如何设置一个较大的圆角按钮

初次使用，请教一个问题：
想要设置一个较大的圆角按钮：
代码如下：
<Button Content="Button" Margin="232,267,218,58" Style="{StaticResource ButtonPrimary}"
                hc:BorderElement.CornerRadius="50"  Height="94" Width="342" />

实际效果如下：

想要达到效果：

我应该如何设置？
Environment (please complete the following information):

.net: [4.7.2]
IDE [vs2019]
Version [3.0.0]

hi 🖐,
I don't read chinese so I translate it.
I just try your code using the version 3.2 of HandyControl and it work perfectly.
I think you should just update your version of HandyControl. 😉

hi 🖐, I don't read chinese so I translate it. I just try your code using the version 3.2 of HandyControl and it work perfectly. I think you should just update your version of HandyControl. 😉

hi,thanks very much for your answer.
I maybe made a low-level mistake.
<Grid>
        <Viewbox Stretch="Fill">
            <Button Content="Button1" Margin="215,208,235,117" Style="{StaticResource ButtonPrimary}"
                hc:BorderElement.CornerRadius="50"  Height="94" Width="342" />
        </Viewbox>
        <Grid>
            <Button Content="Button2" Margin="224,107,226,218" Style="{StaticResource ButtonPrimary}"
                hc:BorderElement.CornerRadius="50"  Height="94" Width="342" />
        </Grid>
    </Grid>

use "Button2": When the window is small size,the button will not be displayed completely.
or we can use "Button1".


Ensure screenshot taken on expect() failures

Starting with RSpec 3.3.0, expect() failures do not raise an exception immediately. Instead each failure is recorded in a thread-local "aggregator" and then raised at end of the example.
This interferes with capybara-screenshot because after hooks execute before these aggregated failures are raised. In other words, in the after block example.exception will be nil. This makes capybara-screenshot think that the example hasn't failed, and thus it does not take a screenshot, even though there are actual failures.
This PR works around this problem by using some behind-the-scenes knowledge of how rspec-expectations does the aggregation. Now we reach into the thread-local storage (RSpec::Support.failure_notifier) and discover whether there are in fact failures "queued up". If so, we will consider the example to have failed and take a screenshot.

Fixes #212
This PR is incomplete: I still need to add tests, etc.
@mattheworiordan does this look good so far?
I also tried using the reporter example_finished notification as suggested at https://github.com/rspec/rspec-core/issues/2289 , but it does not seem to work because by the time the example has finished the Capybara page is no longer available.

@mattbrictson I really like where this is going, than you.  I think that in order to merge this in, we'd definitely need to modify the Appraisals config to include the latest version of RSpec. See https://github.com/mattheworiordan/capybara-screenshot/blob/master/.travis.yml#L13 and https://github.com/mattheworiordan/capybara-screenshot/blob/master/Appraisals#L1-L3.  See https://github.com/thoughtbot/appraisal for more info on the Appraisal gem.
Shout if I can help with anything, but if you can show that this works with 3.0 and 3.3 with separate appraisals, I'd say we're good to go.
Thanks again, 👍

I've added a test and included rspec 3.3 in the Appraisal and Travis configs. So this PR is mostly good to go.
The problem is that Travis fails for Ruby 2.0, due to nokogiri no longer supporting that version. I've tried a couple different approaches to work around the problem (see a146f96 and 51d2ddd) unsuccessfully.
I am not super-familiar with Appraisal so perhaps there is a solution that I am missing. Any suggestions?

Problem solved! See efd81c6.
@mattheworiordan I think this PR is ready for your review when you have a chance. Thanks!

My team has been using this branch for several weeks with no problems. I'd be great to get this merged!

Thank you @mattbrictson for this. It looks good.
@mattheworiordan can we get this modifications approved ? :D

Same here, it works nice for us as well. Thank you @mattbrictson. @mattheworiordan can we make it happen? 🙏

@mattheworiordan Any updates on this ? Please please please

Sorry all, I have been very sh*t of late.  I am merging now and bumping the version.
Thank you VERY MUCH @mattbrictson for this contribution!

@mattbrictson https://github.com/mattheworiordan/capybara-screenshot/commit/92aaddcca91cadcb73639b9e54a61f1b642e567c#diff-4ac32a78649ca5bdd8e0ba38b7006a1eR7 🙏


Add a util function concatPath and its unittest

We could depricate concat in the future. Not in this PR, though

Test FAILed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/Tachyon-Pull-Request-Builder/2987/
Test FAILed.

Test PASSed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/Tachyon-Pull-Request-Builder/2988/
Test PASSed.


SMS text is not prefilled on iOS messaging app

Hello,
Text is not being prefilled on iOs messaging app when using SMS payload.
This is my code. On android it works correctly, but not on iOs. It just prefills phone number correctly.
var smsGenerator = new PayloadGenerator.SMS(phoneNumber, text);
var payload = smsGenerator.ToString();

var qrGenerator = new QRCodeGenerator();
var qrCodeData = qrGenerator.CreateQrCode(payload, QRCodeGenerator.ECCLevel.Q);
var qrCodeBytes = new BitmapByteQRCode(qrCodeData).GetGraphic(pixelsPerModule);

Regards,
Donatas

Hi @donataskib ,
iOS expects a differently formatted payload. Unfortunately there isn't (or at least I'm not aware of) a format, that works on Android and iOS at the same time.
To generate a SMS for iOS, just pass the Encoding as third parameter:
var smsGenerator = new PayloadGenerator.SMS(phoneNumber, text, SMSEncoding.SMS_iOS);

Thank you.
After I wrote a comment, I tried changing encoding which worked for both iOs and Android:
var smsGenerator = new PayloadGenerator.SMS(phoneNumber, text, SMSEncoding.SMSTO);
Tried this on Android 11 and iOS 11 and worked.
Still, thank you. We can close this :)


Error when performing npm install on Windows 7

I am getting the below error when running npm install command on Windows 7. I do not know how to resolve the error.
Console output:
npm WARN install Couldn't install optional dependency: Unsupported
npm WARN deprecated<EMAIL_ADDRESS>this package has been reintegrated into npm and is now out of date with respect to npm

><EMAIL_ADDRESS>install D:\work\es6_cmd_skeleton\node_modules\phantomjs
> node install.js
Done. Phantomjs binary available at D:\work\es6_cmd_skeleton\node_modules\phantomjs\lib\phantom\phantomjs.exe

><EMAIL_ADDRESS>postinstall D:\work\es6_cmd_skeleton\node_modules\sauce-connect-launcher
> node scripts/install.js

><EMAIL_ADDRESS>prepublish D:\work\es6_cmd_skeleton
> node make

 Executing: ./node_modules/.bin/eslint  tasks src test

events.js:154
      throw er; // Unhandled 'error' event
      ^

Error: spawn node_modules\.bin\eslint ENOENT
    at exports._errnoException (util.js:856:11)
    at Process.ChildProcess._handle.onexit (internal/child_process.js:178:32)
    at onErrorNT (internal/child_process.js:344:16)
    at nextTickCallbackWith2Args (node.js:474:9)
    at process._tickCallback (node.js:388:17)
    at Function.Module.runMain (module.js:449:11)
    at startup (node.js:139:18)
    at node.js:999:3

npm ERR! Windows_NT 6.1.7601
npm ERR! argv "D:\\Program Files\\nodejs\\node.exe" "D:\\Program Files\\nodejs\\node_modules\\npm\\bin\\npm-cli.js" "install"
npm ERR! node v5.5.0
npm ERR! npm  v3.3.12
npm ERR! code ELIFECYCLE
npm ERR<EMAIL_ADDRESS>prepublish: `node make`
npm ERR! Exit status 1
npm ERR!
npm ERR! Failed at the<EMAIL_ADDRESS>prepublish script 'node make'.
npm ERR! Make sure you have the latest version of node.js and npm installed.
npm ERR! If you do, this is most likely a problem with the es6-project-starter-kit package,
npm ERR! not with npm itself.
npm ERR! Tell the author that this fails on your system:
npm ERR!     node make
npm ERR! You can get their info via:
npm ERR!     npm owner ls es6-project-starter-kit
npm ERR! There is likely additional logging output above.

npm ERR! Please include the following file with any support request:
npm ERR!     D:\work\es6_cmd_skeleton\npm-debug.log

npm-debug.log.txt

@hajekt2 thanks for your feedback. Can you try the latest version 5.0.2?

I just tested the latest version with the same result:
><EMAIL_ADDRESS>prepublish D:\work\es6_cmd_skeleton
> node make

 Executing: ./node_modules/.bin/eslint  tasks src test

events.js:154
      throw er; // Unhandled 'error' event
      ^

Error: spawn node_modules\.bin\eslint ENOENT
    at exports._errnoException (util.js:856:11)
    at Process.ChildProcess._handle.onexit (internal/child_process.js:178:32)
    at onErrorNT (internal/child_process.js:344:16)
    at nextTickCallbackWith2Args (node.js:474:9)
    at process._tickCallback (node.js:388:17)
    at Function.Module.runMain (module.js:449:11)
    at startup (node.js:139:18)
    at node.js:999:3

npm ERR! Windows_NT 6.1.7601
npm ERR! argv "D:\\Program Files\\nodejs\\node.exe" "D:\\Program Files\\nodejs\\node_modules\\npm\\bin\\npm-cli.js" "install"
npm ERR! node v5.5.0
npm ERR! npm  v3.3.12
npm ERR! code ELIFECYCLE
npm ERR<EMAIL_ADDRESS>prepublish: `node make`
npm ERR! Exit status 1
npm ERR!
npm ERR! Failed at the<EMAIL_ADDRESS>prepublish script 'node make'.

npm-debug.log.txt
I am very new to nodejs, to me it crash when running eslint.
When I run node make from the commandline it crash with the same error.
When I run .\node_modules\.bin\eslint tasks src test from the commandline, it gives no console output and ends with return code 0.
I appreciate you helping me with that.

Can you try only ./make instead of node make? Have you at least node v4 installed?

Running Windows 7, node v5.5.0, npm  v3.3.12. Since i'm on Windows I cannot run just ./make.

