MouseRegion's onEnter is invoked when a mouse pointer is outside the widget

Steps to Reproduce

Paste the following code:

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        body: SafeArea(
          child: Column(
            children: [
              MouseRegion(
                onEnter: (_) => print("1"),
                child: Container(
                  height: 200,
                  width: 200,
                  color: Colors.green.withOpacity(0.1),
                  child: TextField(
                    decoration: InputDecoration(border: OutlineInputBorder()),
                  ),
                ),
              ),
            ],
          ),
        ),
      ),
    );
  }
}

Launch web application
Tap down the text field
Do not release the primary button and move the pointer outside the container
Every movement outside the container while the primary button is pressed will invoke onEnter callback

Video:
https://user-images.githubusercontent.com/13119003/109636239-649ab400-7b5c-11eb-98e8-57cb6966cd07.mp4

I have tested web applications only.
This issue is reproducible with both web renderers.
It might be related to #69458, but reproducible steps there are different, so I decided to post this issue anyway.

flutter doctor -v
[✓] Flutter (Channel master, 1.27.0-9.0.pre.149, on macOS 11.2.1 20D75 darwin-x64, locale en-GB)
    • Flutter version 1.27.0-9.0.pre.149 at /Users/krasnov/sdk/flutter
    • Framework revision 9964e8fe38 (7 hours ago), 2021-03-01 23:00:02 -0500
    • Engine revision 17f6bfc480
    • Dart version 2.13.0 (build 2.13.0-90.0.dev)

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.0)
    • Android SDK at /Users/krasnov/Library/Android/sdk
    • Platform android-30, build-tools 30.0.0
    • ANDROID_HOME = /Users/krasnov/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 12.4, Build version 12D4e
    • CocoaPods version 1.10.0.beta.2

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)

[✓] VS Code (version 1.53.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.19.0

[✓] Connected device (1 available)
    • Chrome (web) • chrome • web-javascript • Google Chrome 88.0.4324.192

• No issues found!

Hi @vs-krasnov
I can reproduce this web and desktop on mac and windows too

code sample
import 'package:flutter/material.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        body: SafeArea(
          child: Column(
            children: [
              MouseRegion(
                onEnter: (_) => print("1"),
                child: Container(
                  height: 200,
                  width: 200,
                  color: Colors.green.withOpacity(0.1),
                  child: TextField(
                    decoration: InputDecoration(border: OutlineInputBorder()),
                  ),
                ),
              ),
            ],
          ),
        ),
      ),
    );
  }
}

