jit_ob3d_drawimmediate: GL Error: Invalid enumeration

Testing jit.gl.isf on native Max 8.0.6, on my second windows 10 computer, and I can not get it to work, even from the maxhelp screen. I have properly installed the ISF folder in the packages directory, and I have downloaded the ISF shader collection. I have NOT installed the ISF editor on this computer yet.
When I try to run any shader from the maxhelp patch, or in any other patch, the shader does not run. Instead, on the first frame I get two errors in the Max console:
"jit.gl.isf: setup: GL Error: Invalid enumeration
jit.gl.isf: jit_ob3d_draw: GL Error: Invalid enumeration"
Then, on every following frame, I get the following message:
"jit.gl.isf: jit_ob3d_drawimmediate: GL Error: Invalid enumeration"
Finally, all I receive as an output from jit.gl.isf is a black screen.
All native max jit and jit.gl objects are functioning normally.

hi hugh-
please make sure your OS and drivers are all up-to-date- if you're still having problems go to Options > OpenGL Status, and use the "copy to clipboard" button to paste the relevant information here

Hello. Win10 OS and NVidia Geforce drivers are up-to-date. Issue remains regardless. This is a less-powerful laptop, not a gamer laptop, but other aspects of jitter, jit.gl, jit.gl.pix and jit.gl.slab, etc, all work fine.
Here's the OpenGL status for this build:
{
"Renderer" : "Intel(R) HD Graphics 620",
"Vendor Name" : "Intel",
"Version" : "4.4.0 - Build <IP_ADDRESS>64",
"GLSL Version" : "4.40 - Build <IP_ADDRESS>64",
"OpenGL Limits" : 	{
"Framebuffers" : 		{
"MAX_COLOR_ATTACHMENTS_EXT" : [ 8 ],
"MAX_RENDERBUFFER_SIZE_EXT" : [ 16384 ],
"MAX_VIEWPORT_DIMS" : [ 16384, 16384 ],
"MAX_DRAW_BUFFERS_ARB" : [ 8 ],
"SUBPIXEL_BITS" : [ 8 ]
}
,
"Points and Lines" : 		{
"ALIASED_LINE_WIDTH_RANGE" : [ 1, 31 ],
"ALIASED_POINT_SIZE_RANGE" : [ 1, 255 ],
"SMOOTH_LINE_WIDTH_GRANULARITY" : [ 0.0078125 ],
"SMOOTH_LINE_WIDTH_RANGE" : [ 0, 31 ],
"SMOOTH_POINT_SIZE_GRANULARITY" : [ 0.125 ],
"SMOOTH_POINT_SIZE_RANGE" : [ 1, 20 ]
}
,
"Stacks" : 		{
"MAX_ATTRIB_STACK_DEPTH" : [ 16 ],
"MAX_CLIENT_ATTRIB_STACK_DEPTH" : [ 16 ],
"MAX_COLOR_MATRIX_STACK_DEPTH" : [ 2 ],
"MAX_MODELVIEW_STACK_DEPTH" : [ 32 ],
"MAX_NAME_STACK_DEPTH" : [ 128 ],
"MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB" : [ 2 ],
"MAX_PROJECTION_STACK_DEPTH" : [ 4 ],
"MAX_TEXTURE_STACK_DEPTH" : [ 10 ]
}
,
"Textures" : 		{
"MAX_3D_TEXTURE_SIZE" : [ 2048 ],
"MAX_CUBE_MAP_TEXTURE_SIZE" : [ 16384 ],
"MAX_RECTANGLE_TEXTURE_SIZE_EXT" : [ 16384 ],
"MAX_TEXTURE_SIZE" : [ 16384 ],
"MAX_TEXTURE_LOD_BIAS" : [ 15 ],
"MAX_TEXTURE_MAX_ANISOTROPY_EXT" : [ 16 ],
"MAX_TEXTURE_UNITS" : [ 8 ]
}
,
"Shaders" : 		{
"MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB" : [ 192 ],
"MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB" : [ 4096 ],
"MAX_TEXTURE_COORDS_ARB" : [ 8 ],
"MAX_TEXTURE_IMAGE_UNITS_ARB" : [ 32 ],
"MAX_VERTEX_ATTRIBS_ARB" : [ 16 ],
"MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB" : [ 32 ],
"MAX_VERTEX_UNIFORM_COMPONENTS_ARB" : [ 4096 ]
}
}

}

hi hugh-
cool, thanks

none of our test machines generate an error in max or stop functioning, but i can definitely reproduce a GL error when running GL2 on windows with an integrated GPU, so that bit of info about your GL status was very helpful, thanks

here's a test build i put together, please let me know if it fixes anything, and/or breaks anything else: https://www.vidvox.net/download/jit.gl.isf_<IP_ADDRESS>.zip

the above test build will run slower because it checks pedantically for GL errors and logs their details to the output.  as such, it would be helpful if you could please launch max from the command prompt/terminal- if there's a problem, just copy the logged information from command prompt/terminal window and paste it in this issue.

windows command prompt:
cd "c:\Program Files\Cycling '74\Max 8"
Max.exe

mac terminal:
cd /Applications/Max.app/Contents/MacOS/
./Max

"NVidia Geforce drivers"

does this machine have an NV GPU?

if it does, after we finish debugging this issue you may want to configure the NV control panel to use it when launching max, because right now max is using the "integrated" GPU to render, which is probably going to be a lot slower.
if it doesn't, i don't know if installing or updating NV drivers will do anything- i was under the impression that you would instead be looking to make sure you're running the latest drivers for the integrated GPU.  this is a laptop, so you should probably do this through the manufacturer's website and/or support software (it'd likely be packaged in a system update, so you probably won't have to do anything?  hopefully?).  sorry, but vendor-specific instructions for safely updating drivers can vary, so i'm not really comfortable giving you specific instructions here- and in any event, i'm hoping that the above build just fixes things outright, so you won't have to do anything...

Thanks for this, I've used the test build and have results below. Please let me know however I can continue to help testing, as I'm a huge fan of this project and really want to see it succeed and spread!

After running Max from the terminal, and opening the ISF help file, I attempted to load a handful of shaders, some effects and some generators. The output in the jit.window was just flashes of black and grey. The following commands were logged in the terminal:
"
unsigned int __cdecl VVGL::GLContext::bootstrapGLEnvironmentIfNecessary(void)
unsigned int __cdecl VVGL::GLContext::bootstrapGLEnvironment(void)
ERR: wglCreateContextAttribsARB() failed in cdecl VVGL::GLContext::GLContext(struct HGLRC *const &,const int *)
__int64 __cdecl jit_gl_vvisf_dest_changed(struct _jit_gl_vvisf *)
ERR: wglCreateContextAttribsARB() failed in cdecl VVGL::GLContext::GLContext(struct HGLRC *const &,const int *)
ERR: wglCreateContextAttribsARB() failed in cdecl VVGL::GLContext::GLContext(struct HGLRC *const &,const int *)
ERR: wglCreateContextAttribsARB() failed in cdecl VVGL::GLContext::GLContext(struct HGLRC *const &,const int *)
err compiling vertex shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling fragment shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling vertex shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling fragment shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling vertex shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling fragment shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling vertex shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling fragment shader in void __cdecl VVGL::GLScene::_renderPrep(void)
"

I am testing on a laptop w/ both integrated graphics and a dedicated GPU. I use it for testing, as it replicates both a low-end and mid-range system, based on whether the dedicated GPU is turned on. All drivers are up-to-date, both from the manufacturer for the integrated and from NVidia for the dedicated graphics.
I am happy to say that when switching to the dedicated GPU, the object runs properly, but I still want to make sure that the object works on lower-end laptops before I add it to my application.

...sorry this is taking so long- i'm still trying to locate a laptop that exhibits the same problem you're having so i can test stuff on it locally.
basically, it looks like context creation is just failing on your configuration.  i'm not entirely sure why yet- clearly i'm doing something wrong, but i simply lack the experience with windows to know what that is.  i don't really want to waste your time with a whole bunch of builds that don't work, but here's one last build that i made while putting together a standalone that we can use to test more hardware internally.  i honestly have no idea if this will fix anything or not, but if you've got a spare minute or two it's worth a shot:
https://www.vidvox.net/download/jit.gl.isf_<IP_ADDRESS>.zip

