Show version number in status bar with basic "what's new" communication

Let's display version number with basic "what's new" communication on the status bar.
Requirements

[x] Version number is displayed
[x] Unread marker is displayed

[x] Marker disappears once the overlay has been clicked

[x] When version number is clicked, an overlay opens

[x] overlay includes "what's new" text
[x] overlay includes "learn more" links
[x] overlay is displayed correctly

[x] Help menu includes a link which opens the overlay
[x] Telemetry is updated

[x] We track opening of the overlay
[x] We track opening the links in the "Learn more" section
[x] Documentation is updated
[x] Tracking concept is updated

[x] Release checklist is updated

Additional context
Design: https://github.com/camunda/camunda-modeler-design/issues/2

Proposal for the tracked data: https://github.com/camunda/camunda-modeler/commit/e1dd2287c33d65d6a51b9b7f0cb049f741e0cc46
@volkergersabeck

For

Telemetry is updated

=> Could we please give the Shared Services team just a quick heads-up? I don't want them to be surprised when this new event type pops up in dev or prod :-) Thanks

For

Telemetry is updated

=> Could we please give the Shared Services team just a quick heads-up? I don't want them to be surprised when this new event type pops up in dev or prod :-) Thanks

Thanks for the suggestion. I've already reached out to the Shared Services Team and as soon as we decide on what exactly we want to collect, I will send them the detailed information as they requested.

regarding tracking: could we have two separate events "versionInfoOpened" and maybe "versionInfoClicked"? Then we don't need the type attribute and it's easier when evaluating.
for the clicked url: do we need the full url or would e.g. the link label be sufficient / more understandable?

regarding tracking: could we have two separate events "versionInfoOpened" and maybe "versionInfoClicked"? Then we don't need the type attribute and it's easier when evaluating.

Sure. Thanks for the suggestion.

for the clicked url: do we need the full url or would e.g. the link label be sufficient / more understandable?

If we start to use labels, it may be more difficult to implement tracking the links within the update notice. Let's say we take this sentence from the 4.7 release blog post:

To find out more about the form editor and how to use forms for your Camunda BPMN or custom application, please take a look at the documentation.

Should we then add a label to the link or have a third type of event?

Second version: https://github.com/camunda/camunda-modeler/blob/2303-update-usage-statistics/docs/telemetry/README.md#version-info-events

After a second thought, the labels might be enough for now if we assume we track only learn more section. Then, it can look like this: https://github.com/camunda/camunda-modeler/blob/b14fcbe253955dfb6174c58f06d35c357dee50df/docs/telemetry/README.md#version-info-events

After a second thought, the labels might be enough for now if we assume we track only learn more section. Then, it can look like this: https://github.com/camunda/camunda-modeler/blob/b14fcbe253955dfb6174c58f06d35c357dee50df/docs/telemetry/README.md#version-info-events

I think this is, from a tracking perspective, the best solution since it will allow easy analysis of the events in Kibana. So the proposal is good from my perspective. @volkergersabeck ?

Based on discussion with @volkergersabeck, I prepared this version: https://github.com/camunda/camunda-modeler/blob/8785c1ef98a567322696452f162da48962168a84/docs/telemetry/README.md#version-info-events

https://github.com/camunda/camunda-modeler/blob/8785c1ef98a567322696452f162da48962168a84/docs/telemetry/README.md#version-info-events

We will continue based on this proposal.

Can this one be closed with the final bits merged?

Correct.


Making property resolvers more resilient

Coverage increased (+0.002%) to 99.435% when pulling e756e7060c6055d711b970f294e408aba2ff5fbc on lyncodev:master into 99dbea9703266c4b898d3c1cf4222c36b98a352e on jtwig:master.


Trial Bar: Add component

Fixes #2006
Also adds an inverse variant to the dropdown menu component, to work with Trial Bar.
Additional description

CONTRIBUTOR checklist (do not remove)
Please complete for every pull request

[ ] First-time contributors should sign the Contributor License Agreement.  If you haven't before, wait a few minutes and a bot will comment on this pull request with instructions.
[ ] npm run lint:fix has been run and linting passes.
[ ] Mocha, Jest (Storyshots), and components/component-docs.json CI tests pass (npm test).
[ ] Tests have been added for new props to prevent regressions in the future. See readme.
[ ] Review the appropriate Storybook stories. Open http://localhost:9001/.
[ ] Review tests are passing in the browser. Open http://localhost:8001/.
[ ] Review markup conforms to SLDS by looking at DOM snapshot strings.

REVIEWER checklist (do not remove)

[ ] TravisCI tests pass. This includes linting, Mocha, Jest, Storyshots, and components/component-docs.json tests.
[ ] Tests have been added for new props to prevent regressions in the future. See readme.
[ ] Review the appropriate Storybook stories. Open http://localhost:9001/.
[ ] The Accessibility panel of each Storybook story has 0 violations (aXe). Open http://localhost:9001/.
[ ] Review tests are passing in the browser. Open http://localhost:8001/.
[ ] Review markup conforms to SLDS by looking at DOM snapshot strings.

Required only if there are markup / UX changes

[ ] Add year-first date and commit SHA to last-slds-markup-review in package.json and push.
[ ] Request a review of the deployed Heroku app by the Salesforce UX Accessibility Team.
[ ] Add year-first review date, and commit SHA, last-accessibility-review, to package.json and push.
[ ] While the contributor's branch is checked out, run npm run local-update within locally cloned site repo to confirm the site will function correctly at the next release.

Awesome! @davidlygagnon and I will take a look at this PR tomorrow!

@pulkonet Before we merge this, we need to fix docs:

add trial-bar to site.stories.jsx.

The docs are showing the wrong component.

Please update components/trial-bar/__docs__/site-stories.js to use trial-bar instead of progress-bar.

@pulkonet I'm still seeing a few console errors on launching the docs site. We need to expose the sub-components of trial-bar as well (TrialBarButton, TrialBarDropdown).

We're almost there!

@pulkonet I'm ready to merge it now. Doc site shows the component correctly. Can you fix the merge conflicts. Thanks!


In some circumstances, items added by item grant/choice advancements do not persist to the database

    // Apply changes from clone to original actor
-   await Promise.all([
-      this.actor.update(updates, { isAdvancement: true }),
-      this.actor.createEmbeddedDocuments("Item", toCreate, { keepId: true, isAdvancement: true }),
-      this.actor.updateEmbeddedDocuments("Item", toUpdate, { isAdvancement: true }),
-      this.actor.deleteEmbeddedDocuments("Item", toDelete, { isAdvancement: true })
-   ]);
+   await this.actor.update(updates, { isAdvancement: true });
+   await this.actor.createEmbeddedDocuments("Item", toCreate, { keepId: true, isAdvancement: true });
+   await this.actor.updateEmbeddedDocuments("Item", toUpdate, { isAdvancement: true });
+   await this.actor.deleteEmbeddedDocuments("Item", toDelete, { isAdvancement: true });

These should get appropriately queued server-side. If not, we have a core issue.

I can reliably reproduce the issue with a good amount of existing actors. @arbron mentioned also reproducing a similar issue in a different system (with similar code).

Its definitely a race condition. This fix works but does result in multiple quick re-renders of the character sheet which aren't ideal.
To explain a bit more of how this manifests, the items appear on the character sheet locally an persist across sheet refreshes, but if the browser is reloaded they disappear and they never appear in the database.


Work with boringssl

Looks like this switches to BoringSSL by default? Not that we shouldn't do that but I was hoping we could build with both on Travis to help spot inconsistencies.
Should it default to OpenSSL not BoringSSL?


[SPARK-10812][YARN] Spark hadoop util support switching to yarn

While this is likely not a huge issue for real production systems, for test systems which may setup a Spark Context and tear it down and stand up a Spark Context with a different master (e.g. some local mode & some yarn mode) tests this cane be an issue. Discovered during work on spark-testing-base on Spark 1.4.1, but seems like the logic that triggers it is present in master (see SparkHadoopUtil object). A valid work around for users encountering this issue is to fork a different JVM, however this can be heavy weight.
[info] SampleMiniClusterTest:
[info] Exception encountered when attempting to run a suite with class name: com.holdenkarau.spark.testing.SampleMiniClusterTest *** ABORTED ***
[info] java.lang.ClassCastException: org.apache.spark.deploy.SparkHadoopUtil cannot be cast to org.apache.spark.deploy.yarn.YarnSparkHadoopUtil
[info] at org.apache.spark.deploy.yarn.YarnSparkHadoopUtil$.get(YarnSparkHadoopUtil.scala:163)
[info] at org.apache.spark.deploy.yarn.Client.prepareLocalResources(Client.scala:257)
[info] at org.apache.spark.deploy.yarn.Client.createContainerLaunchContext(Client.scala:561)
[info] at org.apache.spark.deploy.yarn.Client.submitApplication(Client.scala:115)
[info] at org.apache.spark.scheduler.cluster.YarnClientSchedulerBackend.start(YarnClientSchedulerBackend.scala:57)
[info] at org.apache.spark.scheduler.TaskSchedulerImpl.start(TaskSchedulerImpl.scala:141)
[info] at org.apache.spark.SparkContext.<init>(SparkContext.scala:497)
[info] at com.holdenkarau.spark.testing.SharedMiniCluster$class.setup(SharedMiniCluster.scala:186)
[info] at com.holdenkarau.spark.testing.SampleMiniClusterTest.setup(SampleMiniClusterTest.scala:26)
[info] at com.holdenkarau.spark.testing.SharedMiniCluster$class.beforeAll(SharedMiniCluster.scala:103)

Merged build triggered.

Merged build started.

Test build #42993 has started for   PR 8911 at commit 1915e7d.

Test build #42993 has finished for   PR 8911 at commit 1915e7d.

This patch fails Scala style tests.
This patch merges cleanly.
This patch adds no public classes.

Merged build finished. Test FAILed.

Test FAILed.
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Merged build started.

Test build #43031 has started for   PR 8911 at commit f97ec06.

There's code in different places that set SPARK_YARN_MODE, but there's no code to unset it. So, to follow your example, if you start a context with yarn-client and later start another one in standalone mode, the latter will use the YARN version of the utils class.
Other than that, looks sane. This is another piece of code that will need some serious thought when trying to fix the "Spark doesn't allow multiple contexts" issue, though.

@vanzin so in my own code (where I do try and switch between yarn and non yarn mode) I clear the SPARK_YARN_MODE as done in the test.
I could update SparkContext to explicitly clear SPARK_YARN_MODE if its being launched with a non yarn mode client if you think that would be helpful for people?

Yeah, having the Spark code clean up after itself is easier because it means people don't have to remember to do it, and it doesn't need to be documented.

Makes sense, do you think I should put that change in the SparkContext (on startup of non-yarn client or stop of any client) or in the yarnclient stop code?

I did a cursory lookup for where it is set, and I think the places that need to be changed are SparkContext.stop() and YARN's Client.scala.
Doing it in SparkContext's creating is an option, but feels a little weird; in that case I'd rather set it to 1 or 0 (or some other boolean value) to indicate whether it's running in YARN mode, but that would be a much bigger change.

@vanzin so it seems like if I do it in SparkContext shutdown that should be sufficient for all cases?

I don't think so. Client.scala, for better or for worse, is still a public API. So you can submit a yarn-cluster job by calling Client.scala directly, and that would leave SPARK_YARN_MODE set.

ah that makes sense, I guess I forgot the Client was a public API.

