Launch Extension Multiple Times

VSCode Version: 1.8.1
OS Version: Win 10 x64

I am developing an extension that shares information between multiple users. What's the best way to launch my extension multiple times to simulate multiple users?

@adstep our suggested way to ask question about VS Code is to use stack overflow with the tag vscode. Please see our issue guidelines.


Add Weave as new network provider during cluster creation

Rancher versions:
v2.1.0

See https://github.com/rancher/rancher/issues/12909

Hello,
I tested rke and it seems to work but I do not find any documentations about this cluster builds from rke and the rancher/rancher container ( oldest server tag).


Handling edge case for randomly loading below the fold images

Checks still failing, closing pull request
PhantomJS 1.9.8 (Linux 0.0.0) Lazy image: We only have one image FAILED


"Sort blocks ascending" shuffles things around but doesn't seem to actually sort them

Hi, I was excited to see your extension listed in the marketplace and I quickly dived in to give it a go. Unfortunately the sorting algorithm doesn't seem to work correctly. I tested it on a file full of abstract classes, hoping to sort them alphabetically, but the "sorted" result didn't appear to be sorted on any obvious criteria, as none of the tokens in the line starting each block seemed to be a basis for the new sort order after I ran the command. I then tested it out on a reduced example where I removed the body of each class declaration, and the sorted result was still erroneous.
Also I'm not sure why an extraneous line has been inserted in the middle. I am assuming that the sorting algorithm has a bug, and that the blank line's position is a side effect of the bug.

Thanks for the report! That looks like the algorithm for detecting inline-blocks has some error (I assume due to the <> generics). The algorithm is language-agnostic, so it might have some issues with language specific tokens, such as <>.
The result looks to me, like the sorting grouped all lines with <> together and then sorted the blocks. This is of course not intended, I'll fix the issue as soon as possible.

Yes, this is definitely an issue with <>. The false detection is due to compatibility with XML-like languages, where blocks are started with <...> and ended with `</...>``.
This was implemented wrong by me anyway, as HTML supports self closing tags such as <br>.

As a fallback option that the user could configure, maybe it's a good idea to allow simple indentation as a way to detect blocks? Could cover a lot of use cases that you wouldn't then have to think about.

If I remember correctly, I added folding markers  to supper c-like Syntax, where the { is in the next line.
I tried to avoid language specific Syntax as much as possible, to get around the issue of things like JSX in typescript files. But this is definitely a case where that backfired.
I'll have to work on the issue a little, as an intermediate fix I allowed users to override the default folding markers in #46.  You should be able to add the following setting:
"blocksort.foldingMarkers": {
    "start": "<",
    "end": ">"
}

This is untested, I'm on my phone right now. Once it's deployed (and I have updated the VSCE token) there should be a corresponding comment unter the pull request #46

Wel taht didn't seem to work. Will look into it on the weekend

The above temporary fix seems to work. I will try to have a long term fix ready until next week

Feel free to make me reopen it if you have any issues ;)

Great thanks for that. I'll give it another go and let you know if I have any issues.


(feat) Add styling to login page and navbar throughout app

looks good! do you think i should incorporate icons with the buttons?


Custom subcommand awareness

Now that we've got cargo install it's quite easy to make new subcommands left and right. There's lots in the ecosystem already, but they're not necessarily always easy to discover! Similar to #1251, it'd be good if we had a better story for discovering custom subcommands in the wild via some means. Some questions that would be nice to answer are:

What are the most used subcommands?
What are the possible subcommands?
What subcommands are loosely on-track to become part of Cargo proper?

Some similar ideas to #1251 may lend themselves to here as well.

How about looking for cargo-* binaries in $PATH and the default cargo install location and displaying them on cargo -h?

Yeah that's certainly a possibility, right now cargo --list will do that as cargo -h is a "curated list" of subcommands (e.g. it doesn't even show all Cargo subcommands by default).

I would suggest that every subcommand should use a certain keyword on crates.io. You could then filter for that keyword and see the most used subcommands.

If we're looking for cargo-* binaries in the system path, there's the question of whether we can reasonably assume those binaries are in fact Cargo sub commands, rather than unfortunately named and unrelated programs. Do we have any reason to believe such a problem may arise?
Marking a particular crates.io keyword as the signifier seriously limits the possibility of a mistake occurring (although someone could incorrectly assign the keyword to their project when it's not actually a cargo sub command project, so maybe some warning from crates.io may be warranted), but it also means that any cargo sub command that wants to be surfaced automatically by cargo has to be registered on crates.io, which some may find onerous.

I believe git takes a similar approach for poking for subcommands, but that's true that if cargo-foo is unrelated it could cause confusion if cargo foo is called or cargo --list is looked at.
I also think the keyword suggestion was simply for discovery, not that Cargo would check against crates.io to ensure that it's there or have it as a restriction. You'd just go brows everything with the cargo subcommand tag and in theory have a good idea about what all the subcommands are.

For me the barrier was not even knowing that cargo subcommands are extensible. I assumed it only has built-in commands, like npm and composer do.

Searching for cargo extensions on crates.io makes some sense, but I'm not sure if I'd go to search there. I think of crates.io as a source of libraries only, because I get rustc and cargo from rust-lang.org (and my second choice would be homebrew).

I wanted an equivalent of npm install --save or composer require, but the command was called cargo add in cargo-edit package. Note complete lack of overlap between words I was looking for and the name it actually had.

How quickly can we work out what subcommands exist? E.g. could running cargo add somehow check the registry for package with cargo-add binaries and print "maybe you want to install ..."?
(This would preferably just use an existing registry, rather than update it, since that can be quite slow.)

@huonw I think basically as fast as cargo search, although perhaps with one less round trip to figure out what the registry URL is, so just a little faster than that in theory.
It's slow enough that I wouldn't want it to run on cargo foo where foo wasn't recognized, but I'd be fine running it via something like cargo search --subcommands or something like that.

Ah and as an example of speed, just run:
curl https://crates.io/api/v1/crates\?keyword\=subcommand

There is also http://libs.rs/cargo-subcommands/ (I maintain the site).

cargo --list could have a hint such as "Install more commands from: https://crates.io/search?q=subcommand"

There is also cargo-extras which is a meta package for installing all the popular commands at once.
IMO there just needs to be a better way discover, search for, and install subcommands.

What subcommands are loosely on-track to become part of Cargo proper?

Like cargo-extras, a semiofficial cargo-nursery org or rust-lang-nursery/cargo-subcommands repo could convey social proof and make discovery a bit easier.

+1 can have a section on the guide as well
also, a guide on how to write a cargo subcommand is missing

cargo --list is nice but I'd love to see something that has a bit more detail - when possible. My current cargo --list looks like
drusellers@Drus-MBP-2 ~/dev/beta/beta-cli (master)
$ cargo --list
Installed Commands:
    add
    bench
    build
    bump
    check
    clean
    clippy
    doc
    fetch
    fmt
    generate-lockfile
    git-checkout
    help
    init
    install
    list
    locate-project
    login
    metadata
    modules
    new
    outdated
    owner
    package
    pkgid
    publish
    read-manifest
    rm
    run
    rustc
    rustdoc
    search
    test
    uninstall
    update
    verify-project
    version
    yank

I would one like to see the official partitioned from the add ons. like so
drusellers@Drus-MBP-2 ~/dev/beta/beta-cli (master)
$ cargo --list
All Commands:
    Core Commands:
        bench
        build
        clean
        doc
        fetch
        generate-lockfile
        git-checkout
        help
        init
        install
        locate-project
        login
        metadata
        new
        owner
        package
        pkgid
        publish
        read-manifest
        run
        rustc
        rustdoc
        search
        test
        uninstall
        update
        verify-project
        version
        yank

    Added On Commands:
        add
        bump
        check
        clippy
        fmt
        list
        modules
        outdated
        rm

Then if possible, I'd love to see if its possible to provide the help text. Now I know the default help text comes from clap or similar - so sub commands would have to provide some integration to support this next idea. But if subcommands had a subcommand like cargo-help that could feed the following data back to cargo that would be nifty.
    Added On Commands:
        add - what this command does
        bump - what this command does

The goal is to remind my old brain why I installed this add on.

There are a lot of different ideas in this issue; please open new issues for them if you're still interested.
As far as the main issue, I think this has been addressed by categories on crates.io which have descriptions and are a bit easier to discover than keywords. Here's the category for cargo plugins: https://crates.io/categories/development-tools::cargo-plugins

@drusellers Do we have a new issue about your proposal? I still get the same output with -list and your format seems much better.

@MondoGao I have not. Please feel free to.


Add label support to the data-pvc

Longhorn uses labels to find volumes to backup, plus having labels makes sense anyway
Add values field for data-dir labels
Add data-pvc labels field to README

I was trying to fix the merge conflict and correct the version but I am getting an error for permissions on your branch
! [remote rejected] HEAD -> ohnoitsyou (permission denied)
error: failed to push some refs to 'github.com:ohnoitsyou/factorio-server-charts.git'

@ohnoitsyou I opened PR #60  to get this merged in. Since the commit is missing from the chain I gave you a shout out in the change log

Ah, hadn't realize there had been new commits. Thanks for getting it merged!


imgui: 1.90.2 -> 1.90.3

Automatic update generated by nixpkgs-update tools. This update was made based on information from https://github.com/ocornut/imgui/releases.
meta.description for imgui is: Bloat-free Graphical User interface for C++ with minimal dependencies
meta.homepage for imgui is: https://github.com/ocornut/imgui
Updates performed

Version update

To inspect upstream changes

Release on GitHub

Compare changes on GitHub

Impact
Checks done

built on NixOS
The tests defined in passthru.tests, if any, passed
found 1.90.3 with grep in /nix/store/k2zmsyf2gd4dh1gdfzglfjkylcal52x7-imgui-1.90.3
found 1.90.3 in filename of file in /nix/store/k2zmsyf2gd4dh1gdfzglfjkylcal52x7-imgui-1.90.3

Rebuild report (if merged into master) (click to expand)

4 total rebuild path(s)

4 package rebuild(s)

First fifty rebuilds by attrpath
cemu
imgui
imtui
sony-headphones-client

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/k2zmsyf2gd4dh1gdfzglfjkylcal52x7-imgui-1.90.3 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A imgui https://github.com/r-ryantm/nixpkgs/archive/53909a6527ea2603f56216f7b0366087897d3d4b.tar.gz

Or:
nix build github:r-ryantm/nixpkgs/53909a6527ea2603f56216f7b0366087897d3d4b#imgui

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/k2zmsyf2gd4dh1gdfzglfjkylcal52x7-imgui-1.90.3
ls -la /nix/store/k2zmsyf2gd4dh1gdfzglfjkylcal52x7-imgui-1.90.3/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
Result of nixpkgs-review run on x86_64-linux 1

1 package failed to build:

cemu

3 packages built:

imgui
imtui
sony-headphones-client

Maintainer pings
cc @WolfangAukang for testing.