Thank you for your efforts, I'm certainly not bothered by it taking a while!
I did test out the new build with the integrated GPU. This time there was no flickering from the jit.window, there is simply a grey screen. I attempted to open about 5 The output from the max console is less, I only see the following:

jit.gl.isf: ERR: shader would not compile! (VDVX:COLORBARS)
Here are the results I got this time from the terminal window:

unsigned int __cdecl VVGL::GLContext::bootstrapGLEnvironmentIfNecessary(void)
unsigned int __cdecl VVGL::GLContext::bootstrapGLEnvironment(void)
glGetError() returned 1282 (invalid operation) in 240 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glcontext_win.txt
ERR: wglCreateContextAttribsARB() failed in cdecl VVGL::GLContext::GLContext(struct HGLRC *const &,const int *)
glGetError() returned 1282 (invalid operation) in 237 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 239 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 243 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 247 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 249 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 273 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 275 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 277 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 282 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 284 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 290 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 292 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 380 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 396 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 400 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 406 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 633 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 659 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 237 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 239 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 243 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 247 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 249 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 273 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 275 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 277 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 282 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 284 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 290 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 292 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 380 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 396 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 400 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 406 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 237 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 239 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 243 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 247 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 249 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 273 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 275 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 277 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 282 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 284 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 290 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 292 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 380 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 396 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 400 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 406 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 237 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 239 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 243 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 247 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 249 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 273 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 275 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 277 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 282 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 284 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 290 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 292 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 380 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 396 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 400 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 406 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 237 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 239 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 243 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 247 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 249 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 273 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 275 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 277 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 282 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 284 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 290 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 292 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 380 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 396 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 400 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 406 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 633 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 659 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 633 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 659 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 633 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 659 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 633 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
glGetError() returned 1282 (invalid operation) in 659 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
__int64 __cdecl jit_gl_vvisf_dest_changed(struct _jit_gl_vvisf *)
ERR: wglCreateContextAttribsARB() failed in cdecl VVGL::GLContext::GLContext(struct HGLRC *const &,const int *)
gl4 contexts renderer is
ERR: wglCreateContextAttribsARB() failed in cdecl VVGL::GLContext::GLContext(struct HGLRC *const &,const int *)
ERR: wglCreateContextAttribsARB() failed in cdecl VVGL::GLContext::GLContext(struct HGLRC *const &,const int *)
glGetError() returned 1282 (invalid operation) in 237 of c:\jit.gl.isf\vvisf-gl\vvgl\src\glbufferpool.cpp
err compiling vertex shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling fragment shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling vertex shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling fragment shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling vertex shader in void __cdecl VVGL::GLScene::_renderPrep(void)
err compiling fragment shader in void __cdecl VVGL::GLScene::_renderPrep(void)

Hello, it's been a couple of weeks since your last response, and I just wanted to see how things are going.
I would be glad to collaborate on a fix more directly, if I can be of help. I would gladly skype with you and screen share so that you can see what I'm seeing. I've established a rapport with Cycling 74, and I would be happy to reach out to their team to get assistance from them. I'd also happily scour the forums for help from other external developers.
Please let me know if any of these ideas appeal to you. I'm happy to help in any of these ways or others.

hi hugh-
sorry, i had to take the last week or so off.  i'm not technically back yet, so shhhhh!

"I would gladly skype with you and screen share so that you can see what I'm seeing."

that's a nice offer and i appreciate it, but this isn't a matter of credibility- i believe you when you're saying you have an issue.  the problem is that literally none of the machines we've been able to borrow and test so far have been able to reproduce this.
simply put, this isn't going to get solved until we get firsthand access to a machine capable of reproducing the bug you found, because we're going to need access to it for an unknown and likely significant amount of time.  so, unless you're in the NYC area and are willing to let us actually borrow your laptop for a few days, this is probably going to take another week or two to sort out at the minimum while we source the necessary hardware.

small update on this issue, i should be getting my hands on similar hardware that will hopefully be able to reproduce the issue on the 5th of august (a week from today)

the machine with the intel 620 iGPU just arrived in the mail, and right out of the box both this plugin as well as the standalones generated by another machine work exactly as expected: the installed ISFs are visible, and both ISF generators and ISF filters render correctly.
according to max's "OpenGL Status" window:

Renderer: "Intel(R) HD Graphics 620"
Vendor Name: Intel
Version: "4.5.0 - Build <IP_ADDRESS>74"

...for the record, this machine is running max 8.0.6 (c36dce5) on win 10 pro (64-bit), build 18362.
exactly what kind of computer and cpu are you using?

I'm using the HP Spectre 15inch x360 laptop from 2017. It has a 2.9-GHz 7th-Gen Intel Core i7-7500U CPU, 16GB of RAM, a 512GB SSD and an Nvidia GeForce 940MX GPU.
I wonder if this is some flaw inherent to this particular machine's board. I tested on a similar, but slightly lesser-powered laptop and everything worked nicely.
For now, I think I'm going to proceed with my attempt to implement the object in the software that I distribute, and I'll implement this feature as a 'beta' feature. I'll see if any of my users come back with similar issues, and I'll continue to report back any other issues I come across.

"7th-Gen Intel Core i7-7500U CPU"

the machine i'm testing on right now has a 7th-gen intel i5-7200U CPU.

"I wonder if this is some flaw inherent to this particular machine's board"

i've seen a fair number of GPU driver bugs in my time and this has all the hallmarks- my money's still on a GPU driver issue.  of course, this doesn't really matter in the long run- we'd still like to find a way to work around the issue.

"and I'll continue to report back any other issues I come across."

right on, if you run into any issues it would be helpful to let us know what kind of machine the problem was encountered on (and what drivers it's using) so we can try to reproduce the issue.


[REVIEW] COVID-Text-Extractor

Project Link:
(P.s. I raised issue and added them in project boards for the things I feel like are missing in this project, I'm new to open source.)
https://github.com/gagangulyani/COVID-Text-Extractor
My Portfolio Site
https://gagangulyani.github.io/

Thank you for sharing, I will review on a live stream soon 👍

Try to make Releases of bugs or features
You can try to add personalised issue labels
Try to automate working with action ( like syntax check or something like that )
Can add links to requirement so user can hop in directly

Reviewed with the awesome EddieHub on live stream https://www.youtube.com/watch?v=e5EDm9S3m-4
Looks good, here are some thoughts:

no releases, suggest using them or hiding
hide packages if not using
animated command line gif looks great
maybe good first issue can get more people involved
add code of conduct
add license
hide wiki tab if not used


Invalid Signature - JWT

Hi Ive been Following Along A tutorial
https://scotch.io/tutorials/token-based-authentication-for-angularjs-and-laravel-apps
and
http://ryanchenkie.com/token-based-authentication-for-angularjs-and-laravel-apps/
To implement JWT Authentication
Everything is Working Fine, When Posting Users email and Password
<EMAIL_ADDRESS>Also i Can Retrieve Authenticated User
http://rfnbeta.app:8000/api/authenticate/user/?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOjUsImlzcyI6Imh0dHA6XC9cL3JmbmJldGEuYXBwOjgwMDBcL2FwaVwvYXV0aGVudGljYXRlXC9hdXRoIiwiaWF0IjoiMTQ0NDgyNDM4OCIsImV4cCI6IjE0NDQ4Mjc5ODgiLCJuYmYiOiIxNDQ0ODI0Mzg4IiwianRpIjoiMjVjMjA2MDMwZGRiMDhhNGRkNTcwZDg1OTBiOWE5ZDEifQ.uA9PObS1VQ5ku3ney4fNb0ocObOY9nD-XFMG0y80ePU
here is the result
{
"data": {
"user": {
"id": 5,
"name": "",
"email"<EMAIL_ADDRESS>"created_at": "2015-10-14 07:25:45",
"updated_at": "2015-10-14 07:25:45"
}
}
}
But I get an Invalid Signature when i go to jwt.io
http://imgur.com/dIRezZJ
I just Wanna Know The reason why Im Getting an Invalid Signature
Is it Only Because Im only On Local Environment
or Is there any Other Reason for this
Looking For Answer thanks

Hi @masterpowers
This doesn't seem an issue with this package..
We can keep this open for a few days, maybe someone else can contribute.

Yup Figured it out while watching tutorial
i manage to make the Signature Verified
by pasting the secret in  jwt.php
'secret' => env('JWT_SECRET', 'abksynF8jShkqbXfllf9tcsAzdo4fOZV'),
as shown in the picture.
http://imgur.com/YpXqgWw
There is no issue at all having the invalid signature :)
Thanks for the Reply :+1:

It's better to have this in your .env file
You can generate one by running php artisan jwt:generate


How to make the floating window to transprant ?

As the title asked, is there a  style option that can set floating window to transprant?
Emm... i want to make all windows to transprant, not just normal window but also  floating window.

Setting something as transparent is really just not setting it at all. You can do this by setting the background to NONE.
require("nightfox").setup({
  options = {
    transparent = true,
  },
  groups = {
    all = {
      NormalFloat = { fg = "fg1", bg = "NONE" }
    },
  },
})

Okay, thanks a lot.

Close

Closed


Exceptions not raised because the "raise" keyword is missing in a few places

Hello,
While analyzing Tensorflow on SonarCloud I saw what looks like two errors in tensorflow/python/tpu/tpu_embedding.py and tensorflow/python/keras/losses.py:

You can see both issues in SonarCloud here and here.
The problem is pretty simple: exceptions are created but not raised because the raise keyword is missing. This is a pretty common mistake in python ;)
In case you have any question, suggestion or if you see a False Positive on SonarCloud you can reach out on SonarSource community forum.
A few notes in case you want to use SonarCloud:

I am currently testing the python analyzer so the project on SonarCloud will only show python issues, but SonarCloud can also analyze C/C++ code and other languages.
SonarCloud can also import pylint issues in case you want to use a rule SonarCloud does not already provide. Note however that pylint rules and SonarCloud rules are implemented differently. You might see new issues with SonarCloud, or less issues in some cases (we try to avoid False Positives as much as possible).
It is free for open-source projects.