logs
[        ]     export
PER_ARCH_OBJECT_FILE_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/
Runner.build/Debug/Runner.build/Objects-normal/undefined_arch
[        ]     export
PER_VARIANT_OBJECT_FILE_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noind
ex/Runner.build/Debug/Runner.build/Objects-normal
[        ]     export
PKGINFO_FILE_PATH\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.
build/Debug/Runner.build/PkgInfo
[        ]     export PKGINFO_PATH\=triage.app/Contents/PkgInfo
[        ]     export PLATFORM_DEVELOPER_APPLICATIONS_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Applications
[        ]     export PLATFORM_DEVELOPER_BIN_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/usr/bin
[        ]     export PLATFORM_DEVELOPER_LIBRARY_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Library
[        ]     export
PLATFORM_DEVELOPER_SDK_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs
[  +15 ms]     export PLATFORM_DEVELOPER_TOOLS_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Tools
[        ]     export PLATFORM_DEVELOPER_USR_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/usr
[        ]     export PLATFORM_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Platforms/MacOSX.platform
[        ]     export PLATFORM_DISPLAY_NAME\=macOS
[        ]     export PLATFORM_FAMILY_NAME\=macOS
[        ]     export PLATFORM_NAME\=macosx
[        ]     export PLATFORM_PREFERRED_ARCH\=x86_64
[        ]     export PLATFORM_PRODUCT_BUILD_VERSION\=12D4e
[        ]     export PLIST_FILE_OUTPUT_FORMAT\=same-as-input
[        ]     export PLUGINS_FOLDER_PATH\=triage.app/Contents/PlugIns
[        ]     export PRECOMPS_INCLUDE_HEADERS_FROM_BUILT_PRODUCTS_DIR\=YES
[        ]     export
PRECOMP_DESTINATION_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/R
unner.build/Debug/Runner.build/PrefixHeaders
[  +20 ms]     export PRESERVE_DEAD_CODE_INITS_AND_TERMS\=NO
[        ]     export PRIVATE_HEADERS_FOLDER_PATH\=triage.app/Contents/PrivateHeaders
[        ]     export PRODUCT_BUNDLE_IDENTIFIER\=com.nevercode.triage
[        ]     export PRODUCT_BUNDLE_PACKAGE_TYPE\=APPL
[        ]     export PRODUCT_COPYRIGHT\=Copyright\ ©\ 2021\ com.nevercode.\ All\ rights\ reserved.
[        ]     export PRODUCT_MODULE_NAME\=triage
[        ]     export PRODUCT_NAME\=triage
[        ]     export
PRODUCT_SETTINGS_PATH\=/Users/tahatesser/AndroidStudioProjects/master_flutter/macos/Runner/Info.plist
[        ]     export PRODUCT_TYPE\=com.apple.product-type.application
[        ]     export PROFILING_CODE\=NO
[        ]     export PROJECT\=Runner
[        ]     export
PROJECT_DERIVED_FILE_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/
Runner.build/DerivedSources
[        ]     export PROJECT_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/macos
[        ]     export PROJECT_FILE_PATH\=/Users/tahatesser/AndroidStudioProjects/master_flutter/macos/Runner.xcodeproj
[        ]     export PROJECT_NAME\=Runner
[        ]     export
PROJECT_TEMP_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.b
uild
[        ]     export
PROJECT_TEMP_ROOT\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex
[        ]     export PUBLIC_HEADERS_FOLDER_PATH\=triage.app/Contents/Headers
[        ]     export RECURSIVE_SEARCH_PATHS_FOLLOW_SYMLINKS\=YES
[        ]     export REMOVE_CVS_FROM_RESOURCES\=YES
[        ]     export REMOVE_GIT_FROM_RESOURCES\=YES
[        ]     export REMOVE_HEADERS_FROM_EMBEDDED_BUNDLES\=YES
[        ]     export REMOVE_HG_FROM_RESOURCES\=YES
[        ]     export REMOVE_SVN_FROM_RESOURCES\=YES
[        ]     export
REZ_COLLECTOR_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.
build/Debug/Runner.build/ResourceManagerResources
[        ]     export
REZ_OBJECTS_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.bu
ild/Debug/Runner.build/ResourceManagerResources/Objects
[        ]     export
REZ_SEARCH_PATHS\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug\
[        ]     export SCAN_ALL_SOURCE_FILES_FOR_INCLUDES\=NO
[        ]     export SCRIPTS_FOLDER_PATH\=triage.app/Contents/Resources/Scripts
[        ]     export SCRIPT_INPUT_FILE_COUNT\=0
[        ]     export SCRIPT_INPUT_FILE_LIST_COUNT\=0
[        ]     export SCRIPT_OUTPUT_FILE_COUNT\=0
[        ]     export SCRIPT_OUTPUT_FILE_LIST_COUNT\=0
[        ]     export
SDKROOT\=/Volumes/Extreme/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk
[        ]     export
SDK_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk
[        ]     export
SDK_DIR_macosx11_1\=/Volumes/Extreme/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk
[   +1 ms]     export SDK_NAME\=macosx11.1
[        ]     export SDK_NAMES\=macosx11.1
[        ]     export SDK_PRODUCT_BUILD_VERSION\=20C63
[        ]     export SDK_VERSION\=11.1
[        ]     export SDK_VERSION_ACTUAL\=110100
[        ]     export SDK_VERSION_MAJOR\=110000
[        ]     export SDK_VERSION_MINOR\=110100
[        ]     export SED\=/usr/bin/sed
[        ]     export SEPARATE_STRIP\=NO
[        ]     export SEPARATE_SYMBOL_EDIT\=NO
[        ]     export SET_DIR_MODE_OWNER_GROUP\=YES
[        ]     export SET_FILE_MODE_OWNER_GROUP\=NO
[        ]     export SHALLOW_BUNDLE\=NO
[        ]     export SHALLOW_BUNDLE_\=YES
[        ]     export SHALLOW_BUNDLE_driverkit\=YES
[        ]     export SHALLOW_BUNDLE_ios\=NO
[        ]     export SHALLOW_BUNDLE_macos\=NO
[        ]     export
SHARED_DERIVED_FILE_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/DerivedS
ources
[        ]     export SHARED_FRAMEWORKS_FOLDER_PATH\=triage.app/Contents/SharedFrameworks
[        ]     export
SHARED_PRECOMPS_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Preco
mpiledHeaders
[        ]     export SHARED_SUPPORT_FOLDER_PATH\=triage.app/Contents/SharedSupport
[        ]     export SKIP_INSTALL\=NO
[        ]     export SOURCE_ROOT\=/Users/tahatesser/AndroidStudioProjects/master_flutter/macos
[        ]     export SRCROOT\=/Users/tahatesser/AndroidStudioProjects/master_flutter/macos
[        ]     export STRINGS_FILE_OUTPUT_ENCODING\=UTF-16
[        ]     export STRIP_BITCODE_FROM_COPIED_FILES\=NO
[        ]     export STRIP_INSTALLED_PRODUCT\=YES
[  +12 ms]     export STRIP_PNG_TEXT\=NO
[        ]     export STRIP_STYLE\=all
[        ]     export STRIP_SWIFT_SYMBOLS\=YES
[        ]     export SUPPORTED_PLATFORMS\=macosx
[        ]     export SUPPORTS_TEXT_BASED_API\=NO
[        ]     export SWIFT_ACTIVE_COMPILATION_CONDITIONS\=DEBUG
[        ]     export SWIFT_OPTIMIZATION_LEVEL\=-Onone
[        ]     export SWIFT_PLATFORM_TARGET_PREFIX\=macos
[        ]     export
SWIFT_RESPONSE_FILE_PATH_normal_x86_64\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermed
iates.noindex/Runner.build/Debug/Runner.build/Objects-normal/x86_64/triage.SwiftFileList
[        ]     export SWIFT_VERSION\=5.0
[        ]     export SYMROOT\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products
[        ]     export SYSTEM_ADMIN_APPS_DIR\=/Applications/Utilities
[        ]     export SYSTEM_APPS_DIR\=/Applications
[        ]     export SYSTEM_CORE_SERVICES_DIR\=/System/Library/CoreServices
[        ]     export SYSTEM_DEMOS_DIR\=/Applications/Extras
[        ]     export SYSTEM_DEVELOPER_APPS_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Applications
[        ]     export SYSTEM_DEVELOPER_BIN_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/usr/bin
[        ]     export
SYSTEM_DEVELOPER_DEMOS_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Applications/Utilities/Built\ Examples
[        ]     export SYSTEM_DEVELOPER_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer
[        ]     export SYSTEM_DEVELOPER_DOC_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/ADC\ Reference\ Library
[        ]     export
SYSTEM_DEVELOPER_GRAPHICS_TOOLS_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Applications/Graphics\ Tools
[        ]     export SYSTEM_DEVELOPER_JAVA_TOOLS_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Applications/Java\
Tools
[        ]     export
SYSTEM_DEVELOPER_PERFORMANCE_TOOLS_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Applications/Performance\ Tools
[        ]     export SYSTEM_DEVELOPER_RELEASENOTES_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/ADC\ Reference\
Library/releasenotes
[        ]     export SYSTEM_DEVELOPER_TOOLS\=/Volumes/Extreme/Xcode.app/Contents/Developer/Tools
[        ]     export SYSTEM_DEVELOPER_TOOLS_DOC_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/ADC\ Reference\
Library/documentation/DeveloperTools
[        ]     export SYSTEM_DEVELOPER_TOOLS_RELEASENOTES_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/ADC\
Reference\ Library/releasenotes/DeveloperTools
[   +1 ms]     export SYSTEM_DEVELOPER_USR_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/usr
[        ]     export
SYSTEM_DEVELOPER_UTILITIES_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Applications/Utilities
[        ]     export SYSTEM_DEXT_INSTALL_PATH\=/System/Library/DriverExtensions
[        ]     export SYSTEM_DOCUMENTATION_DIR\=/Library/Documentation
[        ]     export SYSTEM_EXTENSIONS_FOLDER_PATH\=triage.app/Contents/Library/SystemExtensions
[        ]     export SYSTEM_KEXT_INSTALL_PATH\=/System/Library/Extensions
[        ]     export SYSTEM_LIBRARY_DIR\=/System/Library
[        ]     export TAPI_VERIFY_MODE\=ErrorsOnly
[        ]     export TARGETNAME\=Runner
[        ]     export
TARGET_BUILD_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug
[        ]     export TARGET_NAME\=Runner
[        ]     export
TARGET_TEMP_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.bu
ild/Debug/Runner.build
[        ]     export
TEMP_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.build/Deb
ug/Runner.build
[        ]     export
TEMP_FILES_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.bui
ld/Debug/Runner.build
[        ]     export
TEMP_FILE_DIR\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.buil
d/Debug/Runner.build
[        ]     export
TEMP_ROOT\=/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex
[        ]     export TEST_FRAMEWORK_SEARCH_PATHS\=\
/Volumes/Extreme/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/Library/Frameworks
[  +11 ms]     export TEST_LIBRARY_SEARCH_PATHS\=\
/Volumes/Extreme/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/usr/lib
[        ]     export TOOLCHAINS\=com.apple.dt.toolchain.XcodeDefault
[        ]     export TOOLCHAIN_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain
[        ]     export TRACK_WIDGET_CREATION\=true
[        ]     export TREAT_MISSING_BASELINES_AS_TEST_FAILURES\=NO
[        ]     export TREE_SHAKE_ICONS\=false
[        ]     export UID\=501
[        ]     export UNLOCALIZED_RESOURCES_FOLDER_PATH\=triage.app/Contents/Resources
[        ]     export UNLOCALIZED_RESOURCES_FOLDER_PATH_SHALLOW_BUNDLE_NO\=triage.app/Contents/Resources
[        ]     export UNLOCALIZED_RESOURCES_FOLDER_PATH_SHALLOW_BUNDLE_YES\=triage.app/Contents
[        ]     export UNSTRIPPED_PRODUCT\=NO
[        ]     export USER\=tahatesser
[  +15 ms]     export USER_APPS_DIR\=/Users/tahatesser/Applications
[        ]     export USER_LIBRARY_DIR\=/Users/tahatesser/Library
[        ]     export USE_DYNAMIC_NO_PIC\=YES
[        ]     export USE_HEADERMAP\=YES
[        ]     export USE_HEADER_SYMLINKS\=NO
[        ]     export USE_LLVM_TARGET_TRIPLES\=YES
[        ]     export USE_LLVM_TARGET_TRIPLES_FOR_CLANG\=YES
[        ]     export USE_LLVM_TARGET_TRIPLES_FOR_LD\=YES
[        ]     export USE_LLVM_TARGET_TRIPLES_FOR_TAPI\=YES
[        ]     export VALIDATE_DEVELOPMENT_ASSET_PATHS\=YES_ERROR
[        ]     export VALIDATE_PRODUCT\=NO
[        ]     export VALIDATE_WORKSPACE\=YES_ERROR
[        ]     export VALID_ARCHS\=arm64\ arm64e\ i386\ x86_64
[        ]     export VERBOSE_PBXCP\=NO
[        ]     export VERBOSE_SCRIPT_LOGGING\=YES
[        ]     export VERSIONPLIST_PATH\=triage.app/Contents/version.plist
[        ]     export VERSION_INFO_BUILDER\=tahatesser
[        ]     export VERSION_INFO_FILE\=triage_vers.c
[        ]     export VERSION_INFO_STRING\=\"@\(\#\)PROGRAM:triage\ \ PROJECT:Runner-\"
[        ]     export WARNING_CFLAGS\=-Wall\ -Wconditional-uninitialized\ -Wnullable-to-nonnull-conversion\
-Wmissing-method-return-type\ -Woverlength-strings
[        ]     export WRAPPER_EXTENSION\=app
[        ]     export WRAPPER_NAME\=triage.app
[        ]     export WRAPPER_SUFFIX\=.app
[        ]     export WRAP_ASSET_PACKS_IN_SEPARATE_DIRECTORIES\=NO
[        ]     export XCODE_APP_SUPPORT_DIR\=/Volumes/Extreme/Xcode.app/Contents/Developer/Library/Xcode
[        ]     export XCODE_PRODUCT_BUILD_VERSION\=12D4e
[        ]     export XCODE_VERSION_ACTUAL\=1240
[        ]     export XCODE_VERSION_MAJOR\=1200
[        ]     export XCODE_VERSION_MINOR\=1240
[        ]     export XPCSERVICES_FOLDER_PATH\=triage.app/Contents/XPCServices
[        ]     export YACC\=yacc
[        ]     export _BOOL_\=NO
[        ]     export _BOOL_NO\=NO
[        ]     export _BOOL_YES\=YES
[        ]     export _DEVELOPMENT_TEAM_IS_EMPTY\=YES
[        ]     export _IS_EMPTY_\=YES
[        ]     export _MACOSX_DEPLOYMENT_TARGET_IS_EMPTY\=NO
[        ]     export arch\=undefined_arch
[        ]     export variant\=normal
[        ]     /bin/sh -c
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.build/Debug/Runner.
build/Script-3399D490228B24CF009A79C7.sh
[   +4 ms] ♦ mkdir -p --
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Frameworks
[        ] ♦ rsync -av --delete --filter - .DS_Store
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/App.framework
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Frameworks
[        ] building file list ... done
[        ] deleting App.framework/Versions/A/_CodeSignature/CodeResources
[        ] deleting App.framework/Versions/A/_CodeSignature/
[        ] App.framework/Versions/A/
[        ] App.framework/Versions/A/App
[        ] App.framework/Versions/A/Resources/Info.plist
[        ] App.framework/Versions/A/Resources/flutter_assets/AssetManifest.json
[        ] App.framework/Versions/A/Resources/flutter_assets/FontManifest.json
[        ] App.framework/Versions/A/Resources/flutter_assets/NOTICES
[        ] App.framework/Versions/A/Resources/flutter_assets/kernel_blob.bin
[        ] sent 34897747 bytes  received 158 bytes  69795810.00 bytes/sec
[        ] total size is 40285310  speedup is 1.15
[  +13 ms] ♦ rsync -av --delete --filter - .DS_Store --filter - Headers --filter - Modules
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/FlutterMacOS.framework
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Frameworks/
[        ] building file list ... done
[        ] deleting FlutterMacOS.framework/Versions/A/_CodeSignature/CodeResources
[        ] deleting FlutterMacOS.framework/Versions/A/_CodeSignature/
[        ] FlutterMacOS.framework/Versions/A/
[        ] FlutterMacOS.framework/Versions/A/FlutterMacOS
[ +155 ms] sent 39974693 bytes  received 48 bytes  79949482.00 bytes/sec
[        ] total size is 40769925  speedup is 1.02
[        ] ♦ codesign --force --verbose --sign - --
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Frameworks/Ap
p.framework/App
[ +496 ms]
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Frameworks/Ap
p.framework/App: signed bundle with Mach-O thin (x86_64) [io.flutter.flutter.app]
[  +13 ms] ♦ codesign --force --verbose --sign - --
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Frameworks/Fl
utterMacOS.framework/FlutterMacOS
[ +548 ms]
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Frameworks/Fl
utterMacOS.framework/FlutterMacOS: signed bundle with Mach-O thin (x86_64) [io.flutter.flutter-macos]
[  +15 ms] ProcessInfoPlistFile
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Info.plist
/Users/tahatesser/AndroidStudioProjects/master_flutter/macos/Runner/Info.plist (in target 'Runner' from project 'Runner')
[        ]     cd /Users/tahatesser/AndroidStudioProjects/master_flutter/macos
[        ]     builtin-infoPlistUtility /Users/tahatesser/AndroidStudioProjects/master_flutter/macos/Runner/Info.plist
-producttype com.apple.product-type.application -genpkginfo
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/PkgInfo
-expandbuildsettings -platform macosx -additionalcontentfile
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.build/Debug/Runner.
build/Base.lproj/MainMenu-PartialInfo.plist -additionalcontentfile
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.build/Debug/Runner.
build/assetcatalog_generated_info.plist -o
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Info.plist
[  +12 ms] CodeSign /Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app
(in target 'Runner' from project 'Runner')
[        ]     cd /Users/tahatesser/AndroidStudioProjects/master_flutter/macos
[        ]     export
CODESIGN_ALLOCATE\=/Volumes/Extreme/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_all
ocate
[        ] Signing Identity:     "-"
[        ]     /usr/bin/codesign --force --sign - --entitlements
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Intermediates.noindex/Runner.build/Debug/Runner.
build/triage.app.xcent --timestamp\=none
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app
[   +5 ms] /Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app: replacing
existing signature
[  +91 ms] Validate /Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app
(in target 'Runner' from project 'Runner')
[        ]     cd /Users/tahatesser/AndroidStudioProjects/master_flutter/macos
[        ]     builtin-validationUtility
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app -no-validate-extension
[        ] RegisterWithLaunchServices
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app (in target 'Runner'
from project 'Runner')
[        ]     cd /Users/tahatesser/AndroidStudioProjects/master_flutter/macos
[        ]
/System/Library/Frameworks/CoreServices.framework/Versions/Current/Frameworks/LaunchServices.framework/Versions/Current/S
upport/lsregister -f -R -trusted
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app
[  +53 ms] ** BUILD SUCCEEDED **
[  +47 ms] Building macOS application... (completed in 19.1s)
[   +4 ms] executing: /usr/bin/plutil -convert json -o -
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Info.plist
[  +14 ms] Exit code 0 from: /usr/bin/plutil -convert json -o -
/Users/tahatesser/AndroidStudioProjects/master_flutter/build/macos/Build/Products/Debug/triage.app/Contents/Info.plist
[   +3 ms] {"CFBundleName":"triage","DTXcode":"1240","DTSDKName":"macosx11.1","NSHumanReadableCopyright":"Copyright ©
2021 com.nevercode. All rights
reserved.","DTSDKBuild":"20C63","CFBundleDevelopmentRegion":"en","CFBundleVersion":"1","BuildMachineOSBuild":"20D80","NSP
rincipalClass":"NSApplication","CFBundleIconName":"AppIcon","CFBundlePackageType":"APPL","CFBundleIconFile":"AppIcon","CF
BundleSupportedPlatforms":["MacOSX"],"DTPlatformName":"macosx","CFBundleShortVersionString":"1.0.0","NSMainNibFile":"Main
Menu","CFBundleInfoDictionaryVersion":"6.0","CFBundleExecutable":"triage","DTCompiler":"com.apple.compilers.llvm.clang.1_
0","CFBundleIdentifier":"com.nevercode.triage","DTPlatformVersion":"11.1","DTXcodeBuild":"12D4e","LSMinimumSystemVersion"
:"10.11","DTPlatformBuild":"12D4e"}
[+1086 ms] Observatory URL on device: http://<IP_ADDRESS>:53176/-05SpMef8QM=/
[  +11 ms] Caching compiled dill
[  +41 ms] Connecting to service protocol: http://<IP_ADDRESS>:53176/-05SpMef8QM=/
[ +295 ms] Launching a Dart Developer Service (DDS) instance at http://<IP_ADDRESS>:0, connecting to VM service at
http://<IP_ADDRESS>:53176/-05SpMef8QM=/.
[ +159 ms] DDS is listening at http://<IP_ADDRESS>:53179/Roa0T6qUXuI=/.
[ +120 ms] Successfully connected to service protocol: http://<IP_ADDRESS>:53176/-05SpMef8QM=/
[  +30 ms] DevFS: Creating new filesystem on the device (null)
[  +24 ms] DevFS: Created new filesystem on the device
(file:///var/folders/37/jzy2jdc16sb3p89cn_6g967c0000gn/T/com.nevercode.triage/master_flutterteZY9p/master_flutter/)
[   +3 ms] Updating assets
[ +128 ms] Syncing files to device macOS...
[   +3 ms] <- reset
[        ] Compiling dart to kernel with 0 updated files
[   +5 ms] <- recompile package:triage/main.dart 96decdc5-325a-4c46-9f60-a0ba087b7d98
[        ] <- 96decdc5-325a-4c46-9f60-a0ba087b7d98
[  +97 ms] Updating files.
[        ] DevFS: Sync finished
[   +1 ms] Syncing files to device macOS... (completed in 107ms)
[   +1 ms] Synced 0.0MB.
[   +1 ms] <- accept
[   +9 ms] Connected to _flutterView/0x7fa966835820.
[   +4 ms] Flutter run key commands.
[   +3 ms] r Hot reload. 🔥🔥🔥
[   +3 ms] R Hot restart.
[        ] h Repeat this help message.
[        ] d Detach (terminate "flutter run" but leave application running).
[        ] c Clear the screen
[        ] q Quit (terminate the application on the device).
[        ] Running with unsound null safety
[        ] For more information see https://dart.dev/null-safety/unsound-null-safety
[        ] An Observatory debugger and profiler on macOS is available at: http://<IP_ADDRESS>:53179/Roa0T6qUXuI=/
[+1346 ms] The Flutter DevTools debugger and profiler on macOS is available at:
                    http://<IP_ADDRESS>:9104?uri=http%3A%2F%2F<IP_ADDRESS>%3A53179%2FRoa0T6qUXuI%3D%2F
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flutter doctor -v
[✓] Flutter (Channel beta, 1.26.0-17.8.pre, on macOS 11.2.2 20D80 darwin-x64,
    locale en-GB)
    • Flutter version 1.26.0-17.8.pre at /Users/tahatesser/Code/flutter_beta
    • Framework revision 044f2cf560 (6 days ago), 2021-02-24 13:02:05 -0800
    • Engine revision 042c82b02c
    • Dart version 2.12.0 (build 2.12.0-259.16.beta)

