conversation-links-on-repo-lists - Appears on the wrong page(#7520)

Closes https://github.com/refined-github/refined-github/issues/7520
Test URLs
Bug1:  It should not be displayed in search "code" panel

open github.com/search?q=%22webext%22&type=repositories
Click "Code" in the sidebar
Notice extra links
Refresh the page
The links are gone

Bug2: Refresh the page from  search "code" panel , but it does not display after clicking "repositories"

open github.com/search?q=%22webext%22&type=code
Click "Repositories" in the sidebar
The links are gone
Refresh the page
links show

Screenshot
Before:

After:

|

Thanks for the PR, but I suggested something different in the original issue: I'd rather make the CSS selector stricter so that it doesn't select those items at all. Is it possible?

Technically the feature doesn't work at all because the page has changed, so the selector definitely needs to be updated
https://github.com/search?q=x&type=repositories

sorry，Does “CSS selector stricter” refer to the observer there?
Since clicking from "code" page to "repositories" page does not refresh and only changes the dom,  include cannot add repositories as a judgment criterion
The dom of "repositories" page is similar to the dom of other search results
If solved from the selector level,  observerneeds to be changed to observe('[data-testid="results-list"] > div > div > div > h3 .search-title a', .... in order to accurately select "repositories" page DOM
Is this acceptable？

Technically the feature doesn't work at all

Actually not entirely true, the feature works but only when the user lands on the specific repo search page. This is definitely an AJAX issue:

#6554

sorry，Does “CSS selector stricter” refer to the observer there?

Yes:
https://github.com/refined-github/refined-github/blob/e33a312b6bbbd52536e7a64860a4e82fd984d100/source/features/conversation-links-on-repo-lists.tsx#L77


HBASE-25582: Handle the running replication source gracefully with replication nodes deleted

On hbase remove peer, znodes are deleted for peer and then zk listeners do rest of the work:

Terminate the replication source
Close the queues and delete znodes for them.

However, if the zk listerner somehow do not get invoked (may be a zk issue), all the region servers can crash while delete the znode for queue with KeeperException.NoNodeException. This could bring all the RSes down if they are participating in replication.
Also, there can be race condition between queue znode delete from replication source vs replication source termination through zk listerner.
In this patch, we are not crashing the region server on NoNodeException but instead, we can look at if the replication peer does not exist, we can terminate the source.

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hadoop.hbase.master.cleaner.TestSnapshotFromMaster

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GITHUB PR
https://github.com/apache/hbase/pull/2960

JIRA Issue
HBASE-25583

Optional Tests
dupname asflicense javac javadoc unit spotbugs findbugs shadedjars hadoopcheck hbaseanti checkstyle compile

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168m 51s

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ClientAPI=1.41 ServerAPI=1.41 base: https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/4/artifact/out/Dockerfile

GITHUB PR
https://github.com/apache/hbase/pull/2960

JIRA Issue
HBASE-25583

Optional Tests
dupname asflicense javac javadoc unit spotbugs findbugs shadedjars hadoopcheck hbaseanti checkstyle compile

uname
Linux 68f32605d42e 4.15.0-58-generic #64-Ubuntu SMP Tue Aug 6 11:12:41 UTC 2019 x86_64 x86_64 x86_64 GNU/Linux

Build tool
maven

Personality
/home/jenkins/jenkins-home/workspace/Base-PreCommit-GitHub-PR_PR-2960/out/precommit/personality/provided.sh

git revision
branch-1 / 2d26c94

Default Java
Azul Systems, Inc.-1.7.0_272-b10

Multi-JDK versions
/usr/lib/jvm/zulu-8-amd64:Azul Systems, Inc.-1.8.0_262-b19 /usr/lib/jvm/zulu-7-amd64:Azul Systems, Inc.-1.7.0_272-b10

checkstyle
https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/4/artifact/out/diff-checkstyle-hbase-server.txt

Test Results
https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/4/testReport/

Max. process+thread count
4221 (vs. ulimit of 10000)

modules
C: hbase-client hbase-server U: .

Console output
https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/4/console

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Patch does not have any anti-patterns.

+1 :green_heart:
@author
0m  0s
The patch does not contain any @author tags.

+1 :green_heart:
test4tests
0m  0s
The patch appears to include 8 new or modified test files.

_ branch-1 Compile Tests _

+0 :ok:
mvndep
2m 32s
Maven dependency ordering for branch

+1 :green_heart:
mvninstall
8m 15s
branch-1 passed

+1 :green_heart:
compile
1m  4s
branch-1 passed with JDK Azul Systems, Inc.-1.8.0_262-b19

+1 :green_heart:
compile
1m 13s
branch-1 passed with JDK Azul Systems, Inc.-1.7.0_272-b10

+1 :green_heart:
checkstyle
2m 33s
branch-1 passed

+1 :green_heart:
shadedjars
3m 27s
branch has no errors when building our shaded downstream artifacts.

+1 :green_heart:
javadoc
1m  1s
branch-1 passed with JDK Azul Systems, Inc.-1.8.0_262-b19

+1 :green_heart:
javadoc
1m 14s
branch-1 passed with JDK Azul Systems, Inc.-1.7.0_272-b10

+0 :ok:
spotbugs
2m 54s
Used deprecated FindBugs config; considering switching to SpotBugs.

+1 :green_heart:
findbugs
4m 43s
branch-1 passed

_ Patch Compile Tests _

+0 :ok:
mvndep
0m 17s
Maven dependency ordering for patch

+1 :green_heart:
mvninstall
2m 12s
the patch passed

+1 :green_heart:
compile
1m  7s
the patch passed with JDK Azul Systems, Inc.-1.8.0_262-b19

+1 :green_heart:
javac
1m  7s
the patch passed

+1 :green_heart:
compile
1m 12s
the patch passed with JDK Azul Systems, Inc.-1.7.0_272-b10

+1 :green_heart:
javac
1m 12s
the patch passed

+1 :green_heart:
checkstyle
0m 40s
hbase-client: The patch generated 0 new + 3 unchanged - 4 fixed = 3 total (was 7)

+1 :green_heart:
checkstyle
1m 48s
hbase-server: The patch generated 0 new + 0 unchanged - 24 fixed = 0 total (was 24)

+1 :green_heart:
whitespace
0m  0s
The patch has no whitespace issues.

+1 :green_heart:
shadedjars
3m  9s
patch has no errors when building our shaded downstream artifacts.

+1 :green_heart:
hadoopcheck
5m 20s
Patch does not cause any errors with Hadoop 2.8.5 2.9.2.

+1 :green_heart:
javadoc
0m 51s
the patch passed with JDK Azul Systems, Inc.-1.8.0_262-b19

+1 :green_heart:
javadoc
1m 16s
the patch passed with JDK Azul Systems, Inc.-1.7.0_272-b10

+1 :green_heart:
findbugs
4m 48s
the patch passed

_ Other Tests _

+1 :green_heart:
unit
2m 39s
hbase-client in the patch passed.