That's a good find. Please tag me in all similar issues from SonarSource.

Hi @mihaimaruseac and thank you.
Do you mean any issue found by SonarCloud? I recently reported #43817, #43813 and #43816.
I didn't report every issue our analyzer categorized as a bug because I didn't have time. You can take a look at the list of bugs here. It's quite short.
You might also be interested in some code smell issues such as:

this one, it looks to me like a classic modification of a default argument which could lead to a bug one day.
or this one. I think that this is actually a bug. len cannot be called on an integer, so len(len(...)) will fail.
We design our code analyzers to be quite conservative and avoid categorizing as bug things which might be code smells. That way developers are not disturbed with False Positives and trust our tools.

At SonarSource we validate our static code analyzers using popular open source projects, such as Tensorflow, to make sure that we raise valuable issues and have not False Positives. This is how I saw these bugs.
As mentioned above, if you see any False Positives or if you have a question or feedback don't hesitate to share it on the community forum.

@mihaimaruseac Let me know. I can pick some of these.

Thank you @nicolas-harraudeau-sonarsource
@bhack sure, thank you. I have so many things to do and team is severly downsized, so any help is great


UWP-Migration

With this branch I've added a second Project, that can be used from UWP-Projects (Universal Windows Platform, Windows 10). It uses some files as reference from the main-Project and replaces some other. This is due to the fact that UWP does not Support the ApiClient. I've used the HttpClient instead and therefore switched all Clients to the async/await pattern. Can you create a NuGet-Package for that? Or should I do this on my own for my fork? I'm new to GitHub and NuGet-Creation so I'm not sure how all this really works.
Maybe we can merge the other branches (Historic-Data etc.) into your branch and my UWP-branch, too?

Sorry, I didn't really know how Github works. So ignore my pull request, I made a fork. :)


Allow specifying thresholds for dynamic colour

Is there an existing issue for this?

[X] I have searched the existing issues

Current Behavior
With dynamic colour, the off value is hardcoded to 0 to indicate an off state.
Expected behaviour
I'd like to be able to configure the colour based on the load. I checked the docs but couldn't see anything for this currently being supported hence the feature request.
Example:

In this image my Oven is always coloured as being On because it has a clock (and a gas igniter for the stove) that draws 1-8W when the oven is off.
Same for the D/Wash that has a parasitic draw of 2W when it's off.
It would be nice to be able to configure thresholds so that when the draw for these devices are < configured threshold it gets coloured as being off. That way I can see if items are on from a quick glance.
Possible Solutions
No response
Mode
full
Context / Reason
This feature could later evolve to colouring the states based on the level of load.

I find this very correct. I have this problem of micro withdrawals from the grid which are very annoying

@chickenbeef
Out of interest what are you using to get these active power readings for the oven / gas etc?

@chickenbeef Out of interest what are you using to get these active power readings for the oven / gas etc?

The oven is on the Aux output of the inverter. Other devices are on multiple different plugs (Sonoff, Shelly, Tuya)

I can't find where to change this parameter


Use History API instead of checking for DOM changes

I think you could also listen to the URL changes through the History API to not have to react to each DOM change.
window.addEventListener('popstate', function (event) {
	// Log the state data to the console
	console.log(event.state);
});

In my testing, that worked find for back/forward navigation, but not for when you clicked a link, since that's not popping state.  I tried a lot of things, and none seemed to work for all the permutations of crazy stuff GitHub does. There is also dynamic content loading to take into account. Many pages, even after being pushed into the state stream, haven't actually loaded yet, so you'd need to detect that delay load event too.


EstimatorQNN mismatch between installed ML 0.8.0 and its GitHub version

Environment

0.8.0:
3.1.10:
Ubuntu 22.04.5 LTS:

What is happening?
ML 0.8.0 EstimatorQNN with V2 primitives does not accept pass_manager option, but the sources on GitHub allow this (instead an old num_virtual_qubits is being accepted).
How can we reproduce the issue?
Install ML 0.8.0, create a simple circuit, call EstimatorQNN with V2 estimator and option: pass_manager and/or num_virtual_qubits
What should happen?
Installed and GitHub versions should be consistent
Any suggestions?
No response

Hi @ironfrown, the mismatch appears to be related to https://github.com/qiskit-community/qiskit-machine-learning/issues/866.
Both these issues are scheduled to be fixed in v.0.8.1, expected for this week. I propose keeping this issue open until the release.
For reference, the new EstimatorQNN implementation was updated in https://github.com/qiskit-community/qiskit-machine-learning/pull/855 and https://github.com/qiskit-community/qiskit-machine-learning/pull/870.

Does this issue persist in version 0.8.1 @ironfrown?

The mismatch was resolved in version 0.8.1, and

ML 0.8.0 EstimatorQNN with V2 primitives does not accept pass_manager option, but the sources on GitHub allow this (instead an old num_virtual_qubits is being accepted).

was fixed in https://github.com/qiskit-community/qiskit-machine-learning/pull/870.


Plant (replacement for MiGardener)

Description:
New implementation of plant monitoring component, as requested in comment here:
https://github.com/home-assistant/home-assistant/pull/6684#issuecomment-289987669
Example entry for configuration.yaml (if applicable):
plant:
  simulated_plant:
    sensors:
      moisture: sensor.mqtt_plant_moisture
      battery: sensor.mqtt_plant_battery
      temperature: sensor.mqtt_plant_temperature
      conductivity: sensor.mqtt_plant_conductivity
      brightness: sensor.mqtt_plant_brightness
    min_moisture: 20
    max_moisture: 60
    min_battery: 17
    min_conductivity: 500
    min_temperature: 15

Using plain MQTT sensor to get the data
sensor:
  - platform: mqtt
    name: mqtt_plant_moisture
    state_topic: test/simulated_plant
    value_template: '{{ value_json.moisture }}'
  - platform: mqtt
    name: mqtt_plant_battery
    state_topic: test/simulated_plant
    value_template: '{{ value_json.battery }}'
  - platform: mqtt
    name: mqtt_plant_temperature
    state_topic: test/simulated_plant
    value_template: '{{ value_json.temperature }}'
  - platform: mqtt
    name: mqtt_plant_conductivity
    state_topic: test/simulated_plant
    value_template: '{{ value_json.conductivity }}'
  - platform: mqtt
    name: mqtt_plant_brightness
    state_topic: test/simulated_plant
    value_template: '{{ value_json.brightness }}'

Checklist:
If user exposed functionality or configuration variables are added/changed:

[ ] Documentation added/updated in home-assistant.github.io

If the code communicates with devices, web services, or third-party tools:

[x] Local tests with tox run successfully. Your PR cannot be merged unless tests pass
[ ] New dependencies have been added to the REQUIREMENTS variable (example).
[ ] New dependencies are only imported inside functions that use them (example).
[ ] New dependencies have been added to requirements_all.txt by running script/gen_requirements_all.py.
[ ] New files were added to .coveragerc.

If the code does not interact with devices:

[x] Local tests with tox run successfully. Your PR cannot be merged unless tests pass
[x] Tests have been added to verify that the new code works.

I don't know what was discussed in #6684 but i guess that the code below could help if somebody want to simulate plantgateway without setting it up.
from datetime import datetime
import json
import random

import paho.mqtt.client as mqtt

client = mqtt.Client()
client.connect('localhost', 1883, 60)

send_msg = {
    'battery': random.randrange(80, 100, 1),
    'temperature': random.randrange(0, 30, 1),
    'brightness': random.randrange(40, 100, 1),
    'moisture': random.randrange(10, 70, 1),
    'conductivity': random.randrange(40, 70, 1),
    'timestamp': datetime.now().isoformat(),
}

client.publish('test/simulated_plant', payload=json.dumps(send_msg), qos=0, retain=False)

For me this component looks like a triary sensor as the state is ok or high/low. At the moment I will not work well with the frontend.

Wouldn't it be an option to just show that there is deviation (ok/not ok) like a binary sensor? And then show the state which is too low/high as attribute.
Sorry, I will read  #6684 before I add more comments.

@fabaff
Thank you for the feedback.
The component will output a string that says "ok" if all readings are within the intended range or "xxx high/low" if they are outside of the range. As there might be several problems in paralle, you will get "battery low, moisture low, brightness high".
I like youre idea about setting state to "ok" and "problem". Then I can provide more details in the attributes (e.g. for sending notifications).
This is also what I'm using it for right now: if state =! ok, send notification with the details of the problem

The code looks great ! 🐬
This can be merged once the state has been updated to be ok / problem

@balloob thx for the review, I implemented the changes as requested

Awesome 🐬

No documentation was ever submitted for this feature 😢

created pull request for documentation: https://github.com/home-assistant/home-assistant.github.io/pull/2595


Added notifier warning when user adds non-existent namespace

This handles updating the warning as namespaces are created and deleted.