LGTM aside from two minor things.

Merged build triggered.

Merged build started.

Test build #43035 has started for   PR 8911 at commit d9ca925.

Test build #43035 has finished for   PR 8911 at commit d9ca925.

This patch passes all tests.
This patch merges cleanly.
This patch adds no public classes.

Test PASSed.
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Merged build finished. Test PASSed.

@vanzin updated with the suggested changes :)

LGTM, merging to master. Thanks!

I'm running into this issue when running tests using pytest on pyspark with version 1.4.1. Is there a workaround I can use in pyspark in the meantime before we're able to upgrade to 1.5.2/1.6 to benefit from this fix?

@stevenmanton that question probably belongs more on the user list - but I'd say maybe just don't use yarn mode for your tests.

Thanks @holdenk. It ended up being a simple fix. I'll follow up with mailing list for any other questions.


Fix atom-shell install on windows

The home directory wasn't being set correctly for atom-shell
install in a windows environment. Now things should work again.

:+1:


Tiger-proxy SSL issue

This is a follow-up ticket to https://github.com/gematik/epa-deployment/issues/28.
First of all, thank you for your support and answers, which have been very helpful.
We have tried using the latest version of the repository and added the root CA to the local trust store, both in the browser and the system. However, the HTTPS protocol is still not working properly.
What is the expected result when accessing https://localhost/ in the browser? Below is a screenshot of the result we are encountering.

That said, we are able to use the EPA APIs in our Node.js app by disabling the SSL check.
One more thing I'd like to mention, which is not directly related to this issue...
when we are calling the epa api https://localhost/epa/authz/v1/send_authorization_request_sc .
we are getting the URL in header as  https://idp-ref.app.ti-dienste.de?redirect_uri=https%3A%2F%2Ftest-ps.gematik.de%2FePA&client_id=client_id&state=state&nonce=nonce&code_challenge=code_challenge&code_challenge_method=S256&scope=gem-auth+openid&response_type=code which is not working,
But if change this URL as
https://idp-ref.app.ti-dienste.de/auth?redirect_uri=https%3A%2F%2Ftest-ps.gematik.de%2FePA&client_id=client_id&state=state&nonce=nonce&code_challenge=code_challenge&code_challenge_method=S256&scope=gem-auth+openid&response_type=code
Then it works . We are not sure which one we need to use.
Thanks in Advance :)

Is your vau-proxy-server up and running?
From this configuration https://github.com/gematik/epa-deployment/blob/main/tiger-proxy/application.yaml you can see that requests to "/" would simply be forwarded to that server. The non-http closing of a connection indicates an out-of-bounds error. I suspect that the error will be logged to the console, and given that configuration the most likely candidate would be an unreachable remote host.

Hey @jisspala ,
You were absolutely right. The path “/auth” was missing in the response of our authorization mock service. This was fixed with version 1.0.14, which was released a while ago.
Is this ticket generally still open or can it already be closed?
Best regards,


FUNC: warn collision Detection

If collision occurr -> poteto warn that.
And initialize with before function

https://github.com/poteto0/poteto/issues/67


Setup script for Windows/PowerShell

Written for PowerShell 5, the default PowerShell version included in all Windows 10 editions.

Superseded by https://github.com/RedHatTraining/DO100-apps/pull/9


Fix list progress test - it should be failing on Windows

Hi there!
node-7z-forall is great! But list has a bug: On Windows, only the first \ directory separator in a file name is replaced with a /. The rest remain.
This change doesn't fix the above bug, but it updates zip.7z and the relevant test so it will detect the bug. should return valid entries on progress (zip.7z) fails on Windows.

The check failed successfully 🎉


Causality Test

Currently, we have to manually verify that a modification doesn't accidentally leak information, which can be prone to errors. Especially in situations where only some tokens can see other future tokens, this can be difficult to notice using only the loss curves. That's why we should need to introduce a test that ensures our model cannot future tokens, as that'd make it much easier to predict future tokens.

My current best approach would be to initialize a regular model (or optionally layer for unit tests), compute the forward pass, and backpropagate through the loss at one specific position rather than the mean. This way, we can look at the input's gradients and see if any future tokens have a gradient != 0. In a separate test, we could also check if at least one of the past tokens has a gradient != 0 to ensure that the model even looks at the input.
The issue with this approach is that leaks can be difficult to isolate, and we've already had it multiple times that a leak occurred for a few tokens to other singular tokens but not from all to all. That's why we would need context_size separate backward passes, which can get expensive.


fail 'COMPLETE' Migration if not all files where moved.

Description
This PR... is an extract of #5750 as that one fixes two issues at the same time.  This for testing convenience.

Types of changes

[ ] Breaking change (fix or feature that would cause existing functionality to change)
[ ] New feature (non-breaking change which adds functionality)
[ ] Bug fix (non-breaking change which fixes an issue)
[ ] Enhancement (improves an existing feature and functionality)
[ ] Cleanup (Code refactoring and cleanup, that may add test cases)

Feature/Enhancement Scale or Bug Severity
Feature/Enhancement Scale

[ ] Major
[ ] Minor

Bug Severity

[ ] BLOCKER
[ ] Critical
[ ] Major
[ ] Minor
[ ] Trivial

Screenshots (if appropriate):
How Has This Been Tested?

@blueorangutan package

@DaanHoogland a Jenkins job has been kicked to build packages. I'll keep you posted as I make progress.

Packaging result: :heavy_check_mark: el7 :heavy_check_mark: el8 :heavy_check_mark: debian :heavy_check_mark: suse15. SL-JID 1866

@blueorangutan package

@DaanHoogland a Jenkins job has been kicked to build packages. I'll keep you posted as I make progress.

Packaging result: :heavy_check_mark: el7 :heavy_check_mark: el8 :heavy_check_mark: debian :heavy_check_mark: suse15. SL-JID 1879

tested succesfully:
> migrate secondarystoragedata srcpool=9166e328-608a-4469-8899-4374507e2e20 destpools=e23c6295-82f4-4878-8437-4417944e1653
{
  "imagestore": {
    "message": "Migration completed. Not all data objects were migrated. Some were probably skipped due to lack of storage capacity.. successful migrations: 1",
    "migrationtype": "COMPLETE",
    "success": false
  }
}

I think we can consider this ok in PR #5750 and merge the fixes here together with that.


Crash when selecting ROI

I just encounted a very strange issue on Windows 10 laptop.
When I do view(IMG), and I select a smaller ROI on the image, I always got an error saying ""python backend is dead", then the jupyter notebook kernel crashed and restarted. I can reproduce the same problem on two different windows 10 laptops, one surface and one thinkpad t440p.
However, everthing is fine on Windows 10 desktop.
I guess this may be a memory issue? or graphic card issue?
Any thoughts?
BTW, I have to say this viewer is really really awesome!
Thanks,
Jianxu

Hi Jianxu,

BTW, I have to say this viewer is really really awesome!

Thanks for the kind words! They are motivating :-)

I guess this may be a memory issue? or graphic card issue?

There are a few ways to help debug

Check in the terminal where Jupyter was started for any error messages.
Press "Ctrl + Shift + I" to bring up your browser's debugger. Check in the Console tab for any error messages.

What browser are you using?

I also see this message in browser's debugger:
Active resource loading counts reached a per-frame limit while the tab was in background. Network requests will be delayed until a previous loading finishes, or the tab is brought to the foreground. See https://www.chromestatus.com/feature/5527160148197376 for more details
I am not sure whether that is related.

@jchen16 please try upgrading to the recently released version, 0.15.2,
python -m pip install --upgrade itkwidgets

Does the behavior still exist?
Also, do you observe the behavior with the repository example?

Thanks for your suggestions.
(1) update did not solve the problem
(2) running the repository example is fine on my tested laptops
So, this could be a backend thing rather than a brower issue?

So, this could be a backend thing rather than a brower issue?

Possibly. What browser is used in all cases, i.e. Chrome, Firefox, ...? Is the Jupyter Python kernel running on the local system in these cases?

I am using Chrome on tested Windows laptop and Safari on tested MacBook Pro. The python kernel is running on the local system. The kernel runs without any issue until selecting ROI.

Thanks for the information.
Does the kernel crash only with specific datasets?

What I tested was images as 3D numpy array (not ITK images). I tested on arrays of large and small sizes, always having the same crash.

Interesting.
Could you please share a minimal notebook that reproduces the behavior?

I will prepare a sharable noteboook to reproduce the results.
Meanwhile, I think I find more clues.  First of all, when I say selecting ROI, I only tested under z-plane view. Today, I did some stress test. Under z-plane view, when I scoll up and down to zoom-in and zoom-out, I try to zoom-in as much as I can. I keep zooming in. At a certain point, the same error occurs. Namely, the python kernel died. This error in stress test occurs also on Desktop machine.

Hi @thewtex , I had more updates on this.
It is hard for me have a notebook to reproduce the error. But, I tried to test the older versions one by one from the latest. I cannot remember why I did such test. But this test turned out to be very helpful. The 0.14.0 release version is the last version I can run without any aforementioned errors on all OS. Some major changes, especially related to ROI selection, from 0.14.0 to 0.15.0 caused the problem.

Hi @jxchen01 thanks for the further testing and report.
Note that 0.16.2 fixed issues related to ROI selection.
If you can share a notebook that I can use to reproduce the problem, I will investigate further.

@zahilshanis ran into this issue, too @jxchen01 -- it has been fixed in 0.17.0 :tada:


⚠ Jenkins Plugins Artifactory has degraded performance

In 2cc3ce2, Jenkins Plugins Artifactory (https://get.jenkins.io/plugins/artifactory/) experienced degraded performance:

HTTP code: 200
Response time: 1460 ms

Resolved: Jenkins Plugins Artifactory performance has improved in f324c52 after 44 minutes.


QA: rotating node test

Run the rotating node test as specified in RELEASES.md (using the infra existing in qa-infra), fix any found issue, compare with v0.37.0 results. Finally populate the rotating node section of the v0.38.x report.

[ ] Set up the DO testbed
[ ] Run the test: loader set up using the saturation point found in the 200 node test
[ ] Obtain the relevant prometheus plots

Compare them to those obtained for v0.37.0

[ ] Write corresponding section of the QA report

DoD:

No showstopper bugs found remain unresolved
Rotating node section of the QA report is merged into main and v0.38.x
No unacceptable performance regression detected (usually > 10% degradation w.r.t. v0.37.0

You are referring to this https://github.com/cometbft/cometbft/blob/main/RELEASES.md#rotating-node-testnet, right?

@cason yes


Message types

can you clarify what the types are for messages. Im attempting to collect my messages that have attachments but im unsure of what the message types are

for example here it calls for a number im unsure what number it wants?
await t.getMessages().then(msg => {
    console.log(msg)
})

also is it possible to actually retrieve the roubles from the message i dont see any docs on that?


Cannot position the slider

I can't seem to do much with this component...
Tried setting all sorts of styles on the style.container object to try to position the slider...position: 'absolute', width, top, left, etc all have no effect...the slider seems to always be the width of the screen and fixed to the top.

