Add Vector4

This PR adds Vector4 as a new variant type and streamlines the usage of 4D-Vectors across the engine. There are a lot of possible use cases for a general 4-tuple where Plane, Color or Quaternion feel hacky because they all have specific constraints and should be used in a specific context.  See https://github.com/godotengine/godot-proposals/issues/629#issuecomment-605374887 for a good summary on this problem. Also, new users may find themselves confused, not knowing which type can be used for a general vector with 4 components since many other game engines have a general Vector4 type. Sure, this adds a lot of (boilerplate) code, but having a Vector4 makes things much cleaner in my opinion.
Closes godotengine/godot-proposals#629
Closes
godotengine/godot-proposals#3761
Implements godotengine/godot-proposals#258 partly
Changes in detail:

Add Vector4 as a new variant type, which can be used everywhere in the engine (GDExtension/Mono/...)

implemented methods: abs, bounce, ceil, clamp, cubic_interpolate, direction_to, distance_squared_to, distance_to, dot, floor, inverse, is_equal_approx, is_normalized, length, length_squared, lerp, limit_length, max_axis_index, min_axis_index, move_toward, normalized, posmod, posmodv, project, reflect, round, sign, snapped (the operators are the same as for Vector3)
new Vector4 EditorIcon (room for improvement, I couldn't find out which font is used in these icons)
For vec4 shader uniforms, Vector4 is now used instead of Plane

Add basic Vector4 test suite (coverage similar to Vector3)
Add Vector4 to Visual Shader

Implement conversion between primitive types
Added new Vec4Uniform and Vec4Constant nodes
Added Vector4 support to all
While at it: Fix incorrect conversion from vec2 to int

Add Vector4 to Visual Script

This PR could be split up if desired (add Vector4 variant type | (visual) shader integration).
Since this introduces a new variant type which is deeply integrated into the engine, a thorough review and extensive testing may be required.

Optional/still considering:

add some convenience constructors (maybe Vector3+float, Vector2+Vector2) and conversion methods
change in Vector4 methods: keep the bounce method?/add cross() (not well-defined for 4d)?
add PackedVector4Array?
add Vector4i? (probably not needed)

Feedback is, as always, much appreciated :)

Oh, that's cool. I would also go through all Color/Alpha ports/inputs in visual shader and unify them into single vec4.

@Chaosus Shouldn't Color ports be using Color, not Vector4?

@Chaosus Shouldn't Color ports be using Color, not Vector4?

Maybe, at first glance, shaders does not have "color" type, it's syntax sugar over vec4 type.

@groud Sorry, I am not sure if I understood you correcly. My intention here is not to replace these specialized types but to supplement them by a general 4D vector which can be used in all cases where Plane, Quaternion, Rect2 and Color aren’t suitable. In my opinion, using Plane for a tuple which does not represent a plane at all feels hacky.
Regarding Visual Shader: Adding all these specialized 4-tuples to the shader would make things very complicated and bloated.
Some use cases in which Plane/Quaternion/Rect2/Color make no sense or aren’t fitted (as @aaronfranke stated in godotengine/godot-proposals#629):

Working with shaders, e.g.:

for BLEND_INDICES and BLEND_WEIGHTS in #9134,
godotengine/godot#2855 (comment),
godotengine/godot#28504,
godotengine/godot-proposals#258

Representing an Axis-Angle 3D rotation, which is not the same as Quaternions
Represeting 3D vectors in Direction-Magnitude format (normalized 3D direction in x,y,z and magnitude in w)
4D noise offsets (3D noise + time) [relevant since 4d noise might be added back, I have a PR in the works]
For general linear algebra calculations which require 4D vectors
Simply giving the user the freedom to store 4 values in a built-in struct

Looking at the amount of upvotes godotengine/godot-proposals#629 got, this seems to be a feature which many users miss in Godot.
But you’re right, I should have asked reduz or another core maintainer before implementing, as adding a new variant type is a rather substantial addition. Initially, this was planned as a small demo PR for the proposal, but I underestimated the amount of work required for such an addition, yet I kept going. However, even if this PR won’t be merged, I wouldn’t see this as wasted work since I learned a lot about the internal structure of the engine :)
[or it might become useful as reference for adding new variant types]

The problem I see with most of those use cases, is that none of them benefit from what a Vector4 would provide. The point of creating a new type is mainly to allow manipulating them as a single element, where addition, multiplication, or any other operation generic to a Vector would make sense. In most of you examples, namely:

Axis-Angle 3D rotation
3D vectors in Direction-Magnitude
4D noise offsets (3D noise + time)
In all those examples, there's always a 4th component that needs to be manipulated independently of the other ones. Which makes a Vector4 type a lot less interesting, as you will need a lot of helper functions to manipulate them according to the underlying type of object they represent.

In the end, the only advantage they provide is that, in some cases, they would be more efficient than returning a dict when used as a generic container for four float values.
But if we go that route, it will never stop, some users will end up wanting a Vector5, a Vector6, and so on... just because it's easier/more efficient to manipulate a single Variant value than to use a Dictionary or create a dedicated object.
In my opinion, this highlights the fact that we instead kind of need a better support of tuples. Or maybe make users aware it is simply advised to create a dedicated class for their use case, when they need it, to represent a set of packed values.

I agree with @groud, the use for this is too limited, and Variant is a very core type, for which adding something to it has to be warranted as really being used a lot.

In my opinion, this highlights the fact that we instead kind of need a better support of tuples.

TIL Godot has tuples. Do we have a proposal for "better tuples" anywhere?

Godot doesn't have tuples. You can use Arrays as tuples, but that's that.
There is a proposal however: https://github.com/godotengine/godot-proposals/issues/2944

TIL Godot has tuples. Do we have a proposal for "better tuples" anywhere?

Yeah, I said tuple but my idea was more like "named tuples", or structs. I imagine something like a dictionary, but more efficient and with a formal syntax, so that they can be added to the documentation (Though that still means you would not be able to associate methods to them, so in the end using a RefCounted custom class would probably make more sense in most use cases).

@groud I thought about something like this, my idea was to create a struct description for arrays (like struct { int, string, etc} ) so it does validation when you enter the values, but at this point I don't want to touch anything else until after 4.0.

@Geometror I just want to say that this isn't wasted work, it's useful to me because it shows a minimal example of how to add a new type to Variant. But yeah, this really needed approval from reduz beforehand if your plan was to have it merged.

@aaronfranke As I stated in my last comment, I wouldn't see this as wasted work too :)
Maybe the VisualShader part can be salvaged, since that works without adding a new variant type (using Plane or Quaternion) and should have been in a separate PR to begin with. Along the way I also found a few bugs, which I will try to fix in some future PRs.

But if we go that route, it will never stop, some users will end up wanting a Vector5, a Vector6, and so on... just because it's easier/more efficient to manipulate a single Variant value than to use a Dictionary or create a dedicated object.

I think it's a pretty bad argument to say where does godot draw the line if godot accepts a vector4 struct.  It's pretty clear that the line would be drawn at vector4, as that's exactly where it's drawn in almost every other game engine.  Unity and unreal, et al.
Odd there is aversion to this, when Plane, Quaternion, Rect2 and Color are already handled specialized Variant 4-float types when the more generalized type from my perspective would be utilized the most.   Especially wrt mapping type to shader uniform type for example.  Anecdotally we use Color right now for this, which is so bizzare because I have to keep reminding myself that all our 4-dimentional vectors are colors because there is no Vector4 type.

For reference:
https://docs.unrealengine.com/4.27/en-US/API/Runtime/Core/Math/FVector4/
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Utilities/Struct/MakeVector4/
https://docs.unity3d.com/ScriptReference/Vector4.html
https://docs.cocos2d-x.org/api-ref/cplusplus/V3.9/d2/dad/classcocos2d_1_1_vec4.html
https://defold.com/ref/vmath/#vmath.vector4:x-y-z-w
https://docs.coregames.com/api/vector4/
I'm actually having a hard time finding any other engine that DOESN'T expose a native Vector4 type...   Are the even any?  I feel like this probably isn't a good one for Godot to be the 'standout'.

The first time I found out that GD Script doesn't have a vec4 I was also very puzzled.
One of my use cases is to test and visualize code from research papers or my own ideas. Admittingly, I also miss 4x4 Matrices there. Currently the only reasonable way around it which I am aware of is GD native. This however, defeats the fast iteration time I choose Godot for in the first place.

It is great to see so much interest in this. There has also been some discussion on the RocketChat #core channel which I aim to summarize below.
The largest consideration here is the cost of adding another type to Variant and thus to the "core" of Godot. We really try to avoid adding anything to core if we can. This is even stated in our best practices for contributors document.
If we are going to add something to core, then we need to ensure that it is both necessary and the cost is minimized. As time goes on and the usage of Godot increases. It becomes very hard to show that something is "necessary" as other developers will just say "not having it hasn't stopped anyone yet".
All that is to say that the threshold to merge this is very high. Much higher than for an equivalent change to scene or editor.
On the other hand, between this PR and the proposal, we haven't had a chance to fully develop the areas which absolutely need the introduction of a Vector4 class. @aaronfranke has helpfully started us off with the proposal, which lists some use-cases https://github.com/godotengine/godot-proposals/issues/629. and @Geometror has refined that list in this comment (reproduced below):

Working with shaders, e.g.:

for BLEND_INDICES and BLEND_WEIGHTS in https://github.com/godotengine/godot/issues/9134,
https://github.com/godotengine/godot/issues/2855 (comment),
https://github.com/godotengine/godot/issues/28504,
https://github.com/godotengine/godot-proposals/issues/258

Representing an Axis-Angle 3D rotation, which is not the same as Quaternions
Represeting 3D vectors in Direction-Magnitude format (normalized 3D direction in x,y,z and magnitude in w)
4D noise offsets (3D noise + time) [relevant since 4d noise might be added back, I have a PR in the works]
For general linear algebra calculations which require 4D vectors
Simply giving the user the freedom to store 4 values in a built-in struct

In the conversation, significant doubt has been shed on the necessity of these use-cases.
I will go through them one-by-one here. Also, if anyone else has other use-cases, please post them as well.
Working with Shaders
This is where I see the biggest need, it is a major pain point for many users to cast values to a Rect2 or a Plane so that they can set the value of a vec4. If Rect2 or Plane change in the future (for example to restrict negative numbers) it may render them useless.
At the same time, this is more of a cosmetic thing, we could also provide an overload for setting vec4s, something like set_shader_param(String name, float x, float y, float z, float w).
It would definitely be more convenient to just use a Vector4 from GDscript when working with vec4s in shaders.
Representing Axis-angle 3D rotation
Personally, I have not seen a demand or need for this. Please let me know if there is either.
Representing 3D vectors in Direction-Magnitude format
This sounds just like the current Plane to me
4D noise offsets
Same issue as with shaders. It would be handy if we could do something like get_noise_4d(pos + offset) where pos and offset are Vector4s.
For general linear algebra calculations
Godot doesn't expose a general 4x4 Matrix, so I am not sure there is much value in a Vector4 class for linear algebra. If we add Vector4, we should strongly consider adding Matrix4. But this of course would add even more weight to variant and to the core.
Simply giving the freedom to store 4 values
Unfortunately, we don't consider things like this a strong use-case. We need something more specific.
All the other engines expose it
On its own, this isn't a consideration. But, if we look deeper we may be able to see why other engines all expose it. What we need is the why. It would be very helpful if someone wants to do a little investigation and explain why all other engines support a native Vector4 class.
Conclusion
Please, anyone, feel free to comment with your specific use-case where you are finding that you need a native Vector4 class. At this time, it is looking like the known benefits may not outweigh the known cost (remember, there is a very high threshold to get something into core), but there is always room for more information and the engine developers need to hear from users with respect to what is needed. So again, please, if you have a use-case not listed here, please describe it in detail!

