Upgrade to Langchain 0.3

resolves #415
Description

Upgraded to Langchain 2 and then 3. I see this deprecation warning in the shell

LangChainDeprecationWarning: Please see the migration guide at: https://python.langchain.com/docs/versions/migrating_memory/

Looks like they really want us to use langgraph's persistance, or at least RunnableWithMessageHistory. To be clear, everything still works, and this will only be deprecated in future versions, so we're fine with what we have for now, but I think this is a good time to pause and think about the future of the TopicBot. Thoughts welcome.
Two things to note from this upgrade:

Langchain version > 0.2 doesn't play along with the freezegun library super well, so I had to update some tests using freezegun to not use it anymore.
The pipeline logger seems to log 1 less message than before. In the test_running_failed_pipeline_logs_error test, we force the two Passthrough nodes (the only two in the test pipeline) to raise an exception when called. Previously, it generated 3 error logs in total for this exception, but now it generates 2 error logs, one for each node which seems correct. Since the library upgrades were the only things that happened, I'm assuming it has to do with internal callbacks. cc @proteusvacuum fyi

Testing the upgrade
I tested by running the unittests and by using the platform normally, with tools, with a pipeline, an assistant, an assistant with tools, source material etc. All seems fine.
User Impact

No impact
Demo

N/A
Docs

N/A

@coderabbitai please do a full review

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:
Additional details and impacted files

:loudspeaker: Thoughts on this report? Let us know!

Sorry, setting back to draft. There's a few coderabbit comments I wanna check out


Models with no columns generate a blank dynamic line.

Line that gets generated looks like:
@dynamic ; and fails to compile for obvious reasons.
Happens when a model has no columns, due to exclusion or if the model is a child of another model with no additional columns (i.e. single table inheritance where type is only what changes).

Fixed with 93c37f0a3200c2e990757560d3ca809479bcae80


Ngrok 3.x callback-style deprecated

[x] Bug (https://github.com/react-boilerplate/react-boilerplate/blob/master/.github/CONTRIBUTING.md#bug-reports)
[ ] Feature (https://github.com/react-boilerplate/react-boilerplate/blob/master/.github/CONTRIBUTING.md#feature-requests)

Description
Tunneling dev appears to do nothing.
Steps to reproduce
npm run start:tunnel
Versions

React-Boilerplate 3.6
Node: 8.11.0

@gretzky Not sure which branch I would PR to (since dev is being cleaned up).
TL:DR; need to switch ngrok to async/await.
Quick fix for ./server/index.js:
if (ngrok) {
    (async () => {
      let url;
      try {
        url = await ngrok.connect(port);
      } catch (ngrokErr) {
        logger.error(ngrokErr);
      }
      logger.appStarted(port, prettyHost, url);
    })();
  } else {
    logger.appStarted(port, prettyHost);
  }

I updated ngrok to the new syntax and tested it before the v3.6 update. Isn't the necessary async/await code already present in https://github.com/react-boilerplate/react-boilerplate/blob/master/server/index.js ?

In this commit: https://github.com/react-boilerplate/react-boilerplate/commit/ebef2ed570a222d126d31b833748d3410378b99f

Oh hmm, I diffed/merged master with a current project and must have missed this somehow.
My bad!


Add ability to export as X3D

From customer's email:Hi, Recently, I have visualized a model in VisIt. I wanted to create a 3D image out of it for a website. VisIt does not have an opportunity to export x3d files directly. So I had to export a vtk file, open it in Paraview and export as x3d. Meanwhile, several visualization tools, such as Paraview, MeshLab, Blender, provide an x3d export. Is it planned to add this feature to VisIt as well? Regards,Elena Erastova
-----------------------REDMINE MIGRATION-----------------------
This ticket was migrated from Redmine. As such, not all
information was able to be captured in the transition. Below is
a complete record of the original redmine ticket.
Ticket number: 2295
Status: Pending
Project: VisIt
Tracker: Feature
Priority: Normal
Subject: Add ability to export as X3D
Assigned to: -
Category: -
Target version: -
Author: Kathleen Biagas
Start: 06/11/2015
Due date:
% Done: 0%
Estimated time:
Created: 06/11/2015 10:53 am
Updated: 06/30/2015 07:05 pm
Likelihood:
Severity:
Found in version: 2.12.3
Impact: 3 - Medium
Expected Use: 3 - Occasional
OS: All
Support Group: Any
Description:
From customer's email:Hi, Recently, I have visualized a model in VisIt. I wanted to create a 3D image out of it for a website. VisIt does not have an opportunity to export x3d files directly. So I had to export a vtk file, open it in Paraview and export as x3d. Meanwhile, several visualization tools, such as Paraview, MeshLab, Blender, provide an x3d export. Is it planned to add this feature to VisIt as well? Regards,Elena Erastova
Comments:
VTK has several classes related to X3D in their IO/Export folder:vtkX3D.cxx vtkX3DExporterJavaHelper.cxxvtkX3D.h vtkX3DExporterJavaHelper.hvtkX3DExporter.cxx vtkX3DExporterWriter.cxxvtkX3DExporter.h vtkX3DExporterWriter.hvtkX3DExporterFIWriter.cxx vtkX3DExporterXMLWriter.cxxvtkX3DExporterFIWriter.h vtkX3DExporterXMLWriter.hvtkX3DExporterFIWriterHelper.h

Duplicates #2302


Fix exception when casting integer to datetime

Closes #2421

We should backport the fix to the 2.2 branch once merged.


Error uploading an app file containing RxWebKit 1.0.0 to appstoreconnect

I am using RxWebKit 1.0.0 by carthage 0.33.0, Xcode 10.2.1.
Two types of errors occurred when uploading app build file of containing RxWebKit 1.0.0 to appstoreconnect.
First:
It occurs in the validation when uploading to appstoreconnect)
ERROR ITMS-90206: "Invalid Bundle. The bundle at 'MyApp.app/Frameworks/RxWebKit.framework' contains disallowed file 'Frameworks'."
2019-06-10 07:14:44.225 altool[5834:27200] *** Error: Errors uploading '/Users/vagrant/deploy/MyApp.ipa': (
    "Error Domain=ITunesTransporterErrorDomain Code=-18000 \"ERROR ITMS-90206: \"Invalid Bundle. The bundle at 'MyApp.app/Frameworks/RxWebKit.framework' contains disallowed file 'Frameworks'.\"\" UserInfo={NSLocalizedRecoverySuggestion=ERROR ITMS-90206: \"Invalid Bundle. The bundle at 'MyApp.app/Frameworks/RxWebKit.framework' contains disallowed file 'Frameworks'.\", NSLocalizedDescription=ERROR ITMS-90206: \"Invalid Bundle. The bundle at 'Hagoita.app/Frameworks/RxWebKit.framework' contains disallowed file 'Frameworks'.\", NSLocalizedFailureReason=ERROR ITMS-90206: \"Invalid Bundle. The bundle at 'MyApp.app/Frameworks/RxWebKit.framework' contains disallowed file 'Frameworks'.\"}"
)

I solved the problem after removed below build option for Target: RxWebKit
ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES = YES

I referred to https://stackoverflow.com/a/35751497
Second:
It occurs after upload to appstoreconnect (received via email).
We identified one or more issues with a recent delivery for your app, "MyApp" 1.0.4 (1). Please correct the following issues, then upload again.

ITMS-90511: CFBundleIdentifier Collision - The Info.plist CFBundleIdentifier value 'mokumoku.RxWebKit' of 'MyApp.app/Frameworks/RxWebKit.framework' is already in use by another application.

I solved the problem by
INFOPLIST_FILE = Example/Info.plist;
with
INFOPLIST_FILE = RxWebKit/Info.plist;for Target: RxWebKit
I will send a PullRequest containing those fix, if that's OK.

I think the problem is here:
https://github.com/RxSwiftCommunity/RxWebKit/blob/cf0b60ca35953e6f6891aa227b7c7eb954de8b2a/RxWebKit.xcodeproj/project.pbxproj#L600
The value shouldn't be YES, it should be $(inherited) probably. I don't want it as NO because that has its own repercussions.
I don't know enough about Carthage - but I'm not sure why the Bundle identifier would matter too much. If you have an idea of how to fix that, I'm all for a PR.

Thank you for your quick reply!
I just had sent PRs for each of these issues.
I would appreciate if you could review them.

This issue has been resolved in [v1.0.1].(https://github.com/RxSwiftCommunity/RxWebKit/releases/tag/1.0.1).
Thank you!


Review the design_index endpoint

Discuss but consider,

if we only query /hp then remove /historical and /projected and make a single combined route available
should we be summarizing by era, or providing the annual data and offering a ?summarize=era query parameter?

This issue has been replaced by #321 (delete design indices), and other suggestions are addressed by issues #292 (remove/rename /mmm endpoints) and #315 (remove historical/projected endpoints and always serve both together). Closing this issue.


Failed to execute the webpack script

Hi,
I have an issue when running the webpack script.
webpack.config.babel.js:1
(function (exports, require, module, __filename, __dirname) { export default {
                                                              ^^^^^^
SyntaxError: Unexpected token export
    at Object.exports.runInThisContext (vm.js:76:16)
    at Module._compile (module.js:542:28)

I cloned the project, did a npm install and npm run prod:webpack.
Do you know why ?

You may update the .babelrc file like this:
{
    "presets": ["es2015"],
    "plugins": [
        "transform-object-rest-spread"
    ]
}


Auto initialize vault

Vault should be auto initialized and the keys should be sent to aws kms. Either kube2iam be used to pass the aws credentials or accessKey/SecretKey pair can be used too.
Initial check should be made if vault was initialized before. If yes, then #308 or continue with init.

Wouldn't it be better to just store the unseal keys as a secret? Seems less cloud specific to do it that way.

I'd be new to doing that, but can learn if you can point me to the existing document (if one exists) for using kube2iam.

It is new to me as well, I'm fine to contribute to the design(sample?).
I suggested kms because of the below reasons

The keys would be stored encrypted whereas kubernetes secrets are not (afaik).
For use cases where kubernetes etcd backend is not backed up as they dont store any state of the apps and can immediately rebuild their infra using terraform.
If the kubernetes secrets are deleted by mistake, or the namespace is deleted, then there is no way to recover the keys and vault cannot be unsealed.

@philips do you have a rough outline the community could fill out?
Quickly thinking we could:

kubelets generate PGP keys
a. store private key locally(?)
b. store public key as secret
vault operator divides key into N parts encrypts it with the kubelet private keys and writes them to secrets
vault operator deploys new "unlocker" daemonset to kubelets
a. unlocker watches vault state, if its locked they...
b. decrypt their key and sends it to unlock
when a new node comes online we follow https://www.vaultproject.io/guides/operations/rekeying-and-rotating.html and rotate the stored keys

Please just consider this a conversation starter... 😃

Assuming Vault is in an HA state, would it be possible to store as kubernetes secrets as long as you have secrets encrypted? Secrets can be encrypted with Vault now:
https://github.com/oracle/kubernetes-vault-kms-plugin/blob/master/README.md

That would make the initial bootstrapping step different from the 'normal case' which is dangerous in my experience.