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at /Volumes/Extreme/SDK
    • Platform android-30, build-tools 30.0.3
    • ANDROID_HOME = /Volumes/Extreme/SDK
    • Java binary at: /Applications/Android
      Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build
      1.8.0_242-release-1644-b3-6915495)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Volumes/Extreme/Xcode.app/Contents/Developer
    • Xcode 12.4, Build version 12D4e
    • CocoaPods version 1.10.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build
      1.8.0_242-release-1644-b3-6915495)

[✓] VS Code (version 1.53.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.20.0

[✓] Connected device (2 available)
    • Taha’s iPad (mobile) • 00008020-000255113EE8402E • ios            • iOS
      14.4
    • Chrome (web)         • chrome                    • web-javascript • Google
      Chrome 88.0.4324.192

• No issues found!

[✓] Flutter (Channel master, 1.27.0-9.0.pre.149, on macOS 11.2.2 20D80
    darwin-x64, locale en-GB)
    • Flutter version 1.27.0-9.0.pre.149 at
      /Users/tahatesser/Code/flutter_master
    • Framework revision 9964e8fe38 (9 hours ago), 2021-03-01 23:00:02 -0500
    • Engine revision 17f6bfc480
    • Dart version 2.13.0 (build 2.13.0-90.0.dev)

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at /Volumes/Extreme/SDK
    • Platform android-30, build-tools 30.0.3
    • ANDROID_HOME = /Volumes/Extreme/SDK
    • Java binary at: /Applications/Android
      Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build
      1.8.0_242-release-1644-b3-6915495)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Volumes/Extreme/Xcode.app/Contents/Developer
    • Xcode 12.4, Build version 12D4e
    • CocoaPods version 1.10.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build
      1.8.0_242-release-1644-b3-6915495)

[✓] VS Code (version 1.53.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.20.0

[✓] Connected device (3 available)
    • Taha’s iPad (mobile) • 00008020-000255113EE8402E • ios            • iOS
      14.4
    • macOS (desktop)      • macos                     • darwin-x64     • macOS
      11.2.2 20D80 darwin-x64
    • Chrome (web)         • chrome                    • web-javascript • Google
      Chrome 88.0.4324.192

• No issues found!

Thanks for filing the issue

Removing platform labels since this seems to be framework only, not related to a specific platform, reproduces on all platforms

/cc @dkwingsmt

The issue cannot be reproduced on Flutter 2.5.3


Downloading of all .movs

When all screensavers are unchecked and I press 'Download now', it still downloads all of the files and I end up with a folder of roughly 8GBs of movies. Why not just download those I selected and want to have as my screen saver?

@siccolein For the moment, you can check all the movies you want and just let it download them as it plays. That way you'll only end up with the ones you want.

You can do that now in 1.4. You can either download individual videos or what you selected (using the menu below the video list).


added PLCTYPE_LINT and PLCTYPE_ULINT to plc data types.

According to the Beckhoff website the ULINT and LINT are not supported by TwinCAT. I believe this information is outdated because TwinCAT3 programming software does have these types. I ran the following as a test with success.
import pyads from ctypes import c_uint64, c_int64 plc = pyads.Connection('<IP_ADDRESS>.1.1',851) print(plc) if plc:     plc.open()     val = plc.read_by_name('Global.test_lint', c_int64)     print(val)     val = plc.read_by_name('Global.test_ulint', c_uint64)     print(val)

@ASolchen Did you try this with TwinCAT2 and TwinCAT3?

I installed TwinCAT2 into a VM and there are no atomic data types of LINT or ULINT. I still believe these could be added as it does not make to library unstable. A user of TwinCAT2 could make a data type LINT or ULINT by making an array of BYTE[8], WORD[4], or DINT[2] and packing it accordingly. The library should still work.