For BLEND_INDICES and BLEND_WEIGHTS in Godot Engine 4 they can be 4 or 8 floats. In other engines they may be 32 or greater per vertices. I prefer the current structure.

The existing 4-float types in godot's Variant Plane, Color, Rect2, Quaternion all are specialties of a general form, and have special handling in a bunch of different scenarios and areas in the engine.
A vec4 is a common structure in game development as it's generally understood as no-restriction.  I guess my specific use-case is that it's very un-ergonomic to work with packed Colors for this data then convert to Plane's for the cases I need to bind to a shader vec4 uniform param, etc. (https://github.com/godotengine/godot/issues/28504).  The linked issue is perfect example of 'special' case handling, and how it introduces issues and one-off problems.
I believe the engine should strive for consistency and intuitiveness.  Shading language vec4 should be able to be easily used with same structure cpu side set_shader_param("blah", Vector4()), for clarity and easy of use.  Regardless of whether w, or any parameter needs special treatment or not.

My use cases: shaders and noise AND this: https://github.com/godotengine/godot-proposals/issues/4311
Quite possible vector4 would make it even easier to do than the current hacking around with planes and transforms and whatnots

Since Godot's shading language defines ivec4 and uvec4, i'd like to suggest you reconsider your stance on Vector4i, since it would allow for more straight-forward usage of integer vector uniforms in code. Not that much of an high priority feature, but it would definitely help with compute shaders, especially considering they will be officially supported in 4.0.

Can I pile on this too? 🙃 There is a clear evidence in Godot's own API that we need a Vector4. Here's a method of MultiMesh that uses Color as a substitute for a Vector4 value, and it does the same double-take in its class reference as @jordo has to do in their code.
https://docs.godotengine.org/en/stable/classes/class_multimesh.html#class-multimesh-method-set-instance-custom-data

void set_instance_custom_data ( int instance, Color custom_data )

Sets custom data for a specific instance. Although Color is used, it is just a container for 4 floating point numbers. The format of the number can change depending on the CustomDataFormat used.

I have looked through few other forums (e.g., Unity) and it seems like the amount of people using Vector4 for 4D math is actually not that low. It can be difficult to compile a list of concrete use cases since often those who use it in their code are working on closed-source games/projects. Besides that, we have the aspect of consistency (again, using a Quaternion, Rect, Plane or Color instead of a 4D vector in places they don't make sense feels hacky, especially when all of these types are used promiscuously)
In addition, @lawnjelly made a good point regarding SIMD-optimizations (see https://github.com/godotengine/godot-proposals/issues/629#issuecomment-1092604168). In that regard, a PackedVector4Array would make sense too (maybe replacing PackedColorArray).
I can understand that adding new types to the core must be a deliberate decision, but I genuinely believe that in this case the whole codebase would benefit from it.
Given the amount of upvotes the original proposal and this PR got, I think we should reconsider adding a general Vector4 type to core. I agree with @jordo, there has to be a reason why nearly all engines have a general 4D vector type.
I gladly rebase/adjust my PR if a final decision is made. Maybe this can be discussed in the next PR meeting?
If we really don't want an additional variant type there was also this[https://github.com/godotengine/godot-proposals/issues/629#issuecomment-1092619812] suggestion to replace Plane with Vector4 which is - although not optimal - still better than the other way around, using Plane as a 4D vector, in my opinion.

Here's the result of the discussion on PR review:

Not enough convincing evidence to have this type
Instead, we can just add an alias of Vector4 to Quaternion, which is entirely compatible with Vector4 (same operators, normalization, etc plus the quaternion function). This way you can pass things as Vector4().
If alias is used, we can add a property hint that treats Quaternion as Vector4 in the inspector, like we have for other types (treating vector2 as size and so on).

Superseded by #63219.


Make libiconv compile on Linux systems

Inhibit applying the Mac specific patches

This is a Homebrew tap rather than Linuxbrew so this should be instead addressed in a Linuxbrew/homebrew-dupes fork. Sorry!


Redundant Search Icon with no functionality in search results page

Checklist

[X] I have used the search function to see if someone else has already submitted the same bug report.
[X] I will describe the problem with as much detail as possible.

App version
8.0b2
Where did you get the app from?
Google Play
Android version
14
Device model
Oppo a58
Steps to reproduce
1.Open Inbox folder.
2.Tap on search icon.
3.Enter some data into search field and tap  enter.
4.Check Emails that match the data entered are displayed.
5.Check keyboard is closed and search icon is no longer displayed.
Expected behavior
4.Emails that match the data entered are displayed.
5. Keyboard is closed and search icon is no longer displayed.
Actual behavior
4.Emails that match the data entered are displayed.
5.Search icon is displayed next to Search results, if you tap on search icon again "Sending query to server" message is displayed and the search icon disappears.
https://github.com/user-attachments/assets/ff742090-36ba-447e-b06c-92eabee07308
Logs
search logs.txt
Checked also on K-9 and it doesn't reproduce

The search icon displayed during a search will extend the search to the server, i.e. perform a server-side search. However, I can see how using the regular search icon can be confusing. Previous versions of the app used an icon showing a cloud symbol inside the magnifying glass. It looks like this got lost when we switched to the new Material icon set.


Run full C++ tests suite with bazel

Based on https://github.com/jtattermusch/grpc/pull/26

CC @amidlash (this PR is not ready, but soon will be I hope).

Example results:
https://fusion2.corp.google.com/invocations/b69c3d35-a5db-4036-84d6-98b57f925998/log
https://fusion2.corp.google.com/invocations/41e13f17-c72e-4c4b-85ef-60e65a72560c/log

One more adhoc test run: https://source.cloud.google.com/results/invocations/15d93b76-a2e2-4345-b88e-ec56732ba58c/log

superseded by https://github.com/grpc/grpc/pull/26349


Add "Navigate locations in current file" commands

Resolves #166314
These changes are a proof-of-concept and are not complete, but my hope is that putting them up can start a discussion about how they might get reviewed and potentially accepted.
Current limitations:

"current editor" and "default" history stacks are completely separate, which leads to some slightly sketchy behavior. If you have changes A, B and C in the current editor, and then run "go back in edit locations" twice your cursor will be at A. If you then run "go back in edit locations in current editor", your cursor will be at B.
I have made no attempt to update the existing context keys scheme. I think there's a discussion to be had about which context keys might make sense.
In the linked issue, I discussed unifying all the navigation commands into a single command that takes scope and filter arguments. I have made no attempt to make that change, since that's somewhat orthogonal to the underlying history service functionality. If that change is desired, I'm happy to add it to this or another pull request.

@microsoft-github-policy-service agree

Unless there are strong objections, I feel to close this PR as the original issue did not get enough asks for it.


Use moduleID in mock module cache

Fixed #913

@facebook-github-bot shipit

seems reasonable! Thank you for the fix, this is great.

Thanks for importing. If you are an FB employee go to Phabricator to review.


NVCC Fatal: Could not set up the environment for Microsoft Visual Studio

OS: Windows 10
Python: 3.7.4
virtualenv: anaconda
Pytorch:1.3.1
Cuda: 10.2

Hey! I keep running into an issue with compilation I'm not sure quite what's going on even after a bit of research. Cuda's in my path, pytorch is installed, if y'all have any ideas I'd be appreciative! Thank you!

I had a similar issue, I manage to install it with python 3.6

Have the same problem. Tried to install it with Cuda 10.1, but to no success. If someone would have any kind of idea what's causing this problem it'd be greatly appreciated!

Same problem here.. still not resolved.


MM-34699-fix oauth check in admin_definition

Summary
OAuth is no longer being displayed on the System Console sidebar when it should be, even with System Admin. The wrong Config Group was being checked. This was added to handle a system role that did not contain that permission. This PR checks for the correct Groups and also checks the Setting for null.
Ticket Link
https://mattermost.atlassian.net/browse/MM-34699
Screenshots

@sbishel Is this a recent regression, and which versions does it reproduce on?

@sbishel Is this a recent regression, and which versions does it reproduce on?

Hi @amyblais
Cypress got this issue on Master

s this a recent regression, and which versions does it reproduce on?

@sbishel Is this a recent regression, and which versions does it reproduce on?

Yep. Just master. PR went in on Tuesday.

/cherry-pick cloud

Cherry pick is scheduled.


Fix semantics of total_rows

Overview
The total_rows field suppose to be a number of documents in the database/view.
See https://docs.couchdb.org/en/stable/api/ddoc/views.html.
When new pagination API was introduced the meaning of total_rows field was
changed to number of rows in the query results. The PR reverts this
accidental change.
Testing recommendations
make check
Related Issues or Pull Requests

https://github.com/apache/couchdb/pull/2870 - Pagination API

Checklist

[x] Code is written and works correctly
[x] Changes are covered by tests
[ ] Any new configurable parameters are documented in rel/overlay/etc/default.ini
[ ] A PR for documentation changes has been made in https://github.com/apache/couchdb-documentation

+1 on fixing the accidental break


Unknown email in parameters when downloading enterprise version

It's actually a minor bug.
1.) submit the form for downloading the enterprise version
2.) check your inbox and start downloading the enterprise version
3.) check in your URL inside your browser email =<EMAIL_ADDRESS>instead of my provided email inside the download form
I don't know if the email is important to you but it's not the same as the email I provided inside the download form.

Hi @warriorkitty
Thank you for reporting, it's not a blocker of course, but we will double-check
I'm closing this just because it's not strictly related to the product
Thanks
Luigi


Provide helper Pod params as env vars.

For backward compatibility the CLI options are still provided.
Closes #175
Split from PR #166

@derekbit this PR is also ready for review - I just rebased it.

@mgoltzsche
Could you elaborate more the purpose of moving the the variables (absolutePath, sizeInBytes and volMode) to env variables? This will be helpful for understanding the series of the PRs clearly.

It reduces the amount of redundant code needed to configure a helper pod.


776 Remove hardcoded JAVA_HOME in the roles/

Which issue(s) this PR fixes

Fixes #776
Additional comments

I kept the "export JAVA_HOME" during each script to keep existing feature. Maybe it is not useful anymore as JAVE_HOME should be defined in globab env var.
Agreements

[x] I hereby declare this contribution to be licensed under the Apache License Version 2.0, January 2004.
[x] I hereby agree to grant TOSIT a copyright license to use my contributions.

The var java_home is only declared in tdp_vars_defaults of hadoop, hbase and hive, but it's used for other services as well, like knox, ranger, etc.
I guess it's available due to hadoop vars being available for other services (if I remember correctly). But shouldn't it be declared in tdp-cluster in this case? or is Hadoop the correct place?