@hajekt2 thanks your feedback is precious.. I will try to run this project on a windows VM. It's a strange issue because all the cli paths (this for example) are normalized so they should work properly also on windows. It seems that your terminal could not find the right path to the npm cli tools in node_modules/.bin

@hajekt2 The example you give could be the source of an error, in windows, the shebang marker at the top of the file isn't used, you have to specify node as the executable...
If this runs via npm then the ./node_modules/.bin is added to the PATHs before execution of tasks, so you should either use return utils.exec('eslint', options.folders) or use node ./node_modules/.bin/eslint
On windows, there's the shebang tagged eslint as well as an eslint.cmd file generated... when you just use eslint in an npm task, for example the ./node_modules/.bin directory is appended to the %PATH% and then the command is run, which in windows will be eslint.cmd not eslint :-)
The npm cli tools are fine, it's the execution of eslint that fails...  You could always chain npm scripts too...
=== package.json ===
...
  "scripts": {
    "test_lint": "eslint ...",
    "test_unit": "...",
    "test": "npm run test_lint && npm run test_unit",
    ...
  }
...

Don't use the single &, it doesn't work in windows, also if you want to set environment varibles use cross-env

@hajekt2 can you confirm that the issue was solved in the latest release please?

@GianlucaGuarini everything working for me just great!


Use 1.0.0 image in example deployment

Also adds a step in the release doc to remind us to do this in future.

Thanks Sam


Multigraphs?

Beautiful plots!
Is it possible (or is a PR welcome) to add support for graphs with multiple edges between node pairs?  I have two use cases in mind: illustrating Euler's "Bridges of Koenigsberg" problem, and rendering chemical structure graphs including double bonds.

Interesting! I think we could probably do this now using a single adjacency matrix and edge vector features. Can you post a sample multigraph image here similar to what you have in mind? If so, I'll try to reproduce using EuclidGraphs.jl. Thank you!

The "Bridges of Koenigsberg" graph is something like this:

Euler wanted to know if he could cross all seven bridges that connect four parts of Koenigsberg (now Kaliningrad) separated by the Pregolya river, without crossing any bridge more than once (proved it's impossible, basically inventing graph theory in the process).  Without the ability to have "parallel" edges between nodes, the correct topology can't be built.
An example of a molecule might be like cyclopentadiene--graph on the left, o-chem line drawing (H atoms/nodes are implicit) on the right:

Ideally, instead of curved parallel edges, these would be actually parallel, as in the line drawing.
One more potential use case would be directed graphs like this:

The edge AC is a nice "vanilla" situation of a weighted, directed edge.  Edges AB and BA are technically distinct, but they have equal weights, so it's again no problem.  But edges BC and CB have unequal weights, so they need to be handled as parallel edges.

Got it! After thinking about it more, it would indeed require multiple adjacency matrices as input (as opposed to just one). It is doable, and we could generate some beautiful graphs with that! The "EdgeStyle" struct would need some type of field(s) that allowed adjusting the control points of a Bézier curve connecting the two vertices. Let me think about for a few days! I appreciate the feedback.

Are you thinking something like using a Vector{Matrix{Bool}} and treating each element like a "layer" of the graph?  I imagined using just a single Matrix{Int}, which stores the edge multiplicity between two nodes (0 for no edge, 1 for a single edge, 2 for a pair of parallel edges, etc.).  Maybe symmetric if an undirected graph, asymmetric if directed.
Excited to see how it works out!  Let me know if I can help out with a PR (in a few weeks... major deadlines approach, haha)

Yes, Vector{Matrix{Bool}} or Array{Bool, 3}. Also, the "edge_style" function could have "graph_idx" passed as an argument, and each "edge style" could have a "source node angle" and a "destination node angle", with a bezier curve interpolating between those source/sink angles. The example below would be a multigraph of two graphs (two stacked adjacency matrices). Thoughts?
EuclidGraph(
triangle,
adj_mat=rand(0:1, 3, 3, 2),
edge_style=(graph_idx, edge) -> EdgeStyle(
src_angle=(graph_idx == 1 ? 0 : 30),
dst_angle=(graph_idx == 1 ? 0 : 30),
),
)


Exercise Routes API

Setting up the basis for the exercise routes API file

Base exercise routes API file has been created


Documentation page

Accessibile at BASE_URL/documentation

Codecov Report

Merging #163 into site will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##             site     #163   +/-   ##
=======================================
  Coverage   83.59%   83.59%
=======================================
  Files          23       23
  Lines         640      640
=======================================
  Hits          535      535
  Misses        105      105

Continue to review full report at Codecov.

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#174


interactive_world: 0.0.10-0 in 'indigo/distribution.yaml' [bloom]

Increasing version of package(s) in repository interactive_world to 0.0.10-0:

upstream repository: https://github.com/WPI-RAIL/interactive_world.git
release repository: https://github.com/wpi-rail-release/interactive_world-release.git
distro file: indigo/distribution.yaml
bloom version: 0.5.19
previous version for package: 0.0.9-0

informed_object_search

No changes

interactive_world

No changes

interactive_world_msgs

No changes

interactive_world_parser

No changes

interactive_world_tools

No changes

jinteractiveworld

No changes

spatial_world_model
* fix in install cmake
* Contributors: Russell Toris

This one is broken too...
I'll have to look into this again in the near future. It seems something new is going on.


⚠ Bofrost.at has degraded performance

In 887d3a4, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1076 ms

Resolved: Bofrost.at performance has improved in 51e6599.


Can't get Crashlytics or Analytics to work

[REQUIRED] Please fill in the following fields:

Unity editor version: 2020.2.0b2.3094
Firebase Unity SDK version: 6.15.2
Source you installed the SDK: Unity Package Manager (.unitypackage or Unity Package Manager)
Problematic Firebase Component: Crashlytics, Analytics (Auth, Database, etc.)
Other Firebase Components in use: none (Auth, Database, etc.)
Additional SDKs you are using: none (Facebook, AdMob, etc.)
Platform you are using the Unity editor on: Mac (Mac, Windows, or Linux)
Platform you are targeting: iOS (iOS, Android, and/or desktop)
Scripting Runtime: Not sure what this means (Mono, and/or IL2CPP)

[REQUIRED] Please describe the issue here:
(Please list the full steps to reproduce the issue. Include device logs, Unity logs, and stack traces if available.)
Steps to reproduce:
I follow Getting Started guides and also checked the example projects here and ended up with this code:
    public virtual void Start()
    {
        Firebase.FirebaseApp.LogLevel = Firebase.LogLevel.Debug;
        FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task =>
        {
            dependencyStatus = task.Result;
            if (dependencyStatus == DependencyStatus.Available)
            {
                InitializeFirebase();
                Debug.Log("Firebase ready to use");
            }
            else
            {
                Debug.LogError("Could not resolve all Firebase dependencies: " + dependencyStatus);
            }
        });
    }

    // Handle initialization of the necessary firebase modules:
    void InitializeFirebase()
    {
        var app = FirebaseApp.DefaultInstance;
        FirebaseAnalytics.SetAnalyticsCollectionEnabled(true);
        firebaseInitialized = true;
        Firebase.Analytics.FirebaseAnalytics.LogEvent(Firebase.Analytics.FirebaseAnalytics.EventAppOpen);
        throw new System.Exception("test exception please ignore");
    }

The i compiled the app and ran it on a physical device and these are my logs:
CrashReporter: initialized
2020-09-24 14:02:02.975958-0400 Nodeshifter[765:116506] Built from 'trunk' branch, Version '2020.2.0b2 (90b2443a8df1)', Build type 'Release', Scripting Backend 'il2cpp'
-> applicationDidFinishLaunching()
Loading player data from /private/var/containers/Bundle/Application/BD399514-47CD-4C83-AA49-B792C44B8C5C/Nodeshifter.app/Data/data.unity3d
-> applicationDidBecomeActive()
GfxDevice: creating device client; threaded=1
Initializing Metal device caps: Apple A10 GPU
Initialize engine version: 2020.2.0b2 (90b2443a8df1)
2020-09-24 14:02:03.576377-0400 Nodeshifter[765:116755] 6.24.0 - <AppMeasurement>[I-ACS031025] Analytics screen reporting is enabled. Call +[FIRAnalytics setScreenName:setScreenClass:] to set the screen name or override the default screen class name. To disable screen reporting, set the flag FirebaseScreenReportingEnabled to NO (boolean) in the Info.plist
<UnityPortraitOnlyViewController: 0x1031485a0>

2020-09-24 14:02:03.940088-0400 Nodeshifter[765:116506] Unbalanced calls to begin/end appearance transitions for <UnityViewControllerStoryboard: 0x103253cf0>.
2020-09-24 14:02:04.135576-0400 Nodeshifter[765:116768] 6.24.0 - <AppMeasurement>[I-ACS800023] No pending snapshot to activate. SDK name: app_measurement
UnloadTime: 2.122875 ms

2020-09-24 14:02:08.365879-0400 Nodeshifter[765:116506] DEBUG: Disabling all app initializers
2020-09-24 14:02:08.365993-0400 Nodeshifter[765:116506] DEBUG: Disable analytics
Enable module 'analytics' for 'Firebase.Analytics.FirebaseAnalytics, Firebase.Analytics'

2020-09-24 14:02:08.366420-0400 Nodeshifter[765:116506] DEBUG: analytics app initializer Enabling
2020-09-24 14:02:08.366533-0400 Nodeshifter[765:116506] DEBUG: App initializer auth not found, failed to enable.
2020-09-24 14:02:08.366597-0400 Nodeshifter[765:116506] DEBUG: App initializer crashlytics not found, failed to enable.
2020-09-24 14:02:08.366657-0400 Nodeshifter[765:116506] DEBUG: App initializer database not found, failed to enable.
2020-09-24 14:02:08.366801-0400 Nodeshifter[765:116506] DEBUG: App initializer dynamic_links not found, failed to enable.
2020-09-24 14:02:08.366861-0400 Nodeshifter[765:116506] DEBUG: App initializer functions not found, failed to enable.
2020-09-24 14:02:08.367104-0400 Nodeshifter[765:116506] DEBUG: App initializer instance_id not found, failed to enable.
2020-09-24 14:02:08.367187-0400 Nodeshifter[765:116506] DEBUG: App initializer invites not found, failed to enable.
2020-09-24 14:02:08.367323-0400 Nodeshifter[765:116506] DEBUG: App initializer messaging not found, failed to enable.
2020-09-24 14:02:08.367589-0400 Nodeshifter[765:116506] DEBUG: App initializer performance not found, failed to enable.
2020-09-24 14:02:08.367683-0400 Nodeshifter[765:116506] DEBUG: App initializer remote_config not found, failed to enable.
2020-09-24 14:02:08.367755-0400 Nodeshifter[765:116506] DEBUG: App initializer storage not found, failed to enable.
2020-09-24 14:02:08.367844-0400 Nodeshifter[765:116506] DEBUG: App initializer test_lab not found, failed to enable.