-1 :x:
unit
128m 19s
hbase-server in the patch failed.

+1 :green_heart:
asflicense
0m 42s
The patch does not generate ASF License warnings.

186m 15s

Reason
Tests

Failed junit tests
hadoop.hbase.security.visibility.TestVisibilityLabelsWithACL

Subsystem
Report/Notes

Docker
ClientAPI=1.41 ServerAPI=1.41 base: https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/5/artifact/out/Dockerfile

GITHUB PR
https://github.com/apache/hbase/pull/2960

JIRA Issue
HBASE-25583

Optional Tests
dupname asflicense javac javadoc unit spotbugs findbugs shadedjars hadoopcheck hbaseanti checkstyle compile

uname
Linux 7fa6ffe2307c 4.15.0-101-generic #102-Ubuntu SMP Mon May 11 10:07:26 UTC 2020 x86_64 x86_64 x86_64 GNU/Linux

Build tool
maven

Personality
/home/jenkins/jenkins-home/workspace/Base-PreCommit-GitHub-PR_PR-2960/out/precommit/personality/provided.sh

git revision
branch-1 / 2d26c94

Default Java
Azul Systems, Inc.-1.7.0_272-b10

Multi-JDK versions
/usr/lib/jvm/zulu-8-amd64:Azul Systems, Inc.-1.8.0_262-b19 /usr/lib/jvm/zulu-7-amd64:Azul Systems, Inc.-1.7.0_272-b10

unit
https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/5/artifact/out/patch-unit-hbase-server.txt

Test Results
https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/5/testReport/

Max. process+thread count
3719 (vs. ulimit of 10000)

modules
C: hbase-client hbase-server U: .

Console output
https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/5/console

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:broken_heart: -1 overall

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+0 :ok:
reexec
6m 42s
Docker mode activated.

_ Prechecks _

+1 :green_heart:
dupname
0m  0s
No case conflicting files found.

+1 :green_heart:
hbaseanti
0m  0s
Patch does not have any anti-patterns.

+1 :green_heart:
@author
0m  0s
The patch does not contain any @author tags.

+1 :green_heart:
test4tests
0m  0s
The patch appears to include 9 new or modified test files.

_ branch-1 Compile Tests _

+0 :ok:
mvndep
2m 28s
Maven dependency ordering for branch

+1 :green_heart:
mvninstall
8m 11s
branch-1 passed

+1 :green_heart:
compile
1m  1s
branch-1 passed with JDK Azul Systems, Inc.-1.8.0_262-b19

+1 :green_heart:
compile
1m  9s
branch-1 passed with JDK Azul Systems, Inc.-1.7.0_272-b10

+1 :green_heart:
checkstyle
2m 14s
branch-1 passed

+1 :green_heart:
shadedjars
3m  6s
branch has no errors when building our shaded downstream artifacts.

+1 :green_heart:
javadoc
1m  3s
branch-1 passed with JDK Azul Systems, Inc.-1.8.0_262-b19

+1 :green_heart:
javadoc
1m  6s
branch-1 passed with JDK Azul Systems, Inc.-1.7.0_272-b10

+0 :ok:
spotbugs
2m 39s
Used deprecated FindBugs config; considering switching to SpotBugs.

+1 :green_heart:
findbugs
4m 21s
branch-1 passed

_ Patch Compile Tests _

+0 :ok:
mvndep
0m 18s
Maven dependency ordering for patch

+1 :green_heart:
mvninstall
2m  4s
the patch passed

+1 :green_heart:
compile
0m 59s
the patch passed with JDK Azul Systems, Inc.-1.8.0_262-b19

+1 :green_heart:
javac
0m 59s
the patch passed

+1 :green_heart:
compile
1m 10s
the patch passed with JDK Azul Systems, Inc.-1.7.0_272-b10

+1 :green_heart:
javac
1m 10s
the patch passed

+1 :green_heart:
checkstyle
0m 34s
hbase-client: The patch generated 0 new + 3 unchanged - 4 fixed = 3 total (was 7)

+1 :green_heart:
checkstyle
1m 31s
hbase-server: The patch generated 0 new + 0 unchanged - 28 fixed = 0 total (was 28)

+1 :green_heart:
whitespace
0m  0s
The patch has no whitespace issues.

+1 :green_heart:
shadedjars
2m 51s
patch has no errors when building our shaded downstream artifacts.

+1 :green_heart:
hadoopcheck
4m 44s
Patch does not cause any errors with Hadoop 2.8.5 2.9.2.

+1 :green_heart:
javadoc
0m 53s
the patch passed with JDK Azul Systems, Inc.-1.8.0_262-b19

+1 :green_heart:
javadoc
1m  8s
the patch passed with JDK Azul Systems, Inc.-1.7.0_272-b10

+1 :green_heart:
findbugs
4m 30s
the patch passed

_ Other Tests _

+1 :green_heart:
unit
2m 44s
hbase-client in the patch passed.

-1 :x:
unit
109m 27s
hbase-server in the patch failed.

+1 :green_heart:
asflicense
0m 53s
The patch does not generate ASF License warnings.

168m 59s

Reason
Tests

Failed junit tests
hadoop.hbase.regionserver.TestSplitTransactionOnCluster

Subsystem
Report/Notes

Docker
ClientAPI=1.41 ServerAPI=1.41 base: https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/6/artifact/out/Dockerfile

GITHUB PR
https://github.com/apache/hbase/pull/2960

JIRA Issue
HBASE-25583

Optional Tests
dupname asflicense javac javadoc unit spotbugs findbugs shadedjars hadoopcheck hbaseanti checkstyle compile

uname
Linux da003dc4e51f 4.15.0-60-generic #67-Ubuntu SMP Thu Aug 22 16:55:30 UTC 2019 x86_64 x86_64 x86_64 GNU/Linux

Build tool
maven

Personality
/home/jenkins/jenkins-home/workspace/Base-PreCommit-GitHub-PR_PR-2960/out/precommit/personality/provided.sh

git revision
branch-1 / 2d26c94

Default Java
Azul Systems, Inc.-1.7.0_272-b10

Multi-JDK versions
/usr/lib/jvm/zulu-8-amd64:Azul Systems, Inc.-1.8.0_262-b19 /usr/lib/jvm/zulu-7-amd64:Azul Systems, Inc.-1.7.0_272-b10

unit
https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/6/artifact/out/patch-unit-hbase-server.txt

Test Results
https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/6/testReport/

Max. process+thread count
4626 (vs. ulimit of 10000)

modules
C: hbase-client hbase-server U: .