C functions for precomputing normalization constant do not work for zero entries

I noticed something odd about the C functions for precomputing the normalization constant. When I call the function
bingham_F_3d(double z1, double z2, double z3)
with parameters z1 <= z2 <= z3 < 0, I get the correct normalization constant. However, if z3==0 or z2==0 and z3==0, I get an incorrect result.
For example, z1=-3, z2=-2, z3=-1 yields 5.4011, which is correct. However, z1=-3, z2=-2, z3=0 yields 3.5491, but the correct result would be 7.3201. Also, z1=-3, z2=0, z3=0 yields 2.9292, but the correct result would be 11.5765.
I think this is somehow related to the fact that compute_1F1_3d reduces the computation to the two-dimensional case if z3==0:
if (fabs(z3) < EPSILON)  // z3 = 0
    return sqrt(M_PI)*compute_1F1_2d(dim, z1, z2, iter);

Although this might be  possible in principle, the result does not seem to be correct for some reason. In the case of z2==0, the calculation is further reduced to the one-dimensional case.

Hi Gerhard, I can’t reproduce the wrong constants using the higher-level functions of Jared (not using e.g. bingham_F_3d directly), see outputs below. Jared uses pre-computed constants from a look-up table, so when initializing a bingham object, I'm pretty sure the functions you tried are not called, but rather the normalization constant is looked up. I don’t know exactly how the look-up table is generated or if there is any magic happening which prevents the wrong results you saw propagating into the look-up table.
Anyway, here is the results I got using the bingham_sample executable (I just added a print_bingham(&B); statement to it. They are pretty close to your correct values:
~/software/bingham/c [master]$ ./bingham_sample -3 -2 -1 5
Sampling from bingham:
B->F = 5.404276
B->Z = [ -3.000000 -2.000000 -1.000000 ]
B->V[0] = [ 0.000000 1.000000 0.000000 0.000000 ]
B->V[1] = [ 0.000000 0.000000 1.000000 0.000000 ]
B->V[2] = [ 0.000000 0.000000 0.000000 1.000000 ]
********* seed =<PHONE_NUMBER>
0.882952 0.376986 0.122291 -0.251640
0.882952 0.376986 0.122291 -0.251640
0.882952 0.376986 0.122291 -0.251640
0.801891 0.252364 0.327529 0.431287
-0.007494 -0.484809 -0.332580 -0.808885

~/software/bingham/c [master]$ ./bingham_sample -3 -2 0 5
Sampling from bingham:
B->F = 7.323641
B->Z = [ -3.000000 -2.000000 0.000000 ]
B->V[0] = [ 0.000000 1.000000 0.000000 0.000000 ]
B->V[1] = [ 0.000000 0.000000 1.000000 0.000000 ]
B->V[2] = [ 0.000000 0.000000 0.000000 1.000000 ]
********* seed =<PHONE_NUMBER>
0.320445 0.667523 -0.435943 -0.511549
-0.275925 0.459170 -0.036546 0.843619
0.248626 -0.529573 -0.671189 0.455238
0.201899 0.529786 -0.369366 -0.736297
0.260022 0.340124 -0.779548 0.457174

~/software/bingham/c [master]$ ./bingham_sample -3 0 0 5
Sampling from bingham:
B->F = 11.579555
B->Z = [ -3.000000 0.000000 0.000000 ]
B->V[0] = [ 0.000000 1.000000 0.000000 0.000000 ]
B->V[1] = [ 0.000000 0.000000 1.000000 0.000000 ]
B->V[2] = [ 0.000000 0.000000 0.000000 1.000000 ]
********* seed =<PHONE_NUMBER>
0.885661 -0.219993 0.258030 -0.317220
-0.829918 0.183327 -0.463881 -0.249882
0.257433 0.895597 -0.030125 0.361563
0.144841 -0.368585 0.913107 0.096966
-0.189069 0.636853 0.308998 0.680581

It would be helpful to know how the look-up table is generated. I wanted to do that at some point anyway, but at the moment I need to focus on other projects at work. Feel free to investigate on your own.

Thank you very much. You are correct, the error does not occur when using the functions that do a table look-up.
As far as I know, the tables are generated from MATLAB using the scripts:
bingham_compute_F_cache.m
export_bingham_constants.m
In principle it should be possible to generate the tables from C as well, but I suspect that this might fail because of the bug described above.


Fixes #831 - adding common-debian.sh

I believe this will work via the "squash and merge" concept @Chuxel mentioned in the discussion of issue #831.

Thanks for the help!  Ready to go.

Thanks - merging!


Newline escaping sequence \n on message_content doesn't work

Steps to reproduce
On ZNC side:

set message_content [{network}]\n{context}\n<{nick}>\n{message}
send test

Expected behavior
On Telegram side:
[networkName]
*push
<*push>
test
Actual behavior
On Telegram side:
[networkName]\n_*push_\n<*push>\ntest
Other details
Tested only on Telegram

\n isn't support by telegrams HTML Style. Neither is

I know, the bot, not Telegram is expected to be able to handle some sort of newline escaping sequence.
The alternative would be to use a custom GET to have the expected result, but honestly it's not very optimal since Telegram is already supported.


how to use on single image?

Hello there! Thank you for opening up your project. If I want to use a single image for testing, how should I write the command?

using bash visual.sh by putting your image under corresponding image folder

But nothing happened,why?


[BugFix] Fix bug audit roll num does not work

Why I'm doing:
This pull request addresses a bug where the audit_roll_num parameter was not functioning as intended.
What I'm doing:
Fixed the logic related to the audit_roll_num parameter to ensure it is correctly applied.
Fixes #51637
What type of PR is this:

[x] BugFix
[ ] Feature
[ ] Enhancement
[ ] Refactor
[ ] UT
[ ] Doc
[ ] Tool

Does this PR entail a change in behavior?

[ ] Yes, this PR will result in a change in behavior.
[x] No, this PR will not result in a change in behavior.

If yes, please specify the type of change:

[ ] Interface/UI changes: syntax, type conversion, expression evaluation, display information
[x] Parameter changes: default values, similar parameters but with different default values
[ ] Policy changes: use new policy to replace old one, functionality automatically enabled
[ ] Feature removed
[ ] Miscellaneous: upgrade & downgrade compatibility, etc.

Checklist:

[ ] I have added test cases for my bug fix or my new feature
[ ] This pr needs user documentation (for new or modified features or behaviors)

[ ] I have added documentation for my new feature or new function

[ ] This is a backport pr

Bugfix cherry-pick branch check:

[x] I have checked the version labels which the pr will be auto-backported to the target branch

[x] 3.3
[x] 3.2
[ ] 3.1
[ ] 3.0
[ ] 2.5

ignore backport check: 3.3.5


Fix logical weirdness of .doing_raman

See #277. This is about how when you click Raman then click Expert. .doing_raman indicates False. Enlighten is written in a way that accommodates that behavior for now, but it would be better if we can say things like .doing_raman and .expert.

Thank you for the comment addition.
It highlights the strangeness of the or-statement. In the future it would be nice if doing_raman stayed true whenever it is logically selected in the app, but for now that's OK.
Something like that can be achieved in the future by handling click events something like this
click raman:
    raman = True
    nonraman = False
    expert = False
click non-raman:
    raman = False
    nonraman = True
    expert = False
click expert:
    expert = True

Originally posted by @samiebee43 in https://github.com/WasatchPhotonics/ENLIGHTEN/pull/277#pullrequestreview-1631043955

Believed functioning properly.


[BUG] Unable to select NIC to create network config

Describe the bug
There is no any NIC to select in the "Network Config: Create" page.

To Reproduce
Steps to reproduce the behavior:

NETWORKS -> CLUSTER NETWORKS -> Create Cluster Network
for the cluster network in Step1 do CREATE NETWORK CONFIG
type the name
select nodes (I tried "all nodes", "specific node")
UPLINK -> NICS

ERROR: Sorry, no matching options
Expected behavior
I expect, that I can select existing NIC
Environment

Harvester ISO version: 1.3.0
one node: Dell Precision T7820, NVMe disc, 1 built-in NIC
here is my install config:

supportbundle_604401bf-d900-4d10-8f06-6c18a799c392_2024-04-04T04-00-30Z.zip

When I read https://github.com/harvester/harvester/issues/5030, I see @w13915984028 said

For direct access, the general solution is to add a second nic and put it in an indepedent VLAN

But when I read here https://docs.harvesterhci.io/v1.3/install/requirements/ - nothing says that I need more than 1 NIC.
Also here https://docs.harvesterhci.io/v1.3/advanced/singlenodeclusters/ I don't see anything about single node cluster having any limitation related to the network.
So, is it a bug? Or is it documentation need to be updated to inform, that Harvester doesn't support non-management cluster network without 2nd NIC?

@SlavikCA
When you are playing Harvester clusters with single-nic node, you can create VLAN network, which is carried by the built-in management network, follow https://docs.harvesterhci.io/v1.2/networking/harvester-network#vlan-network.
The general practice in production is to separate management network and VM workload network, in such cases, >= 2 nics in each node is needed. The newly created cluster-network will have dedicated uplink.
We will update the document to mention such requirements in https://docs.harvesterhci.io/v1.2/install/requirements#hardware-requirements. Thanks.

@SlavikCA Please also take a look the document PR https://github.com/harvester/docs/pull/543, thanks.

@SlavikCA Please also take a look the document PR harvester/docs#543, thanks.

That helps! Thank you.

Little bit off-topic, but since we're looking at the documentation now, let me ask:
What's the recommended network configuration if I have 1Gbps NIC and 10Gbps NIC?
Should I use 1Gbps for management cluster network and 10Gbps for VM workload network?
Will Longhorn use management cluster network by default?
The reason I ask about this specific setup is because often servers have 1Gbps NIC already on motherboard. So, as a user I'll add NIC to PCIe slot and it'll be 10Gbps.
If Longhorn uses management traffic, I think I should dedicate 10Gbps to management and 1Gbps to VM workload network. Is it reasonable?

Hi @SlavikCA By default, yes, LH uses the management cluster network. You can configure a storage network with dedicated NICs on the nodes for LH pods to separate the replication traffic. For more details please refer to https://docs.harvesterhci.io/v1.3/advanced/storagenetwork
Thank you.


Configurable "common"

In my area (Amsterdam, The Netherlands) there are some Pokémon that are common here but might be interesting elsewhere. (E.g. Magikarp and Psyduck)
I'd love to be able to configure the common list for filtering these out.

I've thought about ways to make multiple configurable lists, not just common.

You can just replace the pokemon photo with a blank png then they won't show up on the map, just a work around

This functionality is now working. The way to custom your list is planned for soon :)


Plotter for MCMC diagnostics

This PR adds a class called Plotter, which can generate the needed plots to diagnose MCMC result. Currently, there are four plots: burn-in, marginal posterior, corner, and auto corr plot for convergence check (see emcee doc)
To use it,
from appletree import Plotter

file_name = '/project2/lgrandi/mhliu0001/ambe_fit_backend/fit_ambe_sr0_with_outliers.h5'
plotter = Plotter(file_name)
plotter.make_all_plots()

Note that a long iteration will slow down the plotting, especially the corner plot.