Signed-off-by: GuessWhoSamFoo<EMAIL_ADDRESS>

When I first start Octant, I get the warning when visiting http://localhost:7777/. Is there away we can suppress that warning until after the initial load of default or what ever the INITIAL_NAMESPACE is set to.

Also includes a fix for #142


Surgical fix for the password bug.

This is a surgical fix for 1_0

So this is pretty much PR #3179 with the same double-locking.
Can you give the repro steps for the bug and explain why this lock fixes it?

Some users cant't log on to remote and getting 401. This was identified as a race condition. Hence the fix.

👍 @AlexanderSher - need 2 reviews

Ok, there can't be race between two calls of LockCredentialsAsync (this method is protected by lock already) or LockCredentialsAsync and InvalidateCredentials (the second one is called inside the lock that is acquired by the first one). So the race was between what and what?

We can further minimize the fix to just adding the null.

GetCredential and LockCredential

@AlexanderSher Do you recommend any changes?

Or @int19h can help with 2nd review. Need to kick 1.0 RC1 build.

GetCredential and LockCredential

I can't find any code that calls GetCredential. Is it used at all?

@AlexanderSher I have made the changes you suggested. If there are no more comments, I will check this in.

👍


[SPARK-19541][SQL] High Availability support for ThriftServer

JIRA Issue:  https://issues.apache.org/jira/browse/SPARK-19541
What changes were proposed in this pull request?
Currently, We use the spark ThriftServer frequently, and there are many connects between the client and only ThriftServer.When the ThriftServer is down ,we cannot get the service again.So we need to consider the ThriftServer HA as well as master HA.
For ThriftServer, we want to import the pattern of HiveServer HA to provide ThriftServer HA. Therefore, we need to start multiple thrift server which register on the zookeeper. Then the client  can find the thrift server by just connecting to the zookeeper.So the beeline can get the service from other thrift server when one is down.
How was this patch tested?
manual tests

Can one of the admins verify this patch?


Is there any plan for the code released for the VisDial task?

We are looking forward to it! Thanks a lot!

Related:

https://github.com/salesforce/BLIP/issues/45#issuecomment-1100520027

OK. I'll take a look. Thank you very much!


chore: update to<EMAIL_ADDRESS>

Cku or cli? 😂

Cku or cli?

That's likely a different tool :smile:


feat: add annotation for mirror svc

Ⅰ. Describe what this PR did
Ⅱ. Does this pull request fix one issue?

Ⅲ. Why don't you add test cases (unit test/integration test)?
Ⅳ. Describe how to verify it
Ⅴ. Special notes for reviews

@robynron 解决一下冲突吧

Codecov Report
Attention: Patch coverage is 30.55556% with 50 lines in your changes missing coverage. Please review.

Project coverage is 44.12%. Comparing base (ef31e09) to head (4f78b91).
Report is 100 commits behind head on main.

Files with missing lines
Patch %
Lines

pkg/ingress/kube/annotations/mirror.go
45.83%
18 Missing and 8 partials :warning:

pkg/ingress/kube/util/util.go
0.00%
22 Missing :warning:

pkg/ingress/kube/annotations/annotations.go
0.00%
2 Missing :warning:

Additional details and impacted files

@@            Coverage Diff             @@
##             main    #1121      +/-   ##
==========================================
+ Coverage   35.91%   44.12%   +8.21%
==========================================
  Files          69       76       +7
  Lines       11576     9895    -1681
==========================================
+ Hits         4157     4366     +209
+ Misses       7104     5192    -1912
- Partials      315      337      +22

Files with missing lines
Coverage Δ

pkg/ingress/kube/annotations/annotations.go
28.40% <0.00%> (-3.23%)
:arrow_down:

pkg/ingress/kube/util/util.go
43.33% <0.00%> (-38.72%)
:arrow_down:

pkg/ingress/kube/annotations/mirror.go
45.83% <45.83%> (ø)

... and 88 files with indirect coverage changes

A question for this feature, how do we specify the mirror filter to a specific rule? Or does it mean all rules backend will have a same mirror svc?

mirror all rules under a ingress to a new service.


bump @leapwallet/metamask-cosmos-snap

to-do:

[ ] generate checksum hash

whoops, seems like this is already done! :)


Using Opencv to read VideoStream

Hi there,
i am just getting started with opencv and pykinect2.
The examples with pygame work for me. But i can't seem to get the img read with opencv to work. Do you have any tips on how to access the img stream with opencv? I need the image Manipulation i can do with it.
Some Info about my system:
Windows 10
Kinect SDK v2.0
python 3.6.5 Anaconda
OpenCV 3.4.3
Kind regards
Franzisdrak

Got it working. Now my image is super noisy. I am probably missing sth.
from pykinect2 import PyKinectV2
from pykinect2.PyKinectV2 import *
from pykinect2 import PyKinectRuntime
import numpy as np
import cv2

kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared)

while True:
    # --- Getting frames and drawing
    if kinect.has_new_infrared_frame():
        frame = kinect.get_last_infrared_frame()
        frame = frame.astype(np.uint8)
        frame = np.reshape(frame, (424, 512))
        img = cv2.cvtColor(frame, cv2.COLOR_GRAY2BGR)
        output = cv2.bilateralFilter(img, 9, 150, 75)
        cv2.imshow('KINECT Video Stream', output)
        frame = None

    key = cv2.waitKey(1)
    if key == 27: break

I guess by using uint16 instead of uint8 in frame = frame.astype(np.uint8), but @Franzisdrak  will be able to elaborate ...

I guess by using uint16 instead of uint8 in frame = frame.astype(np.uint8), but @Franzisdrak will be able to elaborate ...
By the way, examples do exist: https://github.com/Kinect/PyKinect2/blob/master/examples/PyKinectInfraRed.py

Still failed, Exactly, I wan't to process the video capture by OpenCV, so I don't sure that the Variable format in the example is suitable.

Got it working. Now my image is super noisy. I am probably missing sth.
from pykinect2 import PyKinectV2
from pykinect2.PyKinectV2 import *
from pykinect2 import PyKinectRuntime
import numpy as np
import cv2

kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared)

while True:
    # --- Getting frames and drawing
    if kinect.has_new_infrared_frame():
        frame = kinect.get_last_infrared_frame()
        frame = frame.astype(np.uint8)
        frame = np.reshape(frame, (424, 512))
        img = cv2.cvtColor(frame, cv2.COLOR_GRAY2BGR)
        output = cv2.bilateralFilter(img, 9, 150, 75)
        cv2.imshow('KINECT Video Stream', output)
        frame = None

    key = cv2.waitKey(1)
    if key == 27: break

fixed it! The data is not of type uint8 but 16. Therefore my image was not correctly displayed.

I check the excample "PyKinectBodyGame.py", and  found that its type is uint8, plz tell me how did u solved problem finally, thx.

我参考PyKinectInfraRed.py，写了一版使用OpenCV显示的方法，跟PyKinectInfraRed.py效果差钱不多：
`python
--coding: utf-8 --
"""
@Project: PyKinect2-OpenCV
@File   : demo01.py
@Author : panjq
@E-mail<EMAIL_ADDRESS>@Date   : 2019-10-07 11:16:05
"""
from pykinect2 import PyKinectV2
from pykinect2 import PyKinectRuntime
import numpy as np
import cv2
kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared)
depth_width, depth_height = kinect.depth_frame_desc.Width, kinect.depth_frame_desc.Height # Default: 512, 424
while True:
# --- Getting frames and drawing
if kinect.has_new_infrared_frame():
frame = kinect.get_last_infrared_frame()
frame = frame.astype(np.uint16)              # infrared frame是uint16类型
frame = np.uint8(frame.clip(1, 4080) / 16.)  # 转换为uint8时，需要避免溢出255*16=4080
frame = np.reshape(frame, (depth_height, depth_width))
frame = cv2.cvtColor(frame, cv2.COLOR_GRAY2BGR)
cv2.imshow('KINECT Video Stream', frame)
frame = None
key = cv2.waitKey(1)
if key == 27:
    break

`

Got it working. Now my image is super noisy. I am probably missing sth.
from pykinect2 import PyKinectV2
from pykinect2.PyKinectV2 import *
from pykinect2 import PyKinectRuntime
import numpy as np
import cv2

kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared)

while True:
    # --- Getting frames and drawing
    if kinect.has_new_infrared_frame():
        frame = kinect.get_last_infrared_frame()
        frame = frame.astype(np.uint8)
        frame = np.reshape(frame, (424, 512))
        img = cv2.cvtColor(frame, cv2.COLOR_GRAY2BGR)
        output = cv2.bilateralFilter(img, 9, 150, 75)
        cv2.imshow('KINECT Video Stream', output)
        frame = None

    key = cv2.waitKey(1)
    if key == 27: break

fixed it! The data is not of type uint8 but 16. Therefore my image was not correctly displayed.