2020-09-24 14:02:08.376403-0400 Nodeshifter[765:116506] DEBUG: Creating Firebase App __FIRAPP_DEFAULT for Firebase C++ 6.15.1
2020-09-24 14:02:08.382573-0400 Nodeshifter[765:116506] [Firebase/Crashlytics] Version 4.1.0
2020-09-24 14:02:08.394312-0400 Nodeshifter[765:116506] DEBUG: Added app name=__FIRAPP_DEFAULT: options, api_key=AIzaSyC7bk7AKhtOnNtR1zI5Rwl2n6gtmt3lqm8, app_id=1:1057174381533:ios:287efeb2ccead21d, database_url=https://nodeshifter.firebaseio.com, messaging_sender_id=1057174381533, storage_bucket=nodeshifter.appspot.com, project_id=nodeshifter (0x1e2920f0)

2020-09-24 14:02:08.537627-0400 Nodeshifter[765:116788] 6.24.0 - [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.
2020-09-24 14:02:08.662842-0400 Nodeshifter[765:116788] 6.24.0 - [Firebase/Analytics][I-ACS023007] Analytics v.60500000 started
2020-09-24 14:02:08.664304-0400 Nodeshifter[765:116788] 6.24.0 - [Firebase/Analytics][I-ACS023008] To enable debug logging set the following application argument: -FIRAnalyticsDebugEnabled (see http://goo.gl/RfcP7r)
Setting up 1 worker threads for Enlighten.
  Thread -> id: 16e9bf000 -> priority: 1
2020-09-24 14:02:10.038942-0400 Nodeshifter[765:116788] 6.24.0 - [Firebase/Analytics][I-ACS800023] No pending snapshot to activate. SDK name: app_measurement
2020-09-24 14:02:10.054248-0400 Nodeshifter[765:116788] 6.24.0 - [Firebase/Analytics][I-ACS023012] Analytics collection enabled
2020-09-24 14:02:10.157746-0400 Nodeshifter[765:116760] 6.24.0 - [Firebase/Analytics][I-ACS023012] Analytics collection enabled

So as you can see it's weird, in some areas it says it's setup, but others says it's not ready.
And in my console, I'm still seeing this:

And on the live StreamView i see nothing.
Is there anything else I'm missing?

I was able to make Analytics work by using -FIRDebugEnabled. So I assume that was just a timing issue with non debugging devices.
I'm still unable to get Crashlytics to receive an event though

Hi, thanks for reporting an issue.
For your first bit - analytics does take a bit of time to propagate. You'll likely see one user within minutes of first adding Firebase, but events take time to propagate (they'll usually get batched every hour, and your first report will happen after 24 hours. Debug mode just forces them to upload immediately and populates DebugView in your console).
For Crashlytics, can I have you try one thing? Crash reports are only sent up on the next run of your game. So if an exception is recording this run, you need to quit your game and relaunch it without reinstalling. This means that you'll want to exit your game via the multitasking menu on iOS then relaunch it from springboard (not via XCode). If you trigger an exception, quit your game, and relaunch it entirely within iOS and Crashlytics doesn't update within a few minutes then there is a deeper issue that we should look into!

Hey @patm1987 I tried what you told me, but still not seeing anything in the console. I also tried running the app without compiling, and this is what I see in the logs:
CrashReporter: initialized
2020-09-28 11:27:05.496787-0400 Nodeshifter[467:112986] DEBUG: App initializer crashlytics not found, failed to enable.
  at CrashlyticsTester.throwExceptionEvery60Updates () [0x00000] in <00000000000000000000000000000000>:0
2020-09-28 11:27:05.544072-0400 Nodeshifter[467:112986] [Firebase/Crashlytics] Version 4.1.0
2020-09-28 11:27:05.620128-0400 Nodeshifter[467:113222] 6.29.0 - [Firebase/Crashlytics][I-CLS000000] [Crashlytics] Running on iPad6,8, 13.3.1 (17D50)
2020-09-28 11:27:05.620481-0400 Nodeshifter[467:113222] 6.29.0 - [Firebase/Crashlytics][I-CLS000000] [Crashlytics:Crash:Reports:Event] Registered Firebase Analytics event listener
2020-09-28 11:27:05.620621-0400 Nodeshifter[467:113222] 6.29.0 - [Firebase/Crashlytics][I-CLS000000] Automatic data collection is enabled.
2020-09-28 11:27:05.620763-0400 Nodeshifter[467:113222] 6.29.0 - [Firebase/Crashlytics][I-CLS000000] Unsent reports will be uploaded at startup
  at CrashlyticsTester.throwExceptionEvery60Updates () [0x00000] in <00000000000000000000000000000000>:0
  at CrashlyticsTester.throwExceptionEvery60Updates () [0x00000] in <00000000000000000000000000000000>:0
  at CrashlyticsTester.throwExceptionEvery60Updates () [0x00000] in <00000000000000000000000000000000>:0

The last 3 lines are examples of me crashing the app.
Looks like I'm also not the only one having an issue with crashlytics: https://github.com/firebase/quickstart-unity/issues/798

Hi @jlubeck, from your log I see this line: DEBUG: App initializer crashlytics not found, failed to enable. This indicates you might not have the crashlytics sdk installed correctly. Can you double check your project has the following files under
Assets->Firebase->Plugins->iOS?

Hi @cynthiajoan thank you for your reply. I did see that message which thought it was strange. But right below it you can also see:
2020-09-28 11:27:05.620128-0400 Nodeshifter[467:113222] 6.29.0 - [Firebase/Crashlytics][I-CLS000000] [Crashlytics] Running on iPad6,8, 13.3.1 (17D50)
2020-09-28 11:27:05.620481-0400 Nodeshifter[467:113222] 6.29.0 - [Firebase/Crashlytics][I-CLS000000] [Crashlytics:Crash:Reports:Event] Registered Firebase Analytics event listener
2020-09-28 11:27:05.620621-0400 Nodeshifter[467:113222] 6.29.0 - [Firebase/Crashlytics][I-CLS000000] Automatic data collection is enabled.
2020-09-28 11:27:05.620763-0400 Nodeshifter[467:113222] 6.29.0 - [Firebase/Crashlytics][I-CLS000000] Unsent reports will be uploaded at startup

I don't have those files there, but I'm guessing it's because I installed through the package manager. I have them here:

Hi @jlubeck
Here is what I tried:

I used Unity 2020.1.6f1, Firebase SDK 6.15.2 and Crashlytics quickstart
I clicked on Throw Exception button, which will throw an uncaught exception.
https://github.com/firebase/quickstart-unity/blob/master/crashlytics/testapp/Assets/Firebase/Sample/Crashlytics/UIHandler.cs#L69
I went to Firebase console > Crashlytics and selected the correct app id.
And I removed the filter Event type = "Crashes. I can see the "Non-fatal" issues as the following picture. (See ThrowUncaughtException)

I think if you throw an exception in C# level, Unity usually captures it and prevents a fatal crash.
Could you try the quickstart and verify if you can see those non-fatal issues?
Shawn

I am also using Firebase SDK 6.15.2 through UPM and events are not appearing in my console for iOS. I had the same issue for Android, but was able to fix it thanks to this thread: https://github.com/firebase/quickstart-unity/issues/798. The Android problem was that 6.15.2 includes Crashlytics 17.0.0, but the console wants 17.1.1. I think iOS has the same issue: 6.15.2 includes Crashlytics 4.1.1 but wants 4.3.0 (as stated in that green box on the console page).
The fix for Android was to add crashlytics 17.1.1 to a Dependencies.xml under an Editor folder. Is there a similar workaround for iOS?

@kmkho
In Unity SDK 6.16.0, we did bump up FirebaseCrashlytics Pod version to 4.6.1. However, we are going to bump up Android SDK version to 17.2.2 only in the next patch release.  I think it is safe to bump up yourself manually to 17.1.1 but not above, as mentioned here.

Seems like there was some issue with Crashlytics backend and should be resolved now.
https://github.com/firebase/quickstart-unity/issues/798#issuecomment-712446848

FYI, we released 6.16.1 which is using Crashlytics Android SDK 17.2.2 now

Hi @jlubeck
Here is what I tried:

I used Unity 2020.1.6f1, Firebase SDK 6.15.2 through UPM and Crashlytics quickstart
I clicked on Throw Exception button, which will throw an uncaught exception.
https://github.com/firebase/quickstart-unity/blob/master/crashlytics/testapp/Assets/Firebase/Sample/Crashlytics/UIHandler.cs#L69
I force close the app and relaunch it (since this is when the crash report is sent)
https://github.com/firebase/quickstart-unity/blob/master/crashlytics/testapp/Assets/Firebase/Sample/Crashlytics/UIHandler.cs#L158
I went to Firebase console > Crashlytics and selected the correct app id. The page was not available immediately and it did show that welcome page in the beginning.  But I think it refreshed after a couple of minutes.
And I removed the filter Event type = "Crashes". I can see the "Non-fatal" issues as the following picture. (See ThrowUncaughtException)

I think if you throw an exception in C# level, Unity usually captures it and prevents a fatal crash.
Could you try the quickstart and verify if you can see those non-fatal issues?