Wouldn't the bootstrap process stay the same? It would just reinforce that an org using a KMS should be encrypting their kubernetes secrets.

It would stay the same in that it would still be manual


Materialized Views don't support schema migrations

Version
1.12.0
What happened?
The following migrations result in sqlc believing the materialized view exists in the main public schema, when it has in fact moved
I am running sqlc off the main branch.
-- migration 1:
CREATE MATERIALIZED VIEW something AS
select * from events
where event_type = 'sale'
order by created_at desc;

-- migration 2:
create schema computed_tables;
alter materialized view "something" set schema "computed_tables";

-- query:
-- name: SomeQuery :many
select id from "computed_tables"."something";

Relevant log output
No response
Database schema
No response
SQL queries
No response
Configuration
No response
Playground URL
https://play.sqlc.dev/p/7475c4ff0c2d81393cd0baa57ede84f0fa0af5bd7ef4885f68450adde9f01b17
What operating system are you using?
macOS
What database engines are you using?
PostgreSQL
What type of code are you generating?
Go

I can work on it if it's ok for @kyleconroy

Fixed in v1.23.0


Enable Github Actions

Sets up build-only github actions (CD) for branch heads, producing artifacts, and for vX.X.X tags, producing draft releases.
Additionally adds an audit that will fail out make node_modules if vulnerabilities are found, so we can't push even a draft release with known vulnerabilities (at build time at least).

I love how you just copy-pasted the lrsql build.yml file. Next step is to figure out how to make lrsql download the latest tagged version, if that's so desired.

It has all the changes it needs, not sure what the issue is there.

It has all the changes it needs, not sure what the issue is there.

I didn't say that we needed to change build.yml, if that's what you're talking about. If you're talking about lrsql downloading tagged artifacts, that's why I added the "if so desired" caveat.

For downloading tagged artifacts, it will be a predictable path I think. I'll re-push a test tag and confirm that, would be good to put it in the PR description

Hmm, looks like they have an opaque temp path when the release is in draft. Since I don't know if it is possible to un-release a proper one, I'll do some more research, since there isn't any rush on this PR

According to the gh docs it would be https://github.com/yetanalytics/lrs-admin-ui/releases/download/v0.0.0/lrsql.zip, but obviously we'll want to confirm that after a release. At any rate it will be a stable URL we can use in lrsql and save build time.
The docs: https://docs.github.com/en/rest/reference/repos#releases

Yeah that's the URL I saw when I moused over the tag artifact.

It doesn't just clone the repo, it builds the cljs and scss. Takes a bit

it also assumes the presence of git which is already gonna be there in our current cases, but frowned upon to use like this (see the great Homebrew debacle a couple years ago)


Electron.App.WindowAllClosed does not work

Version: 13.5.1

Target: I have some functions that block the program before the Electron.App.Quit(), but I want to not call these functions when the user forcibly exits the program. So I tried to use the window-all-closed event. But when I use the Electron.App.WindowAllClosed binding the Electron.App.Exit() function, it does not exit successfully. What's more, when I use Electron.App.On() to listen on "window-all-closed" event, it works.

Steps to Reproduce:

How I use Electron.App.WindowAllClosed:

Electron.App.WindowAllClosed += () => Electron.App.Exit();

How I use Electron.App.On:

Electron.App.On("window-all-closed", () => Electron.App.Exit());

After read the source code, I have changed my code like this:
Electron.WindowManager.IsQuitOnWindowAllClosed = false;
Electron.App.WindowAllClosed += () => Electron.App.Exit();

And it works.


Fill or stroke attributes on a use element

While I'm not exactly sure what the standard says on whether fill or stroke attributes on the use element are taken into account or not, according to this, they are taken into account if the "referred" element didn't have any such attribute applied.
SNV doesn't seem to take it into account at all.
Look at the following document as an example. The first one is the rendering by SNV and the second one is by Librsvg.

Please, feel free to close this issue if this behavior isn't required by the standard.

@moazin It is complicated and the behaviour may differ even between web browsers.
First, the fill property is an inherited property: https://www.w3.org/TR/SVG/painting.html#FillProperties
If the value is not set, it inherits the value from the ancestor.
2nd, the use element in SVG 1.1 behaves like a copy operation. The behaviour is as if the <use> element gets replaced by a group and the referenced content copied into the use element.
With SVG2, the definition of <use> changed and now acts as a shadow root of an non-isolated shadow tree. This has been implemented by Firefox but by no other browser.
SVG Native is based on SVG2. So svg-native-viewer should behave similar to Firefox.
I believe for the most simple case, the behaviour should not differ:
<rect width="100" height="100" id="rect"/>
<use fill="green" xlink:href="#rect" x="100"/>

should probably show a black rect with a green rect right next to it. (There might be a difference between presentation attribute and property definition that I would need to check again.)

Can you attach the source which produced the above images?

@litherum Oh, I thought I had attached the SVG document as well, but seems like I didn't.
I guess this is the one:
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink= "http://www.w3.org/1999/xlink" xmlns:svg="http://www.w3.org/2000/svg" viewBox=" 0 0 1000 1000">
  <rect x="500" y="500" width="100" height="100" id="myCircle"/>
  <use xlink:href="#myCircle" x="200" fill="red"/>
  <use xlink:href="#myCircle" y="200" fill="blue"/>
  <use xlink:href="#myCircle" x="-200" fill="green"/>
  <use xlink:href="#myCircle" y="-200" fill="yellow"/>
</svg>

So I analyzed the problem a little bit and here are my thoughts.
SNV iterates through the XML tree first, parsing attributes, maintaining stacks and ultimately populates an object tree. This mechanism is designed in such a way that each draw-able element of this object tree is more or less independent and self-sufficient. In other words, all attributes such as transforms, stroking information, gradient information, etc is embedded within that  element. This is not true for the Reference element though, which refers to another element that's to be rendered. This is simply done by calling TraverseTree on the referred element. Any attributes such as fillStyle or strokeStyle on the Reference object are simply ignored. graphicStyle is taken into account though. Given this situation, I'm not quite sure how to go about this.

I would also like to point out that it's very important for this to be resolved. Almost every glyph of Trajan and a lot of glyphs of NotoColorEmoji have use elements with styling attributes like fill.

Any updates about this issue ?
I found even the sample from Microsoft's SVG open type can not render on the svg-native-viewer (I tested using CoreGraphics port)
https://learn.microsoft.com/en-us/typography/opentype/spec/svg#example-2-glyph-specified-directly-in-expected-position
<svg id="glyph7" version="1.1" xmlns="http://www.w3.org/2000/svg" viewBox="0 1000 1000 1000">
  <defs>
    <linearGradient id="grad" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" stop-color="darkblue" stop-opacity="1" />
      <stop offset="100%" stop-color="#00aab3" stop-opacity="1" />
    </linearGradient>
  </defs>
  <rect x="100" y="570" width="200" height="430" fill="url(#grad)" />
  <rect x="100" y="365" width="200" height="135" fill="darkblue" />
</svg>


Add support for dynamically linking eBPF programs in image based gadgets

Some builtin gadgets like trace fsslower allow the user to decide which tracepoint to attach to (The user choses which filesystem format and we attach to the corresponding kprobe)
Other builtin gadgets like top blockio checks for the existence of tracepoints or kprobes and only then attaches to them according to what is on the system.
It would be nice if we can dynamically attach to tracepoints

Hey @burak-ok I want to work on this issue. Can you please assign it to me. Thank you!

Correct, most gadgets are fine with hardcoded associations between the eBPF programs and tracepoints/kprobes.
As you said for some gadgets we need to make that association/linking dynamically. So at runtime and according to either user input, kernel versions or other stuff

Fixed by https://github.com/inspektor-gadget/inspektor-gadget/pull/3449


[ACR] Fix Azure/acr#613: az acr task run: Add dockerfile to source upload if context is local directory

Related command

az acr task run
Description

az acr task run will trigger a run of an existing ACR task, but it behaves differently when using a remote or local context. Having a .dockerignore which contains Dockerfile is valid docker configuration (scroll down to end of topic).
When the command is run and a local context is provided, the task run fails because the Dockerfile is not included when the source is uploaded. The behaviour is different if the context is a remote git repository, or when using the az acr build command, in which case the task succeeds both if the Dockerfile is present in .dockerignore and not.
This is PR will fix this problem, and the behaviour will be consistent with the az acr build command, where the Dockerfile is uploaded when the local source context is uploaded. If --file is provided as an argument for az acr task run, it will include the Dockerfile when the local source is uploaded. If the docker_file_path variable in prepare_source_location is a task file or inline yaml, it will not be uploaded, as per the initial behaviour.
Fix https://github.com/Azure/acr/issues/613
Testing Guide

It is expected that the Dockerfile in the task is the same Dockerfile passed in with the --file argument.
Example task.yaml:
version: v1.1.0
steps:
  - build: -t testacr.azurecr.io/your-image:tag -f local.Dockerfile .

Command:
az acr task run \
  --name acr-task-name \
  --registry testacr \
  --context /path/to/local/context \
  --file /path/to/local/context/local.Dockerfile

History Notes

[ACR] az acr task run: Add Dockerfile to source upload if context is local directory

This checklist is used to make sure that common guidelines for a pull request are followed.

[x] The PR title and description has followed the guideline in Submitting Pull Requests.

[x] I adhere to the Command Guidelines.

[x] I adhere to the Error Handling Guidelines.

ACR

Could you add some tests for those change?

Please note that if you do not resolve those before Thursday, this PR will not be able to catch up with the release of this sprint, we can only postpone it to the next sprint (08-02)

@rosanch Could you please review this PR from the perspective of ACR team?

@oleterno-equinor If you confirm that this error does not affect this PR feature, we can skip this test first to avoid blocking PR from being merged in this sprint. You can solve this problem in the subsequent sprint

Yes, the error does not affect the feature when running the commands outside the test. I reverted the changes related to the test.


Remove unnecessary check on customer's currency

The latest Stripe API don't allow passing a currency when creating a customer.

Eventhough you cannot set the currency manually, the Stripe documentation still says that it is set upon first charge and then cannot be changed: https://support.stripe.com/questions/setting-a-customers-default-currency
Can you point to the API change?

No, I cannot. I just noticed with the latest version that a call to:
Stripe::Customer.create(email: email)

works with real APIs but fails when mocked with the mentioned error.
I then changed it to
Stripe::Customer.create(email: email, currency: 'chf')

but it failed against real APIs because currency is not a supported parameter.

can we merge this?