Result of nixpkgs-review pr 289551 run on x86_64-linux 1

1 package failed to build:

cemu

3 packages built:

imgui
imtui
sony-headphones-client


Support SharpDevelop IDE

http://www.icsharpcode.net/OpenSource/SD/Download/#SharpDevelop5x

I think it would be more useful to support Xamarin Studio - it is crossplatform
I think SD was killed by Visual Studio Community


Getting Crash from IllegalStateException Max XP must be more that Min XP

This happens every time a score is submitted and it results in the app crashing. Once it happens once, to a player, it will happen every time they submit a score, killing the app. Only way to stop it is to log out and log in with another user.
We can reproduce it by submitting a score very early, while GPGS is still trying to log in.
Any help here would be great. There doesnt seem to be anything we can do to avoid this other than killing GPGS. Its bad.
Full stack:

com.google.android.gms.common.internal.Preconditions.checkState (Unknown Source:29)
com.google.android.gms.games.PlayerLevel. (com.google.android.gms:play-services-games@@18.0.1:3)
com.google.android.gms.games.PlayerRef. (com.google.android.gms:play-services-games@@18.0.1:14)
com.google.android.gms.games.PlayerRef. (com.google.android.gms:play-services-games@@18.0.1:1)
com.google.android.gms.games.leaderboard.LeaderboardScoreRef. (com.google.android.gms:play-services-games@@18.0.1:2)
com.google.android.gms.games.leaderboard.LeaderboardScoreBuffer.get (com.google.android.gms:play-services-games@@18.0.1:4)
com.google.android.gms.games.leaderboard.LeaderboardScoreBuffer.get (com.google.android.gms:play-services-games@@18.0.1:6)
com.google.android.gms.common.data.DataBufferIterator.next (Unknown Source:8)
com.prime31.PlayGameServicesPlugin.jsonFromLeaderboardScoreBuffer (PlayGameServicesPlugin.java:249)
com.prime31.PlayGameServicesPlugin.access$1500 (PlayGameServicesPlugin.java:82)
com.prime31.PlayGameServicesPlugin$ScoreLoadListener.onResult (PlayGameServicesPlugin.java:2041)
com.prime31.PlayGameServicesPlugin$ScoreLoadListener.onResult (PlayGameServicesPlugin.java:2007)
com.google.android.gms.common.api.internal.BasePendingResult$CallbackHandler.handleMessage (Unknown Source:10)
android.os.Handler.dispatchMessage (Handler.java:106)
com.google.android.gms.internal.base.zap.dispatchMessage (Unknown Source:8)
android.os.Looper.loop (Looper.java:280)
android.app.ActivityThread.main (ActivityThread.java:6710)
java.lang.reflect.Method.invoke (Method.java)
com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:493)
com.android.internal.os.ZygoteInit.main (ZygoteInit.java:858)

We are getting reports of the same issue in one of our games. It's on Unity 2019.2.11 and GPGS 0.9.63.

I'm seeing this issue too in a Unity game. Unity 2020.3.29f1, unity plugin 0.11.01.
Anyone know of a workaround or fix?


VQA input construction

Hi, guys:
Thank you for your diligent work. I'm trying to prepare VQA input for single sample inference.
I'm not sure about the architecture of the VQA model, Such as the "decoder_prompts" , "prefix_tokens" in the autonomously constructed "sample".
and following sentence in the readme description about VQA is vague to me:
"we transform original VQA training questions with multiple golden answers into multiple training samples. "
Do you have any suggestions?

We use decoder_prompts and prefix_tokens for better VQA finetuning performance. Specifically, for VQA we have an hyper-parameter option called --prompt-type, which determines whether to add the question before the answer in the input sequence of the decoder during finetuning & evaluation. The question has already been input in the encoder, here we consider whether to feed it into the decoder again. If the --prompt-type is not none, then the decoder_prompts and prefix_tokens will record the prepended question to construct the decoder input sequence during evaluation. The decoder_prompts is used for all-candidate evaluation and the prefix_tokens is used for beam-search generative evaluation. In our experiments, we found concatenating the question with the answer in the decoder input sequence improves the accuracy somewhat, compared with not performing concatenation.
For the other question, note that in the original VQA dataset, most questions are annotated with more than one ground-truth answers. However, OFA is a seq2seq model which requires one source sequence (image & question) paired with only one target sequence (ground-truth answer) during training. In this case, we split the original sample with one question paired with more than one answers into multiple seq2seq samples, each consists of the question paired with one of the ground-truth answer.


Fixes shifting by milliseconds

Summary of changes
Shifting date time by more than 1000 milliseconds is wrong - milliseconds are not incremented at all:
%Timex.DateTime{calendar: :gregorian, day: 16, hour: 18, millisecond: 95,
 minute: 29, month: 4, second: 55,
 timezone: %Timex.TimezoneInfo{abbreviation: "UTC", from: :min,
  full_name: "UTC", offset_std: 0, offset_utc: 0, until: :max}, year: 2016}
|> Timex.shift(milliseconds: 1900) = %Timex.DateTime{calendar: :gregorian, day: 16, hour: 18, millisecond: 95,
 minute: 29, month: 4, second: 56,
 timezone: %Timex.TimezoneInfo{abbreviation: "UTC", from: :min,
  full_name: "UTC", offset_std: 0, offset_utc: 0, until: :max}, year: 2016}

This commit fixes this.
Checklist

[x] New functions have typespecs, changed functions were updated
[x] Same for documentation, including moduledocs
[x] Tests were added or updated to cover changes
[x] Commits were squashed into a single coherent commit

Coverage increased (+0.1%) to 70.39% when pulling 75e8c9853211fd54df25f1cf24426c56bb2a0324 on khamilowicz:master into 1dc6d355c12f06b0250466b62ca001dd1dad8de0 on bitwalker:master.

Coverage increased (+0.1%) to 70.346% when pulling 0ede1894edfb9585725bf1b95a040d38db28eb5f on khamilowicz:master into 1dc6d355c12f06b0250466b62ca001dd1dad8de0 on bitwalker:master.

Thanks for the PR!


Bug no method action dispatch request.include

Maintains Ruby 2.0 compatibility in Geocoder::Request where Module#include is a private method.
Once pulled in this should fix #1066
Thanks.

👍 this should be the best way to stay Ruby 1.9.3+ compatibile

Thank you. :-).


NPOI cannot read excel file which contains chart

Hi, everyone,
      When I use NPOI (2.4.1) to read one excel file which contains chart, it is failed with error:

      at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at NPOI.XSSF.UserModel.XSSFFactory.CreateDocumentPart(POIXMLDocumentPart parent, PackageRelationship rel, PackagePart part)  The method or operation is not implemented.

ADFBug.xlsx
After changing the chart format axis, it can work well.

Could you help have a look?

2.4.1 is a bit old. Can you use the latest version (2.5.3) to verify your case?

@yuzhangyi is this your working account https://github.com/xiaoyingQQ? I don't remember that Azure Data Factory is in Shanghai. which team are you working for?

@yuzhangyi is this your working account https://github.com/xiaoyingQQ? I don't remember that Azure Data Factory is in Shanghai. which team are you working for?

Hi, @tonyqus , my working account is https://github.com/yuzhangyi. The Azure Data Factory is supported by Shanghai and Redmond Team, my team is mainly working on different connectivity (for example, oracle, mysql, sqldw, excel, parquet....). For up issue, could you help have a look and fix it in new version SDK? Thanks.

Sorry. I cannot guarantee anything for this fix. It has to be scheduled and maybe it will be fixed in half a year or more. I'm not full time on this project.  If your project is urgent, I suggest you look for some commercial projects. EPPlus is a good choice for this. The team has a new company created. They can provide you commercial support for your case.
But why don't you contact PowerBI team for reference? They must have some existing solutions for big Excel case.


Property description missing from Product type description on README

I have added it in PR #320
Also, title is described as Returns the title Android and localizedTitle on iOS. AFAIK title and description are also localized on android. Is this a reference to the property names of the native objects? If yes I would remove it as it can be confusing.
I think a complete documentation of types and functions somewhere could be helpful. Maybe simply introducing something like flow or typescript would be a possibility?
Edit:
The description of the price property of the Product object also seems to be wrong: Will return localizedPrice on Android (default)
On Android it does not return a localized string.

merged.