Console output
https://ci-hadoop.apache.org/job/HBase/job/HBase-PreCommit-GitHub-PR/job/PR-2960/6/console

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Cleaner way using custom fetch

Hi @Atinux! Hope you are doing well.
I was wondering if there is an update about creating a custom fetch composable that adapts the current Nuxt version 3.10.X because I believe your blog post is a bit behind from current changes and right know the Nuxt vesion I am using is showing a warning that I haven't solved which is [nuxt] [useFetch] Component is already mounted, please use $fetch instead. See https://nuxt.com/docs/getting-started/data-fetching.
I have followed the videos that the community suggest in this nuxt issue but the warning persists.
Thanks!

Where do you use useAPI @xdiegom ?
This should be used only for fetching the initial data of the component

Hi @Atinux , thanks for your quick response. I appreciate 🙌🏼.
Specific installed nuxt version: 3.10.1
Basically I use it in components, plugins or middleware like documentation suggests when using useFetch. Because custom useApi composable uses useFetch():

useFetch is a composable meant to be called directly in a setup function, plugin, or route middleware. It returns reactive composables and handles adding responses to the Nuxt payload so they can be passed from server to client without re-fetching the data on client side when the page hydrates.

The warning shows up when using in the client side, for example a Login form action button
I understood that the reason of creating a customFetch is to reuse it in different parts of the application.
This is my useApi composable adapted to the current nuxt 3 version I have installed
// composable/useApi.ts
export async function useApi<T>(
  path: string,
  options: UseFetchOptions<T> = {},
  prefix: string = 'api'
) {
  const config = useRuntimeConfig();

  const apiUrl = config.public.baseURL + '/' + prefix

  const jwt = useCookie('AUTH-TOKEN', {
    sameSite: 'lax',
    secure: true
  });

  const headerAuthorization: {
    Authorization?: string
  } = {}

  if (jwt.value) {
    headerAuthorization.Authorization = `Bearer ${jwt.value}`
  }

  let headers: any = {
    accept: "application/json",
    referer: config.public.appUrl,
    ...(headerAuthorization ?? { headerAuthorization })
  }

  return useFetch(path, {
    baseURL: apiUrl,
    watch: false,
    ...options,
    headers: {
      ...headers,
      ...options?.headers
    },
  })
}

Example of use:
// composable/useAuthentication.ts

interface Profile {
  id: string,
  username: string,
  name: string
}

export default function () {
  const profile = useState<Profile>(() => ({}));

  const login = async (username: string, password: string): Promise<boolean> => {
    interface LoginResponse {
      token: string
    }

    const { data, status } = await useApi<LoginResponse>('login', {
      body: {
        username,
        password
      },
      method: "POST"
    })

    if (status.value === 'success') {
      const token = useCookie('AUTH-TOKEN', {
        sameSite: "lax",
        secure: true
      })

      token.value = data.value.token;

      return true

    }

    return false;
  }

  const getProfile = async (): Promise<void> => {
    const { data } = await useApi<Profile>('profile')
    profile.value = data.value.data;
  }

  return { login, getProfile, profile }
}

‼ Here is where the warning is showing, when clicking the button that triggers the handleSubmit() function
// BaseLoginForm.vue
<template>
    <form @submit.prevent="handleSubmit" class="w-full space-y-3 flex flex-col items-center px-8">
        <BaseInput class="w-full" label="username" input-id="username" v-model="username">
        </BaseInput>
        <BaseInput type="password" class="w-full" label="password" input-id="password" v-model="password">
        </BaseInput>

        <BaseButton type="submit" class="w-full">
            Login
        </BaseButton>
    </form>
</template>

<script lang="ts" setup>
const { login } = useAuthentication();
const username = ref();
const password = ref();

const handleSubmit = async () => {
      await login(username.value, password.value);
}

// middleware/auth.global.ts
export default defineNuxtRouteMiddleware(async (to, from) => {
    const { isLoggedIn, getProfile } = useAuthentication();

    if (process.server && !isLoggedIn.value) {
        await getProfile()
    }
})

Thanks again for your reply.
Regards,
Diego


Accordion not animating, and causing page jumping

To replicate this behaviour, view course content with nested modules in Sequences / Learner Experience.
To do so, turn on the New Content Experience by setting the following config variables to true, then view content as a student:

d2l.Tools.Content.UseLessonsExperience
d2l.Tools.Content.NewLearnerExperience

You can see the page jumping around as panels are expanded and collapsed here:
https://github.com/user-attachments/assets/821dd68c-1180-448c-9a0f-1a2d4cf7f582
In this version, smooth animated motion was somehow re-enabled for one of the transitions, but the page jumping persists:
https://github.com/user-attachments/assets/637b0611-d808-4081-a1af-3c3fd2c0f21b
Here are the relevant files used in sequences:

The unit accordion is here, in sequence-launcher-fra: d2l-sequence-launcher-accordion
The outer module is here, in sequences: d2l-outer-module
The component used by both is here, in BrightspaceUILabs/accordion: d2l-labs-accordion-collapse

Closing this issue as we found a solution here!


Incorrect UIElement.Translation link.

The UIElement.Translation link incorrectly goes to UIElement.Scale.

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

ID: 7e8ca0e5-8827-0b34-c582-47c196dc034e
Version Independent ID: eab0e86f-49d7-43fb-1dbf-c33d94166b67
Content: Motion in practice - animation in UWP apps - Windows UWP applications
Content Source: windows-apps-src/design/motion/motion-in-practice.md
Product: uwp
GitHub Login: @jwmsft
Microsoft Alias: jimwalk

Thanks for reporting this issue. We have fixed the link on the page. Closing.


Add a way to signify two (or more) clips are linked/grouped/associated

Often, in editing softwares, different clips are grouped/associated. For example, an audio clip and a video one. Or two video clips, or three...
It could be great to have some information to signify it.

About the use cases :

Sound and video are not recorded together, then I synchronize them (they are associated then) and I have to migrate it from an editing software to another, I would like to not have to associate them a second time..
A storyboarding software (like Storyboarder) defines shots and boards. A shot may contain several boards. If I export it in an editing software (or in an animation software which has a timeline) as reference. I cannot know to which shot boards are related to. If I have the association information, they are already linked, and if I want to change the editing, all the boards move together.
I'm currently working on an MLT adapter, and Kdenlive has something to group things in their xml (.kdenlive is an XML MLT based).

I know this is something which doesn't exist at all in exchange XML formats for now (maybe in AAF...), I think it's a lack and I thought this is something OTIO could initiate, softwares will follow.

Hey, @Tilix4 . Not trying to hijack this thread, but I'm also working on an MLT adapter. It's still a bit rough and also geared towards support for melt, but would be interesting to compare notes (sort of speak) to handle different dialects etc. my adapter
I haven't worked on it for a while, but also came to the point where I need to handle grouped audio and video. (Not sure I pushed the latest changes though)

Hey @apetrynet . You're not hijacking, it's great to know I'm not alone wanting this feature. You're much more advanced on your adapter (I just started mine), but I started to look around because I need this group feature.
If you want, I opened a thread in the MLT github, to require this nomenclature.