Pull Request Test Coverage Report for Build<PHONE_NUMBER>
Details

26 of 197 (13.2%)  changed or added relevant lines in 2 files are covered.
62 unchanged lines in 1 file lost coverage.
Overall coverage decreased (-5.2%) to 78.593%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

appletree/plot.py
24
195
12.31%

Files with Coverage Reduction
New Missed Lines
%

appletree/utils.py
62
61.71%

Totals

Change from base Build<PHONE_NUMBER>:
-5.2%

Covered Lines:
2089

Relevant Lines:
2658

💛  - Coveralls

I added some tests of the plotting function.


selected select option not updating when model change

Plunker: http://plnkr.co/edit/U0N3VzU1CCb5LZuevBX3?p=preview
Version: 1.3.0-beta.18
The basics are:
3 selects
select 1 is the parent of select 2
select 2 is the parent of select 3
select 1 -> select 2 -> select 3
when select 1's value changes, the options for select 2 change, and are fetched asynchronously.
when select 2's value changes, the options for select 3 change, and are fetched asynchronously.
these asynchronous updates are accomplished using several $watch()es.
$watch("select 1", function(n){
[select 2].getOptions(n);
});
$watch("select 2", function(n){
[select 3].getOptions(n);
});
all the selects have values before their options change
the options for each select look like this:
[{k: 0, v : 'a'},
{k: 2, v: 'c'},
{k: 3, v: 'b'},
... etc.]
select 1's displayed option is correct
select 2's, 3's, 4's, etc. displayed option is NOT correct (it just displays the first option in the list)
the model value matches one of the option values, however that option is not displayed.

Without a reproduction, there's very littel we can do about this. Also, which version of angular are you using?

I will try to reproduce the error minimally in a plunker and will let you know. It will take some time though.
What is the purgatory milestone?
The basics are:
3 selects
select 1 is the parent of select 2
select 2 is the parent of select 3
select 1 -> select 2 -> select 3
when select 1's value changes, the options for select 2 change, and are fetched asynchronously.
when select 2's value changes, the options for select 3 change, and are fetched asynchronously.
these asynchronous updates are accomplished using several $watch()es.
$watch("select 1", function(n){
[select 2].getOptions(n);
});
$watch("select 2", function(n){
[select 3].getOptions(n);
});
all the selects have values before their options change
the options for each select look like this:
[{k: 0, v : 'a'},
{k: 2, v: 'c'},
{k: 3, v: 'b'},
... etc.]
The selects look like this:
(A directive where field is in the local scope)

{{op.v}}

$apply() makes no difference, as a digest cycle is running anyways.
select 1's displayed option is correct
select 2's displayed option is correct
select 3's, 4's, 5's, etc. displayed option is NOT correct
the value matches one of op.k, but the corresponding op.v is not displayed.

Here's a basic plunker showing the issue:
http://plnkr.co/edit/U0N3VzU1CCb5LZuevBX3?p=preview

You probably shouldn't have marked it with that milestone so quickly. Now no-one is taking a look at the issue anymore.

With a title like this, you are only so very slightly increasing your chances that somebody looks at this. Please understand that this is an open source project and our time is limited.
This seems like a valid issue, though.

Well, actually, the documentation for select notes specifically that ngOptions instead of repeated option elements should be used when the model is bound to a non-string value (like in your case, value is an integer).
Have your tried the same with ngOptions?

The user above tried ng-options with v1.4 and the lists were empty.

i have the code in my angularjs - ionic project but on iOS9 upon clicking on selecting from the dropdownlist , it doesn't bind to the model unless the user clicks somewhere else.

State

wht is wrong wt the code why wouldn't it bind to the model when selected. This happens only on ios9.


Add ROCm backend

Since the CMSSW integration is now in progress, I think it makes sense to include the ROCm backend so that the CI can check if it compiles correctly (even if we currently don't have a machine to test it).
I modified things a bit, but it still defaults to only compiling for CUDA and CPU. The backend compilation flags are no longer exclusive, so for example -GR would compile it for both CUDA and ROCm`.
I did have to fix a missing ifdef in Constants.h, but apart from that it was just adjusting scripts and updating the readme. I also removed the mention of bin/sdl instead mentioning bin/sdl_<backend>, so we can start to deprecate it.
I tested all the scripts and everything seems to be working, but I'll mark this as a draft PR for now while I make sure it's ready. The ROCm compilation flags are probably not optimal, but they work.
Closes #347

Updated the readme with the path to the new step2 file so that we can close #378.
/run standalone
/run cmssw

/run standalone
/run cmssw

I couldn't get the code/ to compile with ROCm.
sdl_make_tracklooper -mcA fails
then in g++ ... -DALPAKA_ACC_GPU_HIP_ENABLED -DALPAKA_HOST_ONLY -DALPAKA_DISABLE_VENDOR_RNG code/core/write_sdl_ntuple.cc -c -o code/core/write_sdl_ntuple_rocm.o  there is a
include/alpaka/meta/CudaVectorArrayWrapper.hpp:21:18: fatal error: hip/hip_runtime.h: No such file or directory
the include path is missing in the CFLAGS
I tried to add it but then there were more problems.
@ariostas did this part compile on your side?

did this part compile on your side?

It definitely used to compile, but now it doesn't. I'm guessing I had modified something in my environment and forgot about it. I'll fix it.


Add document update event to search

https://github.com/runelite/runelite/issues/9545
Update on edit of search bar

Maybe this could be moved to searchbar class and then maybe some custom method (like setOnSearchListener or something) and then update other search bar usages to use that method.


What happens if buffer size is too small?

This is a documentation issue.
It is not clear what happens for the formats %s if the string is not terminated by a white space character before the maximum size is exceeded, and the buffer thus would be too small.
My experience with the current version is that no data is returned at all, but the terminating '\0' is inserted in the first place of the buffer.

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

ID: 4051396d-7d18-d9e1-d79c-d7cf6c23d369
Version Independent ID: cbe04153-c724-3498-74e6-3da4fbf6c07f
Content: scanf_s, _scanf_s_l, wscanf_s, _wscanf_s_l
Content Source: docs/c-runtime-library/reference/scanf-s-scanf-s-l-wscanf-s-wscanf-s-l.md
Product: visual-cpp
GitHub Login: @corob-msft
Microsoft Alias: corob

@frankbj57 In the situation you describe, the return value will indicate that the string field wasn't converted successfully. All the output variables after the count that succeeded should be considered undefined. That means they might have their original values - or they might not. The behavior you see (of putting a null character at the beginning of a string buffer that failed conversion) is basically an undocumented implementation detail that you shouldn't rely upon; if you do, you get undefined behavior.

... That means they might have their original values - or they might not...

Very nice. Now, the documentation page clearly and explicitly says that in this case "nothing is written to the buffer". This contradicts what you said above.
The essence of this defect report is specifically the error in the documentation page. Obviously it has not been fixed, yet this defect is "closed" for some reason. Why is it closed?


BUG: next epochs when data not preloaded throws error

Issue only on dev
import mne
from mne import io
from mne.datasets import sample
data_path = sample.data_path()
raw_fname = data_path + '/MEG/sample/sample_audvis_filt-0-40_raw.fif'
event_fname = data_path + '/MEG/sample/sample_audvis_filt-0-40_raw-eve.fif'

raw = io.read_raw_fif(raw_fname)
events = mne.read_events(event_fname)
epochs = mne.Epochs(raw, events, preload=False)
next(epochs)

---------------------------------------------------------------------------
AttributeError                            Traceback (most recent call last)
<ipython-input-1-06328153984c> in <module>
      9 events = mne.read_events(event_fname)
     10 epochs = mne.Epochs(raw, events, preload=False)
---> 11 next(epochs)

~/.conda/envs/bm/lib/python3.8/site-packages/mne/utils/mixin.py in __next__(self, return_event_id)
    343                 epoch_noproj = self._get_epoch_from_raw(self._current)
    344                 epoch_noproj = self._detrend_offset_decim(
--> 345                     epoch_noproj, self._current_detrend_picks)
    346                 epoch = self._project_epoch(epoch_noproj)
    347                 self._current += 1

AttributeError: 'Epochs' object has no attribute '_current_detrend_picks'

It is caused by https://github.com/mne-tools/mne-python/commit/59429c3b8022f61cf3539dc421cadff4ab675d24#diff-a8ad12a27877498bd9fe2ce1990d63852c08edca624268ae8d73dbac17b50b59
It can be fixed by simply using:
next(iter(epochs))

but it's a change of API, not sure you what you'd prefer (change of API versus change of current code)

Glad there is a workaround, I should be able to look into a proper fix later this week because I agree this is a bug


refactor(api): Refactor location class

Overview
Background, we recently refactored Labware and Well to have internal protocol independent implementations. It would be nice to have location.labware support these implementations. Doing this is rather challenging because every use of location.labware performs a number of instance type checks. location.labware is very difficult to extend.
The idea is to make location.labware easier to interact with.  That means:

removing instance checks.
having Location and LabwareLike have more utility functions that don't require knowledge of the type of wrapped labware.

closes #6690
Changelog

Change Location from a namedtuple to a class.
Change type of Location.labware to the new LabwareLike.
LabwareLikeWrapper is constructed given an object of type WrappableLabwareLike (this is nearly the same as  LocationLabware'). LabwareLike` will attempt to provide a friendly interface for a wrapped labware like item.

Review requests
I don't know that this is necessarily the most beautiful approach, but at the very least changing the type of location.labware will cause all tests to fail. As we proceed we will find all the various ways in which location.labware is used and can consolidate those methods in LabwareLike or design something new.
Risk assessment
High

Looks good, let's do it.
I'm not sure how pythonic it is, but looking at this it really seems to be asking for a visitor interface that you give closures to. Like (this may not be entirely correct)
VisitorT = Typevar('VisitorT')
LabwareVisitor = Callable[[Labware], VisitorT]
WellVisitor = Callable[[Labware], VisitorT]
SlotVisitor = Callable[[str], VisitorT]
ModuleVisitor = Callable[[str], VisitorT]
LabwareLikeVisitor = Callable[[labwareLike], VisitorT]
Visitor = Union[LabwareVisitor, WellVisitor, ...]
def _default_lw_visitor(labware: Labware) -> Any:
    raise ValueError('This function cannot handle a Labware')

def _default_well_visitor(well: Well) -> Any:
   raise ValueError('This function cannot handle a Well')

def _default_module_visitor ....

def visit(self, labware: LabwareVisitor = None, well: WellVisitor = None, ...) -> VisitorT:
    visit_map: Dict[LabwareLikeType, Visitor] = {
       LabwareLikeType.LABWARE: labware or _default_labware_visitor,
       LabwareLikeType.WELL: well or _default_well_visitor...
    return visit_map[self._type](self.object)

This seems like a really natural fit since there's a whole ton of callers that are using the union nature of the location labware to basically build the same kind of value out of a number of different types. Maybe it wouldn't be more readable though, idk.

That is a really cool idea. I would be open to trying it out another time. I'd really like to put this thing to rest.

Finally, I guess my core thing is I really don't have a problem with switching based on isinstance checks, but a positive inclination towards not doing so definitely overrides an "eh who cares" kind of feeling.