Task directory_out

closes #307

Created the nested structure using a TypeSet because TypeMap can not set predefined keys so we were not able in that case to setup the ForceNew strategy.
Example
resource "iterative_task" "tpi-examples-basic2" {
    provider = iterative2

    name      = "tpi-examples-basic2"
    cloud     = "az"
    region    = "us-east"
    machine   = "Standard_D2S_v3"
    #spot      = 0

    storage {
        directory = "."
        directory_out = "./task2"
    }

    script = <<-END
    #!/bin/bash
    echo 'hello tpi' > data.txt
    printenv >> data.txt
    END
}

@iterative/cml what do you think about: directory and directory_out ?
1
In my opinion I prefer to have them this way opposed to a nested structure as
directory : {
in:
out
}

2
and probably prefer dir and dir_out

2
and probably prefer dir and dir_out

Voting in favor of nested blocks:
resource "iterative_task" "example" {
  ...
  storage {
    input_directory = "."
    output_directory = "output"
    ...
  }
}

No strong preference either. 🤷🏼♂

Voting in favor of nested blocks:

Just downvote 1

I think I would be in favor of a storage block, It would be a convenient place to put a potential addition of a pre-made / specified object-storage path

I would not say storage is the best word @iterative/cml

👆 updated PR desc
Im doing the integration tests in another PR.
I have successfully tested this with:
1 Nothing set
resource "iterative_task" "tpi-examples-basic2" {
    provider = iterative2

    name      = "tpi-examples-basic2"
    cloud     = "az"
    region    = "us-east"
    machine   = "Standard_D2S_v3"
    #spot      = 0

    script = <<-END
    #!/bin/bash
    echo 'hello tpi' > data.txt
    printenv >> data.txt
    END
}

2 directory set then change directory_out just refreshes
resource "iterative_task" "tpi-examples-basic2" {
    provider = iterative2

    name      = "tpi-examples-basic2"
    cloud     = "az"
    region    = "us-east"
    machine   = "Standard_D2S_v3"
    #spot      = 0
    storage {
        directory = "."
    }

    script = <<-END
    #!/bin/bash
    echo 'hello tpi' > data.txt
    printenv >> data.txt
    END
}

and then updating the storage
resource "iterative_task" "tpi-examples-basic2" {
    provider = iterative2

    name      = "tpi-examples-basic2"
    cloud     = "az"
    region    = "us-east"
    machine   = "Standard_D2S_v3"
    #spot      = 0

    storage {
        directory = "."
        directory_out = "./task2"
    }

    script = <<-END
    #!/bin/bash
    echo 'hello tpi' > data.txt
    printenv >> data.txt
    END
}

3 directory set then change directory destroys and create
resource "iterative_task" "tpi-examples-basic2" {
    provider = iterative2

    name      = "tpi-examples-basic2"
    cloud     = "az"
    region    = "us-east"
    machine   = "Standard_D2S_v3"

    script = <<-END
    #!/bin/bash
    echo 'hello tpi' > data.txt
    printenv >> data.txt
    END
}

and then updating the storage
resource "iterative_task" "tpi-examples-basic2" {
    provider = iterative2

    name      = "tpi-examples-basic2"
    cloud     = "az"
    region    = "us-east"
    machine   = "Standard_D2S_v3"

    storage {
        directory = "."
        directory_out = "./task2"
    }

    script = <<-END
    #!/bin/bash
    echo 'hello tpi' > data.txt
    printenv >> data.txt
    END
}

Doesn't contemplate droste effect prevention nor input exclusion as per https://github.com/iterative/terraform-provider-iterative/issues/307#issuecomment-979684223, but... rhinoceroses definitely can be farm animals. 😄

Nitpick: any preference for directory and directory_out instead of input_directory and output_directory or input and output for the sake of brevity? In theory, APIs are forever.

Doesn't contemplate droste effect prevention nor input exclusion as per #307 (comment), but... rhinoceroses definitely can be farm animals. 😄

Unfortunately we are very tight on time and ROI is probably catastrophic at this time.
But regarding to the comment I do not fully agree with #307 comment. We are assuming there many design concepts and not sure if the result is worth the effort taking into account that we do not know if that ideal design is the best or is needed.
Behavior

[  ] If the input directory contains the output directory, the latter should be excluded from the upload.
[  ] The output directory should only contain the produced artifacts and, perhaps, the task/machine logs.
[  ] The output directory should not contain the files on the input directory.
[X] The output directory will be automatically created if it doesn't exist.
[X] The input directory should exist; otherwise, an error will be displayed.

The first three are tricky and we can agree that they are right. We are naming then 1, 2, 3

1 Instead we are throwing an error if the output folder already exists
2 and 3. While users should create subfolders that ideally would sync back with with directory, some users might update metrics files, images, etc... Not downloading them means that a multiple task def overwrites the changed files and implement code that checks which files have changed to be saved in out or not definitely worth the effort compared with a simple solution that works in every case

Nitpick: any preference for directory and directory_out instead of input_directory and output_directory or input and output for the sake of brevity? In theory, APIs are forever.

directory is better than input_directory because is the default thing, probably users won't need the output unless they want to run many times... indeed to me sounds better workdir. I do not like input nor output because they are meaningless inside the storage structure... if we were using directory instead of storage I would agree

@0x2b3bfa0 please review 🙏

⌛ 💤

@0x2b3bfa0 any chance?

@iterative/cml  @casperdcl I feel the same about workdir
Changing it

@iterative/cml i'm changing just only the interface for the internal test. I we like it II will adapt then the code internally.
I will create a technical_debt issue

@iterative/cml please review and accept if ok 🙏

@casperdcl any luck here? 🙏

Looks great @casperdcl

Awesome. Do we have a follow-up issue for some of the outstanding items like https://github.com/iterative/terraform-provider-iterative/pull/340#issuecomment-1007501334?

We don't, and we probably should. Or, at least, move it to Notion.

All solved! We are not going to solve 1,2,3 as ideally we thought because adds complexity and the solution is not right anyway.
Please read the comment why 1,2,3 are discarded in favour of just error if the output folder is not empty


Explicit relative imports

This change allows to declare relative imports to the module namespace.
namespace Foo.Bar

import .Baz                    # Foo.Bar.Baz
import ..Qux                   # Foo.Qux
from ...Boo.Lang import List   # Boo.Lang.List

The reasoning for this feature is to bring Boo a bit more in line with interpreted languages. If a project is modeled on a directory structure mapped 1:1 to namespaces, it's useful to easily define relative imports and tell them apart from absolute ones.
This syntax will become even more useful if at some point it's possible to infer the module namespace without explicitly declaring it.

Running the tests I noticed that there were 2 failing:

https://github.com/boo-lang/boo/blob/master/tests/testcases/integration/extensions/extensions-9.boo
https://github.com/boo-lang/boo/blob/master/tests/testcases/regression/BOO-913-1.boo

Those examples expect the import to resolve a relative symbol in the current namespace, which I originally thought had no use and removed it. I've changed the implementation so that behaviour is respected when the imports are explicitly relative: import .Builtins will try to import the Builtins symbol in the current namespace, while import Builtins will try to find a namespace with that name in the referenced assemblies.
I think that behaviour is easier to reason about when reading the code but obviously is not backwards compatible :)


ModelConfig is ModelVersion!

Describe changes
This is a big refactoring PR containing many renames and breaking changes. The ultimate goal was to bring a simplified user-interface experience, so once ModelVersion is configured in @pipeline or @step it will travel into all other user-facing places: step context, client, etc.
[BREKING CHANGES]

ModelConfig -> ModelVersion
@pipeline(model_config=...) -> @pipeline(model_version=...)
Config YAML: model_config -> model_version
Client methods create_model_version, get_model_version and update_model_version now return ModelVersion
get_step_context().model_version now return ModelVersion
Included here renaming of linked artifacts asmodel_objects>model_artifacts, artifacts>data_artifacts and deployments>endpoint_artifacts in CLI and other places in code.
Previously public methods of response like get_or_create_model_version and get_or_create_model are now private and called under the hood of other functions, so meant to be non-user-facing going forward
ArtifactConfig -> DataArtifactConfig
DeploymentArtifactConfig -> EndpointArtifactConfig
Client methods for Model and ModelVersion were significantly reworked from input args PoV
Sunset of running model versions and surrounding complexity for users. Now if the version is None in model_version a new model version will get created and shared across all other model_version requests inside the same run.
Using DataArtifactConfig and others are no longer working with only model_name - model_version needs to be fed along. In case of misuse, a clear RuntimeError will be raised. These objects can still be used without model_name and model_version to get context from the step.

BUGFIXES

Prevent the creation of versions using reserved names, which happened before, if the "training" pipeline was calling ModelVersion(...,version="staging") in some steps
Properly refresh the template, now it just overwrites/appends files, but not removing old ones, so E2E is a bit of a mess. 9ad0778

SIDE CHANGES

ModelVersion is now equipped with extra public methods, which I find useful. Have a look, if something is missing in your opinion.

Incoming templates PR: https://github.com/zenml-io/template-e2e-batch/pull/19
Pre-requisites
Please ensure you have done the following:

[x] I have read the CONTRIBUTING.md document.
[ ] If my change requires a change to docs, I have updated the documentation accordingly.
[ ] If I have added an integration, I have updated the integrations table and the corresponding website section.
[x] I have added tests to cover my changes.
[x] I have based my new branch on develop and the open PR is targeting develop. If your branch wasn't based on develop read Contribution guide on rebasing branch to develop.

Types of changes

[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[x] Breaking change (fix or feature that would cause existing functionality to change)
[ ] Other (add details above)

@fa9r , any vetos merging this? Otherwise, I'll merge.


Qa 15386 2x

JIRA

https://jira.jahia.org/browse/QA-15386
Description

Tests
The following are included in this PR

[ ] Unit Tests (Most changes should have unit tests)
[ ] Integration Tests

Checklist

I have considered the following implications of my change:

[ ] Security (in particular for changes to authentication, authorization, data fetching, ...)
[ ] Performance
[ ] Migration
[ ] Code maintainability

Documentation

[ ] Inline documentation
[ ] Internal Documentation (wiki)
[ ] User-facing Documentation

See https://github.com/Jahia/jcontent/pull/1348


Better YAML validation for template inputs

YAML validator is allowing some user errors to slip through by allowing
inputs:
  artifacts:
    CODE:
      from: "%%asdf%%"
      path: /src

Where %%asdf%% is not resolvable.