I upgraded Firebase to the latest version (6.16.1)
I have this on my Podfile
source 'https://github.com/CocoaPods/Specs.git'
platform :ios, '11.0'

target 'UnityFramework' do
  pod 'AppsFlyerFramework', '6.0.7'
  pod 'Firebase/Analytics', '6.32.2'
  pod 'Firebase/Core', '6.32.2'
  pod 'Firebase/Crashlytics', '6.32.2'
end

And these are my latest logs AFTER crashing, AFTER killing the app and AFTER reopening
2020-10-29 17:29:22.477919-0400 Nodeshifter[4617:1787584]  - <AppMeasurement>[I-ACS036001] Analytics screen reporting is disabled. UIViewController transitions will not be logged.
CrashReporter: initialized
2020-10-29 17:29:23.144813-0400 Nodeshifter[4617:1787092] Built from '2020.2/staging' branch, Version '2020.2.0b8 (dff91d65251a)', Build type 'Release', Scripting Backend 'il2cpp'
-> applicationDidFinishLaunching()
2020-10-29 17:29:25.949695-0400 Nodeshifter[4617:1787092] got didFinishLaunching = (null)
-> applicationDidBecomeActive()
2020-10-29 17:29:25.951151-0400 Nodeshifter[4617:1787092] got didBecomeActive(out) = (null)
GfxDevice: creating device client; threaded=1
Initializing Metal device caps: Apple A10 GPU
Initialize engine version: 2020.2.0b8 (dff91d65251a)
2020-10-29 17:29:27.284851-0400 Nodeshifter[4617:1787092] Unbalanced calls to begin/end appearance transitions for <UnityViewControllerStoryboard: 0x13de5ccc0>.
UnloadTime: 0.684250 ms

2020-10-29 17:29:29.750237-0400 Nodeshifter[4617:1787092] DEBUG: Disabling all app initializers
2020-10-29 17:29:29.750366-0400 Nodeshifter[4617:1787092] DEBUG: Disable analytics
Enable module 'analytics' for 'Firebase.Analytics.FirebaseAnalytics, Firebase.Analytics'

2020-10-29 17:29:29.750546-0400 Nodeshifter[4617:1787092] DEBUG: analytics app initializer Enabling
2020-10-29 17:29:29.750613-0400 Nodeshifter[4617:1787092] DEBUG: App initializer auth not found, failed to enable.
2020-10-29 17:29:29.750675-0400 Nodeshifter[4617:1787092] DEBUG: App initializer crashlytics not found, failed to enable.
2020-10-29 17:29:29.750741-0400 Nodeshifter[4617:1787092] DEBUG: App initializer database not found, failed to enable.
2020-10-29 17:29:29.750832-0400 Nodeshifter[4617:1787092] DEBUG: App initializer dynamic_links not found, failed to enable.
2020-10-29 17:29:29.751352-0400 Nodeshifter[4617:1787092] DEBUG: App initializer functions not found, failed to enable.
2020-10-29 17:29:29.751426-0400 Nodeshifter[4617:1787092] DEBUG: App initializer instance_id not found, failed to enable.
2020-10-29 17:29:29.751499-0400 Nodeshifter[4617:1787092] DEBUG: App initializer invites not found, failed to enable.
2020-10-29 17:29:29.751565-0400 Nodeshifter[4617:1787092] DEBUG: App initializer messaging not found, failed to enable.
2020-10-29 17:29:29.751626-0400 Nodeshifter[4617:1787092] DEBUG: App initializer performance not found, failed to enable.
2020-10-29 17:29:29.751686-0400 Nodeshifter[4617:1787092] DEBUG: App initializer remote_config not found, failed to enable.
2020-10-29 17:29:29.751860-0400 Nodeshifter[4617:1787092] DEBUG: App initializer storage not found, failed to enable.
2020-10-29 17:29:29.751948-0400 Nodeshifter[4617:1787092] DEBUG: App initializer test_lab not found, failed to enable.
AppsFlyer SDK version 6.0.7 started build (7);
2020-10-29 17:29:29.772418-0400 Nodeshifter[4617:1787092] DEBUG: Creating Firebase App __FIRAPP_DEFAULT for Firebase C++ 6.16.1
2020-10-29 17:29:29.778277-0400 Nodeshifter[4617:1787569] 6.32.0 - [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.
2020-10-29 17:29:29.780326-0400 Nodeshifter[4617:1787092] [Firebase/Crashlytics] Version 4.6.2
2020-10-29 17:29:29.834467-0400 Nodeshifter[4617:1787092] DEBUG: Added app name=__FIRAPP_DEFAULT: options, api_key=AIzaSyC7bk7AKl2n6gtmt3lqm8, app_id=1:1057174533:ios:287efeb2c21d, database_url=https://nodeshifter.firebaseio.com, messaging_sender_id=105717533, storage_bucket=nodeshifter.appspot.com, project_id=nodeshifter (0x414e5f30)
Firebase ready to use

Setting up 1 worker threads for Enlighten.
  Thread -> id: 16f3ef000 -> priority: 1

2020-10-29 17:29:30.279383-0400 Nodeshifter[4617:1787583] 6.32.0 - [Firebase/Analytics][I-ACS800023] No pending snapshot to activate. SDK name: app_measurement
2020-10-29 17:29:30.279928-0400 Nodeshifter[4617:1787583] 6.32.0 - [Firebase/Analytics][I-ACS023007] Analytics v.60802000 started
2020-10-29 17:29:30.280412-0400 Nodeshifter[4617:1787583] 6.32.0 - [Firebase/Analytics][I-ACS023008] To enable debug logging set the following application argument: -FIRAnalyticsDebugEnabled (see http://goo.gl/RfcP7r)
Loaded 6 locales. Active locale English (en)

2020-10-29 17:29:30.367994-0400 Nodeshifter[4617:1787727] 6.32.0 - [Firebase/Analytics][I-ACS800023] No pending snapshot to activate. SDK name: app_measurement
2020-10-29 17:29:30.383798-0400 Nodeshifter[4617:1787727] 6.32.0 - [Firebase/Analytics][I-ACS023012] Analytics collection enabled
2020-10-29 17:29:30.386311-0400 Nodeshifter[4617:1787727] 6.32.0 - [Firebase/Analytics][I-ACS023012] Analytics collection enabled

AppsFlyer_Unity_v6.0.7 didReceiveConversionData called with {"adset":null,"click_time":"2020-10-26 21:33:15.508","af_sub2":null,"esp_name":null,"is_branded_link":null,"af_status":"Non-organic","af_siteid":null,"ts":"1603747977","agency":null,"http_referrer":null,"af_cpi":null,"af_sub1":null,"campaign":"None","cost_cents_USD":"0","is_universal_link":null,"install_time":"2020-10-26 21:36:18.762","adgroup":null,"iscache":true,"af_sub5":null,"idfa":"F9728CFB-C26B-4C58-8530","af_click_lookback":"7d","af_r":"http:\/\/sdktest.appsflyer.com\/sdk-integration-test\/install\/launch?sid=f8fe61a7-c1e3-4592-8d4f","adset_id":null,"adgroup_id":null,"media_source":"appsflyer_sdk_test_int","clickid":"f8fe61a7-c1e3-4592-8d4f","engmnt_source":null,"af_sub4":null,"is_first_launch":false,"campaign_id":null,"redirect_response_data":null,"orig_cost":"0.0","match_type":"id_matching","af_sub3":null,"retargeting_conversion_type":"none"}

-> applicationWillResignActive()
-> applicationDidEnterBackground()
2020-10-29 17:29:31.905163-0400 Nodeshifter[4617:1787092] got didEnterBackground = (null)
["$s7Combine10PublishersO8SequenceV7receive10subscriberyqd___t7FailureQyd__Rs_AA10SubscriberRd__5InputQyd__7ElementRtzlF +752", "$s7Combine9PublisherPAAE9subscribeyyqd__AA10SubscriberRd__7FailureQyd__AFRtz5InputQyd__6OutputRtzlF +932", "CFRunLoopRunSpecific +572", "GSEventRunModal +160", "UIApplicationMain +164", "-[UnityFramework runUIApplicationMainWithArgc:argv:] +108", "main +68"]
["$s7Combine10PublishersO8SequenceV7receive10subscriberyqd___t7FailureQyd__Rs_AA10SubscriberRd__5InputQyd__7ElementRtzlF +752", "$s7Combine9PublisherPAAE9subscribeyyqd__AA10SubscriberRd__7FailureQyd__AFRtz5InputQyd__6OutputRtzlF +932", "CFRunLoopRunSpecific +572", "GSEventRunModal +160", "UIApplicationMain +164", "-[UnityFramework runUIApplicationMainWithArgc:argv:] +108", "main +68"]

FYI, this is what I get when I force a crash:
Causing a platform crash.

InvalidOperationException: Uncaught exception created from UI.
  at LevelManager.ThrowUncaughtException () [0x00000] in <00000000000000000000000000000000>:0
  at LevelManager.LoadLevel (System.String name) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.Events.UnityAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1].Invoke (T1 handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()

["$s7Combine10PublishersO8SequenceV7receive10subscriberyqd___t7FailureQyd__Rs_AA10SubscriberRd__5InputQyd__7ElementRtzlF +752", "$s7Combine9PublisherPAAE9subscribeyyqd__AA10SubscriberRd__7FailureQyd__AFRtz5InputQyd__6OutputRtzlF +932", "CFRunLoopRunSpecific +572", "GSEventRunModal +160", "UIApplicationMain +164", "-[UnityFramework runUIApplicationMainWithArgc:argv:] +108", "main +68"]

Just one question, It seems I've made it work following your instructions. But I don't seem to be able to make it work from Unity Editor. I guess it's not supported, is this correct?
Console:
Disabling all app initializers Disable analytics Disable auth Disable crashlytics Disable database Disable dynamic_links Disable functions Disable instance_id Disable messaging Disable remote_config Disable storage Enable module 'analytics' for 'Firebase.Analytics.FirebaseAnalytics, Firebase.Analytics' analytics app initializer Enabling Enable module 'auth' for 'Firebase.Auth.FirebaseAuth, Firebase.Auth' auth app initializer Enabling crashlytics app initializer Disabling Enable module 'database' for 'Firebase.Database.FirebaseDatabase, Firebase.Database' database app initializer Enabling dynamic_links app initializer Disabling Enable module 'functions' for 'Firebase.Functions.FirebaseFunctions, Firebase.Functions' functions app initializer Enabling instance_id app initializer Disabling App initializer invites not found, failed to enable. messaging app initializer Disabling App initializer performance not found, failed to enable. remote_config app initializer Disabling Enable module 'storage' for 'Firebase.Storage.FirebaseStorage, Firebase.Storage' storage app initializer Enabling App initializer test_lab not found, failed to enable. Creating Firebase App __FIRAPP_DEFAULT for Firebase C++ 6.16.1 Added app name=__FIRAPP_DEFAULT: options, api_key=AIzaSyDJpUGadVUgqMG3Dn1pdcItnavTWXgkonk, app_id=1:672630064048:ios:b2a980d79104d93e324c75, database_url=https://ben-willes-city.firebaseio.com, messaging_sender_id=672630064048, storage_bucket=ben-willes-city.appspot.com, project_id=ben-willes-city (0x09faf6d0) Did not register exception handlers: Crashlytics SDK was not initialized Disabling all app initializers Disable analytics Disable auth Disable crashlytics Disable database Disable dynamic_links Disable functions Disable instance_id Disable messaging Disable remote_config Disable storage

This is correct, neither Crashlytics nor Analytics have desktop support (see this matrix). All calls into these SDKs will silently no-op to avoid crashing the Unity Editor.