@klaustopher The API indeed does not support passing currency:
https://stripe.com/docs/api/customers/create

@lpsBetty You can now use this (and all the other recently merged PRs), by pointing your Gemfile to this repo on the master branch.
I'm working on getting this released as a release candidate within rubygems, as well. But pointing to master should work for now.

Ok i tried using the master, but got a few other errors, e.g.
NoMethodError: undefined method detect for nil:NilClass

And also that the currencies does not match, because it is setting the default currency to the mocked customer (which should not be set).
Should i try to resolve them by forking the repo and making another PR?

Yes please make another PR

@csalvato done: https://github.com/stripe-ruby-mock/stripe-ruby-mock/pull/767


UX: Fluent navigation. Building on top of "filter files in real-time", and popup placement.

Please describe the problem you're trying to solve
Currently my navigation is absurdly slow in yazi compared to things like broot.
Current navigation UX:
Press /
Find popup appears.

You enter your keyword, sometimes it doesn't even match.
I have to:
esc
esc again, after I remember it needs to be pressed twice.
? because I forgot how to "find next"
n until I find it.
enter
Repeat enough times until you arrive to your destination.
TL;DR: unintuitive, defies my expectations several times, too many keypresses for just moving 1 level deeper.
Would you be willing to contribute this feature?

[ ] Yes, I'll give it a shot

Describe the solution you'd like
Building on top of https://github.com/sxyazi/yazi/pull/454 I think the UX could be as follows:
/ <-- redefining filter as default in this example.
filter files

Clear visual of how many matches, much better than default / (find)
Problem:
I still need to escx2 and select the right one(arrow keypresses), then press enter
This is completely unnecessary.
Imagine we are at this point where we filtered out all the files/directories enough to our liking,  like in pic attached.
Proposing fluent navigation UX inside filter mode:
tab inside the popup to change focus between remaining elements.
/ to confirm selection without exiting filter mode.
Note, / is a safe key to use in this mode because it can't ever be used inside a file/directory name, so we can use this as keybind it for "move into focused element" that is, the exact same behaviour as exiting and pressing enter on it.
One more thing:
When you enter a directory like this, preserve the filter mode, just clean it from the previous text, so you can start filtering again, tab and shift-tab to change focus and /  to confirm selection until you arrive to your destination.
Bonus: Remove the popup for filtering files and place it on the "status bar" or in the "header"
Additional context
I think this proposal would benefit from visuals, but unfortunately I can't do it now, may do it in the future if my idea is not clear enough.

When you enter a directory like this, preserve the filter mode, just clean it from the previous text, so you can start filtering again, tab and shift-tab to change focus and /  to confirm selection until you arrive to your destination.

This really sounds like the kind of work the smart-filter plugin does - it will automatically enter the only directory, and I've also added other enhancements, like supporting continuous filtering and automatically opening the hovered file on submitting:
https://github.com/sxyazi/yazi/assets/17523360/0007e5e5-ed9e-4104-ad13-0678b73af1f1
Here's the code (less than 50 lines): https://github.com/yazi-rs/plugins/tree/main/smart-filter.yazi, feel free to use it or build your own workflow based on it.
You can find more awesome plugins at https://yazi-rs.github.io/docs/resources
Closing as there's already a plugin with very similar functionality, and this is highly specific to a particular workflow, so it's better suited as a plugin implementation.

Awesome, that's pretty much it, thanks!

Bonus: Remove the popup for filtering files and place it on the "status bar" or in the "header"

Any option for this?
Can we change the location of the popup? Place it on the status bar or  header?

Can we change the location of the popup?

See https://yazi-rs.github.io/docs/configuration/yazi#input

@sxyazi I'm trying to adapt your init.lua to match my desired UX, but I have no idea what events are available to me or where are they defined? How can I listen for:
/ to accept focus, like you got enter
tab to change focus to next
shift-tab to change focus to prev
backspace (if no text in input) to go to prev folder
inside the input window? I wasn't able to make any of those work.
I'm not familiar with lua, nor rust, and even with the help of claude and code-hunting for those event codes I could not find what I'm missing, would appreciate your input, will keep trying in the meantime, thanks.


Properly format all issues with the steps that would be found in the contributers guide.

Work on a format for submitting issues to be submitted after #71 is successfully merged.,

Cancelled


[WIP][Feat] Add standardized exceptions and error handling

Add PromenadeBaseException and application exceptions
Add top-level exceptions and error reporting/logging for CLI

Closing as we have moved to gerrithub.


JavaVisitor#maybeAddImport() doesn't check for conflicts

Many recipes use JavaVisitor#maybeAddImport() which adds an import for a type if that type (if it then also is referenced). But it appears that the AddImport recipe doesn't check for conflicts.
Assuming we have a source with an import for either org.assertj.core.util.Objects, org.testng.collections.Objects, or com.google.common.base.Objects, then a recipe like ReplaceLambdaWithMethodReference cannot really add an import for java.util.Objects like it currently does. In this specific case not only should the maybeAddImport() call be a no-op, but also the method references to Objects::isNull and Objects::nonNull should be fully qualified.
Maybe the safest course of action would be for recipes to use fully-qualified references in any Java templates and then have these get shortened in the presence of matching imports and potential imports (registered by the recipe using maybeAddImport()).

A similar situation may arise when the modified source is in a package which already contains a type with the same name as the type being imported. Adding the import would be wrong as it would invalidate any existing unqualified references to the package type.

In many cases I imagine text-based JavaTemplate will be replaced by JavaTemplate.compile() which resembles the Refaster style templates (see https://github.com/openrewrite/feat-rewrite-templating/blob/2a48e3901da036f9fe857f4f8481aacbd8549383/src/test/java/org/openrewrite/java/template/AutoTemplateTest.java#L47-L49). Any references in the template will be unambiguous.

Yes, in Refaster-style templates all references will of course be unambiguous, which is a big advantage. I will take a look at that repo. Thanks for the link!
I imagine there could still be use cases for the current textual Java templates, so it might still be worth solving this issue. Also, I think the AddImport recipe should somehow detect and deal with these aliasing situations.

@knutwannheden do you remember in what recipe context this bug occurs?

@rpau Yes, it is in the ReplaceLambdaWithMethodReference recipe mentioned in the description.
Going forward I think it would be very nice if we could make JavaTemplate smarter. What do I mean by this? I think it would make sense if the template string would typically use fully qualified names for all classes and static members and then there would be style options to control what the code produced for the template then looks like and what kind of imports get added (static imports vs. qualified references). JavaTemplate could then do the conflict resolution and decide when a fully qualified reference is required or not. With fully qualified references in the template string the recipe author would then not have to use JavaVisitor#maybeAddImport() nor JavaTemplate.Builder#imports(), which I think would be great.
(Rather than doing the import conflict resolution as part of JavaTemplate we could also apply a separate visitor to shorten all qualified references which don't result in conflicts (by adding corresponding imports) after a source file has been modified using a template. This seems like the better approach to me.)


btc sync can’t seem to find any block

2024-08-05 09:51:34.939 [INF] BTC: RECOVERY MODE ENABLED -- rescanning for used addresses with recovery_window=200
2024-08-05 09:51:34.947 [ERR] BTC: Unable to synchronize wallet to chain, trying again in 5s: failed to fetch block hash for height 855479: block not found
2024-08-04 01:40:00.147 [ERR] BTC: Unable to synchronize wallet to chain, trying again in 5s: unable to perform wallet recovery: failed to store sync information<PHONE_NUMBER>000000000xxxx: failed to fetch block hash for height 855274: block not found

testnet seems fine
2024-08-05 09:50:13.119 [INF] BTC: RECOVERY MODE ENABLED -- rescanning for used addresses with recovery_window=200
2024-08-05 09:50:13.122 [INF] BTC: Seed birthday surpassed, starting recovery of wallet from height=2871898 hash=00000000000000011744dfcbb2ab6b4fd8ddf2ed101f3126ccbc52e6cf456fad with recovery-window=200
2024-08-05 09:50:13.166 [INF] BTC: Scanning 266 blocks for recoverable addresses
2024-08-05 09:50:14.113 [INF] BTC: Current sync progress update is on block 2872163, target sync block is 2872163
2024-08-05 09:50:14.113 [INF] BTC: Current sync progress update is on block 2872163, target sync block is 2872163
2024-08-05 09:50:15.579 [INF] DCR: Rescan complete
2024-08-05 09:50:15.585 [INF] DCR: [3] Indexing transactions start height: 1446367, end height: 1447605
2024-08-05 09:50:15.874 [INF] DCR: [3] Transaction index finished at 1447605, 2439 transaction(s) indexed in total
2024-08-05 09:50:16.766 [INF] BTC: Recovered addresses from blocks 2871898-2872163
2024-08-05 09:50:16.798 [INF] BTC: Started rescan from block<PHONE_NUMBER>000008d9b38d53b6b9c70d2cd1e165520088644b18818690110621 (height 2872163) for 5 addresses
2024-08-05 09:50:16.798 [ERR] BTC: Neutrino rescan ended with error: rescan exited
2024-08-05 09:50:19.104 [INF] BTC: Catching up block hashes to height 2872163, this might take a while
2024-08-05 09:50:19.112 [INF] BTC: Done catching up block hashes
2024-08-05 09:50:19.112 [INF] BTC: Finished rescan for 5 addresses (synced to block<PHONE_NUMBER>000008d9b38d53b6b9c70d2cd1e165520088644b18818690110621, height 2872163)

sometimes initial sync, sometimes not initial sync

Definitely a bug with the btcwallet

yeah, btcwallet v0.16.9 did bot have this problem


bug: Need way to better config dns servers/search for WEC

Describe the bug
I had a stubborn bug where a Raspberry Pi with a static IP address on a wired lan (eth0) could successfully ping the cluster running my Kubestellar core (on the same network), but every time I deployed a WEC on that pi, nslookup inside the WEC failed.
The problem turned out to be that WiFi was enabled on the pi, it was connected to an SSID but not authenticated to that network, and NetworkManager kept overwriting the host /etc/resolv.conf with a line that set search to that network.
When I launched my WEC with KIND, that search server was added to the internal resolv.conf on the cluster, so it never got to the host DNS servers and couldn't find my core cluster.
Disabling WiFI on the Pi eliminated that search line in the file, and a WEC deployed after that point was able to reach the core cluster.
Steps To Reproduce

Connect raspberry Pi to wired lan
let rPi also connect to a local wifi but do not authenticate
launch WEC (like florin in the example)
launch kubestellar syncer in the WEC
the WEC will fail to reach the kubestellar core defined in yaml for that syncer

Expected Behavior
The DNS setup process during cluster creation is rather opaque.
Perhaps being able to pass in the ip address as well as the hostname (FQDN) of the ks-core cluster might help?
Additional Context
No response

@KPRoche is this still an issue for you/us?

