this module, you obviously lack the dependencies.
Please read the Puppet documentation on how to install a Puppet module.


mono: fix build w/glibc-2.30

Motivation for this change
Fixes #79841
Things done

[ ] Tested using sandboxing (nix.useSandbox on NixOS, or option sandbox in nix.conf on non-NixOS linux)
Built on platform(s)

[x] NixOS
[ ] macOS
[ ] other Linux distributions

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review wip"
[ ] Tested execution of all binary files (usually in ./result/bin/)
[ ] Determined the impact on package closure size (by running nix path-info -S before and after)
[ ] Ensured that relevant documentation is up to date
[x] Fits CONTRIBUTING.md.

@GrahamcOfBorg build mono

Backport to 20.03?

 The rest of the failures depends on these two.
logs of FSharpCompilerService

The logs that there was some build QA done is still helpful, though, @minijackson.

backported to 20.03 in 10c6239bf34cb3c8c371d0c0730a7432b44d986c ...


PLT-7799 Mock server for all unit tests

Summary
The tests are far from perfect and still need a lot of work but this is a good first step forward. Waiting on #265.
npm test will now mock the server. To run against a real server npm run test-no-mock can be used (server must have a system admin user with the email<EMAIL_ADDRESS>and the password password1).
Still to do in this PR:

Update README on how to run tests

Still to do in a later PR:

Update Jenkins to run against real server using npm run test-no-mock
Optimistic actions still cause some havoc on the tests, this needs to be figured out at some point
Generally improve robustness and coverage of tests, right now some of the tests' coverage is questionable

Ticket Link
https://mattermost.atlassian.net/browse/PLT-7799

@jwilander why this?

(server must have a system admin user with the email<EMAIL_ADDRESS>and the password password1).

So that system admin actions can be tested against a live server, I'm going to provide a CLI command to add that user to the server

Waiting for some fixes related to redux-offline

Ready for review

@jwilander Needs a rebase


feat(onebot): ability to change time in forward-ed message with message id

Implement the feature of changing the time of forwarding messages and forwarding messages through message ID.

Codecov Report

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The diff coverage is n/a.

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  Branches       83       83
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  Misses         70       70

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Okey, thanks for your help!


Change return type String[] from string[] to string[]?

Purpose
In Java,

a method with return type String[] can return null
a field of type String[] can be set to null

A real world example can be found in the open source Java library opencsv. The method CSVReader.readNext() replies null if there are no more rows to read from a CSV file.
Currently, with the code generated by bindgen in Swan Lake Beta6, this case can not be handled in ballerina code, because the return type is currently mapped to string[]. This pull requests includes a patch for the bindgen code which changes the return types for the generated methods in this case to string[]?.
Check List

[ x] Read the Contributing Guide
[ ] Updated Change Log
[ ] Checked Tooling Support (#)
[ ] Added necessary tests

[ x] Unit Tests
[ ] Spec Conformance Tests
[ ] Integration Tests
[ ] Ballerina By Example Tests

[ ] Increased Test Coverage
[ ] Added necessary documentation

[ ] API documentation
[ ] Module documentation in Module.md files
[ ] Ballerina By Examples

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.Gubaer seems not to be a GitHub user. You need a GitHub account to be able to sign the CLA. If you have already a GitHub account, please add the email address used for this commit to your account.You have signed the CLA already but the status is still pending? Let us recheck it.

@Gubaer Thanks for your submission! Highly appreciate it! Until we review PR can you please sign our Contributor License Agreement to proceed with the contribution?

@Gubaer Thanks for your submission! Highly appreciate it! Until we review the PR, can you please sign our Contributor License Agreement to proceed with the contribution?

I already did. But for some reason the workflow bot doesn't pick it up and it is still listed as pending in this issue.

@Gubaer The Windows build seems to be failing, but at a glance, the failing test case doesn't seem to be related to the changes in the PR. Shall we rebase the PR with the master branch and see?

@Gubaer The Windows build seems to be failing, but at a glance, the failing test case doesn't seem to be related to the changes in the PR. Shall we rebase the PR with the master branch and see?

Yes, let's do that. I'll push the rebased branch for this pull request later tody.

@Gubaer The Windows build seems to be failing, but at a glance, the failing test case doesn't seem to be related to the changes in the PR. Shall we rebase the PR with the master branch and see?

Yes, let's do that. I'll push the rebased branch for this pull request later tody.

@Gubaer Thanks!