That is a wonderful way to put it. Thank you!


vite 2.3.8 breaks CSS imports from node_modules

Describe the bug
After upgrading to vite 2.3.8, CSS imports from node_modules no longer work as before. The styles are loaded, but any fonts, icons, etc. that are referenced in the imported CSS file, silently fail to load. Downgrading to vite 2.3.7 solves the issue.
Reproduction
Here is a small repo that illustrates the problem:
https://github.com/leroytromp/vite-css-import-issue
System Info
Output of npx envinfo --system --npmPackages vite,@vitejs/plugin-vue --binaries --browsers:
  System:
    OS: Windows 10 10.0.19042
    CPU: (8) x64 Intel(R) Core(TM) i5-10210U CPU @ 1.60GHz
    Memory: 1.52 GB / 7.84 GB
  Binaries:
    Node: 14.17.1 - C:\Program Files\nodejs\node.EXE
    npm: 7.17.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 91.0.4472.114
    Edge: Spartan (44.19041.964.0), Chromium (91.0.864.54)
    Internet Explorer: 11.0.19041.1
  npmPackages:
    vite: ^2.3.8 => 2.3.8

Used package manager: npm
Logs
No errors are are shown in the browser console or server logs around the time this bug occurred.

我也遇到这个问题了，还以为 是 Element Plus的问题呢 ^_^
也是降级到 v2.3.7解决的

I tried to reproduce the issue with the supplied repository, but it works for me running
npm install
npm run build
npx serve dist

The icons show up as expected AFAICS

I'm running on MacOS, so this might be a Windows specific issue.

@DreierF then it indeed seems to be a Windows specific issue, because executing the same commands that you did, gives me an incorrect font and missing icons.

I can reproduce this on Mac, i use a project with ElementUI and it's fonts stopped to work... Interesting that FontAwesome still works...

Same issue , with @mdi/font on windows

I was able to reproduce with vite 2.3.8.
But after updating vite to 2.9.1 and vite-plugin-svelte to 1.0.0-next.41, it did not reproduce.
Looks like it is fixed.


Add backend capabilities

Add a property for the backend loaders to advertise the supported capabilities.
This is useful to catch immediately whether a registered feature has all the information needed from the backend to correctly work. An example of such a feature would be https://github.com/quarkslab/qbindiff/pull/63 that uses pcode that is not part of the official API

Ok great! I hope the mechanism is not overly complex for future maintenance.
Just two small remarks:

there is no capability for instruction group, do we add one ? (it is a capability of a backend in the end..)
the newly created exception is never caught in the main qbindiff cli executable, which means using the tool can result in a Python stack trace. It would be nice to catch it and to exit nicely.

* there is no capability for instruction group, do we add one ? (it is a capability of a backend in the end..)

Indeed I thought about it, right now the behavior is that instruction groups are mandatory and we have a enum InstructionGroups that all backend have to align to. We could make them optional and add them as a capability but we should still need to rely on the unified InstructionGroups, unless we want to have different capabilities for different group types (like CAP_GROUP_CAPSTONE, CAP_GROUP_IDA, ...) but I feel like it's not a good decision.
In the end I am in favor of making instruction groups optional as, right now, the IDA backend currently doesn't offer them.

* the newly created exception is never caught in the main qbindiff cli executable, which means using the tool can result in a Python stack trace. It would be nice to catch it and to exit nicely.

You are right, I am gonna fix this

I've chenged a few things:

Added the try/catch clause in the CLI to gracefully exiting in case of an unsatisfied capability
Add PCODE and INSTR_GROUP capabilities. For now quokka supports both, binexport only INSTR_GROUP and ida none.
Adjusted the features that were affected by those capabilities
Rewrote the instruction group feature to address the recent changes in  https://github.com/quarkslab/qbindiff/pull/61
The PR passes the tests


Add MacOS Guide Video

Hello, sorry I can't merge that. Your video is misleading and not following exactly the process. It's not necessary to add all games in the virtual iTunes, it adds extra complexity.
Thanks for your effort though


Complete the UIEventArgs, UIKeyboardEventArgs, UIMouseEventArgs, UIPointerEventArgs

UIEventArgs

Bubbles
Cancelable
Composed

UIKeyboardEventArgs

Code
Location
CtrlKey
ShiftKey
AltKey
MetaKey
Repeat
IsComposing

UIMouseEventArgs

ScreenX
ScreenY
ClientX
ClientY
CtrlKey
ShiftKey
AltKey
MetaKey
Button
Buttons
RelatedTarget (prepared - need EventTarget support)
Region

UIPointerEventArgs

PointerId
Width
Height
Pressure
TangentialPressure
TiltX
TiltY
Twist
PointerType
IsPrimary

Oh damn 🤣

Thanks for contributing, @Asesjix!
Since this does duplicate #771 (which is now merged), I'll close this as a duplicate.


video_player package error

I get an error after testing the video_player package (version 0.0.6), where the error message is shown in the area where the Video was supposed to play.

I used the example from the pub.dartlang.org page, but I wasn't able to get the implementation of  video_player working as intended. My code is here, but since I used the example I would expect the error to be caused by the video_player package. Could someone take a quick look?

The video player depends on new features from the engine.
Try a 'flutter upgrade'

If it still does not work, can you post the output of 'flutter doctor' and the logging output from flutter?

Thanks, it was indeed the flutter version :+1:


[enhancement] Refactor single upload

deletes uploadFile method
instead passes array of single file to upload-multiple-files

If we are deprecating the uploadFile method I think it would be better to rename uploadMultipleFiles to uploadFiles @tracy-codes @21e8

Outdated PR


draft code for bootz server, dhcp plugin, and entity manager

Hi @marcushines @gmacf
Karim and I have been working on test bootzserver. I also noticed you are committing code that have some commonality. So, I am sharing this draft code to get early feedback from you and avoid duplicate work.
@xw-g fyi

Hi @marcushines @gmacf Karim and I have been working on test bootzserver. I also noticed you are committing code that have some commonality. So, I am sharing this draft code to get early feedback from you and avoid duplicate work.
@xw-g fyi

Hi @mojiiba, thanks for the contribution. It would be great to collaborate closely on this.  I'll take a look at this and give some comments. Could you also reach out to me (email is in profile) so we can discuss further?

will open separate pulls based on the issues.


enhance(sync): selection export scope for pods v2

This PR aims to support selection scope while exporting a note with export pod v2. This also benefits the Copy As command.
Dendron Extended PR Checklist

NOTE: the links don't work. you'll need to go into the wiki and use lookup to find the note until we fix some issues in the markdown export

Code
Basics

[x] code should follow Code Conventions
[x] circular dependency check: make sure your code is not introducing new circular dependencies in plugin-core.  See Avoiding Circular Dependencies.
[x] sticking to existing conventions instead of creating new ones

eg: if configuration for utilities are already in one module or package, add future utilities there as well

Extended

General

[x] check whether code be simplified
[x] check if similar function already exist in the codebase. if so, can it be re-used?
[x] check if this change adversely impact performance

Operations

[x] when shipping this change, will it just work or will it introduce additional operational overhead due to complicated interface or known bugs?

Architecture

[x] check if code is introducing changes on a foundational class or interface. if so, call for design review if needed

eg: making changes to DNode

Instrumentation
Basics

[~] if you are adding analytics related changes, make sure the Telemetry docs are updated

Extended

[~] can we track the performance of this change to know if it is successful?

eg: see usage for export pod

Tests
Basics

[x] Write Tests
[x] Confirm existing tests pass
[x] Confirm manual testing
[x] Common cases tested
[ ] 1-2 Edge cases tested
[~] If your tests changes an existing snapshot, snapshots have been updated

Extended
Docs

[ ] if your change reflects documentation changes, also submit a PR to dendron-site and mention the doc PR link in your current PR
[~] does this change introduce a new or better way of doing things that others need to be aware of? if so, an async should be created and a process added in Development or Packages

Close the Loop
Extended

[~]  is this a developer BREAKING change? if another person cloning from this branch will need to adjust their dependencies or mental model of the architecture, then it is. if this is the case, make sure this is communicated according to Close Loop

eg: breaking dev change due to new dependency

docs: https://github.com/dendronhq/dendron-site/pull/655/files

re: @hikchoi 's comment - is the init failure unique to this change commit or was it introduced elsewhere? Otherwise lgtm

looks like this is because of the (already fixed) regression with showWhitelistingLocalhostDocsIfNecessary.
I rebased it locally and tried again and it activated correctly.


Upgrading instructable

Hi Jung,
This is a great software & guide you have provided. Working excellent  on my Jetson Nanos
I just finished the demos you provided, in particular #5 YOLO v4, building the engines etc. Now I just saw the demo #6 and of course got interested to optimize! But tell me, do I have to start all over again? Clone again, building engines etc etc?
Or is there a "smart" way how I can just copy missing files from the git to my installation? I clearly see that the folder plugin is missing but whats more? Is it possible to fix this so I can re-use what is already done?
Best regards, Walter

I decided to redo anyway /would be nice to know if it could be done easier as asked previous)
At the step
$ cd ${HOME}/project/tensorrt_demos/plugins
$ make
it fails with the following error messages below. Any hint is appreciated
Best regards, Walter
wk@jetson:~/project/tensorrt_demos/plugins$ make
nvcc -ccbin g++ -I"/usr/local/cuda/include" -I"/usr/local/TensorRT-<IP_ADDRESS>/include" -I"/usr/local/include" -I"plugin" -m64 -gencode arch=compute_53,code=sm_53 -gencode arch=compute_53,code=compute_53 -Xcompiler -fPIC -c -o yolo_layer.o yolo_layer.cu
yolo_layer.h(38): error: not a class or struct name

yolo_layer.h(44): error: member function declared with "override" does not override a base class member

yolo_layer.h(46): error: member function declared with "override" does not override a base class member

yolo_layer.h(51): error: member function declared with "override" does not override a base class member

yolo_layer.h(53): error: member function declared with "override" does not override a base class member

yolo_layer.h(55): error: member function declared with "override" does not override a base class member

yolo_layer.h(57): error: member function declared with "override" does not override a base class member

yolo_layer.h(59): error: member function declared with "override" does not override a base class member

yolo_layer.h(61): error: member function declared with "override" does not override a base class member

yolo_layer.h(63): error: member function declared with "override" does not override a base class member

yolo_layer.h(65): error: identifier "PluginTensorDesc" is undefined

yolo_layer.h(65): error: member function declared with "override" does not override a base class member

yolo_layer.h(69): error: member function declared with "override" does not override a base class member

yolo_layer.h(71): error: member function declared with "override" does not override a base class member

yolo_layer.h(73): error: member function declared with "override" does not override a base class member

yolo_layer.h(75): error: identifier "IPluginV2IOExt" is undefined

yolo_layer.h(75): error: member function declared with "override" does not override a base class member

yolo_layer.h(77): error: member function declared with "override" does not override a base class member

yolo_layer.h(79): error: member function declared with "override" does not override a base class member

yolo_layer.h(81): error: member function declared with "override" does not override a base class member

yolo_layer.h(83): error: member function declared with "override" does not override a base class member

yolo_layer.h(85): error: member function declared with "override" does not override a base class member

yolo_layer.h(87): error: member function declared with "override" does not override a base class member

yolo_layer.h(89): error: identifier "PluginTensorDesc" is undefined

yolo_layer.h(89): error: identifier "PluginTensorDesc" is undefined

yolo_layer.h(89): error: member function declared with "override" does not override a base class member