Hi,
How are you setting the style? Could you post your code?
Right now if you want to position the component you have to pass the styles (with a s) prop (as seen in https://github.com/jeanregisser/react-native-slider/blob/18ee72ed9983075a85ac8d8ff6d2f9f7bea2e0bc/Example/index.ios.js#L77) and set what you need for the container.
Another possibility is to embed Slider in another view like showed in the README.
This displays the slider centered on the screen with a 10px margin on the left and right.
<View style={styles.container}>
  <Slider
    value={this.state.value}
    onValueChange={(value) => this.setState({value})} />
  <Text>Value: {this.state.value}</Text>
</View>

var styles = StyleSheet.create({
  container: {
    flex: 1,
    marginLeft: 10,
    marginRight: 10,
    alignItems: 'stretch',
    justifyContent: 'center',
  },
});

Anyway I guess I'll change the API so that it directly supports the style (without a s) prop like you would expect from a standard component.

Oops! styles (plural) is what got me! My bad. Maybe emphasize that in the README?

Indeed, I will add this important detail in the README!
I'm still wondering what's the best way to allow users to style different parts.
I guess it's better to have separate props for each distinct part. For instance trackStyle and thumbStyle. I'll update the code accordingly.
Thanks for reporting.

Yeah, I like that idea (separate props)!
Things are working great now, thanks for this!

FYI, I just published 0.3.0 on npm which supports style, trackStyle and thumbStyle props
(styles - plural - still works but will be removed at some point)


upgrade golang.org/x/text to v0.3.5

Follow up of https://github.com/open-cluster-management/management-ingress/pull/12 , upgrade golang.org/x/text to v0.3.5

/lgtm


[17.10] ensure channel is allocated

To remedy hanging tests as addressed in https://github.com/docker/cli/pull/577
Signed-off-by: Stephen J Day<EMAIL_ADDRESS>(cherry picked from commit e78772af4dca453ed97ff25b03adbaec2054859a)
Signed-off-by: Eli Uriegas<EMAIL_ADDRESS>

Can confirm that this alleviates the panic that we were seeing earlier from the channel write.
Current failures are consistent and should be mostly alleviated by #260 with the exception of 2 tests:

DockerSuite.TestCpFromErrDstParentNotExists
DockerSuite.TestStatsNoStream

❯ ~/scripts/check_failures.sh https://jenkins.dockerproject.org/job/docker-ce-pr/272/consoleText
FOR: https://jenkins.dockerproject.org/job/docker-ce-pr/272/consoleText

Passed (thought would fail):
DockerSuite.TestRunAttachDetachFromInvalidFlag
DockerSuite.TestRunWithNanoCPUs
DockerSuite.TestUpdateWithNanoCPUs
DockerSwarmSuite.TestServiceLogs
DockerSwarmSuite.TestSwarmNetworkPluginV2
DockerSwarmSuite.TestSwarmServicePsMultipleServiceIDs

Failed (should fail)
DockerSuite.TestRmiContainerImageNotFound
DockerSuite.TestRmiImageIDForceWithRunningContainersAndMultipleTags

Failed (thought would pass):
DockerSuite.TestCpFromErrDstParentNotExists
DockerSuite.TestStatsNoStream
DockerTrustSuite.TestTrustedBuildTagFromReleasesRole
DockerTrustSuite.TestTrustedBuildTagIgnoresOtherDelegationRoles
DockerTrustSuite.TestTrustedPullIgnoresOtherDelegationRoles
DockerTrustSuite.TestTrustedPullReadsFromReleasesRole
DockerTrustSuite.TestTrustedPush
DockerTrustSuite.TestTrustedPushWithIncorrectPassphraseForNonRoot


Adds additional items to the demo-source collection

Thank you for contributing! Please confirm this pull request meets the following requirements:

[x] I followed the contributing guidelines: https://github.com/github/explore/blob/master/CONTRIBUTING.md
[x] I have no affiliation with the project I am suggesting (as a maintainer, creator, contractor, or employee).

Which change are you proposing?

[x] Suggesting edits to an existing topic or collection
[ ] Curating a new topic or collection
[ ] Something that does not neatly fit into the binary options above

Editing an existing topic or collection
I'm suggesting these edits to an existing topic or collection:

[ ] Image (and my file is *.png, square, dimensions 288x288)
[x] Content (and my changes are in index.md)

This change adds additional repositories which contain sourcecode of demoscene productions (demos, 1k, 4k & 8k intros) to the demo-sources collection.

Please note: we will close your PR without comment if you do not check the boxes above and provide ALL requested information.

💯 🍨 Thank you for your contribution! I'll merge this in as soon as CI is 🍏

@psykon  can you update your fork with the latest master? There is a fix there for the failing CI test.


Fix extra trailing brace after haskell comment

Fixes  #5448
I've added a condition to the smartparens braces expansion, not including "{" if we're in haskell-mode.
I'm not much of an elisp user, so it may be very wrong. I would be very happy to make it better if anyone has a suggestion :-)

bump


Remove wlr_egl from backends

Removes the wlr_egl member from various backend to keep it into the wlr_renderer. This also removes various includes of the render/egl.h header that were made useless by this patch.
References: https://github.com/swaywm/wlroots/issues/2563

Breaking change: wlr_renderer_autocreate no longer takes a struct wlr_egl * as parameter.

Also, is it possible to get rid of the unnecessary includes in a separate commit?

Also, is it possible to get rid of the unnecessary includes in a separate commit?

There you we go, I can reword the commit if you want, I put in something generic since it affects two both the backend and the render folder.

There you we go, I can reword the commit if you want, I put in something generic since it affects two both the backend and the render folder.


Cannot build libtorrent with your boost

im trying build libtorrent-rasterbar using
./configure --prefix=/Myfolder --with-openssl=/FolderOpensslBuilded --with-boost=/ofxiOSBoost-1.58.0-libc- --with-boost-libdir=/ofxiOSBoost-1.58.0-libc-/lib
and i have a problem
Checking for boost libraries:
checking for boostlib >= 1.36... yes
checking whether the Boost::System library is available... yes
configure: error: Boost.System library not found. Try using --with-boost-system=lib
seem to be missing lboost_system, how can i fix this problem

Try and add ```--with-boost-system=ofxiOSBoost-1.58.0-libc-/libs/boost/ios/boost.a" <-- just modify this to the position of the boost.a file.
The build process creates a "FAT" static library that contains the boost_system.a. So if you manually specify all required libs to that single static lib file (boost.a) it should link correctly.

Finally, with your help, i cant build the libtorrent. by the way, i have an outside question. when build success libtorrent with your boost. im using simple client of libtorrent.
code in main.mm like that
#import <UIKit/UIKit.h>
#import "AppDelegate.h"
#import <boost/asio.hpp>
#import <boost/filesystem.hpp>
#import <libtorrent/torrent_handle.hpp>
#import <libtorrent/session.hpp>
#import <libtorrent/entry.hpp>
#import <libtorrent/bencode.hpp>
#import
#import <stdlib.h>
using namespace std;
using namespace boost::filesystem;
using namespace boost;
int main(int argc, char * argv[]) {
@autoreleasepool {
NSLog(@"WELCOME TO MY SIM");
NSString *documentsDirectory = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
string *path_save=new string([documentsDirectory UTF8String]);
NSLog(@"PATH SAVE= %s",path_save->c_str());
path p; {
path_save->c_str();
};
long long fre=0;
long long avai=0;
long long cap=0;
    try {
        space_info s=space(p);
        fre=s.free;
        avai=s.available;
        cap=s.capacity;
    } catch (filesystem_error &e) {
        NSLog(@"ERROR %s",e.what());
    }
    NSLog(@"TOTAL FREE: %llu",fre);
    NSLog(@"TOTAL AVAILABLE: %llu",avai);
    NSLog(@"TOTAL CAPACITY: %llu",cap);

    /*START DOWNLOAD*/
    NSLog(@"START DOWNLOAD TORRENT");

    libtorrent::session s;

return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
when build with xcode 6. i have error
im search thousand in google, cut cannot find any solution to fix that.
Undefined symbols for architecture i386:
"libtorrent::absolutetime_deprecated_()", referenced from:
libtorrent::session::session(libtorrent::fingerprint const&, int, unsigned int) in main.o
"libtorrent::session::init(std::pair<int, int>, char const*, libtorrent::fingerprint const&, unsigned int)", referenced from:
libtorrent::session::session(libtorrent::fingerprint const&, int, unsigned int) in main.o
"libtorrent::session::start(int)", referenced from:
libtorrent::session::session(libtorrent::fingerprint const&, int, unsigned int) in main.o
"libtorrent::session::~session()", referenced from:
_main in main.o
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)
THANK for your help and your attention

Not sure @bapzangbo, looks like something broken with the lib torrent library you are trying to build.
Missing symbols could mean that code referenced in the headers no longer exists in the static binary for lib torrent. (version disparity or just broken lib). Try and checkout the latest lib torrent or report the issue on their repo.


npm install fails "could not create work tree dir"

I am not able to install karma-browserify on my machine (WIndows 8.1, 64-bit)
npm install karma-browserify --save-dev

npm ERR! Failed to clone git+https://github.com/nikku/node-browserify#3d7beaa23a528cea8dcec9d53d39038e9c1a968d from http
s://github.com/nikku/node-browserify fatal: could not create work tree dir 'C:\Users\user\AppData\Local\Temp\npm-8232-23
c7b192\1422127381504-0.8615590359549969\3d7beaa23a528cea8dcec9d53d39038e9c1a968d'.: No such file or directory
npm ERR! Failed to clone git+https://github.com/nikku/node-browserify#3d7beaa23a528cea8dcec9d53d39038e9c1a968d from http
s://github.com/nikku/node-browserify
npm ERR! Windows_NT 6.2.9200
npm ERR! argv "C:\\Program Files\\nodejs\\\\node.exe" "C:\\Program Files\\nodejs\\node_modules\\npm\\bin\\npm-cli.js" "i
nstall" "karma-browserify" "--save-dev"
npm ERR! node v0.10.33
npm ERR! npm  v2.1.18
npm ERR! code 128

npm ERR! Command failed: fatal: could not create work tree dir 'C:\Users\user\AppData\Local\Temp\npm-8232-23c7b192\14221
27381504-0.8615590359549969\3d7beaa23a528cea8dcec9d53d39038e9c1a968d'.: No such file or directory
npm ERR!
npm ERR!
npm ERR! If you need help, you may report this error at:
npm ERR!     <http://github.com/npm/npm/issues>

npm ERR! Please include the following file with any support request:
npm ERR!     C:\Users\user\Documents\GitHub\recurrence-phrasing\npm-debug.log`

I don't think this is related to karma-browserify... Looks like an issue with NPM

Yeah this is definitely npm related to the extent that it's even a bug there


Unable to write to file when installing export templates

Godot version: 3.0.4
OS/device including version: Win7
Issue description:
I've tried to export the project as android apk. But I get:

It seems that a lot of files are installed but I don't know if it's all of them:

The export works though: I've created an apk and opened it on an android device and it seems to work.
Steps to reproduce:
Open the export window.
Minimal reproduction project:
Finger & Screen RPG.zip

Same as #14339 ?

Duplicate of #19389.


Implement Clone Snapshot API

Implements the API and refactors the snapshot tests by removing the original CRUD tests and replacing them with CoordinatedSnapshotTests.

Might need a SkipVersion for older version of Elasticsearch

Might need a SkipVersion for older version of Elasticsearch


macOS and is this a virus?