Fixed in 1.0.1 and 1.1


Create limit_hosts again

@limit_hosts(allowed_hosts=ALLOWED_HOSTS)

It would be relatively easy to maintain the old API.
If you add the limit_hosts again, projects can update easily and they do not have to go though much trouble, especially if it is in unmaintained 3rd party code.
To solve this issue, add a shortcut-function again for limit_hosts().
Thanks for the update!

Yeah, it shouldn't be a problem. The decorator can be added back for backward compatibility.
I will be adding this either today or tomorrow.

legacy limit_hosts has been added in : https://github.com/riad-azz/flask-allowed-hosts/commit/545b5fd1dc4136c1014ea56fa2af4780de8a0d21


SFML and Allegro packages does not work

Describe the bug
SFML do not builds.
Allegro can't be linked.
Can vcpkg project be used in any way at all, "dear" Microsoft?!
Environment

OS: Windows 10 Pro 64bit
Compiler: VS 2022 updated C compiler

Please provide the error logs or steps to reproduce

Please see https://github.com/microsoft/vcpkg/issues/30604 for how to report a proper issue

The problem is little more complicated to be described in simple form. So:

After my former issue here, the SFML package was repaired yesterday and I at least successfully installed it:
vcpkg install --triplet x64-windows-static sfml:x64-windows-static --clean-after-build