yolo_layer.h(89): error: expected a ";"

yolo_layer.h(91): error: member function declared with "override" does not override a base class member

yolo_layer.h(66): error: name followed by "::" must be a class or namespace name

yolo_layer.h(119): error: identifier "IPluginV2IOExt" is undefined

yolo_layer.h(119): error: return type is not identical to nor covariant with return type "nvinfer1::IPluginV2 *" of overridden virtual function "nvinfer1::IPluginCreator::createPlugin"

yolo_layer.h(119): error: member function declared with "override" does not override a base class member

yolo_layer.h(121): error: identifier "IPluginV2IOExt" is undefined

yolo_layer.h(121): error: return type is not identical to nor covariant with return type "nvinfer1::IPluginV2 *" of overridden virtual function "nvinfer1::IPluginCreator::deserializePlugin"

yolo_layer.h(121): error: member function declared with "override" does not override a base class member

yolo_layer.cu(142): error: identifier "PluginTensorDesc" is undefined

yolo_layer.cu(142): error: identifier "PluginTensorDesc" is undefined

yolo_layer.cu(172): error: identifier "IPluginV2IOExt" is undefined

yolo_layer.cu(267): error: identifier "IPluginV2IOExt" is undefined

yolo_layer.cu(325): error: identifier "IPluginV2IOExt" is undefined

/usr/include/aarch64-linux-gnu/NvInfer.h(5935): error: object of abstract class type "nvinfer1::YoloPluginCreator" is not allowed:
            pure virtual function "nvinfer1::IPluginCreator::createPlugin" has no overrider
            pure virtual function "nvinfer1::IPluginCreator::deserializePlugin" has no overrider
          detected during instantiation of class "nvinfer1::PluginRegistrar<T> [with T=nvinfer1::YoloPluginCreator]"
yolo_layer.cu(334): here

41 errors detected in the compilation of "/tmp/tmpxft_00004428_00000000-6_yolo_layer.cpp1.ii".
Makefile:46: recipe for target 'yolo_layer.o' failed
make: *** [yolo_layer.o] Error 1
wk@jetson:~/project/tensorrt_demos/plugins$

This looks like incompatibility of API between different versions of TensorRT.  As mentioned in the README.md, my current Demo #6 code has only be tested against TensorRT 7.  What version of TensorRT are you using?

Right, yes, I have 5.1.6 only. Should I upgrade to JetPack-4.4?
And what with my first setup of tensorrt_demos, could that be upgraded by simply copying some files from the repo?

I just did some quick test.  TensorRT 6 should also work.
Anyway, if you upgrade to JetPack-4.4 (TensorRT 7), the current code in this repo should just work.  For now, TensorRT engines built by version 5 could not be used by version 7.  You should build the TensorRT engines all over again.

Hi again, tried to upgrade using NVIDIA SDK Manager but the Jetson Nano is not recognized. It seems it is connected to the ubuntu host but still not recognized. Do you have any hint? Something I need to do on the Jetson?

It's easier to just follow NVIDIA's Getting Started With Jetson Nano Developer Kit guide to set up Jetson Nano with the latest JetPack (4.4).

OK, I will start with a fresh image
(Anyway, the problem was I forgot the jumper to force recovery, after this the sdk manager found the Nano but there was nothing to update anyway, guess I have too old installations)


Feature Request: Nudge users to update Safari etc.

Allow Nudge to specify minimum required versions of additional updates like "Safari16.1MontereyAuto-16.1" and "Safari16.1BigSurAuto-16.1".
Because, even after Nudge made them update to the latest macOS version, e.g. macOS 12.6.1, users might still keep using an older and potentially vulnerable version of Safari, e.g. 16.0.

Assuming you have an MDM (Jamf for instance), it might be worth pushing out a Software Update "profile" (jamf: configuration profile), to enable:

Automatically Install App Updates from the App store
Automatically check for updates

This way, items like Safari are automatically updated and silently independent of Nudge

Our experience has been once Nudge gets a user to update their macOS version, a second dialog comes up after the reboot, to tell the user that there's now an update to Safari. We haven't had to do anything for this to happen, it just does.

At this time I don't plan on supporting non macOS Updates to Nudge

Would it be possible to rename this from Mac Admins Open Source to Nudge? The reason is because some end users might raise questions around what it is taking into consideration that Nudge communications are shared with macOS end users.


Chart x axis has empty space.

Hi! I am struggling with this situation. As seen on image the chart window is wider than the line. I wish there was no empty space at the start and the end. I checked first and last points values and they are correct. Tried to tinker with options hardMax and hardMin - no luck. Any advice?

Set the shouldNice option to false.

many thanks!


add safety check prompt

added a checklist to prompt us to prioritise safety when we are requested to review

checkbox points are just suggestions, please add/edit ✨


EVBox Elvi charger disable: Rejected

Describe the bug
Hi Guys,
thanks again for you amazing work in this project.
I run an EVBox Elvi, that always rejects the command to disable the charger.
I tried the elvi template as well as the generic ocpp template.
[ocpp  ] TRACE 2023/09/02 14:31:54 sent JSON message to EVB-P12345678: [2,"2670007682","RemoteStopTransaction",{"transactionId":1}]
[ocpp  ] TRACE 2023/09/02 14:31:54 received JSON message from EVB-P12345678: [3,"2670007682",{"status":"Rejected"}]
[lp-1  ] ERROR 2023/09/02 14:31:54 charger disable: Rejected
EVBox Elvi runs with Firmware P0424B0424v0.220706_W6.0.0-050, what's the most actual one I know.
Do you have any idea whats going on?
Thanks
Donald
Steps to reproduce
Start evcc, plug the BEV on, start charging and press "Stop" in the UI.

Linux
Version
evcc version 0.119.3

Duplikat zu https://github.com/evcc-io/evcc/issues/8116


Support for Wagtail 5 and Django 5

At the moment cannot install this packages because of requirements not allowing. Have not tested if there are any actual compatibility issues.
From poetry version solving error:
Because no versions of wagtail-oauth2 match >1.0.0,<2.0.0
 and wagtail-oauth2 (1.0.0) depends on wagtail (>=2.14,<4.0), wagtail-oauth2 (>=1.0.0,<2.0.0) requires wagtail (>=2.14,<4.0).
So, because project depends on both wagtail (5.2.2) and wagtail-oauth2 (^1.0.0), version solving failed.

Hello @alexkiro
Thanks for leting me know.
I will try to look at it when I have some time for that upgrade.


Add popovers to show glossary entries in-page

Putting up a WIP in case there are people more familiar with popover positioning than I am who can help me out.
I've got react-tiny-popover rendering some nice popovers, but the positioning is whacky. I'm setting as the target the  containing the underlined word to define, but the popover is showing up in somewhat weird places. I've tried manually setting the position to the location of the span or even the click target but that just made the position wrong in new and exciting ways.
I've put this on a dev server if anyone wants to poke at a live version. To repro locally, clone the project, cd into the src directory and then npm install and npm run dev. For both live and local versions you'll need to sort the timeline by "ascending" (I have only added anchors to a few of the oldest entries). Clicking on the underlined terms should open the popover.
Not bad...

Not even a little close

If I can fix the positioning problem, this will close #70.

Looking this, I think the problem lies in where the popover is located. position: absolute relies on the closest parent that is positioned. So looking at EnrichedBody.js it looks like the popover parent is the body tag. I'm not familiar enough with how you have it set up but I would suggest that if there's a way to have the <Popover> component added into each individual <Entry>, then when it is loaded, the parent can be the  with position: relative set to it and then position: absolute will behave. I will see if I can figure it out a bit more and get it working, but hopefully that might be helpful.

in combination with what @eatspaint found--maybe it has something to do with the fact that the Popup's child content is the whole body, and not just the definable term's span (even though that span does end up being the activeTarget, which is confusing)?

Probably unrelated to this issue, but it may cause headache in the future: it looks like glossary terms are being applied as the id attribute on those define-term buttons. If a term shows up more than once on the page, things might get weird from the duped ids

@rlahoda Despite the name, EnrichedBody is rendered as a child of the Entry component and so the Popover should be a direct descendent of the relatively-positioned
 already 😞

in combination with what eatspaint found--maybe it has something to do with the fact that the Popup's child content is the whole body, and not just the definable term's span (even though that span does end up being the activeTarget, which is confusing)?

@kienankb The entry body (spans and all) is coming from the DB, and I'm hoping I'll be able to just propagate the events up through the container span rather than having to try to interleave React into the HTML. It's a little janky, but I went down the path of trying to render React elements into the stored HTML and that felt way jankier.

Probably unrelated to this issue, but it may cause headache in the future: it looks like glossary terms are being applied as the id attribute on those define-term buttons. If a term shows up more than once on the page, things might get weird from the duped ids

@eatspaint Oh good call.

The popover is setting its own translate that seems to be throwing it way off. It looks like that value is based on the parent element's position. Setting that seems to help somewhat, but I think I've got the wrong element as the parent. It's positioned on the parent div. I think if the parentElement was the actual underlined link that might do it.

export default function EnrichedBody({ children, glossary }) {
  const [activeTarget, setActiveTarget] = useState(null);
  const self = useRef();

  /* more stuff */

  return (

      <Popover
        parentElement={self.current}
        content={renderPopoverContents}
        isOpen={!!activeTarget}
        onClickOutside={() => setActiveTarget(null)}
        containerClassName="definition-popover"
      >

      </Popover>

  );
}

On a different note, I tried setting the contentLocation prop to a function, to see if I could figure out how it was deciding where to put the thing, and omg it calls that on EVERY FRAME while the popup is open and uses like 10% CPU 😂

When I inspected the popover and entry, they're not rendering in the html with the popover as a child of the element, the popover is showing up as a child of the body
Here's the entry showing its ancestry

Here's the popover showing its ancestry

So I'm wondering if maybe the popover package itself is the problem? I noticed there's a <div class="react-tiny-popover-scout"  right below that so perhaps the package is adding in the popovers outside of where you were expecting them to go?

Oh! Even simpler, skip adding the div around the Popover like I did, and just set parentElement={activeTarget}. But... even with that it doesn't work right 🤔 The fact that it's perfectly positioned over stablecoin seems to be a happy accident, because on the other ones it's in the same spot now: always some percentage from the left edge of the text block.

@rlahoda I think that's a pretty common property of popover libraries. They just smack it on to the end of the body (regardless of where it's actually located in the DOM) and then position it after the fact.

I think I've got enough to go on here, though, now that it's properly attaching to the entry text!

I think I've got it! 🎉  Adding the contentLocation gets it into place above the link. And it didn't like when parentElement was null.
      parentElement={activeTarget || document.body}
      contentLocation={(s) => {
        return {
          top: -s.popoverRect.height - 10,
          left: 0
        }
      }}

I was wrong when I thought it was based on the parent's position. It looks like it's actually based on the child element's position – the actual entry text block. So you could probably wrap the actual underlined <button> with the <Popover> too.


pool size and transactions in block

increase introspection
Overview
Plot the size of child chain mempool and number of transactions in a block
Changes

telemetry in the right places
handlers

Testing

Coverage remained the same at ?% when pulling eb0a7cf6ddddcdd9a905dbe098201c55a0bdfcf1 on inomurko/count_pool_size into a29902ce760165fbc6cc6489e259d6a814285262 on master.


withdrawal error

electrum-xzc 3,3,8 a7 I'm trying to transfer funds from the wallet, but I get the error "The server returned an error while sending a transaction ...Missing inputs". How to solve this problem?