Hello! This program seems really cool. I have a MacBook Pro and I want to run this (pls don’t suggest bootcamp). Also, is this a virus?

please do not run this on your personal computer, run it in the cloud or colab. also this is not a virus.

Upload the files you're worried about to VIrusTotal. You'll be disappointed to find there is no virus in any of this code.


why docker-hub is 2 months behind?

I was wondering why dockerhub is 2 month behind ?
https://hub.docker.com/r/reactioncommerce/reaction/tags/

Your link is for the Reaction repo, not this base image.  The base image is here:
https://hub.docker.com/r/reactioncommerce/base/tags/
Reaction builds on top of that whenever we push a release.
reactioncommerce/reaction:latest is the latest tagged release (eg. v1.2.3) on the master branch
reactioncommerce/prequel:latest is the latest commit on the development branch
The versions/releases of this project (reactioncommerce/base) are entirely separate from Reaction.
However, I am noticing that CircleCI didn't successfully push the v1.2.0 release of Reaction for some reason, so that actually is a real issue.  That should've happened 20 days ago.  I just manually built/pushed it though, so it's there now.

Thanks for the response, yeah I noticed same thing, thanks for doing it manually. is there a reason to put CircleCi as middle man ? can we have docker hub just pick it up from the repo and do automated build ?

Thanks for the response, yeah I noticed same thing. I saw base was built but the reactioncommerce/reaction was not built, when I tried to build myself manually, it had a non zero error on the clean up script.
thanks for doing it manually. is there a reason to put CircleCi as middle man ? can we have docker hub just pick it up from the repo and do automated build ?

We use CircleCI for a variety of reasons, but it's largely because it's way more flexible and it's what we use/prefer on all of our projects.  Also, we're definitely not fans of just about any service Docker has ever put out, so I can't see us wanting to ditch CircleCI for them any time soon.  The UI and user experience of almost every Docker product (Docker Hub, Docker Cloud, etc.) can be really awful sometimes.  Docker is definitely an amazing tool and I use it all day every day, but in my opinion, they are simply not great at being a product company yet (at least not for anything that has a UI and runs in the browser).
Aside from that, I don't really consider Docker Hub automated builds to be in the same class as a more complete CI/CD product like CircleCI. The flexibility and integrations in Circle are just miles ahead of anything Docker Hub has going.  All Docker Hub builds do is run a build based on a single Dockerfile and put the image in your repo.  CircleCI allows you to do literally anything you can write a script for (tests, custom builds from different Dockerfiles, deployments, etc.).  I know you can do multiple builds on Docker Hub, but the only available configuration is to pick the branch, Dockerfile, and image tag.  It's way more flexible when you can run bash scripts or run your builds inside any Docker image you want.  That kind of stuff opens the door for an extensive list of use cases that just aren't possible with Docker Hub.


update ruby & jekyll, remove incompatible plugins

Description
Fixes #17918
More detailed notes are in the issue:
https://github.com/apache/incubator-mxnet/issues/17918#issuecomment-605290574
Checklist
Essentials
Please feel free to remove inapplicable items for your PR.

[ ] The PR title starts with [MXNET-$JIRA_ID], where $JIRA_ID refers to the relevant JIRA issue created (except PRs with tiny changes)
[x] Changes are complete (i.e. I finished coding on this PR)
[ ] All changes have test coverage:
[ ] Code is well-documented:
[x] To the best of my knowledge, examples are either not affected by this change, or have been fixed to be compatible with this change

Changes

[x] Update Jekyll to v4.0
[x] Update Ruby to 2.6.5
[x] Remove redcarpet markdown parser; replace with Kramdown 2.1
[x] Remove minima theme (doesn't seem that it was being used and not supported w/ Jekyll 4)

Comments
Preview: http://ec2-54-234-175-8.compute-1.amazonaws.com/

@connorgoggins @TEChopra1000

@ThomasDelteil I removed redcarpet as it was incompatible with jekyll 4 - can you shed any light on what might break now that the site will use kramdown instead?

@mxnet-bot run ci [windows-cpu, windows-gpu, unix-gpu]

I think you should look at the syntax highlighting and see if anything broke

4 hours later... unix-gpu is still running....

@mxnet-bot run ci [unix-gpu]

@aalexandrov is your preview website working correctly? If so, it appears this PR will break the documentation. Compare http://ec2-54-234-175-8.compute-1.amazonaws.com/api/python/docs/tutorials/ https://mxnet.apache.org/api/python/docs/tutorials/
In the preview website, it's 404 error

@aaronmarkham is your preview website working correctly? If so, it appears this PR will break the documentation. Compare http://ec2-54-234-175-8.compute-1.amazonaws.com/api/python/docs/tutorials/ https://mxnet.apache.org/api/python/docs/tutorials/
In the preview website, it's 404 error

That’s the python docs, and i’m just touching the jekyll website. I didn't generate every doc set in the preview. This PR doesn't touch Python.

@aaronmarkham - Can you please rebase and resolve conflicts and we are good to go here? Thanks.


wasm: reduce WebGPU stack size

Reduce stack size to 2MB for optimized memory usage
Originally posted by @SergeyLebedkin  in https://github.com/thorvg/thorvg/pull/3034#discussion_r1875840029

@tinyjin Have you confirm with the perf-test with many lottie animations?

@hermet Looks good


Deps: Spring Boot to 2.0.3 for CVE-2018-1258

https://tools.hmcts.net/jira/browse/RDM-2464
Increase Spring Boot dep to 2.0.2.RELEASE+ to address CVE-2018-1258
Does this PR introduce a breaking change? (check one with "x")
[ ] Yes
[ ] No

Close, wait for proper spring boot 2 upgrade. Was suppressed in 110fba9e20cd995151259eed5674adf50a0ae653


Better multi-monitor support

This is going to dramatically impact performance if we record both at all times.
We need to think this through and consider a "record active display" kind of experience.
But- the drawback here regardless is that the capped screen no longer has the guarantee of matching the laptop screen resolution. Honestly - that's a problem in general if you plug in a monitor.
Anyway, would be great to think this through / plan it out.

Really need this

My case: usually I put one edge window in my second monitor (laptop) for reference to do the job at the main monitor (external dell).

So, how do you think this should work?
Assuming “record all screens all the time”
Cases:

recording on one screen, stop recording, plug in another screen and jump to timeline view- what does it look like?
recording on N screens and unplug K screens, open timeline view- what should it look like?
recording on screen X and then switch to screen Y which is a different resolution, what should happen? Fit to screen?

Are they individually pannable? Synced?
I’m thinking something like…
All synced, try to display screens at timeline time on the same resolution, in the same order (of screens) as previously to basically solve for the “no screen swaps” case well.
If there are more displays than recorded at timeline view time, blur the extras. If there are fewer… show an indicator to allow swiping up on the primary (or nearest matched in resolution?) display?
——
Assuming instead that we can just record the “active” display at any given time, we do could something like, try to show the screen on the monitor with the best matched resolution? Or the primary display? Or make that setting.
——
The second is so much simpler to implement, far fewer changes- definitely the one I’m personally leaning towards.
The massive drawback is people who use something like entirely frameless displays that are seamlessly connected and windows spanning displays is normal. In that case, the second is a much worse experience.

One place where rem would be super useful to me is explicitly to capture whatever's going on on the monitor that doesn't have focus - like watching a long presentation or meeting on a second monitor while also doing something more ... active on the main monitor (and if that's "taking notes" so much the better for later recognition).
Definitely a difficult problem, but the payoff would be huge if rem could capture "everything".

for my situation the option to automatically detect and switch to active display would suffice. On macos you can see the application bar in focus on the active display. I have 3 displays, normally slack on 1 and 2 browser windows open on 2 other displays (arc in my case). I only expect to have "recordings" of the active display.
This breaks down when there's a meeting going on and I'd like to record the meeting/presentation while browsing. In this scenario I'd love a meeting detection which offers me to record all displays (or even better: just the display where the meeting is ocurring).
TBH for meetings, what I'd love is a meeting/audio recording and transcription experience similar to rewindAI but I guess this if out of scope for rem?


gio: command not found

Specifications

Operating system and version:

Distributor ID: Debian
Description:    Debian GNU/Linux 8.10 (jessie)
Release:        8.10
Codename:       jessie

Issue details
root@vps:~/megplus# ./megplus.sh  -x my-x-auth-token

   88888b.d88b.   .d88b.   .d88b.    888
   888  888  88b d8P  Y8b d88P 88b 8888888
   888<PHONE_NUMBER>8888 888  888   888
   888  888  888 Y8b.     Y88b 888
   888  888  888   Y8888    Y88888
                               888
   Automate meg           Y8b d88P
   By TomNomNom            YYY88P
   & EdOverflow

[i] Update pls.

[+] Fetching all in-scope targets.
PHP Parse error:  syntax error, unexpected '?' in /root/megplus/fetch.php on line 4
./megplus.sh: line 59: gio: command not found
[+] Finding configuration files.

[+] Finding interesting strings.

[+] Finding open redirects.

[+] Finding CRLF injection.

[+] Finding CORS misconfigurations.

[+] Finding path-based XSS.

[+] Searching for (sub)domain takeovers.

[+] Running waybackurls.
[i] Output in './out/urls' file.

./megplus.sh: line 115: gio: command not found
./megplus.sh: line 116: gio: command not found
./megplus.sh: line 117: gio: command not found
[i] Done scanning -- all output located in ./out.

          _,-.     --------------------
  ,-. ,--'  o ) -(   Frogs find bugs!   )
  \(,' '  ,,-'     --------------------
 ,-.\-.__,\\_
 \('--'    '\

root@vps:~/megplus# apt-cache policy libc6
libc6:
  Installed: 2.19-18+deb8u10
  Candidate: 2.19-18+deb8u10
  Version table:
 *** 2.19-18+deb8u10 0
        500 http://ftp.fr.debian.org/debian/ jessie/main amd64 Packages
        500 http://security.debian.org/ jessie/updates/main amd64 Packages
        100 /var/lib/dpkg/status

root@vps:~/megplus# ldd --version
ldd (Debian GLIBC 2.19-18+deb8u10) 2.19
Copyright (C) 2014 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
Written by Roland McGrath and Ulrich Drepper.

root@vps:~/megplus# apt-get install libc6
Reading package lists... Done
Building dependency tree
Reading state information... Done
libc6 is already the newest version.
0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded.

root@vps:~/megplus# gio
-bash: gio: command not found

You will need Golang, Python 2 or 3, and PHP 7.0 to use all the features provided by this tool. On top of that, make sure to install meg, waybackurls, Sublist3r, and gio. [1]

You can just comment out the last couple of lines in megplus.sh. gio is not really that important -- all it does is move the temporary files to the trash folder.


Add missing flow type references

For some reason, adding a doc block to the type solves this. I did change some names for consistency and to avoid location hash conflicts (the TimingFunctions type and timingFunctions method had the same id, so I changed type to TimingFunction).
Also, documentation still does not recognize some complex types like Ratio but it links to the actual code, so it's ok.
Closes #71

Current coverage is 100% (diff: 100%)

Merging #75 into master will not change coverage

@@           master   #75   diff @@
===================================
  Files          38    38
  Lines         198   198
  Methods         0     0
  Messages        0     0
  Branches        0     0
===================================
  Hits          198   198
  Misses          0     0
  Partials        0     0

Powered by Codecov. Last update 4fb5aab...5900630

Hmm, since these types correlate 1:1 with the utils that use them, wouldn't it make more sense to show them next to e.g. the function signature there? Instead of as their own full-blown item?