I think this is just one specific example of the subtleties of how DNS issues can have block the functionality of kubestellar (see  #1192 for another one). A generally robust way to ensure connections can be made, or even a connection test to check things early in the configuration/deployment process is needed. Perhaps we should collect them into one issue as examples of how things can go wrong? Or make it a chapter of our troubleshooting.

ok - maybe merge this info into your troubleshooting issue and close this so it isn't dangling?

I have transcribed this into a troubleshooting document and am closing the issue.


Android emulator detection BlueStacks and Genymotion

I have tested android emulators for windows.

Emulators have the "platform: linux i686" parameter. Test phones must have a platform arm. Is this an argument for spoofing detection?
BlueStacks emulator doesn't have a working api speech for the latest chrome. Is this an argument for spoofing detection?
Genymotion has a mention of emulation. See the webgl on the screen.
To improve the quality of phone spoofing detection, you can use the Gyroscope api.

Nice catch. This will now render in the template as "Android [emulator]". I tested this in BlueStacks and Android VirtualBox.
I see these static irregularities in emulators as noteworthy, but not on the same level as spoofing (API tampering or random noise). Since emulators, as far as I know, are not hostile to fingerprinting, and the browsers running on them can be trusted in many contexts (with or without the Speech API), these can be welcomed as unique and fair. Webgl, platform/userAgent, and the unsupported Speech API ultimately give the device and browser a unique fingerprint.
However, in #95, I can expand on a platform/userAgent test to detect mismatches (including android without arm). The detected mismatch would be collected in the loose fingerprint trash bin since machine spoofing can mismatch and appear genuine at random (causing instability). As the loose fingerprint count increases, the browser will lose score points. Some user agent switchers don't match the user agent and platform, so every time a mismatch is triggered, points will be taken.

Gyroscope API

Interesting. I will give this more research. It requires permission that may not carry across sessions. But, I wonder if there is a leak in the Sensor API. I'm adding this to #48.

Closing for now. I observed some false positives in emulator detection. There are many types that are not very straightforward to detect.


Would like to have a singleSelectedPlaceholder

Version
current
Here's what went wrong:
Similar to how you have the manySelectedPlaceholder and allSelectedPlaceholder, it would be nice to have a singleSelectedPlaceholder to override the default behavior of displaying the selected value when the picky is not a multi-select.
Example
Create a Code Sandbox, you can fork this: Demo Picky

@mcusack60 I'm sorry for the late reply, I've been extremely busy with work and not coding in my evenings. I'll try and get around to this in the next couple of days. This seems like a decent suggestion.

@mcusack60 This should now be on NPM in v5.3.0


html-formatter-generator - Link is broken

Sample (which sample are you having trouble with)
Link under the Getting Started section is broken.
https://github.com/pnp/List-Formatting/tree/master/tools/html-formatter-generator
What Should Happen
Link should work. :)
What Actually Happens
This link is broke.
https://pnp.github.io/sp-dev-list-formatting/tools/html-formatter-generator/

for reference here is the correct link: https://pnp.github.io/List-Formatting/tools/html-formatter-generator/

Link is broken again, new issue rasied


Ability to specify default view?

Is there currently the ability to pass a property to determine the default view?

I found that this can be done by setting the type property on the component.
That said, please check out #16. In addition, it might make sense to stick with the current naming conventions of default[...]. For example, defaultView seems to make a lot of sense for this property.


docs: Edit docs for clarity and fix typos

Documentation
This PR improves the Installation Guide for clarity and fixed some typos.
CheckList
Make sure you have checked all steps below to ensure a timely review.

[ ] PR title addresses the issue accurately and concisely. Example: "Updates the version of Flask to v1.0.2"

In case you are adding a dependency, check if the license complies with the ASF 3rd Party License Policy.

[ ] PR includes a summary of changes.
[ ] PR adds unit tests, updates existing unit tests, OR documents why no test additions or modifications are needed.
[ ] In case of new functionality, my PR adds documentation that describes how to use it.

All the public functions and the classes in the PR contain docstrings that explain what it does

@all-contributors please add @Mich45  for 📖

https://github.com/all-contributors please add @Mich45 for doc

@all-contributors please add @Mich45 for doc

Hi @Golodhros, I have signed the commits now.


How do I build the styleguide without running a server?

How I can I build a styleguide without running the build in server? I actually want a static version of the styleguide, so I can just open the index.html file in the browser and it just runs.

To create a static version you need to remove server: true, parameter from your gulp/grunt task.

Just small correction: you will still need a server running in the output folder. Such as python -m SimpleHTTPServer (works in Mac by default). Or, if you release the files into any hosting, they provide server for you.

So there is no real static static version? I wanted to copy the styleguide to my github page. Is there a way to do so, without a server at all?

Static version is generated if you do not use server: true parameter. This is exact what you need for hosting in github pages.
You may be interested in this blog post  http://varya.me/en/posts/sc5-styleguide-for-smallers This describes my experience on tuning SC5 Style Guide for GitHub pages.

Thank you for that link. I tried disableHtml5Mode: true now.
Here is my gulpfile:
var gulp = require('gulp');
var styleguide = require('sc5-styleguide');
var less = require('gulp-less');
var outputPath = 'styleguide_static';
var concat = require("gulp-concat");

gulp.task('styleguide:generate', function() {
  return gulp.src('less/**/*.less')
    .pipe(styleguide.generate({
        title: 'Styleguide for neonion',
        rootPath: outputPath,
        appRoot: '/styleguide_static',
        overviewPath: 'less/styleguide.md',
        commonClass: 'myfont',
        extraHead: [
          '<script src="js/jquery.min.js"></script>',
          '<script src="js/bootstrap.min.js"></script>'
        ],
        disableEncapsulation: true,
        disableHtml5Mode: true
      }))
    .pipe(gulp.dest(outputPath));
});

gulp.task('styleguide:applystyles', function() {
  return gulp.src([
    'less/my-bootstrap-theme.less',
    'utils/additional.less'
    ])
    .pipe(concat('all.less'))
    .pipe(less({
      errLogToConsole: true
    }))
    .pipe(styleguide.applyStyles())
    .pipe(gulp.dest(outputPath));
});

gulp.task('styleguide:static', function() {
  gulp.src('fonts/**')
    .pipe(gulp.dest(outputPath + '/fonts'));
  gulp.src('js/jquery.min.js')
    .pipe(gulp.dest(outputPath + '/js'));
  gulp.src('js/bootstrap.min.js')
    .pipe(gulp.dest(outputPath + '/js'));
});

gulp.task('watch', function() {
  // Start watching changes and update styleguide whenever changes are detected
  // Styleguide automatically detects existing server instance
  gulp.watch(['less/**/*.less'], ['styleguide']);
});

gulp.task('styleguide', [
  'styleguide:static',
  'styleguide:generate',
  'styleguide:applystyles'
]);

When I open index.html locally the files can't be loaded:

Failed to load resource: net::ERR_FILE_NOT_FOUND
file:///styleguide_static/js/app.js
Failed to load resource: net::ERR_FILE_NOT_FOUND
file:///styleguide_static/styleguide.css
and so on ...

Styleguide always requires minimal webserver, otherwise browser is unable to load external resources. However, if your goal is to host styleguide on github, it is possible by setting disableHtml5Mode: true.
Please note that styleguide still do not work locally without server but github pages provides it for you so the styleguide should work after you access it via the github pages.

Thank you, that helped a lot :)
Running now at http://alexa.sc/styleguide_static/.
Saved my day!

Hi @varya every time I try to generate a static version of my styleguide I get just a blank page. It looks to me that relative paths to the  are not right. Everything works great locally with this: https://github.com/zetagraph/monoset/blob/dev/gulpfile.js but when I remove "server: true, and  port: 3005," and regenerate the styleguide I would just get a blank page. The stylguide is currently here: http://zetagraph.github.io/monoset/styleguide/ Tried to use github pages as in your example: http://varya.me/en/posts/sc5-styleguide-for-smallers/ What am I missing here? Заранее спасибо!

Have you set rootPath? https://github.com/SC5/sc5-styleguide#user-content-option-rootPath

@kraftner I belive I do. Its in here: https://github.com/zetagraph/monoset/blob/dev/gulpfile.js#L143 withe the rootPath being: "styleguide" in here: https://github.com/zetagraph/monoset/blob/dev/gulpfile.js#L9 I also remove the server: true, and port: 3005, before trying to generate the static version.

Hi @zetagraph!
If to remove server and port options, your static styleguide is generated normally, I tried it.
To be able to see the result on your machine, you will need to run your own server. For example:
cd styleguide/
python -m SimpleHTTPServer

Then on http://localhost:8000/#/ you will see the website.
If you want the server to be run in the root of your project, add appRoot: "styleguide" option in the gulp task. This options says in which folder, relatively to the root of the running server there is your generated styleguide. An example is here http://varya.me/en/posts/sc5-styleguide-for-smallers/#providing-the-approot-parameter-
Proof-pic: https://fotki.yandex.ru/next/users/toivonens/album/44279/view/614430

@varya Thanks a lot. I kinda figured it out eventually by messing with the path to the styleguide in relation to where it was to the Drupal theme. For me it was: appRoot: '/themes/monoset/styleguide', This way I can just see it on my local from where the Drupal is served, e.g:  "http://d8.dev/themes/monoset/styleguide/index.html"
Great tip about the "python -m SimpleHTTPServer" never new I can do that :)
On a different note how do I get custom colours to work? If I want a different colour for the header for example. I tried to override the variables by creating "_styleguide_variables.scss" in my theme and that worked at some point but then something change and I lost them. Probably missing something simple again.
Еще раз спасибо!


Fix serialization of time points for MySQL

This PR fixes serialization of time points for MySQL.
My previous PR which fixed PostgreSQL time zones inadvertently broke serialization of time points for MySQL. Basically the problem is that MySQL only supports "TIMESTAMP" and does not support "TIMESTAMP WITH TIME ZONE" and the PostgreSQL fix assumed incorrectly MySQL support for time zones. This regression caused the test sqlpp11.mysql.usage.DateTime  to fail when running MySQL tests.
The regression was not caught by me because when I prepared the PostgreSQL fix, I only ran the core and PostgreSQL tests. Additionally the sqlpp11 github repository seems to run only core tests. I guess from now on I will ran all tests (core+postgresql+mysql+sqlite) before submitting a PR even if that PR affects only one of the connectors.
The fix for the regression is simple - I just restored the original common version of the time point serializer and added a PostgreSQL-specific time point serializer, pretty much like the PostgreSQL-specific serizalizers for parameter_t and blob_operand
All tests (core+postgresql+mysql+sqlite) have been run for this PR and all tests pass successfully.

Thanks for fixing!
Maybe we can activate the connector specific tests in appveyor. It has been a while since last I tried...


Update cpu_governor.yaml

Make performance mod persistent on reboot

@Rossignolskier you're right the range is too small and could be override by user if needed. I put back the initial range.