I am trying with the same approach, but still doesn't work!!!!
Here is my script
kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared)
while True:
# --- Getting frames and drawing
if kinect.has_new_infrared_frame():
frame = kinect.get_last_infrared_frame()
frame = frame.astype(np.uint8)
frame = np.reshape(frame, (424, 512))
img = cv2.cvtColor(frame, cv2.COLOR_GRAY2BGR)
output = cv2.bilateralFilter(img, 9, 150, 75)
cv2.imshow('KINECT Video Stream', output)
frame = None
if cv2.waitKey(1) & 0xFF == ord('q'):
    break

try this
from pykinect2 import PyKinectV2
from pykinect2 import PyKinectRuntime
import numpy as np
import cv2
kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared)
depth_width, depth_height = kinect.depth_frame_desc.Width, kinect.depth_frame_desc.Height # Default: 512, 424
while True:
--- Getting frames and drawing
if kinect.has_new_infrared_frame():
frame = kinect.get_last_infrared_frame()
frame = frame.astype(np.uint16) # infrared frame是uint16类型
frame = np.uint8(frame.clip(1, 4080) / 16.) # 转换为uint8时，需要避免溢出255*16=4080
frame = np.reshape(frame, (depth_height, depth_width))
frame = cv2.cvtColor(frame, cv2.COLOR_GRAY2BGR)
frame = cv2.bilateralFilter(frame, 9, 150, 75)
cv2.imshow('KINECT Video Stream', frame)
frame = None
key = cv2.waitKey(1)
if key == 27:
break

try this
from pykinect2 import PyKinectV2 from pykinect2 import PyKinectRuntime import numpy as np import cv2
kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared) depth_width, depth_height = kinect.depth_frame_desc.Width, kinect.depth_frame_desc.Height # Default: 512, 424
while True:
--- Getting frames and drawing
if kinect.has_new_infrared_frame(): frame = kinect.get_last_infrared_frame() frame = frame.astype(np.uint16) # infrared frame是uint16类型 frame = np.uint8(frame.clip(1, 4080) / 16.) # 转换为uint8时，需要避免溢出255*16=4080 frame = np.reshape(frame, (depth_height, depth_width)) frame = cv2.cvtColor(frame, cv2.COLOR_GRAY2BGR) frame = cv2.bilateralFilter(frame, 9, 150, 75) cv2.imshow('KINECT Video Stream', frame) frame = None
key = cv2.waitKey(1) if key == 27: break

Run without error, but nothing to display? same as previous.

try without the bilateral
from pykinect2 import PyKinectV2
from pykinect2 import PyKinectRuntime
import numpy as np
import cv2
kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Infrared)
depth_width, depth_height = kinect.depth_frame_desc.Width, kinect.depth_frame_desc.Height # Default: 512, 424
while True:
if kinect.has_new_infrared_frame():
frame = kinect.get_last_infrared_frame()
frame = frame.reshape((kinect.infrared_frame_desc.Height, kinect.infrared_frame_desc.Width)).astype(np.uint16)
#frame = cv2.bilateralFilter(frame, 9, 150, 75)
cv2.imshow('KINECT Video Stream', frame)
frame = None
key = cv2.waitKey(1)
if key == 27:
break

frame = frame.reshape((kinect.infrared_frame_desc.Height, kinect.infrared_frame_desc.Width)).astype(np.uint16)
#frame = cv2.bilateralFilter(frame, 9, 150, 75)

============
Still doesnt work :(
Here is the updated script.
from pykinect2 import PyKinectV2
from pykinect2 import PyKinectRuntime
import numpy as np
import cv2
kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared)
depth_width, depth_height = kinect.depth_frame_desc.Width, kinect.depth_frame_desc.Height # Default: 512, 424
while True:
if kinect.has_new_infrared_frame():
frame = kinect.get_last_infrared_frame()
frame = frame.reshape((kinect.infrared_frame_desc.Height, kinect.infrared_frame_desc.Width)).astype(np.uint16)
#frame = cv2.bilateralFilter(frame, 9, 150, 75)
    cv2.imshow('KINECT Video Stream', frame)
    frame = None

key = cv2.waitKey(1)
if key == 27:
    break

Are you able to display any frame from kinect, color, depth, infrared or body?

Are you able to display any frame from kinect, color, depth, infrared or body?

yes! the color and depth frames are displayed but I need IR image for projection mapping. I have tried with different settings but unable to make it......
Did you display the IR frame?

Yes I did.
Have you tried this example:
https://github.com/Kinect/PyKinect2/blob/master/examples/PyKinectInfraRed.py

Thanks, @KonstantinosAng I solve it...
The main problem was the older version of pykinect2 libraries, I simply replace it with the latest version...
Really appreciate your cooperation...

Hi! Finally I could use my Kinect v2 as a camera (Color) using OpenCV using your code:
from pykinect2 import PyKinectV2
from pykinect2 import PyKinectRuntime
import numpy as np
import cv2
kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Depth)
while True:
if kinect.has_new_color_frame():
frame = kinect.get_last_color_frame()
frame = frame.reshape((1080, 1920, 4))
cv2.imshow('KINECT Video Stream', frame)
frame = None
key = cv2.waitKey(1)
if key == 27:
break
Now I'm trying to use de depth sensors to know the distance from an object in a (x,y) position to the camera.
Can I use for example x, y = 960, 540 (and draw it on the frame) and see the depth to that point?
Thanks

You have to be careful in what coordinate system you are. If the x, y is on the Color Cordinate System then you can paint it on the color image but in order to find its depth you have to use the Depth Cordinate System. That means you have to get the color point to the depth Space:
Using the mapper.py in my repo
from pykinect2.PyKinectV2 import *
from pykinect2 import PyKinectV2
from pykinect2 import PyKinectRuntime
import mapper
kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Body | PyKinectV2.FrameSourceTypes_Depth)
depth_x, depth_y = mapper.color_point_2_depth_point(kinect, _DepthSpacePoint, kinect._depth_frame_data, [960, 540])  # pixel
""" Then you can use these depth pixel points to get the actual depth from the kinect sensor """
depth = kinect.get_last_depth_frame()
"""---------------------------------------------------------------------------------------
There is no guaranty that a depth value will have a corresponding depth pixel
---------------------------------------------------------------------------------------"""
if (int(depth_y ) * 512 + int(depth_x)) < 512 * 424:
depth_z = float(depth[int(depth_y ) * 512 + int(depth_y )])  # mm
else:
# If it exceeds return the last value to catch overflow
depth_z = float(depth[int((512 * 424) - 1)])  # mm

Many thanks for your quick response!
Awesome wrapper, super useful for my purpose.


Attemepted to remove more RNLocation listeners than added

Is there any method to recognize the status of the unsubscribed?

@roysG how did you fix this


Create setting to hide some forms in main ODK-X Survey interface

The ODK-X Survey interface shows all forms, including subforms that should only be opened through parent forms:
https://docs.opendatakit.org/odk-x/survey-using/#opening-a-form
It would be great to have a setting available to hide forms that should not be entered directly
Requests/discussion:
https://forum.opendatakit.org/t/odk-x-survey-hide-subform/25195
https://forum.opendatakit.org/t/odk-2-0-survey-hiding-subforms/5725

#161 also was a request to address this feature (closed that to leave this)

I would like to work on this issue. However I am facing some problems like how to determine whether a form is parent or child of another form?
Can anyone give some guidance on how to get started with this issue?

Hi @pawanharariya!
What are parent and child forms will be specific to each app, so the idea is to add a setting, generally, to forms to hide them in the main interface (the result then is that they can only be accessed as subforms inside the parent form).
If you want an example, in the sample app, as described here: https://docs.odk-x.org/survey-sample-app-open-form/
the Household Members and Education forms are not intended to be called directly, but are launched from within the Household form.

Okay @elmps2018 so like there should be a hide button against each form. But then the user may also end up hiding a parent form. How to deal with such situation?

@pawanharariya I think creating the setting per form is enough, and then users will just need to hide only the right forms.

@elmps2018 okay if at some later time the user finds a need to unhide some form. How will that be done?

One approach could be to add a property to the settings sheet in the form definition that causes the form not to show up. Something like "hideFormInSurveyList", it could default to "false" and only if someone changes that property to "true" would it be hidden.

@pawanharariya others may want to weigh in on this, but at least how I set up surveys, it is not something that needs to be changed during fieldwork. You can always access the child forms through the parent form. So you would not need to unhide.

I was also thinking the same to provide some property in the form itself marking it as hidden or shown. I don't have knowledge of javascript currently if only someone could do the javascript part in app-desiner, I can then finish the android part.

@pawanharariya you might want to investigate this more as I think the list maybe in a Webkit so it's all JavaScript. If it's in native android you could create a variable that defaults to false that someone else could obtain from the formDef.json.

Hello. I am Outreachy applicant and I am would to work on this issue. I would appreciate if someone gives me a guide on how to start with this issue. Thanks.

@pawanharariya Have you started working on this issue? If not please let @carcablop work on this issue.
@carcablop You can find information on getting started at https://forum.odk-x.org/t/welcome-outreachy-applicants/1240. Thanks for participating in Outreachy.

after getting a message from @pawanharariya,
@carcablop I have assigned the issue to you. Let us know if you have questions.