If we don't add them to documentation.json, they will be added automatically at the end of toc. We can move them next to their functions, but they will still appear on toc. Between those two options, I think it's better to group types than mixing types and functions.
But there may be a config or some jsdoc tag to handle this I'm not aware of.

Hm, I'd much prefer them to not be their own items but live with the util they belong to. (not even mentioned in the ToC, that is)
I was just going to see if documentationjs has an open issue about this somewhere, and it turns out I submitted one 😁 https://github.com/documentationjs/documentation/issues/632
I guess in that case your solution is better than nothing, thanks!


Is highlight applied on a large field value?

I search on:
POST https://demos.meilisearch.com/indexes/steam-video-games/search

Public Key

dc3fedaf922de8937fdea01f0a7d59557f1fd31832cb8440ce94231cfdde7f25

with these parameter:
{"q":"test", "attributesToHighlight":["description","name"], "attributesToRetrieve": ["name", "description"]}

And I get:
{
    "hits": [
        {
            "name": "Test Drive Unlimited 2",
            "description": "Test Drive Unlimited 2 transforms the driving genre adding the persistency progression and customization of the latest multiplayer games to the auto racing experience.Test Drive Unlimited 2 blends single player and multiplayer experiences seamlessly creating a dynamic world of evolving content and challenges. Players define their online persona through unparalleled customization of their avatars and vehicles and the acquisition of property clothing and other accoutrements of a luxurious international lifestyle. All-new race types vehicle classes environmental challenges locations and much more push this epic franchise to new levels of performance.Chase glory from behind the wheel of the most exclusive performance cars and take the race online to challenge rivals around the world. Customize your life as you tear through the streets and kick up dust off - road on the sun - kissed islands of Ibiza and Hawaii.Key Features:CONNECT: TDU2 is always live with automatic content updates and seamless online/offline integration.  New content challenges and features will integrate dynamically into the gameplay as the world evolves over time.  SOCIALIZE: A whole new out of car mode where you can walk around shared spaces and interact with other players. New player run clubs are now a huge part of the game. New co-op play; follow the leader keep your distance and enhance the experience within the social networking world.CUSTOMIZE: Unlock a huge range of options and show off your custom avatar to friends and rivals. Customize your car with custom paint jobs decals interiors and trims. Customize every aspect of your avatar -- hair clothes physique and attitude. Buy your dream house or yacht decorate furnish and invite your friends.RACE!: Test Drive Unlimited 2 puts the worlds most desirable vehicles in the players hands. These ultra-limited edition masterpieces are flawlessly replicated with Edens finely tuned driving technology. Unlock vehicles from elite manufacturers such as Gumpert Koenigsegg Aston Martin Audi and more. EXPERIENCE: An all-new single player story mode with compelling character progression.    Single player mode can be experienced offline or as part of the multiplayer experience.  Create your custom avatar and build your fortune.EXPLORE: Hit the streets on a whole new island:  IBIZA.  New terrain types architecture and beautiful vistas bring this legendary location to life.  Take on thousands of unique missions as you explore over two-thousand miles of back roads and black top in this Mediterranean paradise. Additionally you can head to the Ibiza airport and take a flight to Oahu and experience the Hawaiian island as you never have before: with more than 600km of new asphalt and off-road network added as well as completely new missions and challenges.M.O.O.R.: Massively Open Online Racing is back!   Level up your character based on your style of play enjoy all co-op and competitive racing modes and take on other racers that you encounter in our high-speed sandbox.EVOLVE: Dozens of new enhancements features and modes: dynamic weather day/night motion blur car damage a completely new handling model and more.   New core driving modes and game-play: Championship racing school duels cups. Off-road is now featured with a whole new class of vehicle and hundreds of miles of off road tracks now in the game.",
            "_formatted": {
                "name": "Test Drive Unlimited 2",
                "description": "Test Drive Unlimited 2 transforms the driving genre adding the persistency progression and customization of the latest multiplayer games to the auto racing experience.Test Drive Unlimited 2 blends single player and multiplayer experiences seamlessly creating a dynamic world of evolving content and challenges. Players define their online persona through unparalleled customization of their avatars and vehicles and the acquisition of property clothing and other accoutrements of a luxurious international lifestyle. All-new race types vehicle classes environmental challenges locations and much more push this epic franchise to new levels of performance.Chase glory from behind the wheel of the most exclusive performance cars and take the race online to challenge rivals around the world. Customize your life as you tear through the streets and kick up dust off - road on the sun - kissed islands of Ibiza and Hawaii.Key Features:CONNECT: TDU2 is always live with automatic content updates and seamless online/offline integration.  New content challenges and features will integrate dynamically into the gameplay as the world evolves over time.  SOCIALIZE: A whole new out of car mode where you can walk around shared spaces and interact with other players. New player run clubs are now a huge part of the game. New co-op play; follow the leader keep your distance and enhance the experience within the social networking world.CUSTOMIZE: Unlock a huge range of options and show off your custom avatar to friends and rivals. Customize your car with custom paint jobs decals interiors and trims. Customize every aspect of your avatar -- hair clothes physique and attitude. Buy your dream house or yacht decorate furnish and invite your friends.RACE!: Test Drive Unlimited 2 puts the worlds most desirable vehicles in the players hands. These ultra-limited edition masterpieces are flawlessly replicated with Edens finely tuned driving technology. Unlock vehicles from elite manufacturers such as Gumpert Koenigsegg Aston Martin Audi and more. EXPERIENCE: An all-new single player story mode with compelling character progression.    Single player mode can be experienced offline or as part of the multiplayer experience.  Create your custom avatar and build your fortune.EXPLORE: Hit the streets on a whole new island:  IBIZA.  New terrain types architecture and beautiful vistas bring this legendary location to life.  Take on thousands of unique missions as you explore over two-thousand miles of back roads and black top in this Mediterranean paradise. Additionally you can head to the Ibiza airport and take a flight to Oahu and experience the Hawaiian island as you never have before: with more than 600km of new asphalt and off-road network added as well as completely new missions and challenges.M.O.O.R.: Massively Open Online Racing is back!   Level up your character based on your style of play enjoy all co-op and competitive racing modes and take on other racers that you encounter in our high-speed sandbox.EVOLVE: Dozens of new enhancements features and modes: dynamic weather day/night motion blur car damage a completely new handling model and more.   New core driving modes and game-play: Championship racing school duels cups. Off-road is now featured with a whole new class of vehicle and hundreds of miles of off road tracks now in the game."
            }
        },
        ...
    ],
    "offset": 0,
    "limit": 20,
    "nbHits": 12,
    "exhaustiveNbHits": false,
    "processingTimeMs": 1,
    "query": "test"
}

=> description is not highlighted.

It's because description was not in searchableAttributes, makes sense! Sorryyyyy 😇


Reorganize lilybird types

This is a breaking change as it changes the location of pretty much 95% of the types.

lgtm


basic GitHub Actions

https://github.com/peterbecich/ekg-prometheus-adapter/actions/runs/1734268529

@peterbecich Apologies, I have seen this only now! There might be a bit of overlap with my current work on #10, but I will try to bring this in a mergeable state. Thank you!

Thanks @adinapoli .
A better GitHub Action than what's in this PR is https://github.com/haskell/actions/tree/main/setup#model-cabal-workflow-with-caching


141 Linked List Cycle

Very simple one!

looks good!

looks good. Fast and Slow pointers are very common in link list problems.

:+1:

looks good!
It is classic instead of simple.

I will merge it for now. Please refer to closed pull request if you are still interested.


windows support

Hi @martinellimarco
I wanted to experiment if it's complicated to provide indexed_zstd as windows wheels, and put together a working example. As a disclaimer: my C and windows knowledge is enough to get stuff done for me, but very far from knowing anything about best practices, and/or why some things are done the way they are.
see:

https://github.com/ap--/indexed_zstd/tree/windows
https://github.com/ap--/libzstd-seek/tree/windows

It's just a hack for now, since it assumes that you install and build it in a conda environment.
But it might be a good starting point if there's interest in providing indexed_zstd for windows too.
Here's running the test script on windows:
(iz) C:\Users\andreas\Development\indexed_zstd\test>python test.py
Block offset completed?:  False
{0: 0, 17: 4, 32: 6, 49: 10, 78: 26}
Block offset completed?:  True
Test reading letters from A to Z
ABCDEFGHIJKLMNOPQRSTUVWXYZ
Tell is 26:  26
Compressed tell is 78:  78
Seeking back to 15
Tell is 15?:  15
Compressed tell is 49:  49
Filesize is 26?  26
Compressed tell is 49:  49
Reading a byte after EOF
Compressed tell is 78:  78
Test reading again, letters from P to Z
QRSTUVWXYZ
Testing set_block_offsets
Block offset completed?:  False
{0: 0, 17: 4, 32: 6, 49: 10, 78: 26}
Block offset completed?:  True

To build on windows:
git clone -b windows https://github.com/ap--/indexed_zstd.git
conda create -n iz python=3.11 zstd conda-build
conda activate iz
pip install ./indexed_zstd

I guess if someone is interested and feels more at home in the windows c-extension python world, it should be easy for them to clean this up. (We could then provide windows pkgs in conda-forge too.)
Cheers,
Andreas 😃

Hi  Andreas,
thank you! :) I had plans to explore the feasibility of a windows port but I never took the time for it.
I'm in the same boat when it comes to windows programming, I very rarely use windows at all and certainly I'm not knowledgeable about best practices, but I'm sure we can make it work.
I will setup a windows environment the next week to test it but looking at the code it looks promising.
I will investigate how to reproduce the build in github actions too, unless you already have a plan for that.
Kind regards,
Marco

Hi Marco,
I think I'm almost there. I added a draft PR with the changes.
Some minor fixes are still needed, and probably a decision needs to be made if indexed_zstd should ship libzstd.dll on windows wheels or not.
Cheers,
Andreas


add UBLA enablement before Vertex AI training

Added code cell to enable UBLA for bucket in NB3

Obsolete with GCS permissioning fixes in ./init. Closing without merging.


Scan a range of commits

Hi, I think it would be very useful if it were possible to scan a commits range instead of the whole repository or only a specific range. Something like
gitleaks --commit-from= --commit-to=

Totally agree! It will help huskyCI a lot scan repositories with a large number of commits.

+1

@arbazkiraak @rafaveira3 @GolanTrevize10  https://github.com/zricethezav/gitleaks/pull/317. Let me know if there are any issues before I put this in 3.1.0

@zricethezav  it looks good for me. Thanks

Looks good!

@zricethezav, thanks for working on this one! It is indeed a very useful feature!


Deactivate tokens activate again after refresh

Title/Description
Deactivating a token in "Manage List" and then refreshing results in tokens being activated again
Steps to reproduce

Go to "Assets" > "Manage List"
Deactivate a token that is currently activated and which is shown in the assets list
Refresh

Expected result
Token is still deactivated
Obtained result
Token is activated again

@lukasschor I'd say this is the expected behavior atm. The new list of active tokens gets recalculated when you close the modal, it was done because of performance reasons. So for now, to delete a token the flow is the following:

Go to "Assets" > "Manage List"
Deactivate a token that is currently activated and which is shown in the assets list
Close "Manage list" modal
The token will get removed from the list

It was done like that because when you remove a token we need to do some actions like updating the app state and storing a new list of active tokens in the local storage and it's not quite efficient to do that per token click

@mikheevm just noticed that you reopened this one. any pending action here?