Hi,
Please take the following steps:

The most important - please backup you wallet secret.
Delete your electrum-xzc datadir.
Restore your wallet from the backup that have been made on step 1 and allow the wallet to sync.
There should be no missing inputs error after the wallet synchronizes.

Hi,
I did as you said, the servers are synchronized, but the balance is
also wrong. No withdrawal transactions. And when trying to output the
same error appears.
Maybe I have the wrong servers?
2020-09-14 21:15 GMT+03:00, a-bezrukov<EMAIL_ADDRESS>
Hi,
Please take the following steps:

The most important - please backup you wallet secret.
Delete your electrum-xzc datadir.
Restore your wallet from the backup that have been made on step 1 and
allow the wallet to sync.
There should be no missing inputs error after the wallet synchronizes.

--
You are receiving this because you authored the thread.
Reply to this email directly or view it on GitHub:
https://github.com/zcoinofficial/electrum-xzc/issues/48#issuecomment-692226358

I confirm there is an issue with receiving of spend txs. It'll require time to be fixed.
For now please open the Coin tab and spend only the coins which are marked "unspent" in the explorer.zcoin.io

I am trying to withdraw funds, but the same error still occurs - Missing inputs.
2020-09-15 15:17 GMT+03:00, a-bezrukov<EMAIL_ADDRESS>
I confirm there is an issue with receiving of spend txs. It'll require time
to be fixed.
For now please open the Coin tab and spend only the coins which are marked
"unspent" in the explorer.zcoin.io
--
You are receiving this because you authored the thread.
Reply to this email directly or view it on GitHub:
https://github.com/zcoinofficial/electrum-xzc/issues/48#issuecomment-692676471

Missing inputs errors happens when a spent input is selected. There are 2 options here:

Check every selected input on the Coins tab of your Electrum-XZC wallet
Create a new zcoin-qt wallet using the same seed phrase as your Electrum-XZC wallet

The amount of incoming coins is all available, but there are no spent
coins in the wallet, which I previously withdrawn without problems.
Now on the updated wallet the amount is 3.3, but it should be 1.97.
And when trying to withdraw funds, it gives the same error -
"The server returned an error while sending the transaction. Try
connecting to a different server or updating Electrum. Missing
inputs".
2020-09-15 20:49 GMT+03:00, a-bezrukov<EMAIL_ADDRESS>
Missing inputs errors happens when a spent input is selected. There are 2
options here:

Check every selected input on the Coins tab of your Electrum-XZC wallet
Create a new zcoin-qt wallet using the same seed phrase as your
Electrum-XZC wallet

--
You are receiving this because you authored the thread.
Reply to this email directly or view it on GitHub:
https://github.com/zcoinofficial/electrum-xzc/issues/48#issuecomment-692874777

"Check every selected input on the Coins tab of your Electrum-XZC wallet"
How to do it practically? Tell us in more detail.

Here you go.
As I already mentioned above, please open your Electrum-XZC Coins tab (click View->Show Coins if you don't see the tab). On the Coins tab select only the coins that marked as unspent (U) in the insight.zcoin.io block explorer. To do this, please copy the coin address, paste it in the insight.zcoin.io to see if its final value is marked with (U) sign. If it is, please mark this coin somehow for yourself. After all coins have been dealt with, please select only the unspent coins in the Coins tab, right click on the selection and chose the Spend option.
Please let me know if you need it more detailed breakdown.

It was fixed now. Please backup your wallet seed phrase and resync your wallet.

Yes, everything works now. Fine.


RHBPMS-4171 - Exception in JBPM Executor Command leads to loss of ori…

…ginal error

@psiroky @mariofusco updated message and variable names, how does it look now?

Looks good! Thanks @mswiderski
+1 from me


Cldc 809 supported housing questions

Add a unittype_sh column (equivalent to unittype_gn for shared housing)
Add display subsection field to the json (we don't want to display the subsection for supported housing renewals as we can infer the values for those)
Display the correct amount of completed sections
Update the subsection status to only return not started if there are at least 1 applicable questions

Looks like there's still a looping query:
Started POST "/logs/2026/form" for <IP_ADDRESS> at 2022-07-11 09:36:29 +0100
Processing by FormController#submit_form as HTML
  Parameters: {"authenticity_token"=>"[FILTERED]", "case_log"=>{"rent_type"=>"1", "irproduct_other"=>"", "page"=>"rent_type"}, "id"=>"2026"}
  User Load (0.8ms)  SELECT "users".* FROM "users" WHERE "users"."id" = $1 ORDER BY "users"."id" ASC LIMIT $2  [["id", 2], ["LIMIT", 1]]
  Organisation Load (0.7ms)  SELECT "organisations".* FROM "organisations" WHERE "organisations"."id" = $1 LIMIT $2  [["id", 1], ["LIMIT", 1]]
  ↳ app/models/user.rb:44:in `case_logs'
  CaseLog Load (0.9ms)  SELECT "case_logs".* FROM "case_logs" WHERE ("case_logs"."owning_organisation_id" = $1 OR "case_logs"."managing_organisation_id" = $2) AND "case_logs"."id" = $3 LIMIT $4  [["owning_organisation_id", 1], ["managing_organisation_id", 1], ["id", 2026], ["LIMIT", 1]]
  ↳ app/controllers/form_controller.rb:96:in `find_resource'
  TRANSACTION (1.3ms)  BEGIN
  ↳ app/models/case_log.rb:518:in `reset_created_by'
  User Load (0.9ms)  SELECT "users".* FROM "users" WHERE "users"."id" = $1 LIMIT $2  [["id", 2], ["LIMIT", 1]]
  ↳ app/models/case_log.rb:518:in `reset_created_by'
  CACHE Organisation Load (0.0ms)  SELECT "organisations".* FROM "organisations" WHERE "organisations"."id" = $1 LIMIT $2  [["id", 1], ["LIMIT", 1]]
  ↳ app/models/case_log.rb:518:in `reset_created_by'
  CACHE Organisation Load (0.0ms)  SELECT "organisations".* FROM "organisations" WHERE "organisations"."id" = $1 LIMIT $2  [["id", 1], ["LIMIT", 1]]
  ↳ app/models/case_log.rb:520:in `reset_created_by'
  Scheme Load (1.5ms)  SELECT "schemes".* FROM "schemes" WHERE "schemes"."id" = $1 LIMIT $2  [["id", 1], ["LIMIT", 1]]
  ↳ app/models/derived_variables/case_log_variables.rb:9:in `scheme_has_multiple_locations?'
  Location Count (1.4ms)  SELECT COUNT(*) FROM "locations" WHERE "locations"."scheme_id" = $1  [["scheme_id", 1]]
  ↳ app/models/derived_variables/case_log_variables.rb:11:in `scheme_has_multiple_locations?'
  CACHE Location Count (0.0ms)  SELECT COUNT(*) FROM "locations" WHERE "locations"."scheme_id" = $1  [["scheme_id", 1]]
  ↳ app/models/derived_variables/case_log_variables.rb:11:in `scheme_has_multiple_locations?'
  CACHE Location Count (0.1ms)  SELECT COUNT(*) FROM "locations" WHERE "locations"."scheme_id" = $1  [["scheme_id", 1]]
  ↳ app/models/derived_variables/case_log_variables.rb:11:in `scheme_has_multiple_locations?'
  CACHE Location Count (0.0ms)  SELECT COUNT(*) FROM "locations" WHERE "locations"."scheme_id" = $1  [["scheme_id", 1]]

Looks like there's still a looping query:
Started POST "/logs/2026/form" for <IP_ADDRESS> at 2022-07-11 09:36:29 +0100
Processing by FormController#submit_form as HTML
  Parameters: {"authenticity_token"=>"[FILTERED]", "case_log"=>{"rent_type"=>"1", "irproduct_other"=>"", "page"=>"rent_type"}, "id"=>"2026"}
  User Load (0.8ms)  SELECT "users".* FROM "users" WHERE "users"."id" = $1 ORDER BY "users"."id" ASC LIMIT $2  [["id", 2], ["LIMIT", 1]]
  Organisation Load (0.7ms)  SELECT "organisations".* FROM "organisations" WHERE "organisations"."id" = $1 LIMIT $2  [["id", 1], ["LIMIT", 1]]
  ↳ app/models/user.rb:44:in `case_logs'
  CaseLog Load (0.9ms)  SELECT "case_logs".* FROM "case_logs" WHERE ("case_logs"."owning_organisation_id" = $1 OR "case_logs"."managing_organisation_id" = $2) AND "case_logs"."id" = $3 LIMIT $4  [["owning_organisation_id", 1], ["managing_organisation_id", 1], ["id", 2026], ["LIMIT", 1]]
  ↳ app/controllers/form_controller.rb:96:in `find_resource'
  TRANSACTION (1.3ms)  BEGIN
  ↳ app/models/case_log.rb:518:in `reset_created_by'
  User Load (0.9ms)  SELECT "users".* FROM "users" WHERE "users"."id" = $1 LIMIT $2  [["id", 2], ["LIMIT", 1]]
  ↳ app/models/case_log.rb:518:in `reset_created_by'
  CACHE Organisation Load (0.0ms)  SELECT "organisations".* FROM "organisations" WHERE "organisations"."id" = $1 LIMIT $2  [["id", 1], ["LIMIT", 1]]
  ↳ app/models/case_log.rb:518:in `reset_created_by'
  CACHE Organisation Load (0.0ms)  SELECT "organisations".* FROM "organisations" WHERE "organisations"."id" = $1 LIMIT $2  [["id", 1], ["LIMIT", 1]]
  ↳ app/models/case_log.rb:520:in `reset_created_by'
  Scheme Load (1.5ms)  SELECT "schemes".* FROM "schemes" WHERE "schemes"."id" = $1 LIMIT $2  [["id", 1], ["LIMIT", 1]]
  ↳ app/models/derived_variables/case_log_variables.rb:9:in `scheme_has_multiple_locations?'
  Location Count (1.4ms)  SELECT COUNT(*) FROM "locations" WHERE "locations"."scheme_id" = $1  [["scheme_id", 1]]
  ↳ app/models/derived_variables/case_log_variables.rb:11:in `scheme_has_multiple_locations?'
  CACHE Location Count (0.0ms)  SELECT COUNT(*) FROM "locations" WHERE "locations"."scheme_id" = $1  [["scheme_id", 1]]
  ↳ app/models/derived_variables/case_log_variables.rb:11:in `scheme_has_multiple_locations?'
  CACHE Location Count (0.1ms)  SELECT COUNT(*) FROM "locations" WHERE "locations"."scheme_id" = $1  [["scheme_id", 1]]
  ↳ app/models/derived_variables/case_log_variables.rb:11:in `scheme_has_multiple_locations?'
  CACHE Location Count (0.0ms)  SELECT COUNT(*) FROM "locations" WHERE "locations"."scheme_id" = $1  [["scheme_id", 1]]

@baarkerlounger do you mean scheme_has_multiple_locations? ? Cause it's way less than it was

@kosiakkatrina still looks to run ~400 times on submit for me locally?