With the 👍, let me know if the issue is resolved.

With the 👍, let me know if the issue is resolved.

No, not for me. I added quite a bit more info on my last comment here https://github.com/firebase/quickstart-unity/issues/792#issuecomment-719038717

@jlubeck
I think I know what is going on here.  The key is that you throw the exception within the continuation function of ContinueWithOnMainThread().
If any exception is thrown in the continuation function, the exception will be stored in the task it returns.
Try this:
    public virtual void Start() {
      FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task => {
        dependencyStatus = task.Result;
        if (dependencyStatus == DependencyStatus.Available) {
          InitializeFirebase();
        } else {
          Debug.LogError(
            "Could not resolve all Firebase dependencies: " + dependencyStatus);
        }
      }).ContinueWithOnMainThread(task => {
          if (task.IsFaulted) {
              Debug.LogException(task.Exception);
          }
      }).ContinueWith(task => {
        Debug.LogWarning("Throw an exception from a non-main thread.");
        throw new System.Exception("An exception from a non-main thread");
      }).ContinueWithOnMainThread(task => {
          if (task.IsFaulted) {
              Debug.LogException(task.Exception);
          }
      });
    }

We strongly recommend that you should do try-catch in continuation function since it usually behave differently in different version of Unity.  I recall that if you throw an exception in the continuation function of ContinueWith(), the app may have hard crash or the thread would crash silently.  I did not observed this behavior in Unity 2020 though.
Hope this answered your concern.
And please, do try our quickstart.  Let us know if you cannot see the non-fatal error even using the quickstart.
Shawn

The problem is that I installed a new version of unity and my build system is broken. So I can't test anything until I fix that :(
Please don't close this, I'll get back here as soon as I can

I'm not going to close the issue, but I'm going to change to needs-info for our issue tracking system.

Note: we are experiencing a similar issue, i am unable to get off the green crashlytics screen in the dashboard, it is still awaiting for events
We're on 2020.1.17, FIrebase 7.00+ and installed via the package manager. No luck with either Android or iOS right now
We're using xcode 12.2 for ios,  we had no issues on 6.15.2 and 2019.4
I've triple checked the googleinfo plist file and all good there.
Follow the documentation steps thoroughly
The one thing that was wrong for iOS was the target membership in xcode was incorrect, it was set to unityframework and not the unity-iphone project, we've worked around it by changing our postprocessor but the app would crash on boot saying it couldn't find the plist file.
Other than that, with the debug log, we're getting the same, just says
DEBUG: App initializer crashlytics not found, failed to enable.
The usual code to check and fix passes fine..
var dependencyStatus = await Firebase.FirebaseApp.CheckAndFixDependenciesAsync();
if (dependencyStatus == Firebase.DependencyStatus.Available)
thnx

@simontgs  I believe that postprocessor workaround is related to this https://github.com/firebase/quickstart-unity/issues/862#issuecomment-758893827
I just tried quickstart with 7.0.2 and I can see those events showing up a couple of minutes later.  I did not use use_frameworks!, empty Unity-iPhone target and the post process though.
Could you describe a bit more about what your Xcode project looks like? Ex. Podfile, target membership you changed. Also, could you post the log from Xcode when you run quickstart? I actually did not see anything like DEBUG: App initializer crashlytics not found, failed to enable.
@jlubeck Any news?
Shawn

@simontgs  I believe that postprocessor workaround is related to this https://github.com/firebase/quickstart-unity/issues/862#issuecomment-758893827
I just tried quickstart with 7.0.2 and I can see those events showing up a couple of minutes later.  I did not use use_frameworks!, empty Unity-iPhone target and the post process though.
Could you describe a bit more about what your Xcode project looks like? Ex. Podfile, target membership you changed. Also, could you post the log from Xcode when you run quickstart? I actually did not see anything like DEBUG: App initializer crashlytics not found, failed to enable.
@jlubeck Any news?
Shawn

Just to add more info - installing firebase directly rather than via Unity package manager works as expected. I am still trying to get to the bottom of why it wont register when using it via the scoped registry.

Just to add more info - installing firebase directly rather than via Unity package manager works as expected. I am still trying to get to the bottom of why it wont register when using it via the scoped registry.

@jlubeck
I think I know what is going on here. The key is that you throw the exception within the continuation function of ContinueWithOnMainThread().
If any exception is thrown in the continuation function, the exception will be stored in the task it returns.
Try this:
    public virtual void Start() {
      FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task => {
        dependencyStatus = task.Result;
        if (dependencyStatus == DependencyStatus.Available) {
          InitializeFirebase();
        } else {
          Debug.LogError(
            "Could not resolve all Firebase dependencies: " + dependencyStatus);
        }
      }).ContinueWithOnMainThread(task => {
          if (task.IsFaulted) {
              Debug.LogException(task.Exception);
          }
      }).ContinueWith(task => {
        Debug.LogWarning("Throw an exception from a non-main thread.");
        throw new System.Exception("An exception from a non-main thread");
      }).ContinueWithOnMainThread(task => {
          if (task.IsFaulted) {
              Debug.LogException(task.Exception);
          }
      });
    }

We strongly recommend that you should do try-catch in continuation function since it usually behave differently in different version of Unity. I recall that, with earlier Unity versions, if you throw an exception in the continuation function of ContinueWith(), the app may have hard crash or the thread would crash silently. I did not observed this behavior in Unity 2020 though.
Hope this answered your concern.
And please, do try our quickstart. Let us know if you cannot see the non-fatal error even using the quickstart.
Shawn

I just finally had time to try this, and I see the exceptions in my console but I still can't get past the green screen on Firebase console :(

@jlubeck
I think I know what is going on here. The key is that you throw the exception within the continuation function of ContinueWithOnMainThread().
If any exception is thrown in the continuation function, the exception will be stored in the task it returns.
Try this:
    public virtual void Start() {
      FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task => {
        dependencyStatus = task.Result;
        if (dependencyStatus == DependencyStatus.Available) {
          InitializeFirebase();
        } else {
          Debug.LogError(
            "Could not resolve all Firebase dependencies: " + dependencyStatus);
        }
      }).ContinueWithOnMainThread(task => {
          if (task.IsFaulted) {
              Debug.LogException(task.Exception);
          }
      }).ContinueWith(task => {
        Debug.LogWarning("Throw an exception from a non-main thread.");
        throw new System.Exception("An exception from a non-main thread");
      }).ContinueWithOnMainThread(task => {
          if (task.IsFaulted) {
              Debug.LogException(task.Exception);
          }
      });
    }

We strongly recommend that you should do try-catch in continuation function since it usually behave differently in different version of Unity. I recall that, with earlier Unity versions, if you throw an exception in the continuation function of ContinueWith(), the app may have hard crash or the thread would crash silently. I did not observed this behavior in Unity 2020 though.
Hope this answered your concern.
And please, do try our quickstart. Let us know if you cannot see the non-fatal error even using the quickstart.
Shawn

I just finally had time to try this, and I see the exceptions in my console but I still can't get past the green screen on Firebase console :(

@simontgs Thank you for verifying the unitypackage version.  This seems to be a different issue.  Could you open a different issue and add a bit more detail about your situation?
@jlubeck If you use exactly the code I wrote, there won't be any Crashlytics event at all, since the code caught and handle everything already.
If you like to see Crashlytics event, try to replace Debug.LogException() with Firebase.Crashlytics.Crashlytics.LogException().
As said, since anything thrown within a continuation function, ex. ContinueWith() and ContinueWithOnMainThread(), will be captured in the returned Task, Crashlyitcs would never able to detect it unless you explicitly report it.  Crashlytics can only capture unhandled exceptions or app crashes.
Let us know.
Shawn

@simontgs Thank you for verifying the unitypackage version.  This seems to be a different issue.  Could you open a different issue and add a bit more detail about your situation?
@jlubeck If you use exactly the code I wrote, there won't be any Crashlytics event at all, since the code caught and handle everything already.
If you like to see Crashlytics event, try to replace Debug.LogException() with Firebase.Crashlytics.Crashlytics.LogException().
As said, since anything thrown within a continuation function, ex. ContinueWith() and ContinueWithOnMainThread(), will be captured in the returned Task, Crashlyitcs would never able to detect it unless you explicitly report it.  Crashlytics can only capture unhandled exceptions or app crashes.
Let us know.
Shawn


Function template specialization for operators fails

Hi,
First off all, I'm not sure if this is an issue, nut I also haven't figured out where to ask rxcpp questions.. So feel free to close if considered not an issue.
I was trying to get function specialization working for functions passed to operators. This way I need to change less code when rewiring operators that merge streams, it'd just be limited to making sure the functions are properly specialized.
Below is a minimal example to demonstrate what's working and what I think I want to achieve.
#include <rxcpp/rx.hpp>
using namespace rxcpp;

template <typename... Args> bool func1(const std::tuple<Args...> &); // this would be in a header
template <> bool func1(const std::tuple<int, int> &t) { return true; } // and I could have many of these.

int main() {
  auto o1 = observable<>::just(1);
  auto o2 = observable<>::just(1);

  // works, but want to avoid explicit specialization.
  o1.combine_latest(o2).map(&func1<int, int>).subscribe();
  // works, without explicit specialization, can I get rid of the lambda?
  o1.combine_latest(o2).map([](const auto &s) { return func1(s); }).subscribe();
  // doesn't compile.. But is there a workaround? I couldn't find any..
  //   o1.combine_latest(o2).map(&func1).subscribe();
}

The last line is what I would like to achieve. But at the moment I'm not sure I can given RxCpp's implmentation. Can someone confirm? (Or better, if somebody knows how to it'd be happy to learn ).
Note that I also experimented by specializing a variadic function directly to the combine_latest-operator, but also that didn't work out.
I'm using GCC-9 and compiling with cpp17 flag.