@pablofullana yep, QA

This is working properly in the PR 1331.

Tested it too in the dev environment since it the 1333 and the 1331 were merged there already. It works fine there as well. closing this ticket


Does it only work with dokan 1.0.1?

dokan 1.0.1 was released on 4 Nov 2016, It is a very old version, could dokan-dev support the newest dokan <IP_ADDRESS>0 to work better in win10?

Hi @wwqgtxx ,
I just made the update 👍 https://github.com/dokan-dev/dokan-sshfs/commit/56a2184217c6ac4ff1f8c196ccd8f3b40eed10cd


Debugger: Add the ability to use the stepping hotkeys even when the object window is not focussed

Is your feature request related to a problem? Please describe.
I am trying to use the debugger hotkeys for stepping (for example, F10 when stepping over) and I can only do so when the object window has the focus. This is very inconvenient since a debugging session frequently involves me going through a bunch of windows so this forces me most of the time to click the object window with my mouse before being able to issue the hotkey. For the F10 example, it will open the file menu from the menu bar.
Describe the solution you'd like
A way for me to issue the hotkey when I am not focused on the objects window. This would solve my problem and allow stepping very easily no matter what window I am focused on.
Describe alternatives you've considered
Honestly, not really. I am used to most tools I use to work this way where the stepping is very globally enabled, but ghidra doesn't seem to work this way so it seems non trivial to address, but it could just be something as simple as allowing me to set which hotkeys I want to be global.
Additional context
None.

I have some ideas to move the step/control buttons into the global toolbar, but there's a larger story to figure out there. We have 2 or 3 contexts for stepping: target, emulate instructions, emulate p-code ops. I want to get those worked into something more coherent before I put any of them into the global toolbar. In the meantime, I think you can hack together a script and bind that to a global key. Here's a quick and dirty example for "Step Into:"
/* ###
 * IP: GHIDRA
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
//Steps the current target, without requiring "Objects" window focus
//@category Debugger.Examples
//@keybinding f8
//@toolbar stepinto.png

import java.util.concurrent.TimeUnit;

import ghidra.app.script.GhidraScript;
import ghidra.app.services.*;
import ghidra.dbg.DebugModelConventions;
import ghidra.dbg.target.TargetSteppable;
import ghidra.dbg.target.TargetSteppable.TargetStepKind;
import ghidra.trace.model.Trace;
import ghidra.trace.model.thread.TraceThread;

public class GlobalStepScript extends GhidraScript {
	@Override
	public void run() throws Exception {
		DebuggerModelService modelService = state.getTool().getService(DebuggerModelService.class);
		DebuggerTraceManagerService traceManager =
			state.getTool().getService(DebuggerTraceManagerService.class);

		if (modelService == null || traceManager == null) {
			println("Not in the Debugger tool?");
			return;
		}

		Trace currentTrace = traceManager.getCurrentTrace();
		if (currentTrace == null) {
			println("No trace active");
			return;
		}

		TraceThread currentThread = traceManager.getCurrentThread();
		if (currentThread == null) {
			println("No thread active");
			return;
		}

		TraceRecorder recorder = modelService.getRecorder(currentTrace);
		if (recorder == null) {
			println("Trace has no live target");
			return;
		}
		TargetSteppable steppable = DebugModelConventions
				.suitable(TargetSteppable.class, recorder.getTargetThread(currentThread))
				.get(1, TimeUnit.SECONDS);
		if (steppable == null) {
			println("Could not find the steppable object");
			return;
		}

		steppable.step(TargetStepKind.INTO).get(1, TimeUnit.SECONDS);
	}
}

Binding F10 may still be a bit dicey, since something else is already binding it to the menus....


A problem occurred configuring project ':dynamic_color'.

Package
dynamic_color
Existing issue?

[X] I checked the existing issues

What happened?
Expected vs actual result:
Run project for test with dynamic_color but when build project this happened
` not resolve all files for configuration ':dynamic_color:classpath'.

Could not find app.android.tools.build:gradle:7.4.2.
Searched in the following locations:
- https://dl.google.com/dl/android/maven2/app/android/tools/build/gradle/7.4.2/gradle-7.4.2.pom
- https://repo.maven.apache.org/maven2/app/android/tools/build/gradle/7.4.2/gradle-7.4.2.pom
Required by:
project :dynamic_color
Failed to notify project evaluation listener.
Could not get unknown property 'android' for project ':dynamic_color' of type org.gradle.api.Project.
Could not get unknown property 'android' for project ':dynamic_color' of type org.gradle.api.Project.

Try:

Run with --info or --debug option to get more log output.
Run with --scan to get full insights.
`

Steps to reproduce:

Create flutter project
flutter create testProject
Add dynamic_color package to project
flutter pub add dynamic_color
Run project
flutter run

Relevant log output
No response

Sorry, but I'm unable to reproduce this error. If this is still occurring with a newly created project with the latest stable version of Flutter, please reopen and provide as much information as useful for identifying the root cause.


Change ammeter dependency to use ammeter v1.1.3

Hi,
I am developing for Fedora rpm package.
I want to use ammeter v1.1.3 (latest version) as a development dependency of this module rspec-rails, as the ammeter is specified as v1.1.2 by gemspec file.
rspec test was passed for the latest version.
Could you merge my modification for that?
$ vi rspec-rails.gemspec
$ bundle update
$ rake spec
...
615 examples, 0 failures, 1 pending
Best,
Jun Aruga

Thanks, for future reference you don't need to tell us your test results, our CI has the final say on that matter :)

I got it! thanks.


(maint) Enable Docker Buildkit

Requires updating to a 19.03+ version of Docker in TravisCI
This upgrade takes roughly 30 seconds, but typically still saves
time in the end since Buildkit is faster.
The expectation is that Travis will soon support Ubuntu 20.04 LTS
"fossa", which should include a newer version of Docker

Windows already supports buildkit with WSL2

CLA signed by all contributors.


Question about different listeners listen same port when enable_reuse_port set to true.

When enable_reuse_port set to ture,different listeners can listen same port without error,and the accept behavior depand on kernel,maybe cause route unpredictable?
admin:
  address:
    socket_address: { address: <IP_ADDRESS>, port_value: 9901 }
stats_config:
  stats_matcher:
    reject_all: true
static_resources:
  listeners:
    - name: listener_0
      address:
        socket_address:
          address: <IP_ADDRESS>
          port_value: 8888
      filter_chains:
        - filters:
            - name: envoy.filters.network.tcp_proxy
              typed_config:
                "@type": type.googleapis.com/envoy.extensions.filters.network.tcp_proxy.v3.TcpProxy
                stat_prefix: destination
                cluster: cluster_0
    - name: listener_1
      address:
        socket_address:
          address: <IP_ADDRESS>
          port_value: 8888
      filter_chains:
        - filters:
            - name: envoy.filters.network.tcp_proxy
              typed_config:
                "@type": type.googleapis.com/envoy.extensions.filters.network.tcp_proxy.v3.TcpProxy
                stat_prefix: destination
                cluster: cluster_1
  clusters:
    - name: cluster_0
      connect_timeout: 30s
      type: STATIC
      load_assignment:
        cluster_name: cluster_0
        endpoints:
          - lb_endpoints:
              - endpoint:
                  address:
                    socket_address:
                      address: <IP_ADDRESS>
                      port_value: 5001
    - name: cluster_1
      connect_timeout: 30s
      type: STATIC
      load_assignment:
        cluster_name: cluster_1
        endpoints:
          - lb_endpoints:
              - endpoint:
                  address:
                    socket_address:
                      address: <IP_ADDRESS>
                      port_value: 5002

Since envoy1.20 ,enable_reuse_port is default to true.
When use the static config above,the request to port 8888 will randomly route to cluster_0 or cluster_1.
Is that a reasonable behavior?

No, this is a bug. The configuration should have failed validation in this case.

cc @mattklein123

Yeah definitely a bug. I can look into fixing.


fix snapsync issue with forest

PR description
Fixing an issue during snapsync with forest related to the heal step
the step checking whether the node existed or not during the healing process could lead to a null pointer exception due to the null nodeHash, which was only utilized within the context of forest.
Fixed Issue(s)

Tests done

Scenario/StorageFormat
BONSAI
FOREST

Initial Snapsync
✅
✅


Implement native methods for DHCP failover

Failover details are not currently included in the API. Create/Read/Update/Delete operations will be required.
Methods:

[x] DhcpV4FailoverAddScopeToRelationship
[x] DhcpV4FailoverCreateRelationship
[x] DhcpV4FailoverDeleteRelationship
[x] DhcpV4FailoverDeleteScopeFromRelationship
[x] DhcpV4FailoverEnumRelationship
[x] DhcpV4FailoverGetAddressStatus
[ ] DhcpV4FailoverGetClientInfo
[x] DhcpV4FailoverGetRelationship
[x] DhcpV4FailoverGetScopeRelationship
[x] DhcpV4FailoverGetScopeStatistics
[x] DhcpV4FailoverGetSystemTime
[x] DhcpV4FailoverSetRelationship
[x] DhcpV4FailoverTriggerAddrAllocation

Structures:

[x] DHCP_FAILOVER_MODE
[x] DHCP_FAILOVER_RELATIONSHIP
[x] DHCP_FAILOVER_RELATIONSHIP_ARRAY
[x] DHCP_FAILOVER_SERVER
[x] DHCP_FAILOVER_STATISTICS
[ ] DHCPV4_FAILOVER_CLIENT_INFO
[ ] DHCPV4_FAILOVER_CLIENT_INFO_ARRAY

Note: Failover API functionality is supported Windows Server 2012 and newer.

Decided to hold off on implementing individual client failover information. I think it is outside the scope of Project 1 at this stage.


CMakeLists.txt really needed

Well first of all your library look awesome and I like samples you wrote that bring a view of how to use your lib.
I like also also the support of different IDE like VisualStudio ode Codelite but personally I use CLion and also like after cloning a lib like this just do mkdir build && cd build && cmake .. && make -j12 for quickly test the project but your project doesn't support it.
Cmake is a very powerful tool for building a project, managing dependencies, use your lib as dependencies (that we can also integrate as git submodule of in our project), cross compilation via toolchains or also generate project for other IDE.
The following generators are available on this platform (* marks default):
* Unix Makefiles               = Generates standard UNIX makefiles.
  Green Hills MULTI            = Generates Green Hills MULTI files
                                 (experimental, work-in-progress).
  Ninja                        = Generates build.ninja files.
  Watcom WMake                 = Generates Watcom WMake makefiles.
  CodeBlocks - Ninja           = Generates CodeBlocks project files.
  CodeBlocks - Unix Makefiles  = Generates CodeBlocks project files.
  CodeLite - Ninja             = Generates CodeLite project files.
  CodeLite - Unix Makefiles    = Generates CodeLite project files.
  Sublime Text 2 - Ninja       = Generates Sublime Text 2 project files.
  Sublime Text 2 - Unix Makefiles
                               = Generates Sublime Text 2 project files.
  Kate - Ninja                 = Generates Kate project files.
  Kate - Unix Makefiles        = Generates Kate project files.
  Eclipse CDT4 - Ninja         = Generates Eclipse CDT 4.0 project files.
  Eclipse CDT4 - Unix Makefiles= Generates Eclipse CDT 4.0 project files.