UniFi: devices without entity

Home Assistant release with the issue:

0.103.6
Last working Home Assistant release (if known):
Operating environment (Hass.io/Docker/Windows/etc.):

arch | x86_64
dev | false
docker | true
hassio | false
os_name | Linux
python_version | 3.7.6
timezone | Europe/Berlin
version | 0.103.6
virtualenv | false
Integration:

https://www.home-assistant.io/integrations/unifi/
Description of problem:
The UniFi integration seems to create a number of devices without entities. They can be seen when navigating from Configuration -> Integrations -> UniFi and appear in the list as Unnamed device.

Problem-relevant configuration.yaml entries and (fill out even if it seems unimportant):
unifi:
  controllers:
    - host: !secret unifi_host
      detection_time: 300
      dont_track_wired_clients: true
      dont_track_devices: true
      site: 'Home'
      ssid_filter:
        - 'SSIDHERE'

Traceback (if applicable):

Additional information:
I tried removing and re-adding the integration to see if this fixes the problem. Sadly that did not work out.

Disabled entities still create devices, just as they create entries in entity registry so not really an issue just a reflection of how it works.
See https://github.com/home-assistant/home-assistant/blob/0e9b414c2669065810c5455255a948e1f0c22191/homeassistant/helpers/entity_platform.py#L327 (line 295-359)
Closing this.

If you click on one of those Unnamed Device entries and then flip the switch under "Entities", it will tell you which one it is by name.
What I don't get is why this can't be "named"?  - It should at least preserve or add a name to the device registry so it doesn't show up anonymously to the average user.


Refs 4133: add types filter to admin tasks list

Summary
Adds ability to filter admin tasks by type
Testing steps

Either test using frontend PR or make a request like GET /admin/tasks/?type=introspect,snapshot
Make sure you've created/deleted some repos and templates so you have a few task types to filter.
These are all the task types: https://github.com/content-services/content-sources-backend/blob/main/pkg/config/tasks.go#L4-L9

Checklist

[ ] Tested with snapshotting feature disabled and pulp server URL not configured if appropriate

https://issues.redhat.com/browse/HMS-4133

⚠ This task currently requires qe-approval, but this PR does not fully resolve the task.  Please contact QE to determine appropriate testing required.

Works great, thank you
https://github.com/content-services/content-sources-frontend/pull/285#issuecomment-2179052469


Prediction Intervals for Scaled Lognormal Distribution

Describe the bug
I am returning predictions intervals that do not contain the point predictions. The data I am working with is lognormally distributed and scaled-down, as shown below, by a factor of 10. Am I misunderstanding something fundamental about this type of data distribution? or should the prediction intervals contain the point predictions?
To Reproduce
import torch
import pgbm
import numpy as np
from scipy.stats import halfnorm
import matplotlib.pyplot as plt

scale = True

def objective(yhat, y, sample_weight=None):
    gradient = (yhat - y)
    hessian = torch.ones_like(yhat)
    return gradient, hessian

def rmseloss_metric(yhat, y, sample_weight=None):
    loss = (yhat - y).pow(2).mean().sqrt()
    return loss

params = {
      'min_split_gain':0,
      'min_data_in_leaf':2,
      'max_leaves':6,
      'max_bin':64,
      'learning_rate':0.1,
      'n_estimators':60,
      'verbose':2,
      'feature_fraction':1,
      'bagging_fraction':1,
      'seed':2008,
      'reg_lambda':1,
      'derivatives':'exact',
      'distribution':'lognormal'
}

if scale:
    s = np.random.lognormal(0.011, 0.6, 1000) / 10
else:
    s = np.random.lognormal(0.011, 0.6, 1000)

eps = halfnorm.rvs(loc=0.0013, scale=0.001, size=1000, random_state=2008)
x_tmp = ((s*2 + 100)/ 2) + eps
eps = halfnorm.rvs(loc=0.0013, scale=0.001, size=1000, random_state=2007)
x_tmp_2 = (s + 5) + eps

train_data = (
    np.vstack([x_tmp, x_tmp_2]).T,
    s
)

model = PGBM()
model.train(
    train_data,
    objective = objective,
    metric = rmseloss_metric,
    params = params
)

# test data
np.random.seed(20)
if scale:
    s_test = np.random.lognormal(0.011, 0.6, 1000) / 10
else:
    s_test = np.random.lognormal(0.011, 0.6, 1000)

eps = halfnorm.rvs(loc=0.0013, scale=0.001, size=1000, random_state=2009)
x_tmp_test = ((s*2 + 100)/ 2) + eps
eps = halfnorm.rvs(loc=0.0013, scale=0.001, size=1000, random_state=2006)
x_tmp_test_2 = (s + 5.6) + eps

x_tmp_t = np.vstack([x_tmp_test, x_tmp_test_2]).T

yhat_dist_pgbm = model.predict_dist(x_tmp_t)
yhat_point_pgbm = model.predict(x_tmp_t)