Internal Server Error - iOS

iOS 11.4
iPhone SE
Choose "Sign in with OSM"
Log in to OSM
get 'Authorize access to your account' page
Tap 'Grant Access'
Wait a few seconds, get blank page with "Internal Server Error"

Hi Glenn, Thanks for the issue.
Kort development has stalled end of 2017 and there are currently not maintainer nor dev resources available on this project. Around October 2018 there will be some shiny activities in order to resurrect this nice game experience.

@sfkeller Any update if this is still the plan? :)

@dixonge What does this closing of the issue mean? Does it mean the project is over and there are no plans on reviving it or sth else?

@dixonge What does this closing of the issue mean? Does it mean the project is over and there are no plans on reviving it or sth else?

I am neither the owner of the repository or a contributor - just a potential user. Read the above comments from sfkeller and I think you will understand why I closed this individual issue.

@dixonge yes sorry, I realized that too late!
I hope @sfkeller will still answer, if there is an update on the situation :)

Hi @xuiqzy and @dixonge (Cc'ing @metaodi and @and01 ):
Many thanks for your interest in this game.
Situation is still the same.
So the Mobile Kort Game project is really over - at least until at DevsOps resurrects it.
P.S. I'd like to refer you to StreetComplete which has chosen an approach (with no own backend which is clever).
P.P.S. Actually, I've not given up Gamification. Currently a student is looking into new approaches (like game experience levels and "seasonal" resets) and he implements these in a webbased proof-of-concept.


[Task]: Port going from uniform types to basic type changes in semtype module

Description
This includes porting the following,

getting read of RO/RW uniform type pairs for selectively immutable basic types
renumbering the uniform types
renaming "uniform" type to "basic" type
renaming some functions ending with "Rw" to remove the "Rw"

Closing with #42308


Windows R terminal doesn't respect up and down arrows

Using R in Linux I am able to use the R terminal in the same ways that i can use the Rgui. For example;
When working in the terminal in windows, I cannot use the up key to go back to previously entered commands. Additionally the terminal doesn't respect the home or end key. This make troubleshooting and playing around fairly difficult.
Also, is there any hope for colorful terminal text? I miss having the input as Red, and the output as blue.

You might want radian instead. Please see https://github.com/Ikuyadeu/vscode-R/wiki/Installation:-Linux#4-radian about the installation.

@leeleavitt I have the same problem using the R terminal in Windows. This is a limitation of the R console itself and so there's not much we can do about it. I strongly second @renkun-ken's recommendation of radian.

@andycraig Thanks for the reccomendation! How do use specify vs code to use Radian for R?

@leeleavitt Here are some instructions on how to set up radian with VS Code: https://github.com/Ikuyadeu/vscode-R/wiki/Installation:-Windows#4-radian (by @renkun-ken).

I am going to close this issue as the Windows R terminal is outside our control.
@leeleavitt If you have trouble with the radian setup, feel free to continue to post to this issue and we'll try to help.

Thanks for the suggestion to use Radian. It is very nice. The install was a bit complicated with using conda, but overall it went smoothly

@leeleavitt Good to hear!

In case someone else runs into this issue and stumbles upon this ticket ....
I have the strong feeling that this is ConPTY (some, not sure which  versions) related ...
I could work around this issue (ie make arrow keys cycle through R commands history again) by UN-ticking in
Settings -> Terminal > Integrated: Windows Enable Conpty


[material-ui] Make tests compatible with React 19

Part of: https://github.com/mui/material-ui/pull/42824
Adapt to React 19 in our tests. Most of the changes are explained by either:

The changes to error reporting (this one and this one)
PropTypes no longer supported
The changes to strict mode

For the ones that are not explained by these changes, I left comments on.
These commits were cherry-picked from https://github.com/mui/material-ui/pull/42824.

@aarongarciah I implemented the future-proofing changes for future React versions, and replied to the other questions


fix: powerbi-docs/developer/encrypt-credentials.md

Add code fence languages

@nschonni : Thanks for your contribution! The author, @mahirdiab, has been notified to review your proposed change.

@markingmyname please review and approve.

We're in the process of pulling this commit to the private repository so we can verify the updates on staging. We'll post a new private repo PR # shortly and then close this PR.

@GitHubber17 : Thanks for your contribution! The author, @mahirdiab, has been notified to review your proposed change.

@MahirDiab - Would you review the proposed changes to add code fencing? Is "csharp" the correct code fence identifier to use for .NET examples? Thanks

@GitHubber17, i think the PR need to be merged to master not live..
@markingmyname can you please take a look?

@MahirDiab there is no master branch in this repo, maybe that is just in the private repo

Hi @MahirDiab - Unlike the private repository, the public powerbi-docs repository merges directly to live.
CC @kfile

I used csharp because of this comment
https://github.com/MicrosoftDocs/powerbi-docs/blame/d016ab54a259837177abd15f70602d4ad3c4dff3/powerbi-docs/developer/encrypt-credentials.md#L18

See code example below how to encrypt the credentials in .NET.

@markingmyname : Thanks for your contribution! The author, @mahirdiab, has been notified to review your proposed change.


Make YamlError an Exception, makes for easier interop

A little bit left there, some tests to check positionality of errors. I'll
get to this.
On Wed 29. May 2024 at 16:01, Tomasz Godzik @.***>
wrote:

@.**** approved this pull request.
Looks good, though it might conflict with #271
https://github.com/VirtusLab/scala-yaml/pull/271
@lbialy https://github.com/lbialy what do you think about merging the
other PR? Or is there still work needed and we can merge this one first?
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So technically there may result conflicts with these two PRs.
In spirit they are not in conflict, right? They don't go against each other, if I understood it correctly. Nor do I have any problem with the aim of that other PR.
But this PR is much simpler and can be merged and released right now, which would unblock me in a downstream project. Would it be possible to merge and release this toady, please @tgodzik @lbialy  ?

Let me take a quick look.
On Fri 31. May 2024 at 12:06, Ondra Pelech @.***> wrote:

So technically there may result conflicts with these two PRs.
In spirit they are not in conflict, right? They don't go against each
other, if I understood it correctly. Nor do I have any problem with the aim
of that other PR.
But this PR is much simpler and can be merged and released right now,
which would unblock me in a downstream project. Would it be possible to
merge and release this toady, please @tgodzik https://github.com/tgodzik
@lbialy https://github.com/lbialy ? 🙏
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yeah, it's fine

@tgodzik will you handle the release or should I? do we do snapshots here?

Versions 0.1.0 is running, but we do release snapshots.


Ensure exit notification is sent before closing connection

Currently the exit notification is not sent because the connection gets closed before the message is sent (at least on my machine in WSL). This change waits for the exit notification to be sent before closing the connection.
Fixes #726 (exit notification not received part).

Good catch. Thanks for the PR.

Hello @dbaeumer and @dsherret, the fix doesn't appear to be in the 7.0.0 client release or 7.1.0.next.5 tag. When do you think there will be a client release at version 7.0.0 or higher containing this fix?

The fix is in the 8.x-next.y release of the library

@dbaeumer Thanks for the reply. It looks like 8.x-next.y requires the 3.17.0 LSP Protocol. However, there doesn't exist an LSP4J release supporting it yet, which we use to implement our server. Would it be possible for our client to use 8.x-next.y while our server only supports the 3.16.0 LSP Protocol? I'm not sure which direction the backwards compatibility exist. For example, could a client on an older protocol work with a server on a newer protocol? Likewise, could a server on an older protocol work with a client on a newer protocol?
If the later is not true, it would be amazing if this exit notification fix could be added to the future 7.1.0 release. I'm not sure we'll want to adopt any transitory next releases, but we can wait until another official one.

I think the 8.x-next.y client should be able to talk to a 3.16 server. The protocol is compatible if the server correctly handles capability flags.

I think we'll wait for the official 8.0.0 release before adopting it into our product, but it's good to know they should be compatible. In general, how stable are the intermittent -next releases?

I usually adopt them in ESLint. The proposed feature might still change. All the other stuff is fairly stable.


[HOLD Web-E #42570] [Xero Export] Push successful report exports to NewDot

Main issue: https://github.com/Expensify/Expensify/issues/409245
See the QBO issue for more context.
When the XeroReportExporter2.java job succeeds, it will call a new MarkAsExported command in Auth that:

add an EXPORTINTEGRATION action to the report
clear any existing RBR on the report
clear the exportFailed rNVP

Putting this as a weekly since there are CRITICAL items to handle like https://github.com/Expensify/App/issues/44758

Will be solved by https://github.com/Expensify/Web-Expensify/pull/42570

https://github.com/Expensify/Web-Expensify/pull/42570 got merged.
Closing the issue.


Assign copyright from elBoberido to ekxide IO GmbH

Brief feature description
I want to assign all my individual contributions to my co-founded company.

@elBoberido me too! :)


Can we use unsloth to continual pretrain vision model?

Hello. I haven't seen any similar guide and discussions in the document or issues. So, can we use only images to pre-train vision models?

Yes!! Just re-load the model name you saved it as

Thank you for your outstanding work. I feel relieved after getting your confirmation. So as long as I follow https://huggingface.co/docs/transformers/preprocessing to format and tokenize the dataset, I can continual pretrain vision models like pixtral and llama vision, right? Is there anything else I need to pay attention to?

@zenyanbo Yes - use the notebooks we have but change the model name to your saved one

@zenyanbo Yes - use the notebooks we have but change the model name to your saved one

Thank you. I will try it.


[Educational Resources] Add attribute to identify patient advocate related resources

User story: As a user browsing educational resources in the CCKP (https://cancercomplexity.synapse.org/Explore/Educational Resources) , I'd like to be able to distinguish which resources in particular may be generated by and/or relevant to Patient Advocates. For example, Bob Riter, a patient advocate, has created an SOP for ‘People’s Choice Award,' which covers procedures for including patient advocates in poster judging at annual meetings. This type of SOP is something we could like to curate and disseminate via the CCKP, but want to highlight/enable filtering as a resource with specific application to patient advocates and related activities.
I am trying to think about how we could implement this. I don't think this would be an additional valid value in 'Primary Audience.' I wonder if we could leverage and expand our current Theme attribute (currently used for grants) and expand this to include something like "Patient Advocacy" and maybe a few other themes that we anticipate for educational resources (i.e. does theme need to be restricted to grants?? I don't think so)

Close as this has been resolved through the addition of a relevant valid value.


Add vue-symfony

Hi,
for some of my personal projects, i need to work with vue + symfony
So, if some other developper need a base skeleton to start a project, i've made a full configured project structure to start a clean dev.
https://github.com/DaedalusDev/vue-symfony
Enjoy ! :sunglasses:

@DaedalusDev Please create a PR if this is still relevant


Update DG for Time Period

Fixes #109
Fixes #107
https://mynameizzhafeez.github.io/tp/DeveloperGuide.html

Is there a link to view the DG?

check it here

So this PR ready for review?

SampleDataUtil div block should have block instead of span

So this PR ready for review?

Yes.

Diagram not updated.
We have more UI components now:

The Command Formats abit weird uh. meet does not have any command format box technically

Forgot about this