I can also found related issues (https://github.com/ConfettiFX/The-Forge/issues/66, https://github.com/ConfettiFX/The-Forge/issues/81, https://github.com/ConfettiFX/The-Forge/issues/138) on your project that request also a cmake version of your lib.
I hope this new request will be solve by the presence of a CMakeLists.txt in your repo.

Hey @Hideman85, we don't want to support more IDEs. It is already pretty tough to support the ones we have with our automated testing. I think we need to spend time in automated testing for things that are more important. You have to imagine that every time someone wants to merge code, the automated test kicks off and tests all platforms. In case we would support more IDEs, we would have to add those. For us there is no benefit to do this. More the opposite, we would be loosing a lot of time testing all this.
Please go ahead fork our repository and create your CMake support. We will redirect everyone to your fork in that case ...

Hi @wolfgangfengel I completely understand your point but in the other hand it's very hard to integrate your library in a projet. I don't mean your unit tests that have one file that describe what it just need to describe (the goal of a unit test) but for project that need to more that just a graphic lib it would be very great to have a CMakeLists.txt that setup your lib and build it as shared or static lib.

HI @wolfgangfengel after working on implementing a CMake solution inside your project I can give you this feedback.
The first bad things that I saw on your project is the way that libraries are imported:
#include "../../ThirdParty/OpenSource/EASTL/array.h"
#include "../../ThirdParty/OpenSource/gainput/lib/include/gainput/gainput.h"

Why you using full relative path?
The project should have dependencies include directories link to it and use as:
#include <EASTL/array.h>
#include <gainput/gainput.h>

This is the same issue when using your library. Look at one of your samples:
//Interfaces
#include "../../../../Common_3/OS/Interfaces/ICameraController.h"
#include "../../../../Common_3/OS/Interfaces/IApp.h"
#include "../../../../Common_3/OS/Interfaces/ILog.h"
#include "../../../../Common_3/OS/Interfaces/IInput.h"
// Should be
//Interfaces
#include <TheForge/OS/Interfaces/ICameraController.h>
#include <TheForge/OS/Interfaces/IApp.h>
#include <TheForge/OS/Interfaces/ILog.h>
#include <TheForge/OS/Interfaces/IInput.h>

For that we should have a include directory at root directory (or at least built during the process by copying header files in proper location). You can also expose includes from your deps libraries if needed.
include/
├── assimp
│   ├── ai_assert.h
│   ├── anim.h
│   ├── BaseImporter.h
│   └── ...
├── EASTL
│   ├── algorithm.h
│   ├── allocator_forge.h
│   ├── allocator.h
│   ├── allocator_malloc.h
│   └── ...
├── gainput
│   ├── GainputAllocator.h
│   ├── GainputContainers.h
│   ├── GainputDebugRenderer.h
│   ├── gainput.h
│   └── ...
└── TheForge
    ├── OS
    │   ├── Core
    │   │   ├── Atomics.h
    │   │   ├── Compiler.h
    │   │   ├── DLL.h
    │   │   ├── GPUConfig.h
    │   │   ├── RingBuffer.h
    │   │   └── ThreadSystem.h
    │   ├── FileSystem
    │   ├── Image
    │   └── ...
    └── Renderer
        ├── Direct3D11
        │   ├── Direct3D11CapBuilder.h
        │   └── Direct3D11Commands.h
        └── ...

Imagine in a real project like this:
MySuperProject/
├── Libs
│   ├── The-Forge // git submodule
│   └── ...
└── src
    ├── Core
    │   ├── Renderer
    │   │   ├── MyRenderer.h
    │   │   └── MyRenderer.cpp
    │   └── ...
    └── ...

The MyRenderer.h file will look like:
// In your case would be
#include "../../../Libs/The-Forge/Common_3/Renderer/IRenderer.h"
#include "../../../Libs/The-Forge/Common_3/ThirdParty/OpenSource/gainput/lib/include/gainput/gainput.h"
// Instead of
#include <TheForge/Renderer/IRenderer.h>
#include <gainput/gainput.h>

The second aspect in your project is you modified the code of your deps like:
// Common_3/ThirdParty/OpenSource/EASTL/allocator_forge.cpp
#include "../../../OS/Interfaces/IMemory.h"

The really bad things is you lost track of updates made by authors of these libraries. Imagine tomorrow one of these libs release a fix of a infinite loop that impact several files you need to manually track these updates into your copy of that lib.
Two good ways to do this:

First one is forking the library project made your changes on this fork and include as git submodule into your project.
The second way is directly include the original repo as submodule and write a Adapter class
The two approach have a number of pro & cons that you need to choose depends of your needs but in both of these case you still track updates and you just need to change the Adapter class or resolve a merge conflicts in case of the fork.

Last things, I also saw a include like this:
#include "../../../../../../PS4/Common_3/ThirdParty/OpenSource/hlslparser/OrbisGenerator.cpp"

So I suppose you have a private repo for PS4, XBox, etc that you add "accredited developers" in read mode to these repos. These extensions can also be managed as git submodule and have option to enable theirs compilation in CMakeLists.txt
If you look to similar libraries in the same fields they have CMake for compilation, cmake toolchains for cross compilation and include directory (or at least build it during the process) for correctly using theirs libs:

https://github.com/GPUOpen-LibrariesAndSDKs/Anvil
https://github.com/EQMG/Acid
https://github.com/DiligentGraphics/DiligentEngine
https://github.com/google/filament
https://github.com/urho3d/Urho3D

And to finish I started to implement CMake build system but I'm encountered some issues during the linking phase that need more investigate by comparing with what you have set for UbuntuCodelite projects. https://github.com/Hideman85/The-Forge
I don't know if you will care about my feedback but it is really not trivial to use your lib in a external project. I hope it will change your mind on certain aspect.

Just saw this. Let me know when you have the CMake version up and we will add it to the Wiki page ... so we will direct people your way.
As soon as you are finished, we would use
https://github.com/Hideman85/The-Forge
in that case?

That's what I was afraid of, you just want to refer me for all people who want a cmake support instead of taking in consideration my feedback.
In fact, I don't want to maintain a conversion project for your library; I prefer to show you how to improve your current structure in order to be able to use your library in a conceivable way.
I will work on it this weekend because I will have more time for.

No way linking errors that I have is always X11 & Vulkan
/usr/bin/ld: LinuxBase.cpp:(.text+0x3bc): undefined reference to `XOpenDisplay'
/usr/bin/ld: LinuxBase.cpp:(.text+0x43f): undefined reference to `XGetVisualInfo'
/usr/bin/ld: LinuxBase.cpp:(.text+0x483): undefined reference to `XCreateColormap'
/usr/bin/ld: LinuxBase.cpp:(.text+0x572): undefined reference to `XCreateWindow'
/usr/bin/ld: LinuxBase.cpp:(.text+0x5a8): undefined reference to `XStoreName'
/usr/bin/ld: LinuxBase.cpp:(.text+0x60d): undefined reference to `XSetClassHint'
/usr/bin/ld: LinuxBase.cpp:(.text+0x632): undefined reference to `XSelectInput'
/usr/bin/ld: LinuxBase.cpp:(.text+0x652): undefined reference to `XMapWindow'
/usr/bin/ld: LinuxBase.cpp:(.text+0x664): undefined reference to `XFlush'
/usr/bin/ld: LinuxBase.cpp:(.text+0x682): undefined reference to `XInternAtom'
/usr/bin/ld: LinuxBase.cpp:(.text+0x6ba): undefined reference to `XSetWMProtocols'
/usr/bin/ld: LinuxBase.cpp:(.text+0x6bf): undefined reference to `XAllocSizeHints'
/usr/bin/ld: LinuxBase.cpp:(.text+0x708): undefined reference to `XSetWMNormalHints'
/usr/bin/ld: LinuxBase.cpp:(.text+0x714): undefined reference to `XFree'

/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x4c6f): undefined reference to `cmdSetScissor(Cmd*, unsigned int, unsigned int, unsigned int, unsigned int)'
/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x4c85): undefined reference to `cmdBindPipeline(Cmd*, Pipeline*)'
/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x4ca6): undefined reference to `cmdBindIndexBuffer(Cmd*, Buffer*, unsigned long)'
/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x4cd2): undefined reference to `cmdBindVertexBuffer(Cmd*, unsigned int, Buffer**, unsigned long*)'
/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x4cf8): undefined reference to `cmdBindDescriptorSet(Cmd*, unsigned int, DescriptorSet*)'
/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x4e5f): undefined reference to `cmdSetScissor(Cmd*, unsigned int, unsigned int, unsigned int, unsigned int)'
/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x4fce): undefined reference to `updateDescriptorSet(Renderer*, unsigned int, DescriptorSet*, unsigned int, DescriptorData const*)'
/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x4ff0): undefined reference to `cmdBindDescriptorSet(Cmd*, unsigned int, DescriptorSet*)'
/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x5054): undefined reference to `cmdBindDescriptorSet(Cmd*, unsigned int, DescriptorSet*)'
/usr/bin/ld: ImguiGUIDriver.cpp:(.text+0x5072): undefined reference to `cmdDrawIndexed(Cmd*, unsigned int, unsigned int, unsigned int)'

I tried to link with:
##########################################
##      System deps
##########################################
find_package(Vulkan REQUIRED)
include_directories(${Vulkan_INCLUDE_DIR})
link_libraries(${Vulkan_LIBRARIES})

if (UNIX)
    find_package(X11 REQUIRED)
    find_package(ALSA REQUIRED) # sudo apt install libclalsadrv-dev
    include_directories(${X11_INCLUDE_DIR} ${ALSA_INCLUDE_DIR})
    link_libraries(${X11_LIBRARIES} ${ALSA_LIBRARIES} -pthread)
endif()

Or just by
link_libraries(-lX11 -lvulkan -pthread)

Nothing works :( any idea?

Hi @Hideman85
Not sure if this helps but this works ok I used Linux+X11+Vulkan as my primary test machine:
https://github.com/boberfly/The-Forge-Lite/blob/master/CMakeLists.txt
It's an old version of The-Forge though, I haven't maintained it but the CMake should work...
Cheers.

Thanks for your resources, your repo looks good but as you said not updated.
I still think it would be good if they make a effort to change certain things that has already reported many times.
In my case I just don't know why I have issues on X11 because it is found by cmake linked ot the executable.
If you have time to look into my repo and helps me to solves these linking issues I would be grateful ;)

Maybe try re-ordering your target links? The linker is sensitive to ordering afaik.