So I use STATIC, RELEASE version.
I make CMake project in VSCode, with selected x86-amd64 MSVC kit.
I activate the vcpkg:
vcpkg.exe integrate install
And my VSCode project settings.json is:
{     "cmake.configureSettings": {         "CMAKE_TOOLCHAIN_FILE": "C:/vcpkg/scripts/buildsystems/vcpkg.cmake"     } }
After that I read hundreds notices here and in Internet of other unsuccessful tries to link statically, my last CMakeLists.txt is:
`cmake_minimum_required(VERSION 3.0.0)
project(svm1 VERSION 0.1.0)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MT")
include(CTest)
enable_testing()
include_directories(C:/vcpkg/installed/x64-windows-static/include/)
link_directories(C:/vcpkg/installed/x64-windows-static/lib/)
#find_package(SFML COMPONENTS system-s window-s graphics-s CONFIG REQUIRED)
add_executable(svm1 main.cpp)
target_link_libraries(svm1 PRIVATE sfml-system-s sfml-window-s sfml-graphics-s sfml-network-s
)
set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
include(CPack)
`
It's LOG is:
[variant] Loaded new set of variants [kit] Successfully loaded 9 kits from C:\Users\mlap\AppData\Local\CMakeTools\cmake-tools-kits.json [proc] Executing command: "C:/Program Files/CMake/bin/cmake.exe" --version [proc] Executing command: chcp [visual-studio] Patch Windows SDK path from C:\Program Files (x86)\Windows Kits\10\bin\x86 to C:\Program Files (x86)\Windows Kits\10\bin\10.0.20348.0\x86 for C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat [main] Configuring project: sfml_vcpkg_msvc1  [proc] Executing command: "C:/Program Files/CMake/bin/cmake.exe" --no-warn-unused-cli -DCMAKE_TOOLCHAIN_FILE:STRING=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DCMAKE_EXPORT_COMPILE_COMMANDS:BOOL=TRUE -SC:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1 -Bc:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build -G "Visual Studio 17 2022" -T host=x86 -A x64 [cmake] Not searching for unused variables given on the command line. [cmake] -- Selecting Windows SDK version 10.0.20348.0 to target Windows 10.0.19045. [cmake] -- Configuring done [cmake] -- Generating done [cmake] -- Build files have been written to: C:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build [visual-studio] Patch Windows SDK path from C:\Program Files (x86)\Windows Kits\10\bin\x86 to C:\Program Files (x86)\Windows Kits\10\bin\10.0.20348.0\x86 for C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat
But when I try to compile Release - only Linker Errors in LOG:
[main] Building folder: sfml_vcpkg_msvc1 ALL_BUILD [build] Starting build [proc] Executing command: "C:/Program Files/CMake/bin/cmake.exe" --build c:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build --config Release --target ALL_BUILD -j 6 -- [build] MSBuild version 17.5.1+f6fdcf537 for .NET Framework [build]  [build] LINK : warning LNK4217: symbol '??0String@sf@@QEAA@PEBDAEBVlocale@std@@@Z (public: __cdecl sf::String::String(char const *,class std::locale const &))' defined in 'sfml-system-s.lib(String.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '??1String@sf@@QEAA@XZ (public: __cdecl sf::String::~String(void))' defined in 'sfml-system-s.lib(String.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '??0VideoMode@sf@@QEAA@III@Z (public: __cdecl sf::VideoMode::VideoMode(unsigned int,unsigned int,unsigned int))' defined in 'sfml-window-s.lib(VideoMode.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '?close@Window@sf@@QEAAXXZ (public: void __cdecl sf::Window::close(void))' defined in 'sfml-window-s.lib(Window.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '?isOpen@Window@sf@@QEBA_NXZ (public: bool __cdecl sf::Window::isOpen(void)const )' defined in 'sfml-window-s.lib(Window.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '?pollEvent@Window@sf@@QEAA_NAEAVEvent@2@@Z (public: bool __cdecl sf::Window::pollEvent(class sf::Event &))' defined in 'sfml-window-s.lib(Window.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '?display@Window@sf@@QEAAXXZ (public: void __cdecl sf::Window::display(void))' defined in 'sfml-window-s.lib(Window.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '??0Color@sf@@QEAA@EEEE@Z (public: __cdecl sf::Color::Color(unsigned char,unsigned char,unsigned char,unsigned char))' defined in 'sfml-graphics-s.lib(Color.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '??0Texture@sf@@QEAA@XZ (public: __cdecl sf::Texture::Texture(void))' defined in 'sfml-graphics-s.lib(Texture.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '??1Texture@sf@@QEAA@XZ (public: __cdecl sf::Texture::~Texture(void))' defined in 'sfml-graphics-s.lib(Texture.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '?create@Texture@sf@@QEAA_NII@Z (public: bool __cdecl sf::Texture::create(unsigned int,unsigned int))' defined in 'sfml-graphics-s.lib(Texture.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '?update@Texture@sf@@QEAAXPEBE@Z (public: void __cdecl sf::Texture::update(unsigned char const *))' defined in 'sfml-graphics-s.lib(Texture.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '?clear@RenderTarget@sf@@QEAAXAEBVColor@2@@Z (public: void __cdecl sf::RenderTarget::clear(class sf::Color const &))' defined in 'sfml-graphics-s.lib(RenderTarget.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '?draw@RenderTarget@sf@@QEAAXAEBVDrawable@2@AEBVRenderStates@2@@Z (public: void __cdecl sf::RenderTarget::draw(class sf::Drawable const &,class sf::RenderStates const &))' defined in 'sfml-graphics-s.lib(RenderTarget.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '??0RenderWindow@sf@@QEAA@VVideoMode@1@AEBVString@1@IAEBUContextSettings@1@@Z (public: __cdecl sf::RenderWindow::RenderWindow(class sf::VideoMode,class sf::String const &,unsigned int,struct sf::ContextSettings const &))' defined in 'sfml-graphics-s.lib(RenderWindow.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '??1RenderWindow@sf@@UEAA@XZ (public: virtual __cdecl sf::RenderWindow::~RenderWindow(void))' defined in 'sfml-graphics-s.lib(RenderWindow.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '??0Sprite@sf@@QEAA@AEBVTexture@1@@Z (public: __cdecl sf::Sprite::Sprite(class sf::Texture const &))' defined in 'sfml-graphics-s.lib(Sprite.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] LINK : warning LNK4217: symbol '??1Sprite@sf@@UEAA@XZ (public: virtual __cdecl sf::Sprite::~Sprite(void))' defined in 'sfml-graphics-s.lib(Sprite.cpp.obj)' is imported by 'main.obj' in function 'main' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] main.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: static class sf::RenderStates const sf::RenderStates::Default" (__imp_?Default@RenderStates@sf@@2V12@B) referenced in function main [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glFlush referenced in function "public: __cdecl sf::Texture::Texture(class sf::Texture const &)" (??0Texture@sf@@QEAA@AEBV01@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Shader.cpp.obj) : error LNK2001: unresolved external symbol glFlush [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Shader.cpp.obj) : error LNK2001: unresolved external symbol glGetIntegerv [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2001: unresolved external symbol glGetIntegerv [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTextureImplFBO.cpp.obj) : error LNK2001: unresolved external symbol glGetIntegerv [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(GLExtensions.cpp.obj) : error LNK2001: unresolved external symbol glGetIntegerv [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(TextureSaver.cpp.obj) : error LNK2001: unresolved external symbol glGetIntegerv [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glGetTexImage referenced in function "public: class sf::Image __cdecl sf::Texture::copyToImage(void)const " (?copyToImage@Texture@sf@@QEBA?AVImage@2@XZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glLoadIdentity referenced in function "public: static void __cdecl sf::Texture::bind(class sf::Texture const *,enum sf::Texture::CoordinateType)" (?bind@Texture@sf@@SAXPEBV12@W4CoordinateType@12@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2001: unresolved external symbol glLoadIdentity [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glLoadMatrixf referenced in function "public: static void __cdecl sf::Texture::bind(class sf::Texture const *,enum sf::Texture::CoordinateType)" (?bind@Texture@sf@@SAXPEBV12@W4CoordinateType@12@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2001: unresolved external symbol glLoadMatrixf [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glMatrixMode referenced in function "public: static void __cdecl sf::Texture::bind(class sf::Texture const *,enum sf::Texture::CoordinateType)" (?bind@Texture@sf@@SAXPEBV12@W4CoordinateType@12@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2001: unresolved external symbol glMatrixMode [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glTexImage2D referenced in function "public: bool __cdecl sf::Texture::create(unsigned int,unsigned int)" (?create@Texture@sf@@QEAA_NII@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glTexParameteri referenced in function "public: __cdecl sf::Texture::Texture(class sf::Texture const &)" (??0Texture@sf@@QEAA@AEBV01@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glBindTexture referenced in function "public: __cdecl sf::Texture::Texture(class sf::Texture const &)" (??0Texture@sf@@QEAA@AEBV01@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(TextureSaver.cpp.obj) : error LNK2001: unresolved external symbol glBindTexture [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glCopyTexSubImage2D referenced in function "public: void __cdecl sf::Texture::update(class sf::Window const &)" (?update@Texture@sf@@QEAAXAEBVWindow@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glDeleteTextures referenced in function "public: __cdecl sf::Texture::~Texture(void)" (??1Texture@sf@@QEAA@XZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glGenTextures referenced in function "public: bool __cdecl sf::Texture::create(unsigned int,unsigned int)" (?create@Texture@sf@@QEAA_NII@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(Texture.cpp.obj) : error LNK2019: unresolved external symbol glTexSubImage2D referenced in function "public: __cdecl sf::Texture::Texture(class sf::Texture const &)" (??0Texture@sf@@QEAA@AEBV01@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glBlendFunc referenced in function "private: void __cdecl sf::RenderTarget::applyBlendMode(struct sf::BlendMode const &)" (?applyBlendMode@RenderTarget@sf@@AEAAXAEBUBlendMode@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glClear referenced in function "public: void __cdecl sf::RenderTarget::clear(class sf::Color const &)" (?clear@RenderTarget@sf@@QEAAXAEBVColor@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glClearColor referenced in function "public: void __cdecl sf::RenderTarget::clear(class sf::Color const &)" (?clear@RenderTarget@sf@@QEAAXAEBVColor@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glDisable referenced in function "public: void __cdecl sf::RenderTarget::resetGLStates(void)" (?resetGLStates@RenderTarget@sf@@QEAAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glEnable referenced in function "public: void __cdecl sf::RenderTarget::resetGLStates(void)" (?resetGLStates@RenderTarget@sf@@QEAAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glPopAttrib referenced in function "public: void __cdecl sf::RenderTarget::popGLStates(void)" (?popGLStates@RenderTarget@sf@@QEAAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glPopMatrix referenced in function "public: void __cdecl sf::RenderTarget::popGLStates(void)" (?popGLStates@RenderTarget@sf@@QEAAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glPushAttrib referenced in function "public: void __cdecl sf::RenderTarget::pushGLStates(void)" (?pushGLStates@RenderTarget@sf@@QEAAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glPushMatrix referenced in function "public: void __cdecl sf::RenderTarget::pushGLStates(void)" (?pushGLStates@RenderTarget@sf@@QEAAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glViewport referenced in function "private: void __cdecl sf::RenderTarget::applyCurrentView(void)" (?applyCurrentView@RenderTarget@sf@@AEAAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glColorPointer referenced in function "public: void __cdecl sf::RenderTarget::draw(class sf::VertexBuffer const &,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QEAAXAEBVVertexBuffer@2@AEBVRenderStates@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glDisableClientState referenced in function "public: void __cdecl sf::RenderTarget::draw(class sf::Vertex const *,unsigned __int64,enum sf::PrimitiveType,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QEAAXPEBVVertex@2@_KW4PrimitiveType@2@AEBVRenderStates@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glDrawArrays referenced in function "public: void __cdecl sf::RenderTarget::draw(class sf::VertexBuffer const &,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QEAAXAEBVVertexBuffer@2@AEBVRenderStates@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glEnableClientState referenced in function "public: void __cdecl sf::RenderTarget::draw(class sf::VertexBuffer const &,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QEAAXAEBVVertexBuffer@2@AEBVRenderStates@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glPopClientAttrib referenced in function "public: void __cdecl sf::RenderTarget::popGLStates(void)" (?popGLStates@RenderTarget@sf@@QEAAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glPushClientAttrib referenced in function "public: void __cdecl sf::RenderTarget::pushGLStates(void)" (?pushGLStates@RenderTarget@sf@@QEAAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glTexCoordPointer referenced in function "public: void __cdecl sf::RenderTarget::draw(class sf::VertexBuffer const &,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QEAAXAEBVVertexBuffer@2@AEBVRenderStates@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(RenderTarget.cpp.obj) : error LNK2019: unresolved external symbol glVertexPointer referenced in function "public: void __cdecl sf::RenderTarget::draw(class sf::VertexBuffer const &,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QEAAXAEBVVertexBuffer@2@AEBVRenderStates@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(GLExtensions.cpp.obj) : error LNK2019: unresolved external symbol glGetError referenced in function "void __cdecl sf::priv::ensureExtensionsInit(void)" (?ensureExtensionsInit@priv@sf@@YAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-graphics-s.lib(GLExtensions.cpp.obj) : error LNK2019: unresolved external symbol glGetString referenced in function "void __cdecl sf::priv::ensureExtensionsInit(void)" (?ensureExtensionsInit@priv@sf@@YAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(GlContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_glEnable referenced in function "private: void __cdecl sf::priv::GlContext::initialize(struct sf::ContextSettings const &)" (?initialize@GlContext@priv@sf@@AEAAXAEBUContextSettings@3@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(GlContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_glGetError referenced in function "public: static void __cdecl sf::priv::GlContext::initResource(void)" (?initResource@GlContext@priv@sf@@SAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(GlContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_glGetIntegerv referenced in function "public: static void __cdecl sf::priv::GlContext::initResource(void)" (?initResource@GlContext@priv@sf@@SAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(GlContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_glGetString referenced in function "private: void __cdecl sf::priv::GlContext::checkSettings(struct sf::ContextSettings const &)" (?checkSettings@GlContext@priv@sf@@AEAAXAEBUContextSettings@3@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(GlContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_glIsEnabled referenced in function "private: void __cdecl sf::priv::GlContext::initialize(struct sf::ContextSettings const &)" (?initialize@GlContext@priv@sf@@AEAAXAEBUContextSettings@3@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(WglContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_wglCreateContext referenced in function "private: void __cdecl sf::priv::WglContext::createContext(class sf::priv::WglContext *)" (?createContext@WglContext@priv@sf@@AEAAXPEAV123@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(WglContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_wglDeleteContext referenced in function "public: virtual __cdecl sf::priv::WglContext::~WglContext(void)" (??1WglContext@priv@sf@@UEAA@XZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(WglContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_wglGetProcAddress referenced in function "public: static void (__cdecl*__cdecl sf::priv::WglContext::getFunction(char const *))(void)" (?getFunction@WglContext@priv@sf@@SAP6AXXZPEBD@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(WglContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_wglMakeCurrent referenced in function "public: virtual __cdecl sf::priv::WglContext::~WglContext(void)" (??1WglContext@priv@sf@@UEAA@XZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(WglContext.cpp.obj) : error LNK2019: unresolved external symbol __imp_wglShareLists referenced in function "private: void __cdecl sf::priv::WglContext::createContext(class sf::priv::WglContext *)" (?createContext@WglContext@priv@sf@@AEAAXPEAV123@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(JoystickImpl.cpp.obj) : error LNK2019: unresolved external symbol __imp_joyGetPosEx referenced in function "public: static void __cdecl sf::priv::JoystickImpl::initialize(void)" (?initialize@JoystickImpl@priv@sf@@SAXXZ) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-window-s.lib(JoystickImpl.cpp.obj) : error LNK2019: unresolved external symbol __imp_joyGetDevCapsW referenced in function "public: bool __cdecl sf::priv::JoystickImpl::open(unsigned int)" (?open@JoystickImpl@priv@sf@@QEAA_NI@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-system-s.lib(SleepImpl.cpp.obj) : error LNK2019: unresolved external symbol __imp_timeGetDevCaps referenced in function "void __cdecl sf::priv::sleepImpl(class sf::Time)" (?sleepImpl@priv@sf@@YAXVTime@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-system-s.lib(SleepImpl.cpp.obj) : error LNK2019: unresolved external symbol __imp_timeBeginPeriod referenced in function "void __cdecl sf::priv::sleepImpl(class sf::Time)" (?sleepImpl@priv@sf@@YAXVTime@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] sfml-system-s.lib(SleepImpl.cpp.obj) : error LNK2019: unresolved external symbol __imp_timeEndPeriod referenced in function "void __cdecl sf::priv::sleepImpl(class sf::Time)" (?sleepImpl@priv@sf@@YAXVTime@2@@Z) [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [build] C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\Release\svm1.exe : fatal error LNK1120: 49 unresolved externals [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [proc] The command: "C:/Program Files/CMake/bin/cmake.exe" --build c:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build --config Release --target ALL_BUILD -j 6 -- exited with code: 1 [driver] Build completed: 00:00:02.336 [build] Build finished with exit code 1
This is/was.
About the second exmperiment - the Allegro (I installed it until wait you to repair the SFML installation), the LINK problems are the same.
The vcpkg self recomendations for CMakeLists content does not work in general!
It is absolutely not easy and proper for beginner in C/C++ to add libraries with vcpkg 👎🏻

After continuous search, I add to link libraries also:
libpng16 opengl32 freetype gdi32 winmm
Only new linker errors appears about freetypes.
Seems from many years the STATIC linking can't be implemented with vcpkg. (https://github.com/microsoft/vcpkg/issues/20744)

It worked for me with the following example project:
CMakeLists.txt:
cmake_minimum_required(VERSION 3.20)

project(test VERSION 0.0.1 LANGUAGES CXX)

add_executable(main)
target_sources(main PRIVATE main.cpp)

set_property(TARGET main PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")

find_package(SFML COMPONENTS system window graphics CONFIG REQUIRED)
target_link_libraries(main PRIVATE sfml-system sfml-network sfml-graphics sfml-window)

main.cpp: (example from the sfml website)
#include <SFML/Window.hpp>

int main()
{
    sf::Window window(sf::VideoMode(800, 600), "My window");

    // run the program as long as the window is open
    while (window.isOpen())
    {
        // check all the window's events that were triggered since the last iteration of the loop
        sf::Event event;
        while (window.pollEvent(event))
        {
            // "close requested" event: we close the window
            if (event.type == sf::Event::Closed)
                window.close();
        }
    }

    return 0;
}

vcpkg.json manifest mode
{
    "name": "test",
    "version": "0.0.1",
    "dependencies": [
        "sfml"
    ]
}

Then I executed:
git clone git@github.com:microsoft/vcpkg.git
cmake -S . -B build  -DCMAKE_TOOLCHAIN_FILE="vcpkg/scripts/buildsystems/vcpkg.cmake" -DVCPKG_TARGET_TRIPLET=x64-windows-static
cmake --build build
.\build\Debug\main.exe

Let's break this down.