WFLY-9449 SingletonPartitionTestCase can fail intermittently

Jira
https://issues.jboss.org/browse/WFLY-9449

Closing for investigation..


map cmdlets to DataBoxEdge for AzPS v3.x (#1261)

Docs Build status updates of commit 2214870:
:clock10: Full build: the average full build time is 22 min(s) 30 sec(s), this is based on the last 255 build(s) for this repository.

Docs Build status updates of commit 2214870:
:clock10: Full build: the average full build time is 22 min(s) 30 sec(s), this is based on the last 255 build(s) for this repository.

Docs Build status updates of commit 2214870:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

mapping/az-groupMapping-3.0.0.json
:white_check_mark:Succeeded

mapping/az-groupMapping-3.1.0.json
:white_check_mark:Succeeded

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.


GPUImage and iOS 10 AVCaptureConnection

I've spent the past few days looking at integrating the new iOS 10 camera API's into my app which currently uses GPUImage. I haven't been able to determine whether the frameworks are totally incompatible or if I'm missing something obvious.
I've managed to create an AVCaptureSession using a GPUImageStillCamera which will display the image on a GPUImageView but cannot get AVCaptureConnection to capture a photo.
Any advice appreciated. And if I'm trying to do something not yet possible, that would be good to know too.

Hi there,
You should try using GPUImage2. It's rebuilt with swift and even has a branch where commits are happening to convert to swift3 and thus, compatibility with beta versions of xcode.
Hope this helps!
https://github.com/BradLarson/GPUImage2

I have been keeping an eye on GPUImage2 but it seems it doesn't yet support capturing stills. But if the plan is to incorporate the iOS 10 APIs then I'll definitely jump on it when that happens. Thanks.

Same question

It supports capturing still images.

in iOS 10? really?

"Capturing and filtering a still photo
Functionality not completed."
GPUImage 2 Description

Both iterations of the frameworks use the same AV Foundation camera inputs within them, so they don't differ in that regard. I haven't done any work in integrating anything from iOS 10 in this (I only just upgraded my devices with the release OS), and have largely been working on the Mac over the last year. The old-style AV Foundation access to the camera will still work in iOS 10.
Still image capture and processing is supported in GPUImage2, just not photo capture. Haven't added that yet. In any case, like I said, the two versions use the same AV Foundation access in GPUImageVideoCamera and Camera, respectively, so the functionality is the same.
What new capabilities were you looking to use, and can the AVCaptureSession, etc. inside of GPUImageVideoCamera be modified to support them on a conditional basis?

For me it's the GPUImageStillCamera I'm looking to use. Live filtering with full resolution capture of processed image.
With iOS 10 I'm hoping to be able to capture a RAW file and a filtered JPEG simultaneously, while getting a filtered camera feed. (I've been using Lookup Filters for this)
Currently the existing set up still works using iOS 9 API's, but if I want to switch to RAW capture, I have to stop the session, kill all the camera inputs and create a new session with iOS 10 APIs.
It's possible I'm just missing something. I'm self taught and relatively inexperienced when it comes to development and I could just be approaching the whole thing wrong.
I'll try do some more testing soon and get back to you.
And thanks again for the whole framework Brad. I couldn't do what I do for a living without it.


Remove ZK compaction and compaction cancellation ids

Fixes #3584

Looks good, however there is also a compact id that needs to be removed from metadata in upgrade and ample and metadata schema in the code. Don't close #3584 until this is done.

I took care of this in e0cf20f

@EdColeman @keith-turner - I made significant changes in e0cf20f, not sure if you want to re-review or not...

Overall LGTM - other than using am IsolatedScanner. Using an IsolatedScanner was suggest by @keith-turner in the 11-12 code that seems similar to the code here.

Thanks for looking at the upgrade code @EdColeman . I agree that if we need to use an IsolatedScanner in these cases, then these methods need to be updated.

@dlmarion I will take another look at it


grit.commits_since... SystemStackError: stack level too deep

ruby-1.8.7-p249
Full example details here:
http://www.redmine.org/issues/6566#note-3

Ping. Same issue on larger repos, as documented on igrigorik/bugspot#4.
Easy way to reproduce:
gem install bugspots
bugspots -d 1000 /path/to/rails_repo

That'll try to load the last 1000 commits from rails, which will trigger this bug.

I have been able to work around this by using the native command to call rev-list and then parse the result using Grit.


Add Data Validation #5

As a user, I want to ensure I'm not missing any important data for creating a pizza or comment

data validation added


feat: Allow slippage on forced proportional adds

Allow the user to set a custom slippage in forced proportional add liquidity flows.
TODO

[ ] In proportional flows, when the user changes the slippage setting reduce the use token balances by that slippage amount. See how I've done it in useMaximumInputs. You will need to do something similar in useProportionalInputs.
[ ] Add some sort of warning/message to the slippage button/popover that brings the difference in slippage setting to the user's attention, talk to pon. Could be as simple as a warning triange with a tooltip.
[ ] Use the slippage in ProportionalAddLiquidityHandler build call and check that it works as expected.

Hey, this is an edge case for users depositing from a multisig, I don't think it needs to start open every time you open the modal. I'd prefer some sort of highlighting on the settings button that you can click. Ideally once clicked it doesn't show again.
The current implementation is making the edge case the base case, which is not correct.


Item Stack Movement

Could you please add a feature that moves an item stack from the inventory to the next free slot in the currently opened xunlai chest register or from the chest to the next free slot in your inventory by holding down shift and double clicking on the item?

I like the idea, but there are a few technical challenges that prevent us from implementing this:

Know when an item is clicked (install a callback)
Know if the chest window is open
Know which xunlai tab is selected

We are talking internally about this and how to do it.

Done in 91c1574


BigQuery: missing useLegacySql option

useLegacySql: https://cloud.google.com/bigquery/docs/reference/v2/jobs/query

@jmdobry I think we allow setting this option currently via passing through the user's provided options argument to query and startQuery. With these methods, it should look like:
bigquery.query({
  query: 'SELECT ...',
  useLegacySql: false
}, ...

bigquery.startQuery({
  query: 'SELECT ...',
  useLegacySql: false
}, ...

Let me know if that's not working, or we're blocking the argument in another method.

I'll take a look

I don't think that's clear from the documentation... Can we update the table showing how options are passed transparently through to the API ?


sampler2D array

Hi it's me again!
Is it possible to have an array to store many iterations of tTriangleTexture and tAABBTexture?
I need to be able to add objects on the fly without adding new code. I was able to do it with normal objects such as boxes, quads and spheres, but it doesn't seem to work with loaded 3D objects.
The problem seems to come from texture arrays working differently than normal arrays, but in 2 days of researches i haven't been able to find what i need.
Only other solution (that i know) would be to make the JS generate the glsl code depending on its needs, but that would add a ton of other complications that i'd rather not have.

Also quick question: I have an object made of an extrude geometry. I send it to the pathTracing the same way you did it with the teapots (GLTF_Loader). It is possible to control the color of the material with the javascript, but is it possible to do so with a texture as well?
thanks!

Hello @JustLexxy !
Yes there is in fact a built-in OpenGL/WebGL system for storing and reading from multiple data textures in an array.  With raw WebGL, It is tricky and verbose to set all of this up, but thankfully, Three.js conveniently wraps everything up for us in a function called THREE.DataArrayTexture(dataArray, width, height, numDepthLayers). This is conceptually a stack of normal 2d textures (width, height), placed on top of each other (depthLayers). I usually imagine a stack of playing cards. Btw, the same thing can be achieved through an actual 3D texture (width, height, depth), but if I'm not mistaken, there are more WebGL size restrictions placed on a true 3D texture: even the width and height - not just the depth. With a 2D texture array, you can have larger width and height (which we typically use for storing BVH and model data for path tracing),  and then you can just specify the number of 'playing cards' you want to have. Be aware that the dimensions (width and height) must be exactly the same for each texture that is placed on the stack.  This restriction is actually helpful because we can calculate the lookup position of the texture we want by simply specifying the depth layer number, and the WebGL shader's texture function, texelFetch(), does the rest. Say if you had 8 1024x1024 textures stacked on top of each other, you could just specify in the shader which layer you wanted to fetch (anything between 0-7, remember first is '0'th index in most of computing).
The trickiest thing to get your (and my) mind around is that the 'dataArray' argument in the above THREE function call is a huge, huge flat 1D list of floating point numbers, so far as WebGL is concerned. This huge list of numbers spans all the way from the first channel (R of RGBA) of the first texel (0,0) of the 1st texture (depth index 0), all the way to the very last channel (A of RGBA) of the last texel (1023,1023) of the very last 8th texture (depth index 7)! Therefore, the tricky part is getting the offsets right when placing each unique model's BVH or triangle data into the 8-layer stack of textures. The first one is easy and the code will resemble what you do now to fill the data texture with data on the JavaScript side. But the 2nd model will have to start where the other one left off. This offset itself is quite large and has to account for RGBA channels (4) * width(1024) * height(1024) * depthNumber(0 to 7 in our example). As you long as you get this setup part right, you should be able to just look up (texelFetch) the data in the shader without much extra code in the shader.
In the case of 2D texture arrays, all of this is easier seen implemented than me talking about it. If you want to see how I did it, please check out my path traced remake of the classic Sentinel game from the 1980's:
In TheSentinel_setup.js, do a quick search for the terms '2D' and 'offset' and that will show you everything that is necessary on the JavaScript side. Then, in TheSentinel_Fragment.glsl , do a quick search for the term 'depth' and that should give you an idea of the small amount of code that is necessary to specify the depth_id of the model's data (how deep is it on your stack of 2D textures?) and its corresponding depth layer parameter in the GLSL built-in texelFetch() function.
This was pretty challenging for me personally, because I get nervous whenever I have to calculate offsets into anything, let alone stacks of 2d textures! But the effort was worth it, allowing me to have dozens of path traced models that can independently change their translation, rotation, and scale on each animation frame, if so desired. That is truly powerful, especially coming from a webpage inside a browser! 😉
Let me know after looking at my game project example if you have any more questions or need anything clarified. I will do the best I can,  as I sort of understand it all, but just barely enough to have made it work in my game, ha.
Cheers,
-Erich