Fieldview scalars

Scalar Literals support
Allows use of scalar numbers and bools inside field operators. Does not include support for scalar field operator arguments yet (those are not literals at compile time, though literals can be passed at runtime).
Missing:

[x] improved scalar literal support in IteratorIR (numeric precision, single literal node with type annotation)
[x] type constructor parsing in Fieldview (allow use of type constructors in field operators)
[x] disallow casting for now (for example from int64 to int32) as there is no way of representing in ITIR.
[x] fix diverging behaviour of bool("False") in field view w.r.t. to pure python.
[x] cleanup

Interesting, the doctest of typingx.get_typing seems to interact with the doctest of func_to_foast.to_value, with the latter picking up the _get_typing_number function registered in the former (which fails due to differing signature, maybe that should be fixed?). This, however does not happen reliably across environments / machines.
I will try to first fix this by isolating the registration of _get_typing_number in it's doctest and then also fix the signature of that to make it a better example of how to use the dispatch (@egparedes  I guess breaking the signature was not intended?).


Fix #1100, Update highest MsgId documentation/verification

Describe the contribution
Fix #1100 - updates the documentation and verification for CFE_PLATFORM_SB_HIGHEST_VALID_MSGID
Testing performed
Built and ran unit tests, passed.
Expected behavior changes
None other than allows the full range of values.
System(s) tested on

Hardware: cFS Dev Server
OS: Ubuntu 18.04
Versions: Bundle main + this commit

Additional context
Relates to hash message map implementation (and search if ever added)
Third party code
None
Contributor Info - All information REQUIRED for consideration of pull request
Jacob Hageman - NASA/GSFC

CCB:2021-01-27 APPROVED

CCB:2021-01-27 APPROVED


Cannot present the view controller inside the popup modally.

Ok so within the popup, I want to modally present a view controller. The popup just disappears instead.

Actually scratch that. It presents it full screen (i had the background color of the presented vc as clear so it looked as if the popup just disappeared out nowhere), but I want it to present modally within the popup.

Actually it's not able to present a view controller within a popup.
Can you show me the code you use to present view controller?

Yes sir.
func addTag() {
let tagController = TagSearchController()
self.present(viewControllerToPresent: tagController, animated:true)
}
That method was a target method from a button inside your beloved popup. It just seems to present it modally from the full screen. Would be nice to have it inside the popup!

Use present(viewControllerToPresent:aniamted) to present full screen view modally is expected behavior.
If you wish to show a view inside the popup, I would recommend you to use popupController.pushViewController(_:animated) instead. Just make sure "contentSizeInPopup" of TagSearchController is set before it's pushed to popupController.

Good suggestion. Probably looks better that way.


Sharing video problem [with certain app]

Describe the bug
Disclaimer: I do not know if this is a bug from Aves or from the destination app.
But 1) here is the problematic effect:
Sharing a video from Aves to FFshare does not work (specific video, not sure why). What I see: FFshare seems to load it but then crashes just after.
(It always works properly when sharing from Google Photos or from Simple Gallery to FFShare.)
and 2) the steps to get the issue:
Install FFShare from fdroid: Github FFShare, Fdroid FFShare
Open Aves, go to a video (try several ones) and share it to FFshare, until you see this behaviour.
(Sorry that I don't have a special non-personal video to share. Please try to check with your videos, I believe you might also see this behaviour quickly. If you have difficulty in reproducing I might try to find some other mp4 online, where issue happens.)
Could be connected to some special way that Aves uses to share the files, could be FFshare itself, but its odd that it works properly always from GPhotos app and Simple Gallery.

Thanks for letting me know.
I've tried with various videos and so far no crash.
I got:

most of the time, the compression process starting correctly,
sometimes, the compression process failing with "Error compressing media", but retrying the same video works,
the error message "Unknown filetype" when opening exotic formats like M2TS.

Have you tried to reach FFShare and see if it's a bug on their side?
As for a sample, even if the crashing video is personal, if you trust me you can send me one via email.

@deckerst just to leave a comment for sake of completeness here in this ticket - I think the issue was in FFShare as this https://github.com/caydey/ffshare/issues/45 could indicate of what was happening to me back then.


[Suport][ EPERM: operation not permitted]

Hello All,
I created the app  and the app works fine if I  run the file  with "Run as Administrator" but when I  run the app with normal mode will have error as below

Uncaught Error: EPERM: operation not permitted, open 'C:\Program Files (x86)\Uhes_desktop\app-1.0.0\resources\app\src\controllers..\config\statusDevices.json'
at Object.openSync (fs.js:440)
at Object.func [as openSync] (electron/js2c/asar.js:140)
at Object.writeFileSync (fs.js:1265)

Because the app doesn't have  permission to write file at  C:\Program Files (x86). Currently, I am using  API for Nodejs  to write  file.
Do you have any ideas for the case ?
Best regards,
Thong LT

I think that i will move my configs  to C:\Users"YourUser"\AppData\Local\myApp to fix the issue


fix(collapsible): correct anchor slot check

fix(collapsible): correct anchor slot check
:hammer_and_wrench: Type Of Change

[x] Fix
[ ] Feature
[ ] Refactoring
[ ] Documentation

:book: Description
Code was using this.$slots.$anchor which is incorrect it should be this.$slots.anchor. Also updated to use our new hasSlotContent function to get around the slot content issues in vue 3.
This is a vue 3 only issue.
:link: Sources
https://dialpad.atlassian.net/browse/DP-64811

Shouldn't all instances of this.$slots used in validations be wrapped by the hasSlotContent function to detect the content correctly? I found this similar case in other validations, for example: https://github.com/dialpad/dialtone-vue/blob/vue3/components/toggle/toggle.vue#L193 https://github.com/dialpad/dialtone-vue/blob/vue3/components/combobox/combobox.vue#L400 https://github.com/dialpad/dialtone-vue/blob/vue3/components/modal/modal.vue#L370

Hmm probably. I will make this change in a separate PR.


Fixed writing mistake.

"Can not" is for the rare circumstance where a writer wishes to say "there is an option not to do something."
"Cannot" is the word meaning "something is unable to be done."
Nota bene: It's best to avoid "can not" in anything but the most informal of writing, as there are countless more-elegant ways to express that not doing something is an option.

@ronwarner : Thanks for your contribution! The author(s) have been notified to review your proposed change.

@ronwarner : Thanks for your contribution! The author(s) have been notified to review your proposed change.

Looks good. Thanks @ronwarner.

Looks good. Thanks @ronwarner.


We'd like to access a user's contacts

 Issue by sethladd
Friday Aug 21, 2015 at 14:52 GMT
Originally opened as https://github.com/flutter/engine/issues/734

Thanks!

Dupe of https://github.com/flutter/flutter/issues/2561


Editor doesn't draw properly (one frame lag) on Dell Latitude 5590 (Intel Coffee Lake)

Godot version:

v3.0.6 can duplicate issue
v2.1.5 cannot duplicate issue
OS/device including version:

With Intel Coffee lake-H platform + Intel GFX driver <IP_ADDRESS>70
Issue description:

The application will start to open but not progress into the full dashboard unless you click on the task bar or any other open process. It is like the application is halting slightly due to the driver.
Once you click on the taskbar the application will fully open and run.
Additionally for you to use the application in full you have to click the taskbar or any other open window to make GoDOT react.
Steps to reproduce:
The application will start to open but not progress into the full dashboard unless you click on the task bar or any other open process. It is like the application is halting slightly due to the driver.
Once you click on the taskbar the application will fully open and run.
Additionally for you to use the application in full you have to click the taskbar or any other open window to make GoDOT react.
Minimal reproduction project:

Dell Latitude 5590

Thanks for the report. I assume this is on Windows 10?
Would it be possible to include the video you shared with me by email? It makes it easier to understand what's going on.

Hi Remi:
Yes it is for Win10, I currently only have picture show below failure and not sure if Gary can help provide the failure video?
Also I am share latest Intel debug comment as below for your reference, not sure if any helpful for issue triage? Thanks.
Latest Case Comment :
The issue is not seen with Reported driver and Latest internal driver, when OpenGL32.dll is present with Godot_ V3.0.6-stable_win64.exe file.
Triage is in progress, to find out the dependency here.
<EMAIL_ADDRESS>Best regards,
Ottis Wang
TDC GFX Engineer
Full DID: +886-2-23763005
E-mail: Ottis.Wang<EMAIL_ADDRESS>Phone: +886-975-391705
From: Rémi Verschelde<EMAIL_ADDRESS>Sent: Wednesday, October 17, 2018 2:18 PM
To: godotengine/godot
Cc: Wang, Ottis; Author
Subject: Re: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
[EXTERNAL EMAIL]
Please report any suspicious attachments, links, or requests for sensitive information.
Thanks for the report. I assume this is on Windows 10?
Would it be possible to include the video you shared with me by email? It makes it easier to understand what's going on.
—
You are receiving this because you authored the thread.
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Hi Remi
Can you advised on the below
Many thanks!
Regards,
Gary Stewart
PG | IPS Senior Engineer
Dell | PG Quality & Continous Improvement
Office | +44<PHONE_NUMBER>
Confidentiality Notice | This e-mail message, including any attachments, is for the sole use of the intended recipient(s) and may contain confidential or proprietary information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not the intended recipient, immediately contact the sender by reply e-mail and destroy all copies of the original message.
From: Wang, Ottis
Sent: 17 October 2018 09:47
To: godotengine/godot; godotengine/godot; Stewart, Gary
Cc: Author
Subject: RE: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
Hi Remi:
Yes it is for Win10, I currently only have picture show below failure and not sure if Gary can help provide the failure video?
Also I am share latest Intel debug comment as below for your reference, not sure if any helpful for issue triage? Thanks.
Latest Case Comment :
The issue is not seen with Reported driver and Latest internal driver, when OpenGL32.dll is present with Godot_ V3.0.6-stable_win64.exe file.
Triage is in progress, to find out the dependency here.
<EMAIL_ADDRESS>Best regards,
Ottis Wang
TDC GFX Engineer
Full DID: +886-2-23763005
E-mail: Ottis.Wang<EMAIL_ADDRESS>Phone: +886-975-391705
From: Rémi Verschelde <notifications<EMAIL_ADDRESS>Sent: Wednesday, October 17, 2018 2:18 PM
To: godotengine/godot
Cc: Wang, Ottis; Author
Subject: Re: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
[EXTERNAL EMAIL]
Please report any suspicious attachments, links, or requests for sensitive information.
Thanks for the report. I assume this is on Windows 10?
Would it be possible to include the video you shared with me by email? It makes it easier to understand what's going on.
—
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Dell Corporation Limited is registered in England and Wales. Company Registration Number: 2081369
Registered address: Dell House, The Boulevard, Cain Road, Bracknell,  Berkshire, RG12 1LF, UK.
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Hi Remi
Here is the video – it opens into a webpage as it has come straight from the customer
I will record a separate video for you if it helps
http://mystuff.holmer.bucks.sch.uk/godot-dell.mp4
Regards,
Gary Stewart
PG | IPS Senior Engineer
Dell | PG Quality & Continous Improvement
Office | +44<PHONE_NUMBER>
Confidentiality Notice | This e-mail message, including any attachments, is for the sole use of the intended recipient(s) and may contain confidential or proprietary information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not the intended recipient, immediately contact the sender by reply e-mail and destroy all copies of the original message.
From: Stewart, Gary
Sent: 18 October 2018 11:40
To: Wang, Ottis; Rémi Verschelde; godotengine/godot; godotengine/godot
Cc: Author
Subject: RE: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
Hi Remi
Can you advised on the below
Many thanks!
Regards,
Gary Stewart
PG | IPS Senior Engineer
Dell | PG Quality & Continous Improvement
Office | +44<PHONE_NUMBER>
Confidentiality Notice | This e-mail message, including any attachments, is for the sole use of the intended recipient(s) and may contain confidential or proprietary information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not the intended recipient, immediately contact the sender by reply e-mail and destroy all copies of the original message.
From: Wang, Ottis
Sent: 17 October 2018 09:47
To: godotengine/godot; godotengine/godot; Stewart, Gary
Cc: Author
Subject: RE: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
Hi Remi:
Yes it is for Win10, I currently only have picture show below failure and not sure if Gary can help provide the failure video?
Also I am share latest Intel debug comment as below for your reference, not sure if any helpful for issue triage? Thanks.
Latest Case Comment :
The issue is not seen with Reported driver and Latest internal driver, when OpenGL32.dll is present with Godot_ V3.0.6-stable_win64.exe file.
Triage is in progress, to find out the dependency here.
<EMAIL_ADDRESS>Best regards,
Ottis Wang
TDC GFX Engineer
Full DID: +886-2-23763005
E-mail: Ottis.Wang<EMAIL_ADDRESS>Phone: +886-975-391705
From: Rémi Verschelde <notifications<EMAIL_ADDRESS>Sent: Wednesday, October 17, 2018 2:18 PM
To: godotengine/godot
Cc: Wang, Ottis; Author
Subject: Re: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
[EXTERNAL EMAIL]
Please report any suspicious attachments, links, or requests for sensitive information.
Thanks for the report. I assume this is on Windows 10?
Would it be possible to include the video you shared with me by email? It makes it easier to understand what's going on.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHubhttps://github.com/godotengine/godot/issues/23069#issuecomment-430503129, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AqJ0gyHK8dTmMzEBOaYHjW763XjFLDXlks5ulsuTgaJpZM4Xi-OP.
Dell Corporation Limited is registered in England and Wales. Company Registration Number: 2081369
Registered address: Dell House, The Boulevard, Cain Road, Bracknell,  Berkshire, RG12 1LF, UK.
Company details for other Dell UK entities can be found on  www.dell.co.uk.