@wbrunette please I am an Outreachy Intern, my stack includes html, css, and javascript. I want to contribute on the "New Date Prompts for ODK-X Survey" project. Can you assign me any issue. And if @carcablop won't be working on this issue, I will love to take it up. Thanks

@carcablop can you give us an update on this issue? do you have any questions? If you no longer want to work on this issue please let us know.

If nobody is working on this issue right now , May I ?

@carcablop since we have not heard from you in weeks, I am going to assign this issue to @sanyud24. If you are still working on the issue or have questions please let us know as soon as possible and I will re-assign the issue back to you.

Thankyou @wbrunette for assigning 👍

@wbrunette  Sorry for not responding in time, I am no longer working on this issue. Thank you.

Here ,most of the subforms are already inside the  parentform , like household member and education form inside household and many more then, What changes do I have to do ?

Hi @sanyud24 it looks like you are looking in Chrome (preview) but if you look at the main survey screen on the tablet, the household member and education form are directly available and we want people to be able to hide those.

Ohkay , Thankyou @elmps2018 , I got it !!

Hi  evryone , its a silly doubt , but I wanted to know that if I change a "Json" file of one of the table then using "$grunt" will the local json server work? and will I be able to fetch the object inside survey app code locally ??because I worked earlier with json objects but it was in the form of API so I'm confused .
Earlier I tried  hiding sub-forms using position in a listview , but it got messed up when sorted by TableId cause the position number changed , so as mentioned by @wbrunette above I want to test it using json-def file in app-designer .

@sanyud24 I do not think you can test it in the app-designer because the Android form's list is not the same as the app-designer forms list. The app-designer list of forms is simply another form called framework.

No, sorry  ,What I want to say is that if I change a Json file inside app-designer locally on my device and run app-designer ,then will I be able to fetch it inside survey app.

There's  FormProviderApi which fetches the forms inside the listview in survey app . Am I right here? I just want to clear somethings

using the command "grunt adbpush" will push the files to your device assuming you have USB debugging turned on. To verify everything is set up correctly type "adb devices" and you should see your android device listed there (not an emulator will show up as a device"

Ohkay I'll try it , thankyou!!


Add function that returns a list of builtin montages

I think a function that returns all builtin montages might be useful.

Codecov Report

Merging #4456 into master will decrease coverage by 2.47%.
The diff coverage is 33.33%.

@@            Coverage Diff             @@
##           master    #4456      +/-   ##
==========================================
- Coverage    82.7%   80.22%   -2.48%
==========================================
  Files         349      349
  Lines       64808    64813       +5
  Branches    10023    10023
==========================================
- Hits        53597    51998    -1599
- Misses       8430     9978    +1548
- Partials     2781     2837      +56

Done.

Last thing -- whats_new update

LGTM besides what's new update

Will update whats_new in master, thank @cbrnr


Add rudimentary dynamic avatar functionality

Add rudimentary dynamic avatar functionality:

Ability for users to construct a dynamic avatar using artwork included in the package

Is the idea here similar to the multi part layers I created in GRA3 or did you have a different method in mind?

We are probably going to pull the avatar stuff out of GRA3 and plug it into GRA4 for now making whatever changes are necessary for it to work in ASP.NET Core. @iafb was working on extracting additional artwork and we have a plan to try to pull in nearly all of the wardrobe artwork from Glitch/Eleven Giants eventually but not for this first milestone. In fact, we're probably not even going to have an admin interface for our first milestone since we need to have it available as soon as possible. We've also been tasked with having unlockable wardrobe items this year as well.

Is this something that I could help out on? I would be happy to try implementing the avatars, using the stuff from GRA 3.

Sure! We were hoping to have the user side of it working by the 27th and we were just going to defer the admin side for now. I was going to call the class something like DynamicAvatar so people could switch between static and dynamic ones.

If you are referring to the 27th of this month, you may not want to count on me. I might have it ready but since this will be my first time diving in I would hate for you to rely on me. Thoughts?

@justinmeiners I'm working on this, should have something by Monday

@haraldnagel Oh I started working on this as well! However I started on the admin side.  It will be a good introduction to the project regardless of if yours conflicts.

I've been working on the user side. I have it working in a rudimentary sense but it still needs a little more work even on the user side.


An error occurred in generate datasets

After executing ce Add_Actor, executing the vget /camera/1/object_mask png command will show that the characters added later will not appear in the mask image

I remember that unrealcv will assign colors to each object in the scene first. Maybe it is due to this MH object is not registered in unrealcv. Perhaps you can try running this method first:
https://github.com/FlyHighest/UnrealPerson/blob/9fd5a882bea16f6289f0353b78140bff36c16609/UnrealPerson-DataSynthesisToolkit/generate_datasets.py#L157

The problem is not solved.
Start with datautils.get_object_color()
There is no MH object in the scene.
Don't you need to do ce Add_Actor first to add the actor

Surely you have to add_actor first. See line 155-157 in generate_datasets.py.

Sorry, I misunderstood your meaning.
Using datautils.get_object_color(), we can get the color allocation information of related actors.
Actor is not shown in the mask picture

Are the lit and object_mask images obtained at the same time? If the man walk too fast, it could walk out of camera view when getting object_mask.
Or, perhaps it is an unrealcv/ue4 issue. I have modified unrealcv to use it in a specific version of ue4. If you are not using exactly the same UE version, some errors can happen.
It's been a long time since the last time I used UE4 synthesis toolkit. I don't have an environment now.

Thank you for your reply. I created the image after the pause, probably not the reason why the pedestrian is walking too fast.
And I used ue4.27 version, so I did not use your ue4.24 version of unrealcv. Maybe there is something wrong with the unrealcv plug-in.


Typos/suggestions for the Invoices page

https://www.textmagic.com/docs/api/invoices/#get-all-invoices

Change
"You can check your invoices and transactions using the TextMagic SMS API."
to
"With the TextMagic API, you can check the invoices and transactions for your account.

Change
"To view all your invoices, use:"
to
"To view all of your invoices, use:

Change
"Array of invoice"
to
"Array of invoices" OR "Array of invoice objects" OR "List of invoices"

Change
"Invoice ID" to "The invoice ID"

OK, the two "top up" items sound odd to me.  I'm American and this just isn't a phrase that we use although it is common in British English.  I don't know if you care about that though i.e. maybe most of your customers are in the EU, in which case this is perfectly fine.  However, if you want the doc to have more of a Transatlantic sound, I would make these changes:
"Top up amount." to "Credit amount"
and
"Top up currency." to "Credit currency."

Change
"Now you’ve learned how to view your invoices via the TextMagic API. You can now check our Code libraries to view ready-made scripts in different languages, which can be applied for a faster implementation of TextMagic API."
to
"Now that you’ve learned how to view your invoices via the TextMagic AP, you can check our Code libraries to view ready-made scripts in different languages which you can use to quickly build powerful SMS based applications."
[NOTE: I'm not sure what the faster implementation part is supposed to mean, I think you want to say that it's easy to build apps with the API].

Replaced all suggestions except "top up" one: you are right, "Top up" is more familiar to most of customers. Thanks.


Use warning instead of warn to reduce the output size

Having a look at how warn is used, you noticed that the error message will not be removed by uglify.
We are using https://github.com/oliviertassinari/babel-plugin-transform-dev-warning in the material-ui repository to get complement rid of the warning check in production.

Seems legit :) would you mind sending a pull request?

You are using babel@5 (https://github.com/rofrischmann/inline-style-prefixer/blob/master/package.json#L43). Do you plan to upgrade to v6? Otherwise this is the plugin to use: https://github.com/4Catalyzer/babel-plugin-dev-expression.

would you mind sending a pull request?

Why not. It's only used twice, that may be overkill :grin:

Yeah I am slowly migrating all my repo as I touch them the next best time. Well still its used twice :P I also want to use this for all my repos, so why not include it everywhere :P I'll perhaps notify you or just include it myself after I upgraded :P


Dynamically change image classifier.

This is an UI improvement feature.
Currently, user has to build two apks with one classifier each.
This feature makes user to switch between classifiers by swiping
the screen.

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@aselle any update?

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@zhongleiwang  wondering if you still need this PR , if yes can you please resolve conflicts


[SPARK-35588] Update quickstart.ipynb to use pyspark.pandas

What changes were proposed in this pull request?
Minor update to the notebook to show how to use pyspark.pandas package. Also fix the URL to directly go to the latest pyspark documentation.
Why are the changes needed?
Fix documentation for PySpark quickstart.
Does this PR introduce any user-facing change?
No
How was this patch tested?
All cells run with expected output, without any error.

Can one of the admins verify this patch?

Jenkins OK to test

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Thanks for the contribution @yos1p. There are actually notebooks dedicated for pandas APIs on Spark: https://github.com/apache/spark/tree/master/python/docs/source/getting_started and we should merge or place it appropriately in the docs.