@JustLexxy
About changing the model colors with a texture, could you please clarify what you are wanting to do?
If you are simply trying to apply a texture to color the model or give it a color pattern,  you can just follow my example in the Bi-Directional_Difficult_Lighting demo. In that demo I have 3 different Utah Teapots, one of which has neat marble texture applied, giving it an alternating white/black color pattern to its surface. The metal teapot has a surface normal distortion applied through a normal map, in order to give it a hand-hammered metal look. In order to apply colors via an albedo/diffuse color texture, the model has to contain uv coordinates for all its vertices (which most models out there come with these days). This holds true for the surface normal bump map as well, although instead of 'seeing' the color of the map (as we did with the diffuse map), we see the normal map's effects as detailed bumps on the model's surface (this effect is actually a 2D optical illusion, but a very compelling one!).
If however you are trying to do something else with the model's color and its texture map, please clarify and I'll try to point you in the right direction. 😃

oh wow, thanks for the detailled comments!
For the textures, i was able to apply a texture from inside the glsl, but i'd like to know if it's possible to apply it in the javascript, before sending triangleDataTexture and AABBDataTexture to the glsl.
For example, in Bi-Directional_Difficult_Lighting.js, lines 244-246, you apply the rgb channels of the color property to the teapot. That allows to be able to control the object color from the javascript's side of the program, so i was wondering if it was possible to do the same things but with a texture instead of a color, which would make the task easier to change an object's texture on the fly without reloading everything.

@JustLexxy
Oh ok, thanks for clarifying - I think I better understand what you are asking about.
A note about lines 244-246 that you mentioned: they do indeed set the color (rgb), but this is for vertex colors mainly, if the model is found to have them, or if they are being procedurally generated by us with JavaScript. Most modern glTF models do not have vertex colors, but instead have uv coordinates that are used to look up the correct position in a texture.  You could actually override these 3 lines of code and put whatever values you want (a floating point number between 0.0-1.0 for each color.r, .g, and .b channel).  The problem with manually doing it this way is that you have to know exactly where the vertex you're currently setting is located on the model. It is theoretically possible on a simple Minecraft-type character model for instance, but it would be almost impossible for the teapot, bunny, or dragon models, that have thousands of triangles, each having 3 vertices for every triangle! As the JavaScript is loading the model in, there's no easy way to find which number triangle you're on, or what part of the model it corresponds to. Often the glTF files have what's called a triangle 'soup' list, which means there's no rhyme or reason for the incoming vertex data as it's being loaded in.
The reason I mentioned the above situation is because this applies to textures as well. Say you had a simple black and white checkerboard texture that you wanted to manually apply on the JavaScript side as the model is loaded, and before you sent the triangle and BVH data to the GPU as data textures. You would run into the same problem  - namely, which vertices should be white, and which vertices should be black? The triangles most often come into our program as a random stream.
For the above reasons, I hardly ever actually use the data that is set on lines 244-246, and instead just apply the texture on the GPU side with the texture() glsl function and the model's supplied uv texture lookup coordinates.
But having said that, all is not lost if you just want to swap textures for the model on the fly. In order for this to work, the model must have uv coordinates and must have a monolithic texture, meaning every part of the model is uv unwrapped and one big texture (even if it looks all exploded and in different pieces), will be all that is needed to wrap/cover every part of the model.
On the js side, using Three.js' built-in texture loading functions, just create a unique variable name for every possible texture you might want to wrap the model with. Say you had a checkerboard texture and a woodgrain texture. Load both with Three.js (you can follow their examples on texture loading), and start the model out with one texture (its default texture).  The actual texture you are sending to the GPU should be called CurrentTexture (or something similar). Set CurrentTexture equal to the variable name that you chose for either the checkerboard texture or woodgrain texture. When the model is rendered in glsl, the texture function will sample whatever you passed into that texture uniform slot. The end user will see either the checkerboard texture or the woodgrain texture, depending on which you placed into CurrentTexture and sent to the GPU. Then, when the user performs an action like clicking on an html button ('change texture' for instance),  you would on the JavaScript side, set the CurrentTexture equal to the other variable name. Then, most importantly, call Three.js' texture needsUpdate (or set it to true, I can't exactly recall). This will immediately change out the entire texture for the model. The speed at which it does this depends on how fancy the user's graphics card is. On my old laptop, there is a noticeable hiccup in the framerate, but it does eventually make the swap. I'm sure on a modern GPU, the texture change would be almost instantaneous. And since we preloaded all possible textures, they are in CPU/RAM memory, and then just get fed into the GPU quickly. There's no need to reload the app and no need to wait for something to load or download. It's all saved in RAM, like a 'pool' of texture objects.
That would be the fastest, easiest way to swap textures that I can think of. As mentioned earlier, yes you could manually set every single vertex color by hand, but this becomes impractical for models with more polys than old-school low-poly geometry. Actually, referring back to my Sentinel remake setup file, I do indeed manually set each vertex color for the low-poly terrain to either blue or green for a checkerboard pattern. But this is only because I also procedurally generate the terrain triangle geometry when the level is started, so I know exactly what triangle I'm on, what vertex of that triangle I'm on, and where that triangle is in relation to the whole terrain. If you don't have this kind of control over the models you're using however, then the CPU-GPU texture swap and using the supplied model's vertex uv coordinates is the way to go, in my honest opinion.
Hope this helps, and I hope I have understood your use-case more correctly. Let me know if you have any other questions. Good luck with the texture swapping! 🙂

Update:
Just tried this out on my Billiard table demo and it's even easier than what I proposed!
while the demo is running, open up the browser console and type the following:
pathTracingUniforms.tClothTexture.value = darkWoodTexture;
Then click anywhere on the demo webpage to capture the mouse - voila, the table's cloth texture is magically turned to wood!  Although, it's tinted blue which looks unnatural, ha - simply because I had a white cloth texture and I wanted a dark blue felt color for the billiard table, so in the glsl shader, I scaled the blue channel up while sampling the cloth texture.
But anyway, this was even easier than I thought.  As long as you can live with one big texture per model, you should be able to preload dozens of textures, then just do something similar to the above line of code on the js side, and you should be good to go!

That is indeed a great solution, thanks!
I think of all the solution i found this one would be the easiest, but maybe not the best of all.
Basically, I am working on a project where i need to create objects made from ExtrudeGeometries. I also have the possibility to modify each object's properties, color and texture as I want, with the possibility of having every objects different from each other. I already have everything running perfectly with only three.js, and i was tasked to add some path tracing to it.  I got everything working, except the extrudeGeometries, that i pass to the glsl with your BVH algorythm (Instead of sending it a gltf model i send it an object3D containing my mesh).
Note: The textures are different wood textures, and i already have a JS algorythm that takes care of the UV, everything looks good. I can have the same texture for different objects, of variable shapes.
The only problem comes when i need multiple objects using different textures, since you can't access a sempler2D array using a variable index. I thought of using my UV algorythm, that would set up the color of each pixels to match the texture, then bundle everything up in 1 big object to send to the path tracing algorythm, so that's why i wanted to know if it was possible to process a texture before sending everything to the glsl.
Another solution would be being able to access a texture uniform using a variable index. I already have an array of tTriangleTexture and of tAABBTexture, so i would have another matching array stocking the texture of each object, and recreate my UV algorythm in glsl, and have a loop iterate through each of the objects to recreate them. I did it for other shapes like quads, spheres and boxes, but i can'T with the extrudeGeometries since you need a constant number index to access a texture array...
I'm gonna keep searching, try a few things with your solutions, but I sadly seem to be in an impass here.

@JustLexxy
Ah, I think I see what you're up against now.  Just to clarify for my understanding, what is the difference when you try texturing a sphere or a box (which is successful), vs. trying to texture an extrude geometry (which you said was unsuccessful)?  As far as I can tell, by the time Three.js sends these basic geometries to the GPU (or when we extract the triangle vertex data before sending to the GPU, like for path tracing purposes), everything gets boiled down to a list of triangles, so far as WebGL is concerned. Let's use the woodgrain texture example again - you most likely can see a woodgrain texture on all the cubes, spheres, and other primitive geometry in your scene.  But at this point in your app's development, can you even see the woodgrain texture correctly applied to an ExtrudeGeometry object?   Or is it displaying incorrectly because there is either incorrect uv information about each vertex, or maybe there is basic uv info provided by Three.js, but when the extrude geometry changes or gets extruded more or less, the uv's somehow get messed up/stretched out/shrunk?
About the variable indexing of textures for different objects in the scene, I don't think you can easily pre-process each texture for each vertex uv coordinate on the JavaScript side before sending everything to the GPU, as outlined in your original idea.  The GPU and glsl's sampler2d() does all this incredibly fast and efficiently for us at the hardware level in parallel, but I wouldn't want to attempt that same process manually one vertex at a time through js-side software algorithms (for reasons discussed in my previous post).  Out of curiosity, how many different textures could there be at any given time while your app is running?  If it is 20 or less, you could just use a bunch of if-else statements in glsl, like:
vec3 modelColor = vec3(0,0,0);
if (uExtrudedGeometry1_textureID == 1.0)
modelColor = texture(woodGrainTexture, uv).rgb;
else if (uExtrudedGeometry1_textureID == 2.0)
modelColor = texture(marbleTexture, uv).rgb;
else if (uExtrudedGeometry1_textureID == 3.0)
modelColor = texture(checkerboardTexture, uv).rgb;
Of course, the number of possible models you could have also plays a big part in this solution working or not.  If you have hundreds of separate models and possibly hundreds of textures to choose from for each model, the above algo simply will not be feasible.  This is partly why I have not ventured into this multi-texturing problem for my own path tracer here on this repo.  I'm sure there's a clever way to make it happen, where you could avoid any 'if' statements in the shader (which shaders do not like, ha), but honestly I can't think of a tangible solution.
Having said this, I did 'skirt' around this problem in my Sentinel game, because the BVH needs to know which model texture data it needs to look up and deal with.  I only have 7 possibilities in this simple game (which I'm sure is far less than what your app is needing), but the way I did it is that I encoded each objects transform with a uniform 4x4 matrix, which is very common.  But then I physically change the very last element of that matrix [3][3] to be equal to a float number, between 0-6 (7 possibilities, remember).  Then when the BVH extracts the transform data for the model that it is intersecting, it looks at that manually coded last element in the transform matrix (that I changed by hand on the js side), and that is used as the 'depth' parameter in the 2d texture array.  The whole reason I used a texture array rather than just 7 single textures by themselves, is because of the same problem you're facing.  I couldn't easily tell glsl which texture to fetch, without a bunch of annoying 'if' statements, due to the fact that glsl doesn't let you put a variable name in the texture() function.  It has to be a constant.  But with texture2DArrays, you can have a depth number that is a variable of your choosing on the fly, as long as it is a valid depth number (how deep is it down in the stack of your textures), and that your variable doesn't exceed the total range/depth of the texture2dArray stack.
Every GPU has limits on how deep you can go with texture arrays - I used to think 16 was the max, but who knows, nowadays it could be 256 textures deep.  If you could find a way to encode/decode the simple lookup floating-point number textureID into a uniform, or an array of uniforms that could be fed to the GPU, then you should be able to grab the right texture in the shader for each and every model in the scene.