plt.figure(figsize=(20,10))
plt.rcParams.update({'font.size': 10})
plt.plot(s_test, 'o', label='Actual')
plt.plot(yhat_point_pgbm.numpy(), 'ko', label='Point prediction PGBM')
plt.fill_between(np.arange(len(s_test)),
                 yhat_dist_pgbm.min(0)[0].numpy(),
                 yhat_dist_pgbm.max(0)[0].numpy(),
                 color="#b9cfe7", label='Uncertainty')

plt.title('Probabilistic Predictions - PGBM')
plt.xlabel('Sample')
plt.ylabel('Prediction')
plt.legend(ncol=3);

with scale = True

with scale = False

Hi, thanks for reporting! The prediction intervals should contain the point predictions, so there might be a bug here. Let me check your code and the source code.

@elephaint forgot to add the scale = False image.
I haven't looked through the pgbm.py file closely, so sorry for not being helpful. Though, even in the second image there are point predictions outside of the plotted bounds. I did not noticed this before.

Hi,
There was an error in how the lognormal distribution was fitted against the obtained empirical mean and variance from the algorithm, which would only manifest itself if the underlying location of the normal distribution was less than zero. This is the case when scale=True in your example, but not when scale=False. Anyways, I fixed the bug and there is a new version 1.7 that does display the correct behaviour in my offline test:

Note that it can be the case of course that the observed values are outside the prediction intervals. However, the means will now be included. Hope that helps and that your error is fixed.

@elephaint I really appreciate the quick response. Thank you & be well!


Update of the Na example

Updated sodium script with new functions for calculating descriptors, compatibility with ACE wrapper modifications, and some cleanup. The extra code from the original script will be transferred to a new branch with old codes. In addition some functions were exported in learning.jl, and some changes in github workflows were performed.

It also fixes a windows test error about CRLF line-endings in CI github workflows.


Added pinv to tensorflow backend

This is done with respect to issue: #844
pinv function is added to tensornetwork/backends/tensorflow/tensorflow_backend.py
The pinv function has been referred from https://numpy.org/doc/stable/reference/generated/numpy.linalg.pinv.html
Please do have a look and let me know if should make any other change.
Thank you.

@googlebot I signed it!

@alewis Can you please review this and let me know if there are any changes to be made?

Codecov Report

Merging #917 (14016a1) into master (6ac507a) will decrease coverage by 0.00%.
The diff coverage is 50.00%.

@@            Coverage Diff             @@
##           master     #917      +/-   ##
==========================================
- Coverage   98.12%   98.11%   -0.01%
==========================================
  Files         129      129
  Lines       22790    22792       +2
==========================================
+ Hits        22362    22363       +1
- Misses        428      429       +1

Impacted Files
Coverage Δ

...rnetwork/backends/tensorflow/tensorflow_backend.py
97.68% <50.00%> (-0.56%)
:arrow_down:

Continue to review full report at Codecov.

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Improve the global URL scheme

The scheme should be extensible yet effective.
/person-id (no trailing slash) should resolve to the person's profile page.
/app-id/ (trailing slash) should resolve to the default page for the app.

This is mostly done with the commit mentioned above, the only thing remaining to do is handling better the "error 404".
When a non-existing person login is typed (i. e., an URL like /something where something does not resolve to any login), the algorithm should be as follows:

See if /something/ makes sense (i. e., that could be a root path of some application), and if yes, redirect the user there.
Otherwise, show a fancy 'Not found' page.


feat: allow setting compute multiplier on functions

What kind of change does this PR introduce?
Introduce compute multiplier setting on Edge Functions.

Pull Request Test Coverage Report for Build<PHONE_NUMBER>2
Details

0 of 0   changed or added relevant lines in 0 files are covered.
5 unchanged lines in 1 file lost coverage.
Overall coverage decreased (-0.03%) to 59.524%

Files with Coverage Reduction
New Missed Lines
%

internal/gen/keys/keys.go
5
12.9%

Totals

Change from base Build<PHONE_NUMBER>9:
-0.03%

Covered Lines:
6381

Relevant Lines:
10720

💛  - Coveralls

I'm closing this for now until we figure out some internal decisions.


Add climbing vines support

Hi, i started my adventure with mineflayer recently. And i wanted to add pathfinding ability to my bot and i found this repo. I really appreciate your work and i was curious when can we expect ladder and vines support. Using bot is really painfull without it. I know there are plans
for implementing this. I just wanted to know how long does it will take. Best regards.

No clue. Feel free to work on it, it is open for PRs

Ladders are done.

you make your bot climb vines with =>
movements.climbables.add(mcData.blocksByName.vine.id)
but i found that climbing vines is a little bit more glitchy than climbing ladders for some reason