My best guess is that it's a bug in the OpenGL 3.3 support of the Intel drivers used for that hardware. We've never had any other user reporting this specific issue, so it's very likely hardware/driver specific.
Godot 2.1.x works because it uses OpenGL 2.1, which might be better supported by your drivers. In our experience, Intel drivers for OpenGL 3+ on Windows 10 are iffy - we've had reports of users where Godot misbehaved on Intel/Windows 10 after a drivers update, so they had to roll back to a previous driver version.
To debug further, you could try to run a development build of Godot 3.1 (e.g. from https://hugo.pro/projects/godot-builds/ - they are "unofficial" but provided by a trusted Godot developer). With this version you can run with the --video-driver GLES2 switch (i.e. godot.exe --video-driver GLES2) to force using OpenGL 2.1 instead of OpenGL 3.3. If this works better, and godot.exe --video-driver GLES3 still reproduces the bug, that would confirm that the OpenGL drivers are to blame).

Hi Guys
Anything else on this one?
Any update is majorly appreciated
Many thanks!
Regards,
Gary Stewart
PG | IPS Senior Engineer
Dell | PG Quality & Continous Improvement
Office | +44<PHONE_NUMBER>
Confidentiality Notice | This e-mail message, including any attachments, is for the sole use of the intended recipient(s) and may contain confidential or proprietary information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not the intended recipient, immediately contact the sender by reply e-mail and destroy all copies of the original message.
From: Stewart, Gary
Sent: 19 October 2018 09:07
To: Wang, Ottis; 'Rémi Verschelde'; 'godotengine/godot'; 'godotengine/godot'
Cc: 'Author'
Subject: RE: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
Hi Remi
Here is the video – it opens into a webpage as it has come straight from the customer
I will record a separate video for you if it helps
http://mystuff.holmer.bucks.sch.uk/godot-dell.mp4
Regards,
Gary Stewart
PG | IPS Senior Engineer
Dell | PG Quality & Continous Improvement
Office | +44<PHONE_NUMBER>
Confidentiality Notice | This e-mail message, including any attachments, is for the sole use of the intended recipient(s) and may contain confidential or proprietary information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not the intended recipient, immediately contact the sender by reply e-mail and destroy all copies of the original message.
From: Stewart, Gary
Sent: 18 October 2018 11:40
To: Wang, Ottis; Rémi Verschelde; godotengine/godot; godotengine/godot
Cc: Author
Subject: RE: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
Hi Remi
Can you advised on the below
Many thanks!
Regards,
Gary Stewart
PG | IPS Senior Engineer
Dell | PG Quality & Continous Improvement
Office | +44<PHONE_NUMBER>
Confidentiality Notice | This e-mail message, including any attachments, is for the sole use of the intended recipient(s) and may contain confidential or proprietary information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not the intended recipient, immediately contact the sender by reply e-mail and destroy all copies of the original message.
From: Wang, Ottis
Sent: 17 October 2018 09:47
To: godotengine/godot; godotengine/godot; Stewart, Gary
Cc: Author
Subject: RE: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
Hi Remi:
Yes it is for Win10, I currently only have picture show below failure and not sure if Gary can help provide the failure video?
Also I am share latest Intel debug comment as below for your reference, not sure if any helpful for issue triage? Thanks.
Latest Case Comment :
The issue is not seen with Reported driver and Latest internal driver, when OpenGL32.dll is present with Godot_ V3.0.6-stable_win64.exe file.
Triage is in progress, to find out the dependency here.
<EMAIL_ADDRESS>Best regards,
Ottis Wang
TDC GFX Engineer
Full DID: +886-2-23763005
E-mail: Ottis.Wang<EMAIL_ADDRESS>Phone: +886-975-391705
From: Rémi Verschelde <notifications<EMAIL_ADDRESS>Sent: Wednesday, October 17, 2018 2:18 PM
To: godotengine/godot
Cc: Wang, Ottis; Author
Subject: Re: [godotengine/godot] Editor doesn't start/draw properly on Dell Latitude 5590 (Intel Coffee Lake) (#23069)
[EXTERNAL EMAIL]
Please report any suspicious attachments, links, or requests for sensitive information.
Thanks for the report. I assume this is on Windows 10?
Would it be possible to include the video you shared with me by email? It makes it easier to understand what's going on.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHubhttps://github.com/godotengine/godot/issues/23069#issuecomment-430503129, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AqJ0gyHK8dTmMzEBOaYHjW763XjFLDXlks5ulsuTgaJpZM4Xi-OP.
Dell Corporation Limited is registered in England and Wales. Company Registration Number: 2081369
Registered address: Dell House, The Boulevard, Cain Road, Bracknell,  Berkshire, RG12 1LF, UK.
Company details for other Dell UK entities can be found on  www.dell.co.uk.

Hi Gary,
I'm not sure what you expect us to do so quickly -- I can't reproduce this
issue on my hardware, and we have very little information regarding what
the bug is, so it's virtually impossible for me to debug.
My best guess is that it's a bug in the OpenGL 3.3 support of the Intel
drivers used for that hardware. We've never had any user report this
specific issue, so it's very likely hardware/driver specific.
Godot 2.1.x works because it uses OpenGL 2.1, which might be better
supported by your drivers. In our experience, Intel drivers for OpenGL 3+
on Windows 10 are iffy - we've had reports of users where Godot misbehaved
on Intel/Windows 10 after a drivers update, so they had to roll back to a
previous driver version.
To debug further, you could try to run a development build of Godot 3.1
(e.g. from https://hugo.pro/projects/godot-builds/ - they are "unofficial"
but provided by a trusted Godot developer). With this version you can run
with the --video-driver GLES2 switch (i.e. godot.exe --video-driver GLES2) to force using OpenGL 2.1 instead of OpenGL 3.3. If this works
better, and godot.exe --video-driver GLES3 still reproduces the bug, that
would confirm that the OpenGL drivers are to blame).
Best,
Rémi
Le lun. 22 oct. 2018 à 14:39<EMAIL_ADDRESS>a écrit :