I can't really tell how much models or textures are gonna be loaded at the same time. I think the absolute maximum amount of textures is around 30, but the number can be highly variable so we can't rely on that.
As for the number of models, the user must be able to add, modify and remove models. It could vary between 10 and maybe 100-200, so that's why I needed to either pass everything to the GPU as an array, or bundle everything together in one big object/group, with every models having its own texture.
Finally, for the UV, there's no way of knowing the UV "pattern" in advance, since the shapes of the models is variable, but I already have an algorithm that takes care of that. Right now, in the path tracer, the texture shown (when applied to the model) is respecting the base texture properties (wrapS, wrapT, magFilter, minFilter, etc), but there's no UV algorithm to match it to the model like the one I have in JS. Hence my two solutions to either reproduce it in glsl, or having it map the texture in JS before sending the models to the GPU.

Ok, if you have low level control over the uv coordinates as the model is being created or edited/manipulated, it might be possible to load the textures as an html canvas element.  And anything that is an html canvas element, whether you loaded the image, or someone is doodling into it in real time with a mouse or touch gesture, or if you procedurally generated the image mathematically, like a checkerboard pattern,  etc., this canvas element lets you look at its individual pixels and you can get the raw data.
Take a look at MDN's Canvas tutorial to see how you get at the raw pixel data. If you know which pixel in the texture that you want (maybe with your UV algo you mentioned), you can get each texel's R,G,B, and A value. Note that unlike the glsl convention of floating point values for each of the pixel's 4 channels (0.0-1.0), Canvas both stores and displays pixels as values between 0 and 255. So a simple calculation - the Canvas channel value divided by 255 will get it back into the WebGL/glsl range of 0.0 to 1.0.
If you end up doing things this way, then you would actually use what is on lines 244-246. All of that triangle vertex data gets stored on the GPU as tTriangleTexture. Then, when it's time to render it, the BVH will identify the triangle number, which is then used as the ID to look up the corresponding triangle color/material data in tTriangleTexture. The material color will be set to whatever 0.0-1.0 value is for all 3 vertices of the matching triangle for that ID. You can even have different colors for all 3 vertices of a single triangle, and my shader code computes the barycentric coordinates of the intersection point, which is a linear blend of all 3 vertices of the triangle. Surface normals are interpolated in exactly the same manner.
Also by using this manual route, you wouldn't have to even fool with glsl texture() to get the correct texel color for the currently intersected triangle. But since this is a lot of extra work up front, maybe it would be a good idea to only resort to this method for the extruded geometry that you're having issues with. All other normal primitives in three.js should always have valid uv coordinates. All that's left to do is store the various dozen textures or so in a texture2d array, and then assign a uniform texture ID to each model (other than extruded geometry of course),  then change that single ID  number on the JavaScript side when the user changes the material texture to something different.

Thanks for the idea, i'm gonna try that and see if it works!

@JustLexxy
Great! Hope it works out for your project.
In my previous post, I mentioned following a Canvas getImageData() tutorial, so I just wanted to follow up with that further and give you an actual web resource.   Normally MDN is the widely accepted place to get info/tutorials on all web-related programming topics.  For some reason, everyone says "don't use the W3 schools website", and "use MDN instead".  Although W3 schools gets a bad rap (in some cases I don't see why), in my honest opinion you can't beat their Canvas getImageData() info/tutorial page.  MDN's has only one example, while W3's has several different examples, showing the different facets of getImageData().  Anyway, here's the link
Also what I like about W3 schools is that their small, focused examples are clickable and the demos run in a sandbox environment that runs right in the browser (our target platform after all! ha).  You can edit their example code to experiment and increase your knowledge of the focused topic.
Just a heads up (that tripped me up when I was first learning about it) - if you loop through the pixel dataArray returned by getImageData(), keep in mind that every pixel has 4 pieces of data: R,G,B, and A.  These are then spread out to a long, flat 1D array, which turns out to be just a big, long list of numbers.  So, when looping, it might help mentally to do something like:
for (let k = 0; k < dataArray.length; k += 4)
{
modelMaterialColor.r = dataArray.data[k + 0] / 255; // R channel in 0.0-1.0 range
modelMaterialColor.g = dataArray.data[k + 1] / 255; // G channel in 0.0-1.0 range
modelMaterialColor.b = dataArray.data[k + 2] / 255; // B channel in 0.0-1.0 range
modelMaterialColor.a = dataArray.data[k + 3] / 255; // A channel - or alternatively, just always set this to 1.0 (opaque)
}
If you just keep in mind that each pixel in the source image expands out to 4 elements back-to-back in the big pixel dataArray that gets returned from getImageData(), you should be all set!
Good luck!  Let me know how it goes :)

Turns out i was able to map the texture like that:
if (abs(nl.x) > 0.5) sampleUV = vec2(x.z, x.y);
else if (abs(nl.y) > 0.5) sampleUV = vec2(x.x, x.z);
else sampleUV = vec2(x.x, x.y);
texColor = texture(tOakTexture, sampleUV * 0.01);
hitColor *= pow(texColor.rgb, vec3(2.2));

It's a sample of code that i found in one of your example (i don't remember which one) that works almost perfectly, but is good enough for now.
There's another problem, unrelated to the texture but i still wasn't able to find a solution. In your Bi-Directional_Difficult_Lighting example, you load a GLTF model into meshGroup, and you transform it into a DataTexture to then send it as a uniform to the GLSL. It's possible to do it with a THREE.Group()/THREE.Object3D() as well, but every objects in it will have the same position. No matter which position i give to my objects, they will all end up having the same position as the last object added into the Object3D.
Do you know if it's possible for every children of the Object3D to have a different position?

Ah yes that sample code is from the Bi-Directional Difficult Lighting demo's
fragment shader
I used that for the light wood texturing of the small coffee table that the 3 teapots are resting on.  If I'm not mistaken, I believe this technique has a more formal name in CG: it's called 'Tri-Planar mapping'.  The name reflects the fact that we use the 3 different cardinal axis-aligned planes to texture a model in 3-dimensional space that may be arbitrarily rotated or positioned.  It works best on boxes, ellipsoids, and spheres.  I used it here successfully on the rectangular flat box shape of the coffee table wood surface, and that's where the technique shines the most.  It works pretty well for spheres as well, although there might be some slight stretching at the diagonal corners where one pair of planes (i.e. XY pair of planes) switches to another neighbor plane set (i.e. XZ pair of planes).  It is most noticeable where there would be 'corners' or 'edges' on the sphere (even though there are no physical corners to spheres, ha), if you mentally picture the box shape and sphere shape overlapping.  But anyway, glad it worked favorably for your use case!
Mmmm.. about THREE.Group() and positioning the final models to be path traced, I think I may know part of the answer, but I never have actually implemented this style of model loading (in groups with 'parents' and their 'children').  Speaking in general, every THREE.Group() contains 1 overall 'parent' or 'root' node transform (which is itself just Object3D with a 4x4 matrix).  When you attach another model to this group, it multiplies all the childrens' personal matrices by their parents' matrix.  For example, using the Solar system model, if I have a sphere as the Sun, this would be the root or parent node of the THREE.Group().  Then if I assigned a smaller sphere to the group, and calling it Earth, that would become a child of the Sun parent object.  So if I pick up the Sun sphere and move it around the scene, the Earth sphere will follow, since its personal matrix is affected by the overall parent or root's transform matrix.  But if I select the Earth and move it, the Sun will not follow.  The chain of command is a one-way street and goes downward from parents to children.
This is a long lead-up to say that in order to position everything correctly on the data texture of the final scene to be path traced, you have to extract the models' matrices and use this data to manually manipulate the models' vertices, before packing everything inside the data texture to be sent to the GPU.  So first you would extract the THREE.Group's parent or root-node matrix (wherever the group as a whole is positioned and rotated in the scene).    Through the magic of matrix multiplication, the resulting matrix will contain the correct info for positioning, rotating, and scaling each child object.  Finally, as you're saving each vertex's data into the data texture (such as positon, color, uv, etc), you multiply each vertex position (a unique point in 3D space) against the resulting matrix from the earlier THREE.Group parent-child multiplication.
In theory, this should position each and every vertex on all the children objects, in relation to how their group parent was transformed.  As I mentioned, I haven't attempted this myself, but the closest actual source code implementation I can show you is here in the glTF Model Viewer demo js setup file which was contributed to this repo by someone else: n2k3.  I believe what he is doing in these lines is close to what you need in order to get everything positioned correctly.  Since I didn't write any of that code myself, I can't quite follow it exactly.  If I would have to implement such a loading system, I might have written it differently, or who knows - maybe I would have inevitably arrived at the same solution?
Let me know if this is close to what you are attempting to do.  Good luck with it!
-Erich


BUG - Poetry cannot be used for pip install for some optional dependencies

## Description of the issue
Dev dependencies cannot be installed using only pip
Steps to reproduce the issue

No response
Code Snippet:
Code

Expected behavior (What should happen)
Some functionality for installing dev dependencies with a pip install command
Actual behavior (What does happen)
No response
Additional notes
No response
Affected areas (code, data, or process)
pyproject.toml
Suggested fix?
Discussion happened in PR #113 and in DMs. Basic suggestion is to add some kind of requirements-dev.txt file which is automatically generated and can be used to install dev dependencies.