@yos1p would you mind enabling GA builds? Apache Spark development uses the resources in your forked repository. See https://github.com/apache/spark/pull/32795/checks?check_run_id=2760628549

Thanks for the contribution @yos1p. There are actually notebooks dedicated for pandas APIs on Spark: https://github.com/apache/spark/blob/master/python/docs/source/getting_started/ps_10mins.ipynb and we should merge or place it appropriately in the docs.

Because most of the code in quickstart focuses on working with Spark DataFrame, I decided to put the spark pandas quick start in a new section instead of merging in the sections specialized for Spark DataFrame. Let me know what you think.

Also please remove https://github.com/apache/spark/blob/master/python/docs/source/getting_started/ps_10mins.ipynb (assuming that your proposal merge both).

I don't have a concrete idea for now. I will take a look and see if it makes sense.

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@yos1p, can you make sure Binder works correctly? Your PR can be tested here: https://mybinder.org/v2/gh/yos1p/spark/spark-35588?filepath=python%2Fdocs%2Fsource%2Fgetting_started%2Fquickstart.ipynb
You might need to push some changes at https://github.com/apache/spark/blob/master/binder/postBuild to build Spark, install extra dependencies, etc.

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Test build #139488 has finished for PR 32795 at commit f2d52ac.

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

Test build #139490 has finished for PR 32795 at commit 9a8bb95.

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

You might need to push some changes at https://github.com/apache/spark/blob/master/binder/postBuild to build Spark, install extra dependencies, etc.

It seems mybinder not able to include build spark. I always get error 255, which I believe caused by the building process taking too long. Any idea how to solve this? @HyukjinKwon

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Kubernetes integration test status failure
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Unsound: Atom accepts an unsafe memory ordering

This crate has the same issue as https://github.com/mystor/atomic_ref/issues/5.
The following code segfaults on an AArch64 machine (but not on x86_64, which has a stronger memory model).
#![deny(unsafe_code)]
use atom::Atom;
use std::sync::atomic::Ordering;

fn main() {
    let channel = &*Box::leak(Box::new(Atom::<&&'static u32>::new(&&42u32)));

    std::thread::spawn(move || loop {
        if let Some(ptr) = channel.take(Ordering::Relaxed) {
            assert_eq!(**ptr, 42);
        }
    });

    for i in 0..10000000 {
        let b = Box::leak(Box::new(&42u32));
        channel.swap(b, Ordering::Relaxed);
    }
}

Thank you for the report, can you review #17 and tell me if it's fixed, please?

I hope this can be fixed at some point. I want to use this crate, because Atom is exactly the synchronization primitive that I've wanted for several of my projects, and I appreciate the work that's gone into developing it. But I can't bring myself to use a dependency that has been "known to be unsound" for nearly a year without being updated...


Updating 4.0.0 changelog

Updating the 4.0.0 releases notes (adding animations changes, missing credits, missing PRs references)

We may need to update the release note as well.

The update is from the release note, should be ok :)

@tbaranes cool, thanks.


Gracefully handle dates with no entries

Date with no entries should be recorded as None, but not be counted in the average or delta of the measurement.

Closed with commit ac2d7164768506eeb2f99b369f66b69c1657f5d2.


Placeholders in service-url for dynamic parameters (#8)

I hereby agree to the terms of the Knot.x Contributor License Agreement.

Please update documentation and examples in README.md.

PR need to be modified to new codebase merged to master

Closing as outdated. Continuation of this task in #8


[type: modify]: modify shenyu_request_undone metrics' access.

// 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 #2993 (ed52ecb) into master (ffb9008) will decrease coverage by 0.45%.
The diff coverage is n/a.

@@             Coverage Diff              @@
##             master    #2993      +/-   ##
============================================
- Coverage     59.66%   59.21%   -0.46%
+ Complexity     4483     4437      -46
============================================
  Files           696      696
  Lines         20116    20113       -3
  Branches       1810     1809       -1
============================================
- Hits          12003    11910      -93
- Misses         7101     7192      +91
+ Partials       1012     1011       -1

Impacted Files
Coverage Δ

...ache/shenyu/plugin/grpc/cache/GrpcClientCache.java
68.75% <0.00%> (-31.25%)
:arrow_down:

...henyu/admin/service/impl/UpstreamCheckService.java
42.85% <0.00%> (-20.64%)
:arrow_down:

...che/shenyu/sync/data/http/HttpSyncDataService.java
69.10% <0.00%> (-14.64%)
:arrow_down:

...yu/sync/data/http/refresh/AbstractDataRefresh.java
70.00% <0.00%> (-13.34%)
:arrow_down:

...a/org/apache/shenyu/common/utils/VersionUtils.java
67.85% <0.00%> (-10.72%)
:arrow_down:

...apache/shenyu/admin/utils/ShenyuDictH2Trigger.java
63.63% <0.00%> (-9.10%)
:arrow_down:

...ache/shenyu/admin/utils/PluginHandleH2Trigger.java
63.63% <0.00%> (-9.10%)
:arrow_down:

...henyu/plugin/grpc/resolver/ShenyuNameResolver.java
56.38% <0.00%> (-7.45%)
:arrow_down:

.../apache/shenyu/admin/model/dto/BatchCommonDTO.java
50.00% <0.00%> (-7.15%)
:arrow_down:

...apache/shenyu/admin/model/dto/AuthPathWarpDTO.java
57.14% <0.00%> (-7.15%)
:arrow_down:

... and 26 more

Continue to review full report at Codecov.

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Make sure images in email headers display properly

I'm seeing this in the email notifications:

The images are not displaying properly. They should look like this: https://docs.google.com/document/d/1fcr2DYo7OrX-qTdeUOTWKSS1rlq_47sehESmbvgUsrk/edit#heading=h.beznc0cuhr88

Can you forward the email you received to me?


Uncaught Error: EBUSY: resource busy or locked, unlink 'C:\Users<user>\AppData\Local\Temp\linter-elm-make28436SjvJtPbBRJs1\elm-stuff\packages\debois\elm-mdl\7.2.0\src\Material\Layout.elm'

Elm package got updated, and while it was updating Atom threw this error and refused to work until atom was restarted
I've not updated to the latest release this weekend (I just got in to work and am updating now, but started with elm), however I checked the code and it looks like this same issue would still happen in the latest.
  I'm assuming you're still linting on the fly.  Since the linting tasks are now queued, we should hopefully experience less of these in the latest version :-)

It has but I've not updated any more elm packages as the update completed.
Even when queued I am unsure if it would help because on Windows a single file, like an elm package, cannot be accessed by multiple programs at once (stupidely), so it seems to be a race condition regardless of queue.  It could be fixed by detecting that error and retrying again in a second or so as necessary.

Oh sorry, I misread it as you're upgrading to the latest linter-elm-make package.  So, you updated elm-mdl?  Am I correct?  Is version 7.2.0 the new elm-mdl version or the old one?

Correct, I was updating elm-mdl from 7.0.0 to 7.2.0 from the terminal via elm package install when Atom threw that error.

Alright, thanks for the info!  I'll check it out sometime this week.


Check consistency of GraphAssetData struct

For model data structures in src/structures.jl like GraphAssetData, as we use more complex data, we should check for consistency. E.g. if we make GraphAssetData.investable an array of years, investment_cost should also be an array of equal length.

This will only make sense after multi-year investment is implemented (maybe we need an issue for that?) because otherwise there are no vectors in the input data, except for profiles and partitions.

I don't see how it can be done right now, because there is nothing to be checked. A single GraphAssetData stores data from a single asset. On creation, we use only input data (no profiles, no partition), so there are no vectors. Maybe @suvayu  has a different view.
As soon as we introduce multi-year data, this can, and should, be implemented.

I used the multi-year as an off-the-cuff example.  There could be others.  Maybe we should create an epic issue for checks like this, and collect all ideas there.  We can start working on them once the ideas start becoming important.
I'm primarily worried about forgetting about details like this.  So if you think an issue is not the right place to record them, I'm fine recording them elsewhere as long as nothing slips through the cracks.


Opening New Tab - Font Delay

Hi - Loving Caret Tab and well done on the work so far.
I have noticed an issue when opening new tabs, I have a couple of links set and on load of the new tab, the font seems to have a delay before its applied which catches the eye and doesn't look very nice.
I've turned off animations and this has helped but its still there and noticeable where there is a short delay before the font is applied.
Thanks

Awesome - Thanks! Any rough estimate on when the next update could possibly be? Thanks

No guarantees, but I'm hoping another month. I'm on the tail end of recreating it from scratch, just have a few things left to finish.

This has been completed in CaretTab v3 which is currently in Beta at the moment, so I'll be closing this as fixed. If you would like to check it out, you can sign up for the beta here: https://github.com/bluecaret/carettab/issues/104


Filter out completed materials in Build Queue item configuration modal

The modal to configure the material priority and the activeness of single materials should contain only materials which aren't completed yet.
If a material is finished while a modal is opened the material should be removed from the modal.