Hi Guys
Anything else on this one?
Any update is majorly appreciated
Many thanks!
Regards,
Gary Stewart
*PG **| *IPS Senior Engineer
Dell *| *PG Quality & Continous Improvement
Office | +44<PHONE_NUMBER>
Confidentiality Notice | This e-mail message, including any attachments,
is for the sole use of the intended recipient(s) and may contain
confidential or proprietary information. Any unauthorized review, use,
disclosure or distribution is prohibited. If you are not the intended
recipient, immediately contact the sender by reply e-mail and destroy all
copies of the original message.
From: Stewart, Gary
Sent: 19 October 2018 09:07
To: Wang, Ottis; 'Rémi Verschelde'; 'godotengine/godot';
'godotengine/godot'
Cc: 'Author'
Subject: RE: [godotengine/godot] Editor doesn't start/draw properly on
Dell Latitude 5590 (Intel Coffee Lake) (#23069)
Hi Remi
Here is the video – it opens into a webpage as it has come straight from
the customer
I will record a separate video for you if it helps
http://mystuff.holmer.bucks.sch.uk/godot-dell.mp4
Regards,
Gary Stewart
*PG **| *IPS Senior Engineer
Dell *| *PG Quality & Continous Improvement
Office | +44<PHONE_NUMBER>
Confidentiality Notice | This e-mail message, including any attachments,
is for the sole use of the intended recipient(s) and may contain
confidential or proprietary information. Any unauthorized review, use,
disclosure or distribution is prohibited. If you are not the intended
recipient, immediately contact the sender by reply e-mail and destroy all
copies of the original message.
From: Stewart, Gary
Sent: 18 October 2018 11:40
To: Wang, Ottis; Rémi Verschelde; godotengine/godot; godotengine/godot
Cc: Author
Subject: RE: [godotengine/godot] Editor doesn't start/draw properly on
Dell Latitude 5590 (Intel Coffee Lake) (#23069)
Hi Remi
Can you advised on the below
Many thanks!
Regards,
Gary Stewart
*PG **| *IPS Senior Engineer
Dell *| *PG Quality & Continous Improvement
Office | +44<PHONE_NUMBER>
Confidentiality Notice | This e-mail message, including any attachments,
is for the sole use of the intended recipient(s) and may contain
confidential or proprietary information. Any unauthorized review, use,
disclosure or distribution is prohibited. If you are not the intended
recipient, immediately contact the sender by reply e-mail and destroy all
copies of the original message.
From: Wang, Ottis
Sent: 17 October 2018 09:47
To: godotengine/godot; godotengine/godot; Stewart, Gary
Cc: Author
Subject: RE: [godotengine/godot] Editor doesn't start/draw properly on
Dell Latitude 5590 (Intel Coffee Lake) (#23069)
Hi Remi:
Yes it is for Win10, I currently only have picture show below failure and
not sure if Gary can help provide the failure video?
Also I am share latest Intel debug comment as below for your reference,
not sure if any helpful for issue triage? Thanks.
Latest Case Comment :
The issue is not seen with Reported driver and Latest internal driver,
when OpenGL32.dll is present with Godot_ V3.0.6-stable_win64.exe file.
Triage is in progress, to find out the dependency here.
Best regards,
Ottis Wang
TDC GFX Engineer
Full DID: +886-2-23763005
E-mail<EMAIL_ADDRESS>Phone: +886-975-391705
From: Rémi Verschelde<EMAIL_ADDRESS>Sent: Wednesday, October 17, 2018 2:18 PM
To: godotengine/godot
Cc: Wang, Ottis; Author
Subject: Re: [godotengine/godot] Editor doesn't start/draw properly on
Dell Latitude 5590 (Intel Coffee Lake) (#23069)
[EXTERNAL EMAIL]
Please report any suspicious attachments, links, or requests for sensitive
information.
Thanks for the report. I assume this is on Windows 10?
Would it be possible to include the video you shared with me by email? It
makes it easier to understand what's going on.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/23069#issuecomment-430503129,
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Dell Corporation Limited is registered in England and Wales. Company
Registration Number: 2081369
Registered address: Dell House, The Boulevard, Cain Road, Bracknell,
Berkshire, RG12 1LF, UK.
Company details for other Dell UK entities can be found on  www.dell.co.uk
.

Here's a video of the issue provided by Gary (zipped as GitHub doesn't allow attaching .mp4 files): godot-dell.zip

The project manager (and the editor) work on a "low cpu mode", where the screen is only refreshed when something changes. From what you describe, the visible frame is 1 frame behind the latest one, so maybe it's an issue with the frame swapping? Have you tried one of the demos? (for example https://github.com/godotengine/godot-demo-projects/tree/master/2d/platformer ) I assume it'll be 1 frame behind but it won't be noticeable since it'll be constantly refreshing the screen

I made this demo as a potential way to test @punto-'s hypothesis: Test Frame Swapping.zip
You should be able to unzip it, import in the Godot 3.0.6 project manager and run it. Then there is a checkbox to toggle the "low processor usage" mode, and an input field where you can check if you can reproduce the text input lag shown in the video.

Another way to test while editing a project is to set the "Update Always" refresh mode which disables (among other things) the low processor usage mode.
You can do it by clicking on the spinning wheel in the top right corner and selecting "Update Always":

It will show a warning that this option is deprecated, but it gets activated nevertheless.

We've never had any other user reporting this specific issue, so it's very likely hardware/driver specific.

I'm actually wrong here as we recently had another report of such issue with Intel Graphics HD 515 (Driver 10/1/2018, <IP_ADDRESS>26) on a Surface Pro 4 (#23228).
And this issue is actually a duplicate of #15953 which was closed as being caused by a regression in Intel drivers (21.x are said to work fine, while 24/25 are broken).
Yet let's keep this issue open as we're doing some progress in the diagnostic nevertheless, and it being reported by Dell support guys means that we can hopefully have access to Intel drivers engineer to help figure out the regression in their drivers.
#15953 mentions that running Godot with the --verbose flag works around the issue. Not sure why as that flag only implies that more print statements will be run, but that implies more flushing of stdout, not any relation to frame draw calls in theory...

I am also experiencing this.
Collected using Windows System Information utility:
System Summary

OS Name
Microsoft Windows 10 Enterprise

Version
10.0.17134 Build 17134

Other OS Description
Not Available

OS Manufacturer
Microsoft Corporation

System Manufacturer
Dell Inc.

System Model
Latitude 5480

System Type
x64-based PC

System SKU
07D0

Processor
Intel(R) Core(TM) i7-7820HQ CPU @ 2.90GHz, 2901 Mhz, 4 Core(s), 8 Logical   Processor(s)

BIOS Version/Date
Dell Inc. 1.6.4, 9/12/2017

SMBIOS Version
3

Embedded Controller Version
255.255

BIOS Mode
UEFI

BaseBoard Manufacturer
Dell Inc.

BaseBoard Model
Not Available

BaseBoard Name
Base Board

Platform Role
Mobile

Secure Boot State
On

Windows Directory
C:\WINDOWS

System Directory
C:\WINDOWS\system32

Boot Device
\Device\HarddiskVolume1

Locale
United States

Hardware Abstraction Layer
Version = "10.0.17134.556"

Time Zone
Eastern Standard Time

Installed Physical Memory (RAM)
16.0 GB

Total Physical Memory
15.9 GB

Available Physical Memory
6.50 GB

Total Virtual Memory
19.9 GB

Available Virtual Memory
5.70 GB

Page File Space
4.00 GB

Page File
C:\pagefile.sys

Kernel DMA Protection
Off

Virtualization-based security
Not enabled

Hyper-V - VM Monitor Mode Extensions
Yes

Hyper-V - Second Level Address   Translation Extensions
Yes

Hyper-V - Virtualization Enabled in   Firmware
Yes

Hyper-V - Data Execution Protection
Yes

Components > Display

Name
Intel(R) HD Graphics 630

PNP Device ID
PCI\VEN_8086&DEV_591B&SUBSYS_07D01028&REV_04\3&11583659&0&10

Adapter Type
Intel(R) HD Graphics Family, Intel Corporation compatible

Adapter Description
Intel(R) HD Graphics 630

Adapter RAM
1.00 GB (1,073,741,824 bytes)

Installed Drivers
C:\WINDOWS\System32\DriverStore\FileRepository\ki   129523.inf_amd64_32947eecf8f3e231\igdumdim64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\ki   129523.inf_amd64_32947eecf8f3e231\igd10iumd64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\ki   129523.inf_amd64_32947eecf8f3e231\igd10iumd64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\ki   129523.inf_amd64_32947eecf8f3e231\igd12umd64.dll

Driver Version
<IP_ADDRESS>86

INF File
oem76.inf (iKBLD_w10_DS_DC5 section)

Color Planes
Not Available

Color Table Entries
4.29E+09

Resolution
1920 x 1080 x 60 hertz

Bits/Pixel
32

Memory Address
0xEE000000-0xEEFFFFFF

Memory Address
0xD0000000-0xDFFFFFFF

I/O Port
0x0000F000-0x0000F03F

IRQ Channel
IRQ<PHONE_NUMBER>

Driver
c:\windows\system32\driverstore\filerepository\ki   129523.inf_amd64_32947eecf8f3e231\igdkmd64.sys (<IP_ADDRESS>86, 13.42 MB   (14,072,712 bytes), 10/3/2018 9:34 AM)

@akien-mga said:

#15953 mentions that running Godot with the --verbose flag works around the issue. Not sure why as that flag only implies that more print statements will be run, but that implies more flushing of stdout, not any relation to frame draw calls in theory...

I can understand your skepticism, but I have just confirmed this as a viable workaround. Made the application usable for me!

A fix from Intel should be incldued in the 25.20.100 series, which will likely reach most users in production towards mid/late-March.
If there are Dell users around who can reproduce the issue, you can try the driver update which is already available: https://www.dell.com/support/home/us/en/04/drivers/driversdetails?driverId=2xgkg&lwp=rt
It would be great if you can then confirm that it fixes the issue.

@akien-mga just updated my graphics driver to the one you linked. Can confirm: this resolves the issue!

Awesome news! Closing as fixed then.
Anyone experiencing this issue should update the Intel driver to 25.20.100.x or any later version.

I had this issue as well and what (confusingly) fixed it for me was activating the update spinner. This can be done in Editor -> Editor Settings -> Interface -> Editor -> Show Update Spinner. I am running windows 10 and I had this issue on all recent Godot versions (stable and beta). I tried this fix on beta 3.2beta5. It probably works now because it updates the spinner, whenever I press anything and thereby advances another frame, which then fires another GUI update, making my inputs work right away.

I'm still experiencing this kind of bug in 3.2.2 on Arch with both xf86-video-intel and modesetting driver, independent of compositor, window manager, and desktop environment.
All drivers are up-to-date.
It only happens while running the game. It takes up to 10 seconds until the editor responds to any input, which makes it completely unusable. Especially debugging is just not possible with this bug.
Neither --verbose nor continous UI updates fixed this problem.
It seems to be strongly related to ingame performance. As long as the game runs above 60 FPS the editor has about 1 second input lag. If it drops below it's the mentioned ~10s.
Not sure if it's related, but I also experience heavy performance degredations when using post processing shaders (using SCREEN_TEXTURE), even if the shader does nothing.
System info:

Godot 3.2.2.stable.official
Linux kernel 5.8.3-arch1-1
Intel Core i5-3210M
Intel HD Graphics 4000
Acer Aspire E1-571G

@mphe This appears to be an unrelated issue. Please open a new issue (but make sure this doesn't happen with any other games or 3D applications first).

I had this issue as well and what (confusingly) fixed it for me was activating the update spinner. This can be done in Editor -> Editor Settings -> Interface -> Editor -> Show Update Spinner. I am running windows 10 and I had this issue on all recent Godot versions (stable and beta). I tried this fix on beta 3.2beta5. It probably works now because it updates the spinner, whenever I press anything and thereby advances another frame, making my inputs work right away.

Thank you! Had this issue on my surface 4, this solved the issue.


[SPARK-32874][SQL][TEST] Enhance result set meta data check for execute statement operation with thrift server

What changes were proposed in this pull request?

This PR adds test cases for the result set metadata checking for Spark's ExecuteStatementOperation to make the JDBC API more future-proofing because any server-side change may affect the client compatibility.
Why are the changes needed?

add test to prevent potential silent behavior change for JDBC users.
Does this PR introduce any user-facing change?

NO, test only
How was this patch tested?

add new test

Test build #128621 has started for PR 29746 at commit acc31fa.

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Test build #128621 has finished for PR 29746 at commit acc31fa.

This patch fails due to an unknown error code, -9.
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Test FAILed.

retest this please

cc @cloud-fan @wangyum @juliuszsompolski @maropu thanks very much~

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cc @bogdanghit

Test build #128624 has finished for PR 29746 at commit 4f2989f.