@Tilix4 cool! I'll try to pick up my work again soon.

@apetrynet Dan Dennedy from MLT answered me : https://github.com/mltframework/mlt/issues/375#issuecomment-431113832

@Tilix4 Thanks!
My initial use case I referred to was more in line of the grouping/syncing of video and audio files not necessarily from the same source, but the other needs are interesting as well.
Cool that Dan Dennedy has interest in adding OTIO support in MLT!

I also need something like that for the xges adapter, right now we are loosing all the grouping information when going through otio.
fwiw, in the GStreamer Editing Services, Clip is a subclass of Container, which contains one or more TrackElements from the same media file. Then we have the notion of Group (another subclass of Container) which can contain one or more Container objects. In the xges file format, groups are referenced at the end with a simple list of the children identified by their uid (with their metadata).
I would be happy to help design and possibly implement grouping support in Otio.

We are open to proposals for how linked clips should be supported in OTIO.
One detail which may be helpful for anyone building this: the C++ SDK has some support for internal references to clips within an OTIO file. Look for OTIO_INSTANCING_SUPPORT in the code to see how that works.


[QT-Wallet] "Transaction"  page, table column heading "Id" should be in CAPS.

Description:
In "Transaction"  page, table column heading "Id" should be in CAPS.
Currently it is "Id" instead of "ID".
Please refer screenshot for more details.

Verified, hence closing this ticket.


Release 1.2.2

I noticed we weren't shipping the license file which I think we are supposed to. The gem wasn't specified as MIT-licensed either.
And a bump for making Active Storage optional.

⬆ MIT

⬆ MIT


Octant physics negatively impact gridmap performance

Godot version: 3.1.1 mono (64 bit)

Issue description:
When using the gridmap to render thousands of cells (100.000 cells, 100 different more complex meshes), the framerate drops significantly.
After some investigation, I found out that this is caused by the physics tick. We confirmed this hypothesis by disabling all collision layers.
Additionally, the more cells are filled, the slower it gets to change cells. When we increased the octant size, this had a positive effect on this issue.
Is it possible to disable the physics altogether? Or providing a way to access those physics objects by making octants available through the gridmap?
If not, is there a reason why it is implemented as such? Would there be a problem if we attempted to fix this issue (no C++ experts here though :) )?
Steps to reproduce:
Create a gridmap and fill 100.000 cells with around 20 different meshes -a little more complex than a cube-. This should drop the framerate significantly.
When disabling the collision layers, it should be back to normal.
The game will also take a lot longer when changing a cell on a gridmap with 100.000 filled cells than with a gridmap of 1.000.
Example of the meshes used:

Same here. Splitting the map into octants should improve the performance, but something is wrong.
I have a simple 50x1x50 grid, with simple static box colliders, and about 30 characters checking for collisions with the GridMap (all of them also using box colliders and kinematic bodies). Each tile dimension is about (1.0, 1.5, 1.5).
Setting octant size to 8 dramatically increases the cpu usage and the frame rate drops to a crawl, less than 5 fps on a laptop.
Bringing the octant size to 1 reduces the cpu use enough for 60fps playback on desktop (although still very high, around 70% to 80%), which makes no sense to me - shouldn't a size of 1 basically force collision checks with all tiles, regardless of which octant they belong to? Or am I missing something here?
According to the profiler, the time spent executing any gdscripts is minimal, and pretty much the entire update loop is dominated by the physics process.
I was hoping to figure this one out before moving on to larger maps!

@Ando @DoctorWhoof Does this occur if you set Physics > 3d > Physics Engine to GodotPhysics in the Project Settings? The default is to use Bullet, on which similar performance issues have been reported; see #26054.

Can anyone still reproduce this bug in Godot 3.2.3 or any later release?
If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.

I was facing the same problem in Godot 3.2.1 (X11/64bit) and upgraded to Godot 3.2.3 (X11/64bit) to test the new version.
The problem still remains, the FPS is 1 max. 5 when rendering a gridmap, either using GodotPhysics or Bullet, either using a meshlib with collision shapes or not. I tried probing with different octant sizes, even creating multiple gridmaps (to help culling) but the results were all the same. The map size is 64x64.
I'm using a Lenovo IdeaPad [Core<EMAIL_ADDRESS>/ 4GB RAM / Intel HD Graphics 520] with LinuxMint, running Godot on both GLES2 and GLES3.
I have created a MRP, but due to meshlib the zip size is 28MB. Is there any other way to upload the file?

I have created a MRP, but due to meshlib the zip size is 28MB. Is there any other way to upload the file?

You can create a public repository on GitHub. You should be able to push it as long as no individual file in the repository is larger than 20 MB.

OK, here it is - used my own resources: http://www.bitcraft-labs.gr/mrp.[godot].7z

I'm going to take a punt here and say mesh density is your issue. 200 million verts per frame is... busy!

Look at your meshlib source .dae file.  You've got 350K verts composing 80 blocks.

That is really surprising: I was just opening again the project to try a different approach; and simultaneously I recieved a notification for your comment....
OK, the meshes were created in VoxelShop, went through Blender to be converted to Collida (.dae) format before being imported in Godot. I believed that the vertices could count up to as many as the color polygons, but it seems I was wrong; I never really checked the wireframe in Blender to see the mess that is pictured in the screenshots above.
Now I was starting to create the cubes from schratch in blender to see if the problem remains - though I am going to change the artistic style, as I decided to drop voxel style for now.
I was planning to comment here in the next few days, and I'm still going to, when I finish the basics in the new approach.
But I think it is clear that the vertices number is the problem...

I suspect there is still an underlying problem, because OP was only dealing in simple geometry.  I've just started my first big gridmap project, so I I'll contribute more to this investigation and discussion over the coming months.

I remodelled the meshes in Blender, now they are plain cubes (8 verteces) with a simple material.
In Godot, I added a trimesh collision body (StaticBody + CollisionShape) and converted it to a mesh library.
The map I created is 128x128 tiles big. The rate is:

not more than 20 fps when octant size is set to 8
not more than 24 fps when octant size is set to 16
The project never loads when octant size is set to less than 8 or above 32.

I've completed the foundation of my prototype that uses a gridmap with 1-unit cubes running on Godot stable 3.3.2 and the default octant value of 8.   I experienced no issues with gridmap performance, however I will note the following optimizations that keep total drawn vertex count low on my little NUC7PJ running Linux:

In constructing my 3D maze, I use a mesh library of around 64 meshes that comprise every combination of 6-sided cube for possible visible faces.  Only one of those meshes has all 8 vertices.  Most are just one or a few faces/sides, so the vertex count is less than 8.  Each mesh "cube" has a trimesh collisionbody.
  This ensures I'm only drawing around max 10K vertices at any time, making a non-issue of lack of occlusion culling.
My maze "volume" is any power of two XYZ, e.g. 32 x 32 x 32.  Because of the shortened draw distance, any restraint on performance is due to stuff other than vertex count.  I can construct BIG 3D mazes from my gridmap and see no FPS drop.