@greglucas Here's the issue for the poetry/pip issue!

Thanks!
Bonus points to add another step (job?) to GitHub actions so we can verify this as well. Make sure something like this workflow will also work:
pip install -r requirements-dev.txt
pytest


Support MongoDB Database

So far dex apparently supports pgsql, in-memory.
I'd like to help out (also for my own benefit) and make it support mongodb via the gopkg.in/mgo driver.
However it seems like pgsql is hardcoded and dex isn't storage-agnostic.

@dalu - we'd love for dex to support more storage backends. Yes, pgsql is more or less hardcoded right now, so that would need to change, but that was due to expedience rather than any desire for pgsql to be the One True RDBMS backend.
So, if you do go down the route of adding mongo DB support, you'd have to unhardcode pgsql somehow. However it most of the pgsql code is still applicable to other SQL backends, so ideally it would be done in a way that allows SQL backends to share code somehow, while allowing for the existence of other types of backends (eg Mongo).
FYI, @bcwaldon is going to make an etcd backend at some point, so might be worth chatting with him

Hmm I think I'll wait and see what @bcwaldon comes up with and then make adjustments.
Too many cooks :)
Something like
type StorageInterface {
    Type() string
    Init() error
    Config() storage.Config
    MigrateAll() error
    UserRepo() user.UserRepo
    ClientIdentityRepo() client.ClientIdentityRepo
    //...
}

I think I remember a package that would abstract most common databases, I'll search around

I wasn't suggesting try to share too much code between Mongo and Postgres implementations, I was thinking more between (for example) Postgres and MySQL implementations.
As for your storage interface - yeah something like that sounds about right - right now we're pretending that you can have a UserRepo and a ClientIDRepo from two different backends, but that doesn't really work, so it would be better just to have one thing which wraps them all up. Would reduce the the number of things the Server object has to keep track of as well.

@dalu for now, I don't think we can reasonably support more than one backend. If the demand for a backend other than postgresql grows, or if we feel differently about our ability to support multiple backends, we will definitely consider mongodb.


syslog levels reverse logging priority

winston default logging priority order is ascending goes from lowest 0 (silly) to highest 5 (error)
but syslog priority order is descending from lowest 7 (debug) to highest 0 (emerg)
this means that when setting a log level for winston when using syslog
you will actually log below that level instead of above it
so setting logger.level='info' (which is the default)
will actually log debug and info but will not log notice warning and so on.
I might be missing some config to make winston reverse logging priority
but both the docs here and for winston-syslog did not mention any such option

Duplicate of #424 #406 #290. Fixed in<EMAIL_ADDRESS>(see: https://github.com/winstonjs/winston/pull/732)


A very common reason is a wrong site baseUrl configuration.

Your Docusaurus site did not load properly.
A very common reason is a wrong site baseUrl configuration.
Current configured baseUrl = / (default value)
We suggest trying baseUrl = /
My baseUrl
baseUrl = '/'

Behavior is different on different computers. Somewhere so, but somewhere normal.
What is the problem and how to fix it?

Can you provide a repro?
Is it open-source or available online?
Can you show browser console logs? The css likely fails to load for some reason.

@slorber  https://github.com/gHashTag/jscamp

Thanks, I'll need more details to be able to help you
Le sam. 27 mars 2021 à 09:43, Server Serverlesskiy @.***>
a écrit :

@slorber https://github.com/slorber https://github.com/gHashTag/jscamp
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What else is needed?

Can you provide a repro?
Is it open-source or available online?
Can you show browser console logs? The css likely fails to load for some reason.

It would help if you explain on which computer you have the problem and give details of the env browser, versions and everything. Please be exhaustive

The problem disappeared. I'm sorry. I close the task.


maven dependencies

the build failed if you havn''t  self compiled the gwt-polymer-parent project.
You should deploy the gwt-polymer-parent to get it working out-of-the-box because the pom is required when maven compile.

The same happens in my project. It makes the maven integration impossible.

Deployed parent pom to sonatype. Thanks for reporting.


Errors and completions in NetBeans 24+

Pull Request Description
NetBeans 24 is about to be release soon and this change uses the latest feature - e.g. https://github.com/apache/netbeans/pull/7811 - enables errors and code completion for the LSP clients like Enso in the NetBeans Platform based products - e.g. IGV, NetBeans IDE, etc.

Checklist
Please ensure that the following checklist has been satisfied before submitting the PR:

[x] Screenshots/screencasts have been attached, if there are any visual changes. For interactive or animated visual changes, a screencast is preferred.
[x] Manually verified when taking screenshot

Dear @ola-lis, can you please publish updated VSCode .vsix extension on the Marketplace?


WMS GetMap support of extended parameters

This is a follow up task for the https://github.com/geotrellis/geotrellis-server/issues/235 to add support of such extended parameters in the GetMap function.
I see some potential complexity in overriding values of a MAML expression from the application.conf.
I added an extra point to investigate this problem. If neccesary a follow up issue would be created.

Checkout new issues under the epic https://github.com/azavea/geotrellis/issues/235


3D Classifier

Dear all,
I'm adapting the 3D classifier tutorial "densenet_training" to my example files.
My nifti files have a different size, so I get this error when doing the input to the model:
Expected 5-dimensional input for 5-dimensional weight [64, 1, 7, 7, 7], but got 4-dimensional input of size [2, 224, 224, 160] instead
How can I modify the code so I can test the tutorial on my files?
Thanks

Why you defined duplicated datasets?
check_ds = NiftiDataset(image_files=images, labels=labels, transform=train_transforms)
check_ds = NiftiDataset(image_files=images, labels=labels)

Thanks.

Sorry, I left one line uncommented.
If I apply the transforms I get this error:
ValueError: recompute_scale_factor is not meaningful with an explicit size.

Hello,
How can I transform this tensor?
<class 'torch.Tensor'> torch.Size([2, 224, 224, 160]) tensor([1, 1])
Niftiloader adds another dimension to my 224x224x160 structural T1 nifti.
You mentioned using AddChanneld but I don't know how to fit it in the code.
Thanks

Hi @Sebagam ,
When you define your transform chain, you can put the AddChannel transform in it:
train_transforms = Compose([ScaleIntensity(), AddChannel(), Resize((96, 96, 96)), RandRotate90(), ToTensor()])

Thanks.

I added that transform and I get this error.
I think that there is still something wrong with the tensor dimensions: "ValueError: dictionary update sequence element #0 has length 224; 2 is required".

epoch 1/5
RuntimeError                              Traceback (most recent call last)
 in ()
39     epoch_loss = 0
40     step = 0
---> 41     for batch_data in train_loader:
42         step += 1
43         inputs, labels = batch_data[0].to(device), batch_data[1].to(device)
3 frames
/usr/local/lib/python3.6/dist-packages/torch/_utils.py in reraise(self)
426             # have message field
427             raise self.exc_type(message=msg)
--> 428         raise self.exc_type(msg)
429
430
RuntimeError: Caught RuntimeError in DataLoader worker process 0.
Original Traceback (most recent call last):
File "/usr/local/lib/python3.6/dist-packages/monai/transforms/utils.py", line 361, in apply_transform
return transform(data)
File "/usr/local/lib/python3.6/dist-packages/monai/transforms/utility/dictionary.py", line 131, in call
d = dict(data)
ValueError: dictionary update sequence element #0 has length 224; 2 is required
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "/usr/local/lib/python3.6/dist-packages/monai/transforms/utils.py", line 361, in apply_transform
return transform(data)
File "/usr/local/lib/python3.6/dist-packages/monai/transforms/compose.py", line 236, in call
input_ = apply_transform(transform, input)
File "/usr/local/lib/python3.6/dist-packages/monai/transforms/utils.py", line 363, in apply_transform
raise RuntimeError(f"applying transform {transform}") from e
RuntimeError: applying transform <monai.transforms.utility.dictionary.AddChanneld object at 0x7f28baef1cf8>
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "/usr/local/lib/python3.6/dist-packages/torch/utils/data/_utils/worker.py", line 198, in _worker_loop
data = fetcher.fetch(index)
File "/usr/local/lib/python3.6/dist-packages/torch/utils/data/_utils/fetch.py", line 44, in fetch
data = [self.dataset[idx] for idx in possibly_batched_index]
File "/usr/local/lib/python3.6/dist-packages/torch/utils/data/_utils/fetch.py", line 44, in
data = [self.dataset[idx] for idx in possibly_batched_index]
File "/usr/local/lib/python3.6/dist-packages/monai/data/nifti_reader.py", line 102, in getitem
img = apply_transform(self.transform, img)
File "/usr/local/lib/python3.6/dist-packages/monai/transforms/utils.py", line 363, in apply_transform
raise RuntimeError(f"applying transform {transform}") from e
RuntimeError: applying transform <monai.transforms.compose.Compose object at 0x7f296cc74e48>

Hi @Sebagam ,
I think the problem is that your data and other transforms are based on array format, but you used AddChanneld.
So you can try to use AddChannel instead.
If still facing the error, could you please help share your program?
Thanks.