Implemented in 1.53.0


[FLINK-16447][Formats] fix non deserializable field on CompressWriterFactory

What is the purpose of the change
*Fix a non serializable field on CompressWriterFactory *
Brief change log

change field with seriablizable fields

Verifying this change
This change is already covered by existing tests, such as CompressWriterFactoryTest.
Does this pull request potentially affect one of the following parts:

Dependencies (does it add or upgrade a dependency): ( no)
The public API, i.e., is any changed class annotated with @Public(Evolving): (no)
The serializers: ( no)
The runtime per-record code paths (performance sensitive): ( no )
Anything that affects deployment or recovery: JobManager (and its components), Checkpointing, Kubernetes/Yarn/Mesos, ZooKeeper: ( no )
The S3 file system connector: ( no )

Documentation

Does this pull request introduce a new feature? ( no)
If yes, how is the feature documented? (not applicable)

@aljoscha  could you check this

@eskabetxe Given that there is another PR under review for the same issue and you are also participating in that review, could you close this PR?

Hehe, I was too slow @eskabetxe :P


deleted duplicated files

❓ Context

Impacted projects: @ledgerhq/live-common
Linked resource(s):

As talked with @elbywan , the documentation in the docs folder of live-common was duplicated in the Wiki, so we don't need them anymore
✅ Checklist

[ ] Test coverage: Did you write any tests to cover the changes introduced by this pull request?
[x] Atomic delivery: Is this pull request standalone? In order words, does it depend on nothing else?
[ ] Breaking changes: Does this pull request contain breaking changes of any kind? If so, please explain why.

📸 Demo
🚀 Expectations to reach
Please make sure you follow these Important Steps.
Pull Requests must pass the CI and be internally validated in order to be merged.

we have them in wiki now that's correct?
@valpinkman is this one ok to merge with you?

@cfranceschi-ledger please rebase your PR :)

we have them in wiki now that's correct? @valpinkman is this one ok to merge with you?

Ready after PR has been rebased


enhance(publish): add showChildLinks override to notes

Be able to control whether a page shows child links using note frontmatter

cleanup various DNode properties
separate implicit and explicit DNodeProps

got it - haven't forgotten about this, will have a pr for this later this week


Twitter domain changed to x.com, extension no longer working sadly.

pls update

So many things have changed and are changing in addition to the domain that this plugin is unlikely to work in the future unless someone puts significant time into making all the changes. It's not just the domain, but also the new API version of Twitter (x.com) and the upcoming Chrome manifest version 3, which will be mandatory in June.


Update libthrift.vcxproj

delete redundant configuration:
<ClCompile Include="src\thrift\server\TSimpleServer.cpp"/> <ClCompile Include="src\thrift\server\TThreadPoolServer.cpp"/> <ClCompile Include="src\thrift\server\TThreadedServer.cpp"/>
If it's not deleted,vs2017 will report some error
Some helpful tips for a successful Apache Thrift PR:

Did you test your changes locally or using CI in your fork?
Is the Apache Jira THRIFT ticket identifier in the PR title?
Is the Apache Jira THRIFT ticket identifier in the commit message?
Did you squash your changes to a single commit?
Are these changes backwards compatible? (please say so in PR description)
Do you need to update the language-specific README?

Example ideal pull request title:
    THRIFT-9999: an example pull request title

Example ideal commit message:
    THRIFT-9999: [summary of fix, one line if possible]
    Client: [language(s) affected, comma separated, use lib/ directory names please]

For more information about committing, see CONTRIBUTING.md

Thanks, note that static checked-in projects will eventually be removed in favor of cmake generated projects.


Fix sole nested conditional handle parens

Fix edge case in Style/SoleNestedConditional auto-correct.
I think it only applies to an outer unless with multiple conditions, but without parens.
The addition of parentheses is correct.
However, the ! is the wrong place.
It should be before the parentheses.

Thanks!

Thanks!


Focus the project manager's search box automatically on startup

This allows the user to search projects as soon as the project manager opens, without having to click on the search field first.

Thanks!


[Suggestion] Make thirst more reactive to player movement

I died due to thirst because I afked for hours and forgot to pause. It's NBD for me, but I can imagine this can be very frustrating for something like a hardcore world. In vanilla, this isn't much of an issue because hunger is only drained by player action. However, thirst is mostly passive and only increases/decreases based on ambient temperature.
In addition to the afk issue, normal gameplay suffers from the current thirst calculation. Thirst feels too consistent compared to hunger. Hunger makes you constantly concerned with things like sprinting and taking damage, while thirst has no such effect.
Maybe making thirst reactive to movements directly is too much to ask, considering the hunger system is rather complicated. If it is, maybe thirst can increase relative to hunger, and the magnitude of that change would be based on ambient temperature.

After reviewing the config, I now realize there is a line for "randomWaterLoss" along with a comment that implies that that the mod already has active and passive thirst mechanics. Assuming changing the "randomWaterLoss" value to 0 disables the passive drain, I guess what I should really be asking for is a config parameter to control active water loss.

Water usage is consistent and behaves correctly. It does not work exactly like hunger, because that's not how the body works. With homeostatis (which the mod is designed around), water usage varies based on temperature. If it is hot, you'll sweat. If it is cold, you won't. This adjusts based on how warm it is.  I assure you, death will come from thirst long before hunger. So the reason hunger is consistent is because it doesn't have temperature related usage implications, other than when shivering when in a cold environment, then you'll use food faster because you'll be shivering.
Water usage while sprinting could happen if calculating body temperature increase. However, this would need to happen when doing pretty much anything other than standing, so for gameplay balance, we decided to not add this feature. Also, the calculations are tricky for sweating when doing activity. If it is cold, you won't sweat, if warm, you'll not sweat more, so is irrelevant. So the effect overall would not really be noticeable (yes we did test this concept, and it doesn't make any sense). What we did instead is have a random amount of water that gets used in normal circumstances (when not sweating or shivering).
This mod does what it is supposed to be doing, you'll find that it does not however work like TAN or any other temperature/thirst mods that treat temperature like magic and water like food.
I'm closing this issue as not planned. If you do any coding at all, here is the code that drives this logic: https://github.com/wendall911/Homeostatic/blob/8e99c30814caafae5129ded8c849282268c8598e/Common/src/main/java/homeostatic/common/temperature/BodyTemperature.java#L115

@Maiazye Also, if you have any other questions, feel free to ask, I will be happy to clarify.
I have a bunch of stuff in the wiki on how temperature works. This reminds me I need to add a section for water usage as well: https://github.com/wendall911/Homeostatic/wiki/Temperature-Calculations

@Maiazye temperature already controls active water loss.

While I disagree with some of the approaches you lay out, I at least now understand your philosophy around the system. I still insist on adding config options to affect active water loss, but I see why would wouldn't change the default thirst mechanics.
I'm not familiar with java yet, but I'll give tweaking your mod a try. I appreciate you taking the time to give me an in depth explanation, pointing me source for the mechanic, and doing doing both promptly.

This works like the human body. TAN has broken all view of how temperature and thirst work, to the point that it is frustrating. Literally read through wikipedia on how homeostatis works and you'll have a better understanding of the  mod. I'd recommend just using the other broken temperature mods as they will suit your needs better. They treat temperature and thirst like magic.

I'm not deflecting here. I'm just stating that your approach to understanding is very wrong. This was not just another clone of the broken temperature implementation in TAN. Literally this was created because none of the others even attempt to create something that isn't just magic.

To be clear, I'm definitely not asking for this to be another TaN clone. I've used many temperature mods and I'm aware of the flaws you're alluding to. I think your mod is good, but it's not because it's realistic, or because it "works like the human body". I like it because feels fair and manageable.
I was under the impressions that this mods whole premise is based on body temperature normalizing around a certain point, hence the name 'Homeostatic'. Your responses make me think that you're trying to emulate homeostasis, and that it's not just a premise to build a better temperature mod. In that emulation, the player is required to sweat simply to maintain their body temperature, which justifies the passive water drain of your mod. This is what I was referring to in regards to understanding your philosophy.
My issue was specifically with the thirst system as it relates to player interactions. You must admit, the thirst system stands out from Minecraft's survival mechanics. Time is never used as a resource like this in the base game. Hunger is the most comparable mechanic, but time is not a factor, it's completely based on player activity. I thought that making the player activities dictate thirst would be a reasonable ask, but I see now that it conflicts with the realism aspect you're trying to achieve. That's why I conceded that changing the default state of the mod would be unreasonable, and instead asked if you could add the aforementioned config options for players that want to tweak their experience.
I hope I didn't say anything that you feel denigrates your work. While non of your responses have been outright hostile, I do get the sense that you don't like me. I want to make it clear, I like your mod. I'll continue to use it despite my complaints. Whatever you're trying to achieve here, you've done a good job.
The solution to my issue is clear at this point, I need to make the changes myself. What I want to see in this mod is clearly a personal preference that you don't agree with, and it would be unreasonable that I expect you accommodate me.

@Maiazye Also, if you have any other questions, feel free to ask, I will be happy to clarify.
I have a bunch of stuff in the wiki on how temperature works. This reminds me I need to add a section for water usage as well: https://github.com/wendall911/Homeostatic/wiki/Temperature-Calculations

I would like to see a section on water usage. Some of your replies here have taught me things about the mod I was not aware of/hadn't noticed.