Your right I didn't figure out that all shared libs must be after static ones. That solve my issue no it is easier to fix the rest. Thanks a lot for your suggestion ;)

Only one last error that is not comprehensible ...
/usr/bin/ld: /tmp/Visibility_Buffer.8q0oyR.ltrans39.ltrans.o: in function `Assimp::IRRImporter::InternReadFile(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, aiScene*, Assimp::IOSystem*)':
The-Forge/Common_3/ThirdParty/OpenSource/assimp/4.1.0/code/IRRLoader.cpp:913: undefined reference to `irr::io::createIrrXMLReader(irr::io::IFileReadCallBack*)'
/usr/bin/ld: /tmp/Visibility_Buffer.8q0oyR.ltrans40.ltrans.o: in function `Assimp::IRRMeshImporter::InternReadFile(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, aiScene*, Assimp::IOSystem*)':
The-Forge/Common_3/ThirdParty/OpenSource/assimp/4.1.0/code/IRRMeshLoader.cpp:148: undefined reference to `irr::io::createIrrXMLReader(irr::io::IFileReadCallBack*)'
/usr/bin/ld: /tmp/Visibility_Buffer.8q0oyR.ltrans43.ltrans.o: in function `Assimp::ColladaLoader::InternReadFile(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, aiScene*, Assimp::IOSystem*)':
The-Forge/Common_3/ThirdParty/OpenSource/assimp/4.1.0/code/ColladaParser.cpp:101: undefined reference to `irr::io::createIrrXMLReader(irr::io::IFileReadCallBack*)'
collect2: error: ld returned 1 exit status

nm lib/libIrrXML.a | grep createIrrXMLReader
00000000 T _ZN3irr2io18createIrrXMLReaderEP8_IO_FILE
00000000 T _ZN3irr2io18createIrrXMLReaderEPKc
00000000 T _ZN3irr2io18createIrrXMLReaderEPNS0_17IFileReadCallBackE
00000000 T _ZN3irr2io23createIrrXMLReaderUTF16EP8_IO_FILE
00000000 T _ZN3irr2io23createIrrXMLReaderUTF16EPKc
00000000 T _ZN3irr2io23createIrrXMLReaderUTF16EPNS0_17IFileReadCallBackE
00000000 T _ZN3irr2io23createIrrXMLReaderUTF32EP8_IO_FILE
00000000 T _ZN3irr2io23createIrrXMLReaderUTF32EPKc
00000000 T _ZN3irr2io23createIrrXMLReaderUTF32EPNS0_17IFileReadCallBackE

nm lib/libassimp.a | grep createIrrXMLReader
U _ZN3irr2io18createIrrXMLReaderEPNS0_17IFileReadCallBackE

nm libTheForge.a | grep createIrrXMLReader
U _ZN3irr2io18createIrrXMLReaderEPNS0_17IFileReadCallBackE

IrrXML is a dep of Assimp it self a dep of TheForge that is dep of the final executable.
Assimp provide a proper CMakeLists.txt that is used by add_subdirectory(assimp/4.1.0).
What can I do?

Just need to link manually IrrXML target I don't know why but it solves this issue ...
So fine all test cases and Visibility buffer finally compile correctly. I will look for cross compiling and improving compilation by adding option for compiling part of the lib. But you can have a looks to current changes how they impact changes.

Hey @Hideman85 i've seen your last compiler error issue:

seems like the error: ambiguating new declaration of 'ssize_t ftello(FILE*)' it's because ftello & friends don't exist in Windows MSVC library but it does in MinGW, so since that file is Windows specific, that code will redeclare the ftello function, so either you have an put an conditional to detect the MinGW compiler to do not define that function or delete SystemFileStream ftello function (applies too for fseeko)

The other errors could be solved adding <windows.h> somewhere but check the already-included headers if an preprocessor conditional don't include windows.h because the conditional check is confined in MSVC-only compilers, thus disabling it in MinGW.

The parameter/data-type mismatches probably is the different behaviour of mbstowcs_s (MSVC and GCC-C11 exclusive extension) declarations, in MinGW try to include the stdlib_s.h header to check if solves your issue.

In general, trying to support IDEs is an uphill battle. It's better to use a single tool, that can generate project files for all the IDEs.
cmake and premake are tools in that category -- once you have cmake files, you can generate XCode, visual studio, makefile, or other supported output configurations, all from the same cmakefile.txt.
In fact, I don't think the existing codelite project is up to date. It references a file that doesn't exist (EphemerisExample/Example.cpp) and it doesn't seem to have runnable configurations for the unit tests. (Or maybe it does? I know next to nothing about codelite itself.)
Physical project structure that works (flexibly) for many use cases is something that's important for re-usable libraries, and many of the suggestions in this thread are good. Use include file paths, not relative includes. Use a single build tool and generate whatever project files you need from that. Reference third party libraries as git submodules. If you need to patch them, use a patch file that you can apply as part of a pre-build step.
This is a bit of work to get up to date when you first go into the effort, but it really is worth it once you're on a working system -- having to just change things in one place, and all the platforms update, is very powerful. (And helps with the "make everything work with integration testing" thing, too.)
I know nothing about The Forge (at least yet,) but I'm happy to help in some small way if you're willing to embark on this conversion.

And there are a multitude of IDE's now that use cmake 'as' their build system, KDevelop and CLion are two such things (I think even visual studio can use a cmake project as a project now?)

Visual Studio may or may not be able to use cmake, but cmake can generate Visual Studio projects.

MS added native support in VS 2017 15.4+:
https://devblogs.microsoft.com/cppblog/cmake-support-in-visual-studio/
https://docs.microsoft.com/en-us/cpp/build/cmake-projects-in-visual-studio?view=vs-2019
Though I've not used them so I cannot attest to the quality as I don't use Windows.

@jwatte one of our challenge on PC (we have to limit this discussion to PC because it is public) is that we really only want to support one version of Visual Studio 2017. We need to limit support to a narrow range of Visual Studio 2017 versions so that we can be sure everyone can actually run the code base. If CMake allows to use Visual Studio 2015 or 2019 oir even an older version of Visual Studio 2017 our code base might not compile or run. We are testing that narrow range of Visual Studio 2017 but we don't test older Visual Studio 2017 versions or 2015, 2019 or any older IDE. I know that our code doesn't compile with an older version of Visual Studio 2017.
If we would allow an end-user on PC to generate a Visual Studio 2015 version we would have to test it and make sure the code actually compiles on 2015. This would increase the time of automatic testing exponentially and people would have to wait every time they want to commit code.
Apart from all the other challenges that CMake would add to a practical team development environment that challenge just by itself is not acceptable. Obviously our most important development platforms are consoles ... not even sure what kind of problems we would face there.

iOS is another important development platform for us. I don't know how CMake works there but the same train of thought applies. In case CMake would allow a user to use a different IDE compared to the one we use, we would have to test this IDE. Unfortunately we are pretty cutting edge there and we have a lot of challenges with beta IDEs that work or do not work ... we will settle on an older version over time to stabilize that.

The things is you don't need to support all IDE. For example as you said for Visual Studio you can put in readme support 2017+ version.
The really good aspect of CMake is cross-compilation, you can compile for all different platforms on a single OS or by using docker container if needed.
Usually when you use CMake as build system you generate project files in the IDE you want to enable you working on the code but you use make as build system (by yourself or thanks to your IDE).

Cross-compilation on one platform: whatever we deliver should compile in that scenario. With a wide range of variables (different compilers, different compiler versions etc.) I can't think of a good way to test this? Honestly that would sound like a support nightmare.

Supporting IDEs is even worse... IDEs is good for developing but not really for building for all platforms, for that we need some sort of cross compiling and even for that you don't have to support all compilers you can say in the readme that you test with GCC6.x, clang6.x, mingw6.x and suppose that a new version can work (and if you use mainly cpp standards, compilers version don't really impact the compilation success).
 Maybe also to don't have to support several compilers you can make some docker containers for compiling for each platforms like we can found there: https://github.com/dockcross/dockcross

@Hideman85 I think that a building system like CMake is good for this project. The first time I look this project sample, think it was really cool.But where is the building system? After read about wiki I find  it was organized by sln, and even can't build on vs2019. It is so strange that a mordern cross platform project use sln on windows,and other building system on other platform.
I watch about your work on CMake.I think that more work should do , like the Thirdparty library.Most of them can find on github, and some of them have use the  cmake.Why we not clone directly, so the others who want to use this framework can just use the command like

 git clone --recurse-submodules

to get all the code. And I think the folder should be reorganized too, make it looks like standerd opensource project. The work that should do is not easy, but i think it will be new project after that.

@juteman Thanks for your feedback. Yes for me this really important to setup a build system and CMake is really good for that kind of project and particularly for a cross platform project.
Yes git submodules is a great way to organize the project unfortunately like I said previously they did some changes on the libraries that they use and so for that they need to change there way to do it (Adapter pattern or repo fork).
The project architecture is also weird but they have other related repo I think for console platforms so they also need to update there architecture but I think this is not there priority right now that I can understand.

@Hideman85  I use the tool "diff" compare some ThirdParty code. It seems that they just change
structure of the ThirdParty lib,but not change the api they use. So I think it is possible to use git submodules to organize the project.
I am plan to do some work as I mention.but I do not guarantee to complete the task because I do not have much free time.

Same here I started to do some stuff but now I'm completely busy on an other project.

This looks like the sort of 3D rendering framework the game industry needs and could rally behind.  However, it's current approach to building and integration will add friction to any adoption.
CMake is an excellent tool.  It decouples the functionality of a library from how it is used.
It's great to see a high value placed on unit testing, but if the Forge is ever going to reach critical mass, it's going to need to be able to say both "Here's the formally supported and tested use cases" and "Here, we've made it easy for you to do whatever you want and shoot yourself in the foot".


[ISSUE #2361] add docker-compose pg

// Describe your PR here; eg. Fixes #issueNo

Make sure that:

[ ] You have read the contribution guidelines.
[ ] You submit test cases (unit or integration tests) that back your changes.
[ ] Your local test passed mvn clean install -Dmaven.javadoc.skip=true.

Codecov Report

Merging #2502 (e1395da) into master (cc339b8) will decrease coverage by 0.31%.
The diff coverage is n/a.

@@             Coverage Diff              @@
##             master    #2502      +/-   ##
============================================
- Coverage     59.92%   59.61%   -0.32%
+ Complexity     4156     4126      -30
============================================
  Files           651      651
  Lines         18283    18280       -3
  Branches       1654     1652       -2
============================================
- Hits          10957    10898      -59
- Misses         6495     6552      +57
+ Partials        831      830       -1

Impacted Files
Coverage Δ

...henyu/plugin/grpc/resolver/ShenyuNameResolver.java
51.57% <0.00%> (-12.64%)
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...che/shenyu/sync/data/http/HttpSyncDataService.java
61.38% <0.00%> (-11.89%)
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...a/org/apache/shenyu/common/utils/VersionUtils.java
67.85% <0.00%> (-10.72%)
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...apache/shenyu/admin/utils/ShenyuDictH2Trigger.java
63.63% <0.00%> (-9.10%)
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...ache/shenyu/admin/utils/PluginHandleH2Trigger.java
63.63% <0.00%> (-9.10%)
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.../apache/shenyu/admin/model/dto/BatchCommonDTO.java
50.00% <0.00%> (-7.15%)
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...apache/shenyu/admin/model/dto/AuthPathWarpDTO.java
57.14% <0.00%> (-7.15%)
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...org/apache/shenyu/admin/model/dto/AuthPathDTO.java
58.82% <0.00%> (-5.89%)
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...che/shenyu/admin/model/vo/DashboardUserEditVO.java
62.50% <0.00%> (-4.17%)
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...ache/shenyu/admin/model/dto/DataPermissionDTO.java
59.25% <0.00%> (-3.71%)
:arrow_down:

... and 26 more

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