Problem is that actually you can't obtain pointer to template (and not specialized) function. So, best result would be to create proxy-functor for this one. Something like this
struct ProxyCallFunc1
{
template<typename T>
bool operator()(T&& v) const {return func1(std::forward<T>(v));
}

...
...

1.combine_latest(o2).map(ProxyCallFunc1{}).subscribe();

Hi! I have to investigate/learn to see why I can't obtain the pointer, but I believe you :-) I also have to read up upon forwarding. So much to learn.. so little time!
Your solution seems closest to what I can get, thanks a lot. I'll close this!
#include <rxcpp/rx.hpp>
using namespace rxcpp;

bool func1(const std::tuple<int, int> &t) {
  return true;
};
bool func1(const std::tuple<int, int, int> &t) {
  return true;
};

struct ProxyCallFunc1_t {
  template <typename T> bool operator()(T &&v) const {
    return func1(std::forward<T>(v));
  }
};

constexpr ProxyCallFunc1_t ProxyCallFunc1;

int main() {
  auto o1 = observable<>::just(1);
  auto o2 = observable<>::just(1);
  auto o3 = observable<>::just(1);

  // one way
  o1.combine_latest(o2).map([](const auto &s) { return func1(s); }).subscribe();
  o1.combine_latest(o2, o3).map([](const auto &s) { return func1(s); }).subscribe();
  // cooler/nicer thanks :D
  o1.combine_latest(o2).map(ProxyCallFunc1).subscribe();
  o1.combine_latest(o2, o3).map(ProxyCallFunc1).subscribe();
}


Consider limiting rustfmt to the text selection if one exists

Version of the extension: 0.3.10
Sometimes I find it useful to format part of a source file, however rustfmt formatting is applied to the entire document. It would be nice if rustfmt only formatted text that was currently selected, and formatted everything when no selection.
From my understanding, provideDocumentRangeFormattingEdits needs to be implemented so that the editor.action.formatSelection keybinding will trigger the suggested behaviour.
Thanks.

There is a PR for that: https://github.com/editor-rs/vscode-rust/pull/122

I must be blind, good stuff!


Adding Google Site Verification for Google Indexing

What this PR does / why we need it
Adding Google Site Verification for Google Indexing
Details for the Release Notes (PLEASE PROVIDE)

NONE

LGTM!
Can you squash and clean up the commit message? Then I can merge!


Auto-refresh page

It would be cool to auto-refresh the page in order to get the new feeds without needing to do it manualy.
Its simple as doing <meta http-equiv="refresh" content="3" /> so maybe that would make sense to use.

Dupe of #4


Calibre: sending mails fails

Issue description
Sending a file via mails fails
calibre, version 3.7.0 (linux2, embedded-python: False)
Failed to email book: Failed: Email LWN.net Weekly Edition to<EMAIL_ADDRESS>
Starting job: Email LWN.net Weekly Edition to<EMAIL_ADDRESS>
Sending failed...

Traceback (most recent call last):
  File "/nix/store/4fwyi4ch9lk4lg4556rm06kg1jkgmrwz-calibre-3.7.0/lib/calibre/calibre/gui2/email.py", line 44, in run
    self.func(*self.args)
  File "/nix/store/4fwyi4ch9lk4lg4556rm06kg1jkgmrwz-calibre-3.7.0/lib/calibre/calibre/gui2/email.py", line 134, in sendmail
    debug_output=safe_debug)
  File "/nix/store/4fwyi4ch9lk4lg4556rm06kg1jkgmrwz-calibre-3.7.0/lib/calibre/calibre/utils/smtp.py", line 135, in sendmail
    return sendmail_direct(from_, x, msg, timeout, localhost, verbose)
  File "/nix/store/4fwyi4ch9lk4lg4556rm06kg1jkgmrwz-calibre-3.7.0/lib/calibre/calibre/utils/smtp.py", line 108, in sendmail_direct
    hosts = get_mx(to.split('@')[-1].strip(), verbose)
  File "/nix/store/4fwyi4ch9lk4lg4556rm06kg1jkgmrwz-calibre-3.7.0/lib/calibre/calibre/utils/smtp.py", line 96, in get_mx
    import dns.resolver
ImportError: No module named dns.resolver

[...]

Steps to reproduce
Add ebook, configure E-Mail support, send E-Book via Mail.
Technical details

system: "x86_64-linux"
host os: Linux 4.9.63, NixOS, 17.09.git.3c5ed8d (Hummingbird)
multi-user?: yes
sandbox: yes
version: nix-env (Nix) 1.11.15
channels(root): "nixos-17.09.2138.48bf1f43cd, nixos-unstable-18.03pre120540.b8f7027360"
nixpkgs: /nix/var/nix/profiles/per-user/root/channels/nixos/nixpkgs

Adding dns as a dependency fixes it, I'll create a PR.

Fixed in https://github.com/NixOS/nixpkgs/pull/31936.


Extensions versions update.

Hello Team,
Greetings!!
Hope you are doing good.
We could see that the latest version here is 1.28.0. However, we have been seeing 1.28.5, 1.28.8 and 1.28.11 versions on the azure portal.
I'd request the team to please update the document with the latest extension versions and they bug fixes.
Thanks and regards,
Nikhil Shastri

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

ID: fc10903f-b45a-34ef-026f-1329012640aa
Version Independent ID: 52f35fd8-72d5-4c0d-3774-9bb6e150f003
Content: Azure Monitor agent extension versions - Azure Monitor
Content Source: articles/azure-monitor/agents/azure-monitor-agent-extension-versions.md
Service: azure-monitor
Sub-service: agents
GitHub Login: @guywi-ms
Microsoft Alias: guywild

@nikhilshastri23  Thanks very much for your feedback! I believe the content has now been updated.

We are closing this issue for now, but feel free to comment here as necessary. #please-close


Lets talk about zig

@billywhizz https://github.com/lemanschik/zig-v8/blob/master/build.zig
i just found the above i am not sure if you did look into zig already but out of my current state of knowledge that would be the next step as it improves the build.
there is a strong movement into that direction (Build C with ZIG) i think we can sure go with the existing c++ templates sure but maybe zig would make it more easy to enter.

@lemanschik I don't even wanna argue with this as it has some clear benefits.
However I would like to state these:

Build times are not considerably high when you exclude the V8 monolith builds; which is handled in another repo Andrew already has. And Zig won't significantly decreased the build times when it comes to V8.
Andrew uses some caches for rebuilds and it's extremely fast. IIRC that was called ccache. So builds times are negligible for people working on lo!
We all know about this one - Zig is pretty unstable for now; lots of stuff change without updates to the documentation. Developing a build pipeline for lo with Zig might lead to veboseness and extra complexity.

That's it; if Andrew suggests that it might be a good idea, I think implementing the build pipeline for lo wouldn't be that hard.

@xyloflake i mean the most people do not understand the c++ template strings but i see they understand how to compose the stuff with zig.
I 100% agree that lo and just and smol are good as they are but the most people do not understand it and that makes me crazy. Most will default to lua while its time to get v8 more established.

@xyloflake i mean the most people do not understand the c++ template strings but i see they understand how to compose the stuff with zig.

 And most of lo's code is in js itself; c++ being more than 70% auto generated as well. Trying to configure the build system would be renderered useless in most cases.
I also don't think template strings are that hard to understand; especially when you are trying to build a runtime(?).

I 100% agree that lo and just and smol are good as they are but the most people do not understand it and that makes me crazy. Most will default to lua while its time to get v8 more established.

Personal opinion here: anyone who wants to understand can understand easily, I don't find stuff specifically so damn complicated that it needs a rewrite in another language. Also idk about lua since I'd personally consider not using it especially for complicated stuff like V8 and stuff - I sincerely hope you know what I mean :)

@xyloflake i know what you mean but i also see the need that more people need to understand how to make small runtimes out of v8 it self. For me everything is clear i am even on working on using v8 as ring 0 and replace the whole Linux kernel with it but that's not a simple task as i need to embedded all the kernel stuff.

hey @lemanschik @xyloflake.
i have been spending some time with zig recently. i have to say i like it. but i'm not sure what exactly it would bring to the table for lo. one of goals here is to keep dependencies down to an absolute minimum and to be able to rely on libs that have C api's and reasonable build systems etc.
one big issue i think would be the fact that v8 is a very big and complex C++ api and would require doing a lot of work to create a zig wrapper for. maybe some/all of that could be automated. i'd have to do some research.
i'll take a look at the work you have done here. defo open to idea of integrating zig if there is a compelling reason to do so. you can almost build lo from scratch using CC="zig cc" CXX="zig c++". everything compiles but the linking fails against the v8 library. that should be possible/easy to fix if me or someone else gets chance to look at it.

@billywhizz take your time out of my view it brings to lo a easy way to add new bindings. I hear a lot about bad Opensource code that got successful build by C++ C build noops not all understand the linker flags and so on. but it looks like they understand zig so i think it could bridge some gaps where some one wants to integrate some small c c++ code base into v8 like doing AI stuff and so on.