What didn't work and why:

#find_package(SFML COMPONENTS system-s window-s graphics-s CONFIG REQUIRED)

This is a comment and has no effect.

target_link_libraries(svm1 PRIVATE sfml-system-s sfml-window-s sfml-graphics-s sfml-network-s

All these names are passes as is to the linker which will look for library files matching the name. You are responsible to provide the required link libraries - neither cmake nor the linker knows about them.

How it does work:

find_package(SFML COMPONENTS system window graphics CONFIG REQUIRED)

Loads for a config file which adds "imported targets" to your cmake project.

target_link_libraries(main PRIVATE sfml-system sfml-network sfml-graphics sfml-window)

Now these words name imported targets, and they carry all transitive usage requirements. CMake resolves the target properties and passes the resolved library file paths to the linker, including the required link libraries.

@dg0yt , please, I'm not so naive, I did many, many experiments with CMakeLists.txt, parts that do not work are commented. So, this is my last try:
`cmake_minimum_required(VERSION 3.0.0)
project(svm1 VERSION 0.1.0)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MT")
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$CONFIG:Release:Release>")
set(MSVC_RUNTIME "static")
include(CTest)
enable_testing()
include_directories(C:/vcpkg/installed/x64-windows-static/include)
link_directories(C:/vcpkg/installed/x64-windows-static/lib)
set(SFML_STATIC_LIBRARIES TRUE)
set(SFML_STATIC TRUE)
#find_package(SFML COMPONENTS graphics-s window-s system-s CONFIG REQUIRED)
#find_package(SFML COMPONENTS graphics window system REQUIRED)
#find_package(freetype REQUIRED)
#set(FREETYPE_DIR C:/vcpkg/installed/x64-windows-static/share/freetype)
#find_package(FREETYPE REQUIRED)
set(FREETYPE_LIBRARY C:/vcpkg/installed/x64-windows-static/lib)
set(FREETYPE_INCLUDE_DIRS C:/vcpkg/installed/x64-windows-static/include/)
set(SFML_DIR C:/vcpkg/installed/x64-windows-static/share/sfml)
find_package(SFML COMPONENTS system window graphics CONFIG REQUIRED)
add_executable(svm1 main.cpp)
set_property(TARGET svm1 PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$CONFIG:Release:Release>")
#target_link_libraries(svm1 PRIVATE sfml-graphics-s sfml-window-s sfml-system-s freetype opengl32 gdi32 winmm)
target_link_libraries(svm1 PRIVATE sfml-system sfml-network sfml-graphics sfml-window freetype opengl32 gdi32 winmm)
set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
include(CPack)
`
This is the CMake log:
[main] Configuring project: sfml_vcpkg_msvc1  [proc] Executing command: "C:/Program Files/CMake/bin/cmake.exe" --no-warn-unused-cli -DCMAKE_TOOLCHAIN_FILE:STRING=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DDVCPKG_TARGET_TRIPLET:STRING=x64-windows-static -DCMAKE_EXPORT_COMPILE_COMMANDS:BOOL=TRUE -SC:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1 -Bc:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build -G "Visual Studio 17 2022" -T host=x86 -A x64 [cmake] Not searching for unused variables given on the command line. [cmake] -- Selecting Windows SDK version 10.0.20348.0 to target Windows 10.0.19045. [cmake] -- Found SFML 2.5.1 in C:/vcpkg/installed/x64-windows-static/share/sfml [cmake] -- Configuring done [cmake] -- Generating done [cmake] -- Build files have been written to: C:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build [visual-studio] Patch Windows SDK path from C:\Program Files (x86)\Windows Kits\10\bin\x86 to C:\Program Files (x86)\Windows Kits\10\bin\10.0.20348.0\x86 for C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat
I add the freetype "magic", because of CMake error messages and before that about the SFML cmake path, etc. (btw, what do "vcpkg integration install" do at all?)
And this is the BUILD log:
[main] Building folder: sfml_vcpkg_msvc1 ALL_BUILD [build] Starting build [proc] Executing command: "C:/Program Files/CMake/bin/cmake.exe" --build c:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build --config Release --target ALL_BUILD -j 6 -- [build] MSBuild version 17.5.1+f6fdcf537 for .NET Framework [build]  [build] LINK : fatal error LNK1181: cannot open input file 'C:\vcpkg\installed\x64-windows-static\lib.obj' [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj] [proc] The command: "C:/Program Files/CMake/bin/cmake.exe" --build c:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build --config Release --target ALL_BUILD -j 6 -- exited with code: 1 [driver] Build completed: 00:00:01.331 [build] Build finished with exit code 1
Here is only one, but extremely mysterious error:
fatal error LNK1181: cannot open input file 'C:\vcpkg\installed\x64-windows-static\lib.obj
May be the problem is connected with other my change in the system - I add to the user PATH the C:\vcpkg folder.
All become too complex, mysterious and strange.
P.S. The sfml libraries are STSTIC - sfml-graphics-s.lib (with -s ath the end), but now  target_link_librarie returns error if add these names).

@milen-prg Have you tried my example proje t?

I thing, that there is some package bug, some problem with static-synamic lnking:
[build] main.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: static class sf::RenderStates const sf::RenderStates::Default" (_imp?Default@RenderStates@sf@@2V12@B) referenced in function main [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj]
And error with freetype after that:
[build] freetype.lib(sfnt.c.obj) : error LNK2019: unresolved external symbol png_create_read_struct referenced in function Load_SBit_Png [C:\Users\mlap\Documents\Milen\MilenWork\sfml_vcpkg_msvc1\build\svm1.vcxproj]

@milen-prg Does the example project works for you?

@milen-prg Have you tried my example project?

I use your CMakeLists.txt and CMake log is with error:
[main] Configuring project: sfml_vcpkg_msvc1  [proc] Executing command: "C:/Program Files/CMake/bin/cmake.exe" --no-warn-unused-cli -DCMAKE_TOOLCHAIN_FILE:STRING=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DDVCPKG_TARGET_TRIPLET:STRING=x64-windows-static -DCMAKE_EXPORT_COMPILE_COMMANDS:BOOL=TRUE -SC:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1 -Bc:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build -G "Visual Studio 17 2022" -T host=x86 -A x64 [cmake] Not searching for unused variables given on the command line. [cmake] -- Selecting Windows SDK version 10.0.20348.0 to target Windows 10.0.19045. [cmake] CMake Error at C:/vcpkg/scripts/buildsystems/vcpkg.cmake:853 (_find_package): [cmake]   Could not find a package configuration file provided by "SFML" with any of [cmake]   the following names: [cmake]  [cmake]     SFMLConfig.cmake [cmake]     sfml-config.cmake [cmake]  [cmake]   Add the installation prefix of "SFML" to CMAKE_PREFIX_PATH or set [cmake]   "SFML_DIR" to a directory containing one of the above files.  If "SFML" [cmake]   provides a separate development package or SDK, be sure it has been [cmake]   installed. [cmake] Call Stack (most recent call first): [cmake]   CMakeLists.txt:10 (find_package) [cmake]  [cmake]  [cmake] -- Configuring incomplete, errors occurred! [cmake] See also "C:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build/CMakeFiles/CMakeOutput.log". [proc] The command: "C:/Program Files/CMake/bin/cmake.exe" --no-warn-unused-cli -DCMAKE_TOOLCHAIN_FILE:STRING=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DDVCPKG_TARGET_TRIPLET:STRING=x64-windows-static -DCMAKE_EXPORT_COMPILE_COMMANDS:BOOL=TRUE -SC:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1 -Bc:/Users/mlap/Documents/Milen/MilenWork/sfml_vcpkg_msvc1/build -G "Visual Studio 17 2022" -T host=x86 -A x64 exited with code: 1 [visual-studio] Patch Windows SDK path from C:\Program Files (x86)\Windows Kits\10\bin\x86 to C:\Program Files (x86)\Windows Kits\10\bin\10.0.20348.0\x86 for C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat
(Because of this error  I start to play with SFML_DIR, as can see in my last try).
And where to add this:
vcpkg.json
{
"name": "test",
"version": "0.0.1",
"dependencies": [
"sfml"
]
}
I placed it in .vscode.
I want to use VSCode to build the project, not to play with command line transcendental magic.

@dg0yt , please, I'm not so naive,

Hm, I don't know why you think you need to emphasis this, or to put :-1: on a neutral explanation.
What isn't neutral, that's the initial post. I think a proper error report would have been a better start.

I did many, many experiments with CMakeLists.txt, parts that do not work are commented.