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thanks, merging to master!

@yaooqinn Looks this commit breaksspark-master-test-sbt-hadoop-2.7-hive-1.2, so could you check it? (We forgot to test this with the tag [test-hive1.2][test-hadoop2.7]...)
https://amplab.cs.berkeley.edu/jenkins/view/Spark QA Test (Dashboard)/job/spark-master-test-sbt-hadoop-2.7-hive-1.2/

oh my... I will fix this in a follow-up as it looks pretty clear in the test failure.
BTW, do we have a plan to remove hive-1.2 support from compile? 🥺

BTW, do we have a plan to remove hive-1.2 support from compile? 🥺

At least, I don't see any discussion about it.


Doe categorical second attempt

Reopens #243

@jduerholt regarding pyright.
As far as I can tell pyright has two problems with the code. First, when using the get_features method the returned type is of type Features which does not guarantee that I can use them like a RelaxableBinaryInput, however I can be sure that they are only RelaxableBinaryInputs as that's what I am asking for. Maybe I should add a type ignore to these instances. A cleaner option would be to make the return type of get_features generic.
The second problem is, that the NChooseKConstraint is allowed to have Inputs which are not ContinousInputs or DiscreteInputs which might lead to a problem, but this this also not taken in to account with the previous implementation. So here as well adding type ignore could be a solution

Ok, then just type: ignore them.

@jduerholt @dlinzner-bcs as discussed, I removed the two features I added and use a Dict/ List to keep track of the relaxed variables

@jduerholt @dlinzner-bcs as discussed, I removed the two features I added and use a Dict/ List to keep track of the relaxed variables

Great. Thank you very much!

@jduerholt I converted the tell method to set_candidates. I had to over wright the method in the child class as we want to support partially defined experiments that can be filled up by the optimizer. We think that is a valuable feature by it self. The parent set_candidates checked for None values which we use to define the partially defined experiments.

@jduerholt I converted the tell method to set_candidates. I had to over wright the method in the child class as we want to support partially defined experiments that can be filled up by the optimizer. We think that is a valuable feature by it self. The parent set_candidates checked for None values which we use to define the partially defined experiments.

This is a very smart idea. In a seperate PR, we should update the base class to make it a general feature.


basic fix response handling

related to #3
This is good enough for me to get the wit.hears(intent_name, 0.5, function (bot, message, outcome) {..} working

Can you merge this, is not big deal change


Provide consistent wording for our initiative.

  echo "To see a fully functioning z/OS OpenTools sample port" >&2

Originally posted by @IgorTodorovskiIBM in https://github.com/ZOSOpenTools/utils/pull/12#discussion_r890151750

Use z/OS Open Tools Initiative for the name of the initiative and ZOSOpenTools when referencing the 'id' that the repositories are grouped under.

@IgorTodorovskiIBM i think you've done this?

Yep, I dont see any more references to z/OS OpenTools


Bounding Volume Hierarchy

https://en.wikipedia.org/wiki/Bounding_volume_hierarchy

https://github.com/Godlike/Arion/projects/1 Migration.


download: close/flush before copy

Make sure to close the file so all
buffers are flushed before copying
the file.
This fixes an issue where the last
kilobyte(s) are missing from the downloaded
file, resulting in a corrupt zip file.
Refs #67

@subnet001 sorry for the noise today, but this fixes a corner case where I've been getting "randomly" broken zip files that was confusing to me. My frequency so far is 150/257343, but it's possible other users have been more unlucky.
I realize it's probably in the middle of vacation, but I think this fix warrants a new CDSETool release.

It's completely fine, if anything I'm sorry for not merging in your contributions fast enough. We really appreciate your effort!


3.2.x regression with bound map tile requests

http://openlayers.org/en/v3.2.0/examples/side-by-side.html?mode=raw
Grab the WebGL map in 3.2.x and drag it until you see new tiles to be requested. Release the panned map (with no panning momentum) and the bound map won't request the new tiles. If there is still panning momentum animation, the tile request fires because of that.
http://openlayers.org/en/v3.1.0/examples/side-by-side.html?mode=raw
This was not an issue in 3.1.x

Thanks for reporting this. I hope we can address it for 3.3.0, which is due next week.

It is not strictly a regression, but an old bug that is now revealed by changed defaults. Before 3.2.x, the loadTilesWhileAnimating and loadTilesWhileInteracting map options were true by default, and now they are false.
I did some quick research to see what causes the underlying problem, but didn't find anything. So until we find a fix, the workaround is to set at least one of loadTilesWhileAnimating or loadTilesWhileInteracting to true on the map.

Hi all,
i have also noticed this behaviour when I've updated to 3.2.1 recently.
I  see that in method handlePostRender we resolve number of total tiles loading, based on the view state and loadTilesWhileAnimating/loadTilesWhileInteracting option parameters. So if there is animation in progress, and loadTilesWhileAnimating  is set to false no tile will be loaded until animation is done.
At first I (and my servers) liked the new behavior, but if the animation or interaction -like holding mouse down- last longer, user experience becomes worse as it seems that a map takes longer to load.
I have set loadTilesWhileAnimating parameter as Andrea has suggested, and things are OK again.
One question Andrea: have you maybe thought of exporting maxTotalLoadingWhileAnimating as a user definable parameter? Or you think 8 is a best option?
Gruss,
Ivan

We had discussed this, but didn't want to expose the internal properties. Instead, the idea was to let the user choose between sets of sensible settings.

No longer an issue with bindTo being removed in v3.5.0


General Description caption

This PR tweaks tiny parts of view text (without changes to view logic or to code).
It's easiest to see the results by viewing a sample Name page and a sample NameDescription edit page, e.g.:
http://localhost:3000/names/344
http://localhost:3000/names/descriptions/129/edit

Conforms caption on Observation page to caption on Name page
Instructs users to limit/begin General Description with field-guid type description
Delivers https://www.pivotaltracker.com/story/show/185327128.
See 2023-06-03 MO tech meeting notes

coverage: 93.663%. remained the same when pulling 15dedb218e54bf01ff6d5a1848e5b9ad612f265c on jdc-general-description-185327128 into 8ef7cc2db2f089ceda541460e248285ec38c46b9 on main.


Feature/add otb support

Background: On current implementation an error is triggered when One Time Binding is detected on NgClasses (https://docs.angularjs.org/guide/expression#one-time-binding)
Fix: detect when ng-class contain OTB syntax ng-class"::{'class1': expression }" and clean string before compile step. ng-class"{'class1': expression }"

@komachi I'm not able to add you as a PR Reviewer, can you take a look?


Doesn't seem to work with blink mini cameras

X2ts are recognized but not my mini cameras.

I don't have a blink mini so I'm unsure how to test this... It's possible they use a completely different API mechanism. I would report this to node-blink-security  here https://github.com/madshall/node-blink-security


RFC 1876 - LOC

Add the LOC resource record defined in https://tools.ietf.org/html/rfc1876

Nobody is using the resource record.  GeoIP servers are all the rage.


Understand state of thinking in the python community around static compilation

Earlier discussion:
https://github.com/python/mypy/issues/1862
https://www.infoworld.com/article/3148718/how-mypy-could-simplify-compiling-python.html
Cc: @wtpayne, @datnamer (not sure if I can tag them)

Interesting threads, a question about the internals of py2many; Are you using your own AST parser/builder tree?

Right now it uses the standard python parser (ast.parse), but we're looking into other parsers for the purpose of preserving comments: #354
In the future, we may look into enhancing it for functional programming purposes that may be of interest to the community. No concrete plans yet.

Thank you for the information.
Another question, in the documentation you explicitly specified a Not supported features section. Does this mean those features will never be implemented?

.. Not supported features section. Does this mean those features will never be implemented?

I think it is a mix of "will never be implemented" and "will accept patches, but you're on your own and good luck with that, and you'd better make sure it is works on more than one target language otherwise you're wasting your time as it wont be merged".
Currently we accept quite a bit of code which isnt statically typed/typable, but this only works with target langs which allow that.  As we improve the auto-typing, we might want to make those cases fail.
Two of the unsupported are logically opposed in theory, because if we do enforce static types, isinstance can be statically computed, which means we can support it (but it wouldnt be easy in langs which enforce types, as we'd need to use more macros/templates/etc to pass through the extra typing info for isinstance to use).
Another example is https://github.com/adsharma/py2many/issues/171 is on that not-supported list as "Heterogenous[sic] Dicts", but I think it is doable, and I have some code that I'd like to get rustified which needs it, but atm I am pre-processing the code to exclude that dict, so it is a low priority.

Thank you for the answer. Great you have mentioned isinstance because behind my question, I was thinking about enforcing JSON structures from API responses for example. Something popular in mobile apps.

It's possibly to statically type JSON like structures. The definition ends up being recursive:
https://docs.serde.rs/serde_json/#operating-on-untyped-json-values
We recently added support for sealed classes. Perhaps such an enum can be represented as a sealed class.


Mising instruction: Swift Bridging Header

Hi. This issue already known: https://github.com/joonhocho/react-native-google-sign-in/issues/71
But my question about a little bit another:
Could anyone put them instruction for manually add this bridge ?
-Because, it's not known how long time will take fixing this issue, but, this framework, can't be usefull( on iOS ) right now.

Resolved with next simple steps with XCode( Why add link to a third-party resource for this? ):

In your iOS project, right-click -> New File -> Swift file -> Next -> Create
-It add new Swift file to you project

When new Swift file will add, XCode ask you with dialog box: "Would you like to configure an Objective-C bridging header?", select "Create Bridging Header"
-It automatically create some "magic" with project and add file: "{YourApp}/ios/{YourApp}-Bridging-Header.h"

Now, iOS: (prerequisite) Setup Swift Bridging Header Done :)

Note, that this Dialog Box will shown only one time for project. Therefore, need choose correct variant form the first time.

@joonhocho Maybe it is worth adding this to readme? Link for this step is broken. Let me know and I will submit a PR. Relying on this library really hard now, since old one react-native-google-signin is completely broken. Are you still maintaining this by the way?


vscode - No data received message , Although data already received for current environment#274

clear all databases
open go sample application
set the cursor inside some method and make some calls to this method
observe no data received message exists.
I guess this happens because the Local environment is not selected in the ui

could not reproduce


Develop Scala support for QBit so we don't have to use anonymous inner classes in Scala

Develop Scala support for QBit so we don't have to use anonymous inner classes in Scala.

@slandelle @sailorgeoffrey @fadihub
Stephane, how does this look?


Primary button color is different where on the guide and local.

My code:
<Button variant="contained" color="primary" className="m-10">
	Load Dialogue
</Button>

https://material-ui.com/getting-started/faq/#why-are-the-colors-i-am-seeing-different-from-what-i-see-here