@billywhizz take your time out of my view it brings to lo a easy way to add new bindings. I hear a lot about bad Opensource code that got successful build by C++ C build noops not all understand the linker flags and so on. but it looks like they understand zig so i think it could bridge some gaps where some one wants to integrate some small c c++ code base into v8 like doing AI stuff and so on.
so i expect that the Wishlist of supported modules growth more fast via being more inviting for zig coders.

yeah. i am just having a look at that repo. the bindings are nice. i have been really liking how easy it is to interface zig with C libraries.
it might be possible to use zig here to more easily create bindings just from header files. will take a look. feel free to make any suggestions for approaches here or submit a PR if you have time. i am probably not going to have much time to hack on this myself over next few weeks/months though.

collection of blessed libs https://github.com/allyourcodebase


Update for TCA Release 1.0

I've made a number of changes in this PR, but basically all of them are for the sake of making TCACoordinators compatible with the release/1.0 branch of Composable Architecture.
Mostly, this required a number of deletions and renames.
Anything based on AnyReducer has been removed in release/1.0, so I've deleted all of the deprecated AnyReducer-based API.
Effect+routeWithDelaysIfUnsupported was previously based on Combine, which obviously still works in TCA 1.0 - but I thought this was a good opportunity to switch it to structured concurrency. If you'd rather keep this on Combine, I can revert this change, and use Effect.publisher instead!
One thing I did notice when updating this - the way the previous code works (and therefore, the way I've re-implemented it) is that screens[0] emits, and then (if present) screens[1] emits straight after, with screens[2] being delayed by 0.65 seconds. Is this expected, or should screens[1] also be delayed from emitting?
I did try removing the ScreenState and ScreenAction generics when working on the ForEach reducers, replacing them with references to ScreenReducer.State and ScreenReducer.Action respectively. However, it seems the Swift compiler fails to infer the end reducer type correctly, so I guess that'll have to wait 😅
I've tested this in a project which uses both ForEachIdentifiedRoute and ForEachIndexedRoute, and both still seem to work correctly (after updating that project to TCA 1.0).
I've also updated the example code to use newer syntax where appropriate - functions that returned an Effect are now async and performed inside an Effect.run, ViewStore initialisers have observe arguments - or the ViewStore has entirely been removed if it wasn't observing any state.
Obviously I'm not expecting this PR to be merged until TCA 1.0 is official - but hopefully it can be here, ready, and usable as a branch for people looking at migrating to TCA's release/1.0 branch!

Wow, thanks so much for doing this work @rhysm94 - it's greatly appreciated. All your changes look good. 🙏
With a small additional change, these changes seem to be compatible with TCA v0.57.0, so they could potentially be released ahead of TCA v1.0.

One thing I did notice when updating this - the way the previous code works (and therefore, the way I've re-implemented it) is that screens[0] emits, and then (if present) screens[1] emits straight after, with screens[2] being delayed by 0.65 seconds. Is this expected, or should screens[1] also be delayed from emitting?

You're absolutely right, this is how it was implemented. At the time, my thinking was that the first step is replacing any changed screens and the second step is actually the first push/pop/present operation, both of which can be done without delay. But it's always bothered me a little bit that there are two actions dispatched immediately, so I'd be happy to omit the first step, though it probably makes sense to make that change in FlowStacks' calculateSteps function.

I'll leave making any change to that step change algorithm!
What timing, that 0.57.0, with prerelease/1.0 merged in, happened the very day I pushed this PR 😄
Definitely makes sense to get the one with 0.57.0-compatibility merged in, and then I can push a new PR re-removing the Failure == Never in anticipation of the 1.0 release in ? weeks/months time.

Well, turns out it was "a few days' time".
I think there's probably still value in having a version that's 0.57.0-compatible, and another immediately after (since it's all released now) that's 1.0-compatible. What do you think @johnpatrickmorgan?

@rhysm94 Any way you update your origin branch to point to the 0.58 release? That would allow proper versioning of everything on the TCA side while transitioning into the 1.0 world.

If that's of use, I can pull in the additional changes from @johnpatrickmorgan's tca-release/0.57.0 branch, but I felt like there might not be much point since those changes already exist on that branch, and it could just be merged in first?
If you just need to get pre-1.0 code working, you're probably best pointing at .package(url: https://github.com/johnpatrickmorgan/TCACoordinators, branch: "tca-release/0.57.0") I think?
Lemme know what you want me to do - more than happy to accommodate whatever!

Ah, sorry, didn't realize there was a separate branch for that.

@rhysm94 Seems like moving everything to the real 1.0 release would be the next step for this PR, as I don't see any other transitionary releases from TCA.

@rhysm94 Seems like moving everything to the real 1.0 release would be the next step for this PR, as I don't see any other transitionary releases from TCA.

That makes a lot of sense! 😅
I've updated my branch/PR so it's pointing at Composable Architecture 1.0.0 now

Thanks both, I've just merged in these changes and made two releases. FlowStacks release 0.5.0 is compatible with TCA 0.57/0.58 and FlowStacks release 0.6.0 is compatible with TCA 1.0. Thanks again @rhysm94 - I really appreciate you taking the time to bring the library up-to-date!

Thank you guys for keeping this lib up to date! My team appreciate it! Cheers


WIP: ESLintrc

This commit adds eslintrc support ( #54 )
As we haven't discussed and decided on which code style to use, I have added xo-space (https://github.com/sindresorhus/eslint-config-xo-space) config as I believe this one is a decent choice.
As it throws a lot of linting errors, before doing refactoring of the code, I would like to get a review if this code is appropriate. We can keep the discussion on #54 issue.
Also, this is a WIP PR, partially based on #56 as it allows for easy integration. If #56 is merged, then this will only be 1 extra commit: https://github.com/ek9/generator-license/commit/7d8f7d683fdbd704ce2e6f00a8d86ce735ee19fa

I'd prefer we don't use gulp. Maybe we can move the test runner to jest as it should be a pretty easy drop-in replacement for mocha.

You can base yourself on this other generator for the ESLint setting https://github.com/SBoudrias/generator-jest/blob/master/package.json#L49
Also, if you feel like it, you could also add nsp check on the same PR given it's pretty similar setup.

Just a quick comment:
There is no reason for eslint --fix to run AFTER the tests have passed. A standard developers workflow is:

Edit code
Run tests
If tests pass, commit the code.

Now bringing eslint --fix in between steps 2 and 3 most of the time will introduce undesired changes. --fix should never be run automatically, especially as a posttest or pretest.


Thanks

Thanks!!!bug can not run m1 macbook

Chrome can be used on m1, if you have installed the m1 version of Chromedrive in the corresponding folder, the drive is necessary, even if you have Chrome browser.
Firefox browser has not yet launched the corresponding drive.
For Chrome browser, you can refer to the following link to install drive:
https://chromedriver.chromium.org/downloads

https://github.com/sml2h3/ddddocr
install ddddocr
error
pip install ddddocr WARNING: Retrying (Retry(total=4, connect=None, read=None, redirect=None, status=None)) after connection broken by 'SSLError(SSLEOFError(8, 'EOF occurred in violation of protocol (_ssl.c:997)'))': /simple/ddddocr/ Collecting ddddocr   Using cached ddddocr-1.0.6-py3-none-any.whl (6.9 MB) Collecting Pillow   Using cached Pillow-9.0.1-1-cp310-cp310-macosx_11_0_arm64.whl (2.7 MB) ERROR: Could not find a version that satisfies the requirement onnxruntime (from ddddocr) (from versions: none) ERROR: No matching distribution found for onnxruntime
暂时不支持Macbook M1(X)，M1(X)用户需要自己编译onnxruntime才可以使用

This part of the code is character recognition and can be replaced with any general ocr library or api. Such as easyocr in pip or baidu ai: https://ai.baidu.com/tech/ocr

原来是ddddocr python 要求 3.9 我用了3.10


Handle Sync work that may go on for time longer than permitted by regular workmanager.

Is your feature request related to a problem? Please describe.
First time sync may take a long time. So add support for long running sync worker so that OS doesn't kill it.
Support for long-running workers

Blocked on sync strategy review.


Small fixes for Fetcher

Fetcher assigns EventTypeNames property
Removed unnecessary awaits
Fixed continuation bug for logger which would run when proxy is completed

Task.Factory.StartNew with an async lambda will return a proxy task of type Task<Task>. This means the continuation would run immediately since the proxy task is completed before the inner task is completed. The simplest solution in the case we have here is to use Task.Run since the long-running flag is more harmful than helpful with async lambdas.
http://blog.i3arnon.com/2015/07/02/task-run-long-running/
I decided to hint the scheduler that the continuation can run synchronously (on the transition of the antecedent task to completed, reusing the worker thread) since I think for logging we don't need to reschedule a task. Thoughts?

@danielmarbach I'm not too worried about the logging call either way, but having it run synchronously can't hurt. After reading the link above, I'm pulling this in right now. Thanks!


dart2js: parameterized type checks are too slow

The microbenchmarks in the attached file are much slower on dart2js+d8 than dartvm.
Measurements at r28287.
$ sdk/bin/dart bug6a4.dart
true         42
C<bool>      92
C<String>    92
C<C>         96
C<C<String>> 92
C<dynamic>   51
C            51
C<C>.check   109
String       61
List         87
List<int>    93

$ sdk/bin/dart2js bug6a4.dart --out=o.js && third_party/d8/linux/d8 o.js
true         72
C<bool>      3353
C<String>    3033
C<C>         3011
C<C<String>> 3520
C<dynamic>   195
C            131
C<C>.check   5333
String       22
List         220
List<int>    1330
$

The VM is 3-4x faster with most raw types and that might be considered reasonable.
The 30x gap on parameterized types is too much.

Attachment:
bug6a4.dart (1.06 KB)

This should be improved by the new reified type representation #36085

Current measurements. Times are faster overall, reflecting mostly running a faster machine, and some improvements to the VM and v8.
$ sdk/bin/dart bug6a4.dart
true         27
C<bool>      63
C<String>    61
C<C>         65
C<C<String>> 53
C<dynamic>   24
C            24
C<C>.check   63
String       31
List         43
List<int>    50

$ sdk/bin/dart2js bug6a4.dart --out=o1.js && third_party/d8/linux/d8 o1.js
true         74
C<bool>      1418
C<String>    1166
C<C>         1237
C<C<String>> 1251
C<dynamic>   78
C            78
C<C>.check   1875
String       74
List         94
List<int>    209

The new type representation is mostly faster than the old representation:
$ sdk/bin/dart2js bug6a4.dart --experiment-new-rti --out=o2.js &&\
 third_party/d8/linux/d8 o2.js
true         92
C<bool>      405
C<String>    357
C<C>         370
C<C<String>> 356
C<dynamic>   92
C            99
C<C>.check   131
String       79
List         167
List<int>    317

The new type representation could use some improvement for is List and is List<int>
(for example, by caching).