I'm still facing issues.
Here is my code, please ask me for permission
https://colab.research.google.com/drive/1XcHHnNvxVCbTDV7bgnWHrSjGD7XKzY_f#scrollTo=kstCTYNMQ9d7

Requested.

Can you check now?
https://colab.research.google.com/drive/1XcHHnNvxVCbTDV7bgnWHrSjGD7XKzY_f
Thanks
El 24 dic. 2020 8:05 p. m., "Nic Ma"<EMAIL_ADDRESS>escribió:

Requested.
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I checked your error log, it said: "IndexError: index 5 is out of bounds for dimension 0 with size 2".
Maybe the dim of your labels is not expected? Please print out the dim of labels to check.
Thanks.

The labels are just a 1-D numpy array:
array([1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0])
Half of the nifti files are class "1" and the other "0".
Should I transform it?
On Thu, Dec 24, 2020 at 9:51 PM Nic Ma<EMAIL_ADDRESS>wrote:

I checked your error log, it said: "IndexError: index 5 is out of bounds
for dimension 0 with size 2".
Maybe the dim of your labels is not expected? Please print out the dim of
labels to check.
Thanks.
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I don't quite understand why the error message: "index 5 is out of bounds for dimension 0 with size 2" for labels.
Maybe you need to restart the notebook and rerun it again from the beginning cell?
Then please print out the shape of labels.
Thanks.

Now it's working! Thanks
What was the issue there?
On Fri, Dec 25, 2020 at 12:06 PM Nic Ma<EMAIL_ADDRESS>wrote:

I don't quite understand why the error message: "index 5 is out of bounds
for dimension 0 with size 2" for labels.
Maybe you need to restart the notebook and rerun it again from the
beginning cell?
Then please print out the shape of labels.
Thanks.
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Maybe the notebook cached some precious unexpected values of the variables, so you need to restart the notebook.
Anyway, please feel free to raise an issue if you face any other problems.
Thanks.

Hi guys,
I am trying to perform a very similar task: I have 3D images (CT scans) and corresponding masks including 3 classes of labels: background, bleeding and edema..(all the classes are within one mask/segmentation file). I have changed the parameter to softmax as described above and still get the error: "index 5 is out of bounds for dimension 4 with size 2". Restarting the notebook has not solved the issue..
Do you have any idea?
@Sebagam: Could you maybe share/post this part of the code worked for you?
Would appreciate any help and thank you very much in advance!


AIY v1 support Pi 3 A+ model?

Please help. Does the AIY v1 support Pi 3 A+ model? I have been trying with the latest image and still no luck.

me cannot get the latest aiy image to work with 3A+ neither.  When I put the same sd card to zero or 3B+, it works but not with 3A+.  The image cannot boot with 3A+ for some reason.  I am sure my 3A+ board is working fine with other images.  This image simply does not run with 3A+.  Any one could help?

@siennx same cannot get it voice hat v1 to work with raspberry pi 3A+ unfortunately. It's weird because it looked like the voice hat was designed for the 3A+ based on appearance.

@siennx @avishek-rc1 I have figured out how to get 3A+ to work with voicehat v1. Install latest Raspbian 11-13-18 on your own from raspberrypi.org.
Then follow a bit of the instructions from https://github.com/google/aiyprojects-raspbian/blob/aiyprojects/HACKING.md starting with:
To update your system image, download the latest .img.xz file from our releases page. Once downloaded, write the image to your SD card, and you're good to go!
DO NOT FLASH WITH IMAGE
simply go to the release page to 4-13-18 and download the zip or tar.
Follow these steps
AIY Debian Package Repo
Add AIY package repo:
echo "deb https://dl.google.com/aiyprojects/deb stable main" | sudo tee /etc/apt/sources.list.d/aiyprojects.list
Add Google package keys from https://www.google.com/linuxrepositories/:
wget -q -O - https://dl.google.com/linux/linux_signing_key.pub | sudo apt-key add -
if the above doesn't work. download the key.pub file separately then sudo apt-key add linux_signing_key.pub
Update and install the latest system updates (including kernel):
sudo apt-get update ``sudo apt-get upgrade Reboot after update:
sudo reboot
unzip or tar the aiyprojects-raspbian-20180413.zip,tar then move into it
cd aiyprojects-raspbian-20180413/scripts/
then run the scripts in the following order:
install-alsa-config.sh
install-services.sh
change the boot file and comment out everything existing
sudo nano /boot/config.txt
add the following
dtoverlay=dwc2
start_x=1
gpu_mem=128
dtoverlay=googlevoicehat-soundcard

reboot and audio should work on 3A+ and v1 voicehat. cheers let me know if you have any issues.


initial support for s390x

Compile buildroot on alpine 3.14
Initial support for s390x
Cleaned up some scripts: Thanks, shell-check.

Fixes #41
Signed-off-by: Jacob Blain Christen<EMAIL_ADDRESS>

$ find artifacts/s390x/bin -type f -exec file {} \;
artifacts/s390x/bin/pigz: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/charon: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/fuse-overlayfs: ELF 64-bit MSB executable, IBM S/390, version 1 (GNU/Linux), statically linked, for GNU/Linux 3.2.0, BuildID[sha1]=bec09eae70531dbb8f474d36411ee871658fe8ab, with debug_info, not stripped
artifacts/s390x/bin/swanctl: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/busybox: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/ethtool: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/coreutils: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/ip: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/aux/ebtables-legacy: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/aux/iptables-detect.sh: POSIX shell script, ASCII text executable
artifacts/s390x/bin/aux/iptables-apply: Bourne-Again shell script, ASCII text executable
artifacts/s390x/bin/aux/xtables-legacy-multi: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/aux/ebtablesu: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/aux/ebtablesd: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/aux/xtables-set-mode.sh: POSIX shell script, ASCII text executable
artifacts/s390x/bin/aux/xtables-nft-multi: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/slirp4netns: ELF 64-bit MSB executable, IBM S/390, version 1 (GNU/Linux), statically linked, for GNU/Linux 3.2.0, BuildID[sha1]=9131e1c43056a14bbf74746d025efd4714b79840, with debug_info, not stripped
artifacts/s390x/bin/conntrack: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/ipset: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/nsenter: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/losetup: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/blkid: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/socat: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped
artifacts/s390x/bin/find: ELF 64-bit MSB executable, IBM S/390, version 1 (SYSV), statically linked, stripped

Build fails for me on s390 (SLES 15-SP2), did you encounter this problem?
+ ./build
+ pushd /usr/src/buildroot
/usr/src/buildroot ~/scripts
+ cp -rfv /source/package/busybox /source/package/conntrack-tools /source/package/iptables /source/package/strongswan package/
'/source/package/busybox/busybox.config' -> 'package/busybox/busybox.config'
'/source/package/conntrack-tools/0001-static.patch' -> 'package/conntrack-tools/0001-static.patch'
'/source/package/conntrack-tools/Config.in' -> 'package/conntrack-tools/Config.in'
'/source/package/conntrack-tools/conntrack-tools.hash' -> 'package/conntrack-tools/conntrack-tools.hash'
'/source/package/conntrack-tools/conntrack-tools.mk' -> 'package/conntrack-tools/conntrack-tools.mk'
'/source/package/iptables/0001-static-init_extensions6.patch' -> 'package/iptables/0001-static-init_extensions6.patch'
'/source/package/strongswan/Config.in' -> 'package/strongswan/Config.in'
'/source/package/strongswan/strongswan.hash' -> 'package/strongswan/strongswan.hash'
'/source/package/strongswan/strongswan.mk' -> 'package/strongswan/strongswan.mk'
+ cp /source/buildroot/config /usr/src/buildroot/.config
+ cp /source/buildroot/s390xconfig /usr/src/buildroot/.config-arch
+ cat .config-arch
+ make -s oldconfig
make: /bin/sh: Operation not permitted
make: -c: Operation not permitted
make: -c: Operation not permitted
make: -c: Operation not permitted
make: *** [Makefile:84: _all] Error 127
FATA[0007] exit status 2
make: *** [Makefile:16: ci] Error 1

Build fails for me on s390 (SLES 15-SP2), did you encounter this problem?

Oh, just grokked this detail. Err, you are running in some kind of container right? Something else that might be trapping unknown syscalls and instead of returning ENOSYS its returning EPERM?
Or, since we're talking SLES here, maybe it's AppArmor being the jerk :thinking:

Might we also think about including the wireguard userspace? We've long had all the stuff in here for the flannel ipsec backend, but we support the wireguard backend while requiring the user to provide the userspace which seems odd.

That's a good idea, suitable for a different PR. There are a number of issues that I would like to address before cutting a new GA release of this repo:

inclusion of wireguard userspace for those platforms that it supports (if not all)
strip slirp4netns binary
strip fuse-overlayfs binary
bump to latest lts buildroot
feedback from suse/z folks on whether s390x actually works

Build fails for me on s390 (SLES 15-SP2), did you encounter this problem?

docker run -it --security-opt seccomp=unconfined ...

Thanks, this really solves the build issue on SLE15-SP2/s390x VM - it is needed whenever AppArmor is running or not.
diff --git a/Dockerfile.dapper b/Dockerfile.dapper
index 41db665..ec193d0 100644
--- a/Dockerfile.dapper
+++ b/Dockerfile.dapper
@@ -36,7 +36,7 @@ RUN set -eux \
 ENV DAPPER_SOURCE /source
 ENV DAPPER_OUTPUT ./artifacts ./dist
 ENV DAPPER_ENV BUILDARCH
-ENV DAPPER_RUN_ARGS -v k3s-root-cache:/var/cache/dl
+ENV DAPPER_RUN_ARGS -v k3s-root-cache:/var/cache/dl --security-opt seccomp=unconfined
 ENV BR2_DL_DIR /var/cache/dl
 # Required to build as root, even in Docker
 ENV FORCE_UNSAFE_CONFIGURE 1


fix: front page alignment

Description
Fixes #2964

centered the div and remove the padding right.

/rtm