Please consider starting from the clean example project. Once you start to modify cmake variables which are meant to change behaviour, you can't blame vcpkg for the result. Some results are cached in CMake, and the toolchain file variable is only used in the first run. We have seen this pattern with other CMake users before.
Let's try another neutral breakdown:
include_directories(C:/vcpkg/installed/x64-windows-static/include)
link_directories(C:/vcpkg/installed/x64-windows-static/lib)

shouldn't be needed. The second line may even break multi-config builds (read: Visual Studio generators).
set(FREETYPE_LIBRARY C:/vcpkg/installed/x64-windows-static/lib)

This is not right. You don't need to override it at all. (If the variable is set, it must point to the library file, not to a directory. For multiconfig generators, you may need a special expression.)
target_link_libraries(svm1 PRIVATE sfml-system sfml-network sfml-graphics sfml-window freetype opengl32 gdi32 winmm)

Why do you add freetype opengl32 gdi32 winmm here --- does your app use them directly?
Unless freetype is CMake target, it is wrong for the debug config: The static lib file is named freetyped.lib.

I have no time to experiment with static libraries, as I have no hope, that they will work, as many messages about such problems I see in Internet for several years.
So, I install vcpkg with dynamic triplet:
vcpkg install --triplet x64-windows sfml:x64-windows --clean-after-build
and follow the vcpkg instructions for CMakeLists.txt, but there was CMake error to set SFML_DIR, also, if I do not add
include_directories("C:/vcpkg/installed/x64-windows/include")
the compiler do not find header files, so my last CMakeLists.txt file is:
`cmake_minimum_required(VERSION 3.0.0)
project(p1 VERSION 0.1.0)
set(CMAKE_CXX_STANDARD 23)
set(DCMAKE_TOOLCHAIN_FILE "C:/vcpkg/scripts/buildsystems/vcpkg.cmake")
include(CTest)
enable_testing()
include_directories("C:/vcpkg/installed/x64-windows/include")
link_directories("C:/vcpkg/installed/x64-windows/lib")
add_executable(p1 main.cpp)
set(SFML_DIR "C:/vcpkg/installed/x64-windows/share/sfml")
find_package(SFML COMPONENTS system window graphics CONFIG REQUIRED)
target_link_libraries(p1 PRIVATE sfml-system sfml-network sfml-graphics sfml-window)
set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
include(CPack)
`
AND THIS WORKS!!! Even more - the building automatically make folder
\sfml_vcpkg_msvc2\build\Release
with the exe file AND ALL NECESSARY DLLs!
Super!
This is not what I wanted - statically linked one file exe, but still is working version.
So, thank you, very much for your advises and directions, but as this works and I have no more hope and power to continue guessing settings for static libraries... Will use dynamic libraries.

The command line magic is the equivalent of your settings.json, but I wanted to show an vscode independent example :)
The vcpkg.json file must be placed next to the cmakelist.txt file. All files in my example are at the same folder.
I can create an repo with the example later :)

cmake_minimum_required(VERSION 3.0.0)
project(p1 VERSION 0.1.0)

set(CMAKE_CXX_STANDARD 23)
set(DCMAKE_TOOLCHAIN_FILE "C:/vcpkg/scripts/buildsystems/vcpkg.cmake")

Note that the variable name is CMAKE_TOOLCHAIN_FILE, and it must be set before project.
One way to do this is set in the command line with -D, so I guess this is where you took the D from.

@dg0yt , it's works, may be, because I set in settings.json file:
"cmake.configureSettings": {
"CMAKE_TOOLCHAIN_FILE": "C:/vcpkg/scripts/buildsystems/vcpkg.cmake"
}
Now I have other, smaller, problem - CMake when I use it with MSYS2/MINGW64 gcc kit, generates automatically the
compile_commands.json
But now with Visual Studio 2022 x86-amd64 kit, it do not generate compile_commands.json (and SonarLint not work), but in the CMake log writes, that the DCMAKE_EXPORT_COMPILE_COMMANDS:BOOL=TRUE:
[proc] Executing command: C:/msys64/mingw64/bin/cmake.exe --no-warn-unused-cli -DCMAKE_TOOLCHAIN_FILE:STRING=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DCMAKE_EXPORT_COMPILE_COMMANDS:BOOL=TRUE -SC:/Users/mlap/Documents/Milen/MilenWork/allegro3 -Bc:/Users/mlap/Documents/Milen/MilenWork/allegro3/build -G "Visual Studio 17 2022" -T host=x86 -A x64
[cmake] Not searching for unused variables given on the command line.
[cmake] -- Selecting Windows SDK version 10.0.20348.0 to target Windows 10.0.19045.
Can somebody suggest why the cmake not work properly again?

Occasionally the last problem with CMake / Visual Studio kit compile_commands.json generating was solved - Set the CMake Extension Generator Property = Ninja. Then the  compile_commands.json successfully generates.

I can create an repo with the example later :)

I have created https://github.com/autoantwort/sfml-vcpkg-static/

Can this be closed? We seem to have identified the cause of the original problems, and a fix was not needed AFAIU.

I still have problems with static linking, but as dynamic works fine, I use it and lose interest in static link. I close this.


Help needed with the builds

Currently, one of the reasons version 2.4.10 is being delayed is the failing builds in the dev branch
Here's a recent run of GitHub Actions on another branch from a few days ago:
https://github.com/doctest/doctest/actions/runs/3855883199
Most of the builds fail at the install step - need help with that. This is the build config:
https://github.com/doctest/doctest/blob/dev/.github/workflows/main.yml
The ones that fail at the build step due to C++-ish issues will be fixed after that.

reopening because there are still problems with clang:
https://github.com/doctest/doctest/actions/runs/4285074449

It looks like valgrind is causing the following error
unhandled dwarf2 abbrev form code 0x25
Valgrind: debuginfo reader: Possibly corrupted debuginfo file.
Valgrind: debuginfo reader: Possibly corrupted debuginfo file.
The fix is to compile with -gdwarf-4 in CXXFLAGS when build type is Debug. I tried compiling with gdwarf-4 and it fixes the valgrind issue and all tests pass.
https://bugzilla.mozilla.org/show_bug.cgi?id=1758782


AsyncStorage sometimes doesn't invoke its callback

If I repeatedly access AsyncStorage on a device, sometimes getItem never fulfills its promise. Haven't investigated this but noticed that sometimes neither my success nor error handlers on the promise are called.

This seems to have gone away with one of the two big updates. Possibly was related to the bridge and not AsyncStorage specifically.

Unfortunately, its steel persists! at least for me !!!


Odd behaviour with msg.sender

Hi,
I'm not sure if this is actually a bug or just a consequence of this technique. I ran into this using Ownable contracts in that when the master is cloned, msg.sender is simply 0x0. I've reproduced it using this repo setting owner = msg.sender in the constructor. I would think that msg.sender would be the address of the DummyFactory.
Any ideas?
Thanks again!
https://github.com/mrwillis/clone-factory-repro

@mrwillis This doesn't work because the constructor isn't called on the clones. The clone is just the 50-some-odd bytes in the factory contract, and all you're doing when you create the clone is creating a contract with those bytes. If you want to run something (like stuff you would put in the constructor) on creation of the clone, you would want to put it in the init function.

Got it. Thanks!


Transparent LinearProgress?

Problem description
Am I going crazy, or did something happen such that the LinearProgress bar is now transparent?
Steps to reproduce
<LinearProgress mode="indeterminate" />
Versions
0.19.1

Material-UI: 0.19.1
React: 15.4.2
Browser: Chrome

We have been porting the component on the v1-beta branch. We reimplemented it from the ground-up. While we haven't tested it, I think that the issue is most likely fixed on that branch. Hence, I'm closing it.
Still, we will accept PR fixes until v1-beta takes over the master branch.


More relics

This PR adds stats for the following relics:
Dolly's Mirror: Card duplicated (for run history mostly)
Empty Cage: Removed cards
Bag of Marbles/Red Mask/Twisted Funnel: Artifact removed and Vulnerable/Weak/Poison applied

@ForgottenArbiter wondering if this can get checked out and published to the Steam workshop. Planning on using some of this data if it exists in the run files.

Hey, sorry! I'm going to try and make a push to get a new version of Relic Stats out in the next couple of weeks, so I should be pretty active on this stuff if you're still interested. Generally, these ideas look good to me. I just had a few comments/suggestions:
First, for Bag of Marbles, Red Mask, and Twisted Funnel, I've been trying to avoid implementing stats in this way, because it's very fragile with respect to relics that other mods might implement. In this case, things may not be accurate if a custom relic has an atBattleStart trigger that applies a debuff. I have generally been handling this by adding extra action(s) to the action queue. In the case of Bag of Marbles, you could write a patch to add a custom action to the action queue that will execute right before each ApplyPowerAction, and possibly another action right after each ApplyPowerAction to compare the amount of Vulnerable that was actually applied and the amount of Artifact that was actually removed. Relics like Pocketwatch are implemented in a similar way. If you want to copy them, it would probably be the most robust. But just having an InsertPatch that counts the Artifact probably would be fine, as well. If you don't have time to do this, I can make the changes myself, too.
Also, for those relics like Bag of Marbles, I've gone back and forth on the stats to display. They feel like combat stats, where I would show stats per floor/combat, but that gets a bit messy if you have two different stats to display. The main comparison here would be Gremlin Horn, where I display both energy and cards per combat separately. Would that make sense here? For example, we could have, for Bag of Marbles:
Vulnerable applied:
Artifact removed:
Vulnerable per combat:
Artifact removed per combat:
The thing is, it gets kind of awkward in terms of both length of text and number of lines of text. It might be cleaner to just leave it without any sort of "per combat" or "per turn" numbers.
Another consideration is that I'm finally going to look at estimating "damage dealt" by relics like bag of marbles in the next couple of weeks, so if that works out in a satisfactory way, there really would be an estimated damage dealt/prevented stat for all of these relics, and this wouldn't be too much of a concern. If you have any thoughts about all of this, I'd be happy to hear them.