[Core] Link WatchKit for watchOS in FirebaseCore.podspec

Context
In #10112, a WatchKit API was added in FirebaseCore. It seems that CocoaPods
builds require that WatchKit be linked in if watchOS APIs are being used.
The FirebaseCore.podspec didn't need to import WatchKit before because we weren't using any WatchKit APIs.
Fixes #10156
#no-changelog

I locally reproduced the failure from the nightlies and manually verified that this fix works.


Skip running unit tests on Windows

Description of PR
How was this patch tested?
For code changes:

[ ] Does the title or this PR starts with the corresponding JIRA issue id (e.g. 'HADOOP-17799. Your PR title ...')?
[ ] Object storage: have the integration tests been executed and the endpoint declared according to the connector-specific documentation?
[ ] If adding new dependencies to the code, are these dependencies licensed in a way that is compatible for inclusion under ASF 2.0?
[ ] If applicable, have you updated the LICENSE, LICENSE-binary, NOTICE-binary files?

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GITHUB PR
https://github.com/GauthamBanasandra/hadoop/pull/3

Optional Tests
dupname asflicense mvnsite unit codespell detsecrets shellcheck shelldocs compile cc javac golang

uname
MINGW64_NT-10.0-17763 6faf2884c214 3.4.9-be826601.x86_64 2023-09-07 12:36 UTC x86_64 Msys

Build tool
maven

Personality
/c/out/precommit/personality/provided.sh

git revision
trunk / 5c2d9a036927a8da62d2c841b70cf1db4d485448

Default Java
Azul Systems, Inc.-1.8.0_332-b09

Test Results
https://ci-hadoop.apache.org/job/hadoop-multibranch-windows-10/job/PR-3/11/testReport/

modules
C: hadoop-hdfs-project/hadoop-hdfs-native-client U: hadoop-hdfs-project/hadoop-hdfs-native-client

Console output
https://ci-hadoop.apache.org/job/hadoop-multibranch-windows-10/job/PR-3/11/console

versions
git=2.43.0.windows.1

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compile
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cc
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golang
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javac
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the patch passed

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blanks
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The patch has no blanks issues.

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mvnsite
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the patch passed

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shadedclient
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patch has no errors when building and testing our client artifacts.

_ Other Tests _

-1 :x:
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5m 51s
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The patch generated 1 ASF License warnings.

502m 18s

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37m 57s

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182m 36s

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571m 25s

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git revision
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git revision
trunk / 8a7e9602cae88dc63742ca32ab45cf0c65b69c9d

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modules
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Implement Missing Imports

The mmd and helper packages are not available. These will be added after obtaining them from the researchers.

Some attempt was made, but re-implementing the whole algorithm from has proved to be too time consuming.


Add test for Series.fillna - considering series does not have NA/NaN …

Adding missing test for Series.fillna

I added a test to call fillna once again in a filled series.

Codecov Report

Merging #1487 into master will decrease coverage by 2.14%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##           master    #1487      +/-   ##
==========================================
- Coverage   93.82%   91.67%   -2.15%
==========================================
  Files          36       36
  Lines        8433     8433
==========================================
- Hits         7912     7731     -181
- Misses        521      702     +181

Impacted Files
Coverage Δ

databricks/koalas/usage_logging/__init__.py
24.32% <0.00%> (-70.28%)
:arrow_down:

databricks/koalas/usage_logging/usage_logger.py
50.00% <0.00%> (-50.00%)
:arrow_down:

databricks/koalas/__init__.py
73.07% <0.00%> (-19.24%)
:arrow_down:

databricks/conftest.py
88.67% <0.00%> (-7.55%)
:arrow_down:

databricks/koalas/frame.py
92.52% <0.00%> (-3.06%)
:arrow_down:

databricks/koalas/utils.py
94.14% <0.00%> (-2.44%)
:arrow_down:

databricks/koalas/namespace.py
84.49% <0.00%> (-1.61%)
:arrow_down:

databricks/koalas/plot.py
93.33% <0.00%> (-0.96%)
:arrow_down:

databricks/koalas/generic.py
96.65% <0.00%> (-0.38%)
:arrow_down:

databricks/koalas/series.py
96.71% <0.00%> (+0.23%)
:arrow_up:

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integrate arch-defs docs

https://github.com/SymbiFlow/symbiflow-arch-defs/tree/master/docs/source
Problem is, they are partly written in md and it's just the files that are renamed to RST (but it's not actual RST).

Closing - will handle all this in #3


Upgrade to aionotify 0.3.1

Overview
The opentrons Python package is not yet compatible with Python 3.11. It raises errors upon import, which forces scientists to use the soon to be outdated Python 3.10.
The aionotify dependency has since been updated for Python 3.11 compatibility, so just a dependency upgrade is needed.
Test Plan

Changelog

Update aionotify to current version 0.3.1

Review requests
I'm not familiar with how this repository is organized, or how the Python package ending up on PyPI is built.
I hope that the CI pipeline turns green, and that maintainers can take over from there. Hopefully this remains a really easy fix for the long-standing compatibility issue #12006.
Risk assessment

I pushed https://github.com/Opentrons/opentrons/tree/edge-15546 because we need it in our remote for the robot builds, but this is the PR we'll merge

@sfoster1 Thanks for taking over!
Did this end up in the new v7.4.0 release? I can't spot it in the changes v7.3.1...v7.4.0, but maybe that's because of how you're building releases?


[MXNET-551] Test CreateMKLDNNMem/CommitOutput

Description
Test CreateMKLDNNMem/CommitOutput MKLDNN helper functions.
Checklist
Essentials
Please feel free to remove inapplicable items for your PR.

[x] The PR title starts with [MXNET-$JIRA_ID], where $JIRA_ID refers to the relevant JIRA issue created (except PRs with tiny changes)
[x] Changes are complete (i.e. I finished coding on this PR)
[x] All changes have test coverage:
Unit tests are added for small changes to verify correctness (e.g. adding a new operator)
Nightly tests are added for complicated/long-running ones (e.g. changing distributed kvstore)
Build tests will be added for build configuration changes (e.g. adding a new build option with NCCL)
[x] Code is well-documented:
For user-facing API changes, API doc string has been updated.
For new C++ functions in header files, their functionalities and arguments are documented.
For new examples, README.md is added to explain the what the example does, the source of the dataset, expected performance on test set and reference to the original paper if applicable
Check the API doc at http://mxnet-ci-doc.s3-accelerate.dualstack.amazonaws.com/PR-$PR_ID/$BUILD_ID/index.html
[x] To the my best knowledge, examples are either not affected by this change, or have been fixed to be compatible with this change

Changes

[x] Add tests for CreateMKLDNNMem/CommitOutput
[x] extra copy helper from CopyFrom into MKLDNNCopy
[x] mkldnnsum can reorder inputs if input desc does not match output desc

Comments

If this change is a backward incompatible change, why must this change be made.
Interesting edge cases to note here

Benchmarks similar to previous benchmarks #11262
ubuntu@ip-172-31-11-93:~/incubator-mxnet_2$ python example/image-classification/benchmark_score.py
/home/ubuntu/anaconda3/lib/python3.6/site-packages/h5py/__init__.py:36: FutureWarning: Conversion of the second argument of issubdtype from `float` to `np.floating` is deprecated. In future, it will be treated as `np.float64 == np.dtype(float).type`.
  from ._conv import register_converters as _register_converters
Assertion failure at kmp_runtime.cpp(2582): __kmp_init_serial.
INFO:root:network: resnet-50
INFO:root:device: cpu(0)
/home/ubuntu/incubator-mxnet_2/python/mxnet/module/base_module.py:66: UserWarning: Data provided by label_shapes don't match names specified by label_names ([] vs. ['softmax_label'])
  warnings.warn(msg)
[08:03:52] ../src/operator/nn/mkldnn/mkldnn_base.cc:72: Allocate 147456 bytes with malloc directly
[08:03:52] ../src/operator/nn/mkldnn/mkldnn_base.cc:72: Allocate 589824 bytes with malloc directly
[08:03:52] ../src/operator/nn/mkldnn/mkldnn_base.cc:72: Allocate 2359296 bytes with malloc directly
[08:03:52] ../src/operator/nn/mkldnn/mkldnn_base.cc:72: Allocate 9437184 bytes with malloc directly
INFO:root:batch size  1, image/sec: 18.926152
INFO:root:batch size  2, image/sec: 24.548838
INFO:root:batch size  4, image/sec: 40.961970
INFO:root:batch size  8, image/sec: 47.377808
INFO:root:batch size 16, image/sec: 50.504712
INFO:root:batch size 32, image/sec: 51.795991

@zheng-da could you take a look?


@hackclub/markdown to 0.0.3

v0.0.4 doesn't exist which is why the build is failing

Fixed but thanks Ella!


Implemented bolt store

added support for bolt store
refactored testing

Thanks for the PR, can't verify it at the moment. I'll keep it open for now.


Why package is DISCONTINUED ?

@PaulTR Can you please explain the future of this plugin? I mean, what are the plans for it? are you planning to merge it with the main plugin? Or are you planning just to deprecate it?
I think this plugin it's important to process images, so these methods should be present in somewhere

This one is discontinued because we don't plan to update it past where it is right now. That said, we're working on a Flutter plugin to replace it based on a new project we're working on called MediaPipe Tasks. It's not ready for the main stage yet, but it'll definitely cover the core features here without a lot of the older overhead. Until then though this will still exist with the same update frequency (e.g. none :P), but we're definitely working on getting the plugin out as soon as possible. I've already selected two students for the Google Summer of Code to help flesh it out on GitHub after we have the base of it in, as well.

Can we help?

Thank you very much for your attention, this package helped me get rid of a lot of build problems with Cmake and one other C++ issues.


Hide withdraw button during voting period

Currently bounty contributors still see the "withdraw" button on multiplayer bounty pages even if a claim is still being voted on.
During voting periods people cannot withdraw, so it is best to hide this button until the voting period has been resolved.

how do I reproduce this bug?