Here's a video from an early test build before I improved various things.  It's probably only using a smallish volume size used here.  I'll record a newer video soon that gives a better look at performance.
https://www.youtube.com/watch?v=npfMQfLf-G0
So, to sum up my experience to date with gridmaps, I have not been able to trigger any gridmap performance problems yet -- but that could be due to my optimizations.  As I continue to develop this 3D maze project I will push things further to see if I can trigger any of the issues reported in this ticket.

Also, @akoutsoulelos, could you make available your new repro project so I can take a look, thx.

@akoutsoulelos, sorry to spam today, but one thing I just remembered about my test project: I set my collision layers so that my gridmap cube meshes don't collide with each other.  Is that something you've set too in your project?

@belzecue I have made no optimizations at all, not even resetting collision layers; I just used the gridmap to create a map with everything on its default values.
But now, as far as I understand from how you have set up your project, it seems that gridmap is just a way to align meshes in a 3d grid, and nothing more; at least I would have expected that the engine would not check collisions between 3d tiles/cubes by default. Having the opposite in mind made me think that no optimizations would be needed to create a simple map and that's why I wondered about the fps rate when nothing more was happening than just rendering and moving the camera around the map.
So, it seems that there is no real bug/problem, but it is more the way the gridmap works. In the next days, I will revise my approach and I'll let you know. In any case I'll create an MRP and post it here.

@belzecue If I understood well you meant to change the collision layers in the static body of each mesh in the meshlibrary, right? 'Cause I did that (set the collision mask to 20 for each mesh in the meshlibrary, leaving the layer to 1) but nothing changed.

@akoutsoulelos, you are right, that setting has no relevence to this issue.  Having played around a bit with my project, I can now see how octant size affects vertices and draw calls: higher octant means more vertices rendered but less draw calls; lower octant size means less vertices rendered but more draw calls.  That makes sense: a higher octant value results in fewer but bigger cell chunks.  If you are getting a higher framerate with a higher octant size, it suggests you are using less draw calls but rendering more vertices.

@belzecue I'm a little confused; OP described that disabling collision layers restores the fps rate to its normal state, indicating that the problem laid at the physics (collisions). But, when I remove collision bodies from the meshlibrary my results are the same, with no increase of the fps rate.
I had already checked that before, but I was not aware of the vertices mesh you pointed out and I thought that this would the problem, but alas not!
Here is the new MRP: mrp.[godot].zip
I will also try it in a different PC, but I think that it will not make any difference.

I took a look at your latest MRP.  I am getting around low 20s FPS when the screen is mostly filled.  Mind you, this is on my little NUC with its graphically puny Intel UHD Graphics 605 GPU.  What GPU are you using?
Here are my stats when the screen is busiest:

As you can see, it's pushing a lot of vertices (1.25M) and a lot of draw calls per frame.
First thing I did was go in and change your material from Cull Mode: Disabled to Cull Mode: Back, so that it wasn't rendering backfaces, but this gave no improvement in the stats.
Next, I checked your individual meshes, and they can be optimized further, as you have duplicate vertices.  For example:
Original: 26 vertices

After merging coexisting vertices in Blender: 8 vertices

So that would bring the overall vertex count down from 1.25M to perhaps 0.5M, assuming similar savings on the other meshes after cleaning.
Next, shadows.  There's a reason games only display full shadows in a bubble around the player.  When I switched off shadowing from your main light, my FPS jumped to 40.  So, routine management of shadows and shadow culling will boost performance.  Realtime 3D lighting is expensive, and it should be baked if possible.

The last obvious optimization is culling.  Since we don't have the luxury of occlusion culling in Godot 3.3, we either have to make our own or rely on camera draw distance and fog/fading to hide the boundary.  In your project, you've got your camera Far distance set to 8192, so basically it will draw all the way to the horizon.  And if you're not managing LOD then this is a lot of extra work for no good reason since we cannot see those high fidelity meshes as displayed in a few pixels. (Can't wait for Juan's automatic LOD culling in Godot 4!!)
By shortening the camera draw distance and using fog (and with shadows still switched off), I got back to 60 FPS.  (This is, of course, not a practical solution when you want the entire thing on screen.)

Now, all these standard optimisations are fine and dandy, but why am I going so off topic with this reply that still does not directly address the original issue of gridmaps and poor physics performance.  I'm including this optimization stuff in response to your observation that "when I remove collision bodies from the meshlibrary my results are the same, with no increase of the fps rate."  If in your case even with no physics active on your gridmap you get the same low FPS then it means one of two things: either your problem is the standard optimization headache of managing frame content ("polygon budget, lighting budget, texture budget" etc.), or there's a performance problem with gridmaps caused by something other that physics.  For our MRPs, if we can eliminate the "not optimized" cause, that leaves gridmap functionality itself as the likely cause.
I've yet to start playing with physics in my gridmap project.  That will arrive in time, and hopefully I can then contribute more meaningfully to the original topic here.

@belzecue I'm sorry for the late response, but I was a little busy in my job.
First of all, I'm really thankful for your effort and time taken to look in the MRP.
I'm developing on a laptop with<EMAIL_ADDRESS>with integraded Intel 520 graphics chip. The idea is that if it can here, it can run everywhere.
I'm looking into your tips, but before I post anything further, I have two questions:
(a) How did you count so many vertices in the meshes? In the original blender file each mesh has 8 vertices, so has in the .dae file when imported to blender (the only difference is that instead of 6 faces, I have 12 in .dae file) - I specifically checked on that, after your first post...
(b) The statistics displayed in the screenshots are with an addon (asset) or is a custom module of yours? It is very usefull to quickly spot basic problems.

@akoutsoulelos, I exported a couple of your meshes out of Godot to .obj and inspected them in Blender.  I guess it's possible that Godot adds vertices when importing a mesh, depending on import settings.  That would explain an imported mesh of, say, 8 vertices getting exported with 12 -- if that's what is happening, which I have not looked into.  And yes, the stats display is a terrific free plug-in by Hungry Proton: https://github.com/HungryProton/monitor_overlay
I suspected you had an Intel onboard graphics chip when I saw I was getting similar framerates to you.  As I said, I run Linux on a tiny little Intel NUC box with no fancy hardware in it, and it has Intel UHD Graphics 605 GPU.  I cannot stress enough how terrible Intel onboard graphics are with OpenGL and Linux.  I think the situation is better on Windows, with better Intel drivers.  Googling just now, here's a reliable comparison: https://www.phoronix.com/scan.php?page=article&item=win10-linux-glcoffee&num=3
That one is from around 2017, so it's not up to date, and it suggest Intel integrated graphics performance on Windows is only a little ahead of Linux, but in my experience I've always seen issues with Intel GPUs and Linux.  On my current Linux NUC, I get weird stuttering all the time when running a build, despite the stats telling me I'm getting a smooth 60 FPS.  When I run the build on Windows, the framerate is smooth and constant.  Anway, that's just me.  I've learned that developing on an Intel GPU is fine, but to test a build properly I need to run it on a device with Windows, or on Linux but with a non-Intel GPU.
However, if I've picked the right GPU for you in the comparison below, I would expect you to be getting double the performance of my Intel integrated GPU:
https://www.videocardbenchmark.net/compare/Intel-HD-520-vs-Intel-UHD-605/3255vs3861
"The idea is that if it can here, it can run everywhere." -- exactly my philosophy too.

@belzecue Thanks for the plugin - it is really usefull!!
I'm developing also on Linux. But I think that the article you cited is a bit outdated. Intel has a very good support for their drivers on linux, since they are open-sourced.
I looked more thoroughly the vertices number, since I was using the standard collada exporter (since better collada is outdated) and firstly I thought that this may the problem. But the exported .dae file has the minimum number of verices - in my case 8 for each tile. So I exported the tileset using godot scene exporter (that exports in binary format), but the problem persisted. So, I searched the internet, and found this. It seems that the renderer itself creates the additional vertices to store the UV map information. So, I will optimaze the tileset, to the minimum needed vertices (propably using mostly planes than cubes) and we'll see.
Now about the rest hints:

I had forgotten to reset the CullingMode property to 'Back' (I was checking all the choices to see if it made any difference - I thought that checking for the front/back faces may have caused the increased CPU usage);
You're right about the light - I have already fixed that and the framerate has raised to about 40-45; I was really exagerating about how much shadowing light sources I had (environmental, directional etc.);
The camera distance is something intensional, but it seems that I have to restrict how much freely the camera moves, in order to keep the rate in viable margins - I have to rethink the perspective.
Fog is something that I really do not want, since it's going to be a city-building game; I was planning to use fog as a wheather condition (such as rain, snow etc.)

So, I'm going to apply all these changes and post again with the results.

I had a little look at the MRP posted by @akoutsoulelos and it does seem as though the main problem is the number of verts involved. When converted to a single mesh, there are 3 million. If you call make_baked_meshes() you get some improvement.
For your flat areas you are drawing the whole 3d shape of a cell, when only the top quad needs showing. There also presumably no sharing going on between verts of adjacent cells.
Out of interest you can convert them to regular meshes something like this (if you mark the gridmap as use_in_baked_light, it seems to only bake them if this is set):
func convert():
	var gridmap = $RoomList/Room_A/GridMap
	gridmap.make_baked_meshes()
	var arr = gridmap.get_bake_meshes()

	var num_meshes = arr.size() / 2
	for i in range (num_meshes):
		var ref_mesh = arr[i * 2]
		var mesh_xform = arr[(i * 2) + 1]
		var mi = MeshInstance.new()
		mi.mesh = ref_mesh
		mi.transform = mesh_xform

		gridmap.get_parent().add_child(mi)

	gridmap.queue_free()

You might be able to run some kind of post processing step over this, if this is for a static map, and remove all the unnecessary polys and duplicate verts.

@lawnjelly, yes the first MRP was a real mess, since I had not checked how objects were exported from blender. So I recreated them to have the minimum possible verteces in an second MRP
@belzecue, since there was a bottleneck in FPS with gridmap, I tried to create the landscape with shaders. It was (and still is) quite tricky. First I created a big plane mesh, subdivided it and applied the heightmap to all the intermediate verteces. But there was no culling and the whole plane was drawn all the time even if a small part was shown (which makes sence since it is one big mesh, and when even one vertex is shown the whole plane must be drawn). So I broke it down creating multiple smaller plane meshes to reduce the verteces, which actually worked. But now I'm stuck with making the shader material unique to each instance of the smaller meshes (each shader must create a different part of the heightmap... The only thing I have not tried yet is to load the shader as the MeshInstance material and not as the mesh material.
Nevertheless, I believe that even at the current stage some interesting conclusions may be deducted, so here is the updated mrp.[godot].zip. I have created some exported variables for the Game spatial to make it easier to swap between gridmap/shader solutions.
So it seems that both Gridmap and Shaders use excatly the same number of verteces to draw the landscape, but since the shader is run completly on the GPU it gives a slight better FPS rate, but not an important one (Gridmap: ~50 FPS | Shader: ~ 55 FPS), at least for my configuration.


Doc/demo site is offline

https://developer.snapappointments.com/bootstrap-select/ does not respond (connection has timed out)
Possibly move demo/docs to GitHub?

Will be moving docs to GitHub soon, but any issues appear to have been temporary.


365 implement inference execution with pytest

Added inference of linear layer as a system test with enV5 Rev2 Hardware

A lot of cool stuff. Thanks @LeoBuron. Got a few change requests and a few questions/fyis.

@glencoe I pushed the new code. I fixed the unittest errors.


feat: adding utils module and functions

Description
Adding a new utils module :

submodule: HTML (media_to_html and create_tokens_highlights)
submodule: records (assign records)

Closes #4030
Closes #4003
Closes #3803
Closes #3928
Closes #4031
Type of change
(Please delete options that are not relevant. Remember to title the PR according to the type of change)

[x] New feature (non-breaking change which adds functionality)
[ ] Refactor (change restructuring the codebase without changing functionality)
[ ] Improvement (change adding some improvement to an existing functionality)

How Has This Been Tested
(Please describe the tests that you ran to verify your changes. And ideally, reference tests)

[ ] Test A
[ ] Test B

Checklist

[ ] I added relevant documentation
[ ] I followed the style guidelines of this project
[x] I did a self-review of my code
[ ] I made corresponding changes to the documentation
[x] My changes generate no new warnings
[ ] I have added tests that prove my fix is effective or that my feature works
[ ] I filled out the contributor form (see text above)
[ ] I have added relevant notes to the CHANGELOG.md file (See https://keepachangelog.com/)

@sdiazlor, this looks great :)

@sdiazlor , can you also add the same md reference in the markdown section for both questions and fields?

@davidberenstein1957 I added in assignment.py the whole assign_records logic (including the part for the docs), let me know your comments

Hi @sdiazlor, this looks great and is almost ready to be merged. Can you also update the docs w.r.t.
https://docs.argilla.io/en/latest/practical_guides/assign_records.html https://docs.argilla.io/en/latest/getting_started/installation/configurations/image_support.html
Additionally, token highlights have not been referenced anywhere and might be mentioned somewhere in the docs or tutorial. Where do you think it should fit?
Also the changelog can be slightly extended :)

Regarding the token highlights, I'll mention them in the tutorial, I think that maybe add them when referencing to markdown in create a dataset is too much info as we also mention media support

@davidberenstein1957 I updated the last changes


Is cloc giving lines or files?

in the code cloc is said to return lines but on the plot its files

I can't imagine these actually being confused, even with the log scale graph. but I'll check

These are not mutually exclusive, it counts both. Not an issue

the size of the sphere is lines

As long as we're commenting on dead issues they're circles not spheres


Add the Buy Plank option to the menu entry swapper

Basically, It would help me a lot (and others doing the make plank money maker) if someone could swap the menu entry boxes for "Buy-plank" with the "Trade" on the sawmill operator.

The config is up to nearly 20 entries now, should we keep adding config options for new entry swap abilities?

Duplicate of #1930


Simulation of Modelcia.Fluid.Examples.HeatingSystem fails

Reported by wischhusen on 12 Jan 2012 09:50 UTC
Simulating the heating system is not possible. Initialization fails. See attached log file of Dymola 2012 FD01.

Migrated-From: https://trac.modelica.org/Modelica/ticket/680

Modified by dietmarw on 12 Jan 2012 09:59 UTC

Comment by hansolsson on 17 Jan 2012 14:38 UTC
We have also noticed this regression introduced by MSL 3.2 (the same model works in 3.1), and a good solution:
The cause are bad start-value – fixing them corrects the issue, i.e. for tank adding:
  s(each start=1),
  ports(each p(start=1e5))

These start-values make more sense:
a)	The start-value for ‘s’ is a bit odd in the tank-model, the start-value is fluid_level_max and already MSL 3.1 has the comment:
"Note: should use fluidLevel_start - portsData.height", and fluidLevel_start is 1 and height 0, which gives the start-value 1.
b)	The pressure has a quite bad start-value in the package (this is an issue already in MSL 3.1):
partial package WaterIF97_base
  "Water: Steam properties as defined by IAPWS/IF97 standard"
  extends Interfaces.PartialTwoPhaseMedium(
     mediumName="WaterIF97",
     substanceNames={"water"},
     singleState=false,
     SpecificEnthalpy(start=1.0e5, nominal=5.0e5),
     Density(start=150, nominal=500),
     AbsolutePressure(start=50e5, nominal=10e5),

Having a default pressure of 50 bar as default for all systems, including this one that is intended to work for about 1 bar (atmospheric pressure) is not ideal.
--
However, the start-values were not introduced with MSL 3.2.

Comment by otter on 8 Feb 2012 12:29 UTC
Modelica.Media and Modelica.SIunits have been improved by providing min/max/start/nominal values in #487 by Francesco. This change fixed also the issue above. I have added additionally a modifier to the tank with ports.p=1e5, and this improved the convergence of the initialization.
The above has been fixed for the 3.2 maintenance branch in f4504fc699b4413f281038d8577c82e1d8f59c5d and for trunk in 3ae47c70eeff0d2ffc3dc866572ca241b25acc2a

Comment by dietmarw on 7 Mar 2012 13:29 UTC
Hi I just ran a check and not only will Modelcia.Fluid.Examples.HeatingSystem not simulate but also the check will fail.

Comment by pjordan on 24 Apr 2012 08:46 UTC
We have changed Modelica.Fluid.Examples.HeatingSystem in trunk  d91e28307071433939137f80812135145c584a2e. We changed the modifier in the component tank from ports(each p=1e5) to ports(each p(start=1e5)).
[[BR]]The model checks, translates and simulates with Dymola 2012 FD01.

Modified by dietmarw on 24 Apr 2012 11:15 UTC

Modified by beutlich on 30 Sep 2015 18:44 UTC

Changelog removed by beutlich on 30 Sep 2015 18:44 UTC


Either merge #245 or revise FAQ entry that assumes that

Commit a8fe22d422515a46a4c2e968ff37762c577059bc (part of #288, merged in 171a4eec2d47a9c69ca26832c26e5278c3454442) adds a FAQ entry that presumes #245 will be merged.

[x] If #245 isn't merged, the FAQ entry will need to be updated.  (See second bullet in https://github.com/zsh-users/zsh-syntax-highlighting/pull/288#issuecomment-223329830)
As of 4ad311ec0a6837b7c83bcfd1a1bf12cceb03f363 the FAQ is up to date.
[ ] Consider moving the FAQ out of README into a FAQ.md

[ ] Ensure make install handles this correctly, in particular all.md generation

Addressed by b7bb4f8.


registry_public_cores.t now uses frozen test database

Description
The test registry_public_cores.t now uses frozen test database
Use case
Using the public registry server in tests is fragile, especially around release time.
See https://www.ebi.ac.uk/panda/jira/browse/ENSCORESW-2325
Benefits
Registry tests can now work offline and not have to worry about version mismatches between the API and what the public server provides.
Possible Drawbacks
Had to rewrite the "registry knows more than 10 DBAs" test to "registry knows at least 1 DBA" because by default that is what MultiTestDB provides. Might make sense to tweak the settings to get at least two so that we can make sure the list  of DBAdaptor is really appended to.
Testing
Have you added/modified unit tests to test the changes?
It was a test itself that needed changes.
If so, do the tests pass/fail?
The modified test passes.
Have you run the entire test suite and no regression was detected?
Not run, under the assumption that a change in one test suite that does not write anything to the database really shouldn't affect any of the others.

Coverage decreased (-0.2%) to 82.266% when pulling 8d0c82333dfdd9b7c7b8783048ec251777755979 on mkszuba:ENSCORESW-2325 into 8e08e2de19c268e41fef6f1252ea2ae283236bf2 on Ensembl:master.

Going by the name, it seems like the purpose of this test is to check access to public core DBs. Without testing load_registry_from_url(), we're left with tests that are similar (but not identical to) the tests in registry.t. Does these have enough value to keep this test around?

Good point. Here is another take on refactoring this test: now we do use load_registry_from_url() but instead of talking to the public DB server, we extract appropriate information from MultiTestDB configuration. Note that since the server in question is not guaranteed to be empty (in fact, it most likely will not be) one can get warnings about duplicate species/group combinations, in the end however the tests should work because there always is at least one homo_sapiens/core database - the frozen one loaded by the test harness.


Exception in Texture.h when trying to import a texture

@pepcots I'm facing some issues relating to the importation of Textures when the constructor is called. All the data relating to the mesh and the texture seems to work fine, but whenever it tries to generate the MipMap an exception is produced.
Here is the code from the constructor:

And the exception:

I am not sure whether if it is relating to the variable _id when loading the texture in VRAM, as in the original code that should be equal to 1 and in my project it is equal to 2.

Hi Julia!Make sure to call glewInit() just after the gl context is created. Best place to do that is in the GameEngine constructor (but be sure the constructor is called after the glwindow and glcontext is created in the editor!generatemipmaçs is an opengl extension and needs to be initialized (this is what glewInit does, initialize all gl extensions)Let me knowif it works for you!El 1 nov. 2023, a les 19:49, Júlia Serra Trujillo @.***> va escriure:
@pepcots I'm facing some issues relating to the importation of Textures when the constructor is called. All the data relating to the mesh and the texture seems to work fine, but whenever it tries to generate the MipMap an exception is produced.
Here is the code from the constructor:
And the exception:
I am not sure whether if it is relating to the variable _id when loading the texture in VRAM, as in the original code that should be equal to 1 and in my project it is equal to 2.
—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you were mentioned.Message ID: @.***>

Btw, if it works for you, please, share it with the rest of the class!

I think, some of your class mates are facing same issue: https://github.com/CITM-UPC/VertX-Game-Engine/issues/1

Thank you! That was it.


Problem with cyrillic in selectize widget.

Discussed in https://github.com/jrief/django-formset/discussions/119

Originally posted by amikphoto March 13, 2024
When I use selectize widget and I have a lot of options (more than 250) I can't use cyrillic letters in search in models database. It works only in frontend. In backend this search doesn't work in Russian (for example). Could you fix it correctly. Thank you.

Thanks for reporting. I just fixed that. This will be available in version 1.3.9.


In iOS: System.NotImplementedException

Have been using Plugin.BLE in Android successfully and now trying to use in iOS version of same MAUI app. However, is crashing on app launch with System.NotImplementedException
Steps to reproduce

Call to CrossBluetoothLE.Current.Adapter throws System.NotImplementedException in iOS 16.3.1

Expected behavior
Should return a singleton instance of BLE adapter
Actual behavior
throws System.NotImplementedException in iOS
Crashlog
System.NotImplementedException: This functionality is not implemented in the portable version of this assembly.  You should reference the NuGet package from your main application project in order to reference the platform-specific implementation.
at at Plugin.BLE.CrossBluetoothLE.get_Current()
Configuration
Version of the Plugin: 2.1.3
Platform: iOS 16.3.1
Device: iPhone XR

Hi @ckrutsinger,
I'm the friendly issue checker.
Thanks for using the issue template :star2:
I appreciate it very much. I'm sure, the maintainers of this repository will answer, soon.

For MAUI, you'll need to use a 3.0 beta version. 2.1.3 does not support .NET 6 and MAUI yet. Can you confirm that the error goes away with 3.0.0-beta.2?

3.0.0-beta.2 did in fact stop the crashing. Thank you!


protecting lease revoking with auth

Current leases can be revoked by anyone. This PR limits the users who can revoke leases. If the user isn't granted write permission of keys which are attached the lease, the revoking request will be denied.
/cc @yudai

approach looks OK, test should be an integration test though

If userB creates an entry at a key which userA doesn't have writer permission, but with a lease userA have created, userA cannot revoke the lease any longer?
You might want to add a similar check on Put(), like if the lease is already used by an entry where the user doesn't have write permission, make the Put() request fail.

The check seems to be reasonable but it isn't perfect because the write permission can be revoked after attaching the lease and before revoking it. Anyway there wouldn't be a clean solution so I'll add the checking mechanism to Put() in the next update. Assuming that admins don't change the permission during the operation would be realistic.

@heyitsanthony updated and now the test is moved to integration. Also I added a new field Expire to LeaseRevokeRequest for distinguishing lease revoking triggered by time progress from explicit requests. In the case of time triggered revoking, permission checking isn't required.

Codecov Report

:exclamation: No coverage uploaded for pull request base (master@8fbf7ce). Click here to learn what that means.
The diff coverage is 88.23%.

@@            Coverage Diff            @@
##             master    #8031   +/-   ##
=========================================
  Coverage          ?   75.74%
=========================================
  Files             ?      341
  Lines             ?    26561
  Branches          ?        0
=========================================
  Hits              ?    20119
  Misses            ?     5006
  Partials          ?     1436

Impacted Files
Coverage Δ

etcdserver/apply.go
86.3% <100%> (ø)

etcdserver/server.go
80.34% <100%> (ø)

etcdserver/apply_auth.go
71.9% <86.66%> (ø)

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@heyitsanthony updated based on your comments, PTAL.

@heyitsanthony updated for internal token generation, PTAL.

lgtm thanks


locate deploy: can not locate to node group [REPLACEMENT ISSUE]

The original issue
Id: 1580
Title: locate deploy: can not locate to node group

could not be created.
This is a dummy issue, replacing the original one. It contains everything but the original issue description. In case the gitlab repository is still existing, visit the following link to show the original issue:
TODO

In GitLab by @luotian-github on Nov 8, 2019, 07:56
Some operations were on 4.102 yesterday, now it is recovered. Please retest it.

In GitLab by @cuiaq123 on Nov 8, 2019, 07:56
failed locate to node group in
1.0-767-g9cca511

In GitLab by @luotian-github on Nov 8, 2019, 07:56
as we discussion:
locate to node
locate to nodegroup
transfer to node
transfer to nodegroup

In GitLab by @luotian-github on Nov 8, 2019, 07:56
OK, i'am fixing

In GitLab by @luotian-github on Nov 8, 2019, 07:56
update deployment node selector error, fixing

In GitLab by @luotian-github on Nov 8, 2019, 07:56
fixed in 1608

In GitLab by @sokril on Nov 8, 2019, 08:26
closed

In GitLab by @sokril on Nov 8, 2019, 08:26
assigned to @cuiaq123


BUILD FAILED (CentOS 4.3 using python-build 1.0.2-7)

Hi, I got those output after typing command pyenv install 3.5.2.
However, later I try pyenv install 2.7.12, it does the similary things.
~/.pyenv/plugins/python-build/bin/python-build: line 277: printf: -v: invalid option
printf: usage: printf format [arguments]
~/.pyenv/plugins/python-build/bin/python-build: line 279: return: : numeric argument required
basename: too few arguments

Downloading ...

BUILD FAILED (CentOS 4.3 using python-build 1.0.2-7)

What should I do to fix this?
THX~

---
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I got the same issue too.
`
<EMAIL_ADDRESS>~]$ pyenv install 3.5.2
/home/dummy/.pyenv/plugins/python-build/bin/python-build: line 277: printf: -v: invalid option
printf: usage: printf format [arguments]
/home/dummy/.pyenv/plugins/python-build/bin/python-build: line 279: return: : numeric argument required
basename: too few arguments
Try 'basename --help' for more information.
Downloading ...
BUILD FAILED (CentOS 4.3 using python-build 1.0.2-48-g41606c4)
`
Anyone has hint?

basename on EL4 hosts doesn't work the same way as it does on EL5+. I don't know that this is fixable.

@johnseekins What does EL4 and EL5 mean? What do they stand for?

EL -> Enterprise Linux