Hi, thanks for the reply! I totally agree that the implementation of the artifact-removing relics isn't very robust. I'm not sure if I will find the time to pick this up in the next days, but I would like to, especially knowing about the possibility to use Pocket Watch as a template.


Jmeter View Result Tree crashes with a large payload

Expected behavior
No response
Actual behavior
No response
Steps to reproduce the problem
When a request with a long payload is sent (for example with a base64 file code), when I click on this request on the View Result Tree crashes and I am forced to terminate jmeter.
Sometimes jmeter responds but only after several minutes.
I've tried with this in jmeter.properties, set jsyntaxtextarea.linewrap=false
No changes
JMeter Version
5.6.2
Java Version
No response
OS Version
No response

upload jmeter.log

jmeter (ok).log

@gianhub16 I mean upload jmeter error log when your jmeter runs crash

This is the error that is returned when I forcibly terminate JMeter otherwise it gets stuck.

Try to config JVM heap -Xms2g -Xmx4g，and threadgroup config 1 thread
but , i suggest do not use GUI mode to run test， with Non-GUI

I had already made a modification on JVM Heap. I set as you say but nothing changes.
I am interested in GUI mode because I would like to analyze request and response. The problem is only detected with the View Result Tree listener in calls with a fairly long payload.
Would it be possible to fix this issue?

could you share you jmx?

You can try simply by inserting in the payload of a request a base64 code of a file about 1/2MB in size

By the way, unfortunately if you don't read the contents from the file via java string for example, you can't even paste the text of a 1MB base64.
Try putting a 1MB pdf file encoded in base64 into the payload of a sample POST HTTP Request.
JMeter will crash.
Could you try to solve it?

# Max size of bytes stored in memory per SampleResult
# Ensure you don't exceed max capacity of a Java Array and remember
# that the higher it is, the higher JMeter will consume heap
# Defaults to 0, which means no truncation
#httpsampler.max_bytes_to_store_per_request=0

https://github.com/apache/jmeter/blob/master/bin/jmeter.properties#L1072C1-L1076C46

# Maximum size of HTML page that can be displayed; default=10 MB
# Set to 0 to disable the size check and display the whole response
#view.results.tree.max_size=10485760

# UI gets unresponsive when response contains very long lines,
# So we break lines by adding artificial line breaks
# The break is introduced somewhere in between soft_wrap_line_size..max_line_size
# We try to break on word boundaries first
#view.results.tree.max_line_size=110000
#view.results.tree.soft_wrap_line_size=100000

https://github.com/apache/jmeter/blob/master/bin/jmeter.properties#L1193C1-L1203C46
You can use the settings

Is your Base64 string a long-long line without any line breaks?

@polarnik
I have the same issue despite setting the parameters on jmeter.properties

Is your Base64 string a long-long line without any line breaks?

encoded-20240921162343.txt
I attach an example of a base64 string within the text file.

Try putting a 1MB pdf file encoded in base64 into the payload

Try to use the tab: File
https://jmeter.apache.org/usermanual/component_reference.html#HTTP_Request

File Path:
Name of the file to send. If left blank, JMeter does not send a file, if filled in, JMeter automatically sends the request as a multipart form request.
When MIME Type is empty, JMeter will try to guess the MIME type of the **given file. **
If it is a POST or PUT or PATCH request and there is a single file whose 'Parameter name' attribute (below) is omitted, then the file is sent as the entire body of the request, i.e. no wrappers are added.

Fill two columns only:

File path
MIME
but don't will the column Parameter name

As a result you will send 1 MByte, 10 MBytes, 100 MBytes witout any limits and memory overheads.
About memory overheads -- yes, you can put the long content into the JMX file, as a result the file size will be 10 MBytes for example. A file content in memory is a UTF-16 String, it will have a size ~ 40 MByte. Each thread will have a JMX content copy. Xmx1g is a HEAP Size for 1000 / 40 =  25 threads, but 100 threads will try to allocate 4g ram, it will be a root cause of OOM Error
The same script without request content, but the file link only, will work well without the OOM Error

Thanks! I see
You use a long line.
Try to combine two peaces of advice:

HTTP Request / File / File path without Parameter name attribute. -- It will reduce the JMX file size

instead of HTTP Request / Request Body

user.properties -- it will reduce memory allocations during debugging sessions

view.results.tree.max_size=10000
view.results.tree.max_line_size=1000
view.results.tree.soft_wrap_line_size=1000

The last hint is about java param:
-XX:+UseStringDeduplication

Try to put it into the JVM_ARGS env variable
https://github.com/apache/jmeter/blob/master/bin/jmeter.bat
All JMX file content strings are the same strings. New Java versions can reduce memory allocations for the similar strings

@vlsi
Can I put the option
-XX:+UseStringDeduplication

into the files:

https://github.com/apache/jmeter/blob/master/bin/jmeter.bat
https://github.com/apache/jmeter/blob/master/bin/jmeter.sh
...
?

JMeter code base doesn't use the keyword String.intern()
https://github.com/search?q=repo%3Aapache%2Fjmeter+intern&type=code
I will try to use it for the JMX String content. I will find a source code files via memory profiling

Any other solutions/workaround?

@gianhub16 would you be able to build the PR for yourself and test your test plan with that fix?

@gianhub16 would you be able to build the PR for yourself and test your test plan with that fix?

Hi, thanks for your interest.
I already use reading from file via a Beanshell sampler/JSR223 Sampler.
And then I add a variable with the text extracted from the file.
vars.put(“jvariable”, fileText);
Then ${jvariable} I insert it inside the Body Request.
The problem remains on the View Result Tree that responds (when it responds) after too long.

@vlsi Can I put the option
-XX:+UseStringDeduplication

into the files:
* https://github.com/apache/jmeter/blob/master/bin/jmeter.bat

* https://github.com/apache/jmeter/blob/master/bin/jmeter.sh

* ...
  ?

You can use that option. A better place for personalized java options would be bin/setenv.sh or bin/setenv.bat.
Extra java options can be set via the env variable JVM_ARGS.
Note, that setting that option will have no effect on this problem, but may reduce memory consumption nonetheless.


Fix Regex expression not match Log level

Hi Phil,
Fix regex expression in rotating-file-read-regex.conf Chapter3 not match log level, so I make pull request to fit it.
Nont

thanks @nontster


Error rendering info template argument of type 'NoneType' is not iterable

Getting error message in log:
Error rendering info template argument of type 'NoneType' is not iterable

As described in the issue template issues missing required information will be closed.


Would love to have integrated into AgentOps

you can easily add AgentOps to your project, right?
just add the dependency and initiate it...
Or you mean that you would like to have a config option to auto enable it?


Fixed #26823 - update_last_login signal handler handles custom user with no last_login field

https://code.djangoproject.com/ticket/26823

buildbot, add to whitelist.

As per the ticket, please connect the signal conditionally instead of a runtime check every time it is emitted.


Fixes events catching on rotated line labels

Fixes #264

Need to rebase these!

@kurkle rebased

@kurkle rebased

Wait for a while, I'm rebasing again due to PRs merged in the meanwhile.

@kurkle rebased

Wait for a while, I'm rebasing again due to PRs merged in the meanwhile.

Rebased


Temporarily disable cuda tests for patch release

Temporarily disable cuda tests for patch release. Will remove the failed test case and update the test data after the release.
This PR is only targeting to release 0.3.1 branch.

/AzurePipelines run


Support twitter previews in Draftail embeds

Issue Summary
Draftail's EmbedBlock have troubles displaying tweets' informations (thumb / title)
Steps to Reproduce

Start a new project with wagtail start myproject
Add a RichTextField to an example model
Add a new content for this example model
Click embed block in draftail toolbar
Add a tweet https://twitter.com/libe/status/1110520362930974721?s=20

Expectations: get a sumary (title, description, thumbnail or any other relevant information) displaying in the textarea
Result: Nothing except the generic look of embeds in the editor.
As discussed on slack with @thibaudcolas , this comes from here: https://github.com/wagtail/wagtail/blob/b1fab7084719ddbb88b9581567660930a6c082b4/client/src/components/Draftail/blocks/EmbedBlock.js#L13-L27
Also, as said on slack, on good generic workaround to this case (and other future cases like this one) could be to display embed source in the preview.

I have confirmed that this issue can be reproduced as described on a fresh Wagtail project: yes

Technical details

Python version: 3.7.2
Django version: 2.1.7
Wagtail version: 2.4

For additionnal information, we can see here that the rendered json from oembed does not return title and thumbnail for twitter.
http://oembed.frdnspnzr.de/

👌 as discussed, this is because currently the embed block expects embeds to have a thumbnail and title – those fields aren't always defined.
I think a good fix for this would be to introduce a new rendering of embeds for cases when no thumbnail is available; perhaps displaying a list of field values that seem relevant. We'd have to look at the oembed schema (https://oembed.com) as well as most common embeds to determine what those fields would be. The source URL of the embed would be the lowest common denominator, but we might be able to do more.
Relevant code: https://github.com/wagtail/wagtail/blob/b1fab7084719ddbb88b9581567660930a6c082b4/client/src/components/Draftail/blocks/EmbedBlock.js#L16-L27

Assigning this to @imansyed000

There are a few options here:

A html widget provided by twitter

A profile picture thumbnail (good because can use this with existing MediaBlock)

A description (the same as the tweet itself)

I think the html widget is the nicest of the options but the thumbnail would be more consistent with the existing use of thumbnail with MediaBlock for other providers.

@imansyed000 if we can access some of these then great – I would recommend thumbnail so we stay close to the existing behavior.

If anyone wants to finish this off, the only thing missing for #5545 to be merged is tests. There is guidance on the PR on what to write tests for exactly.

I'll try fixing it.

Done in #8167 :)


⚠ Samsung has degraded performance

In b4fec99, Samsung (https://samsung.com) experienced degraded performance:

HTTP code: 200
Response time: 2885 ms

Resolved: Samsung performance has improved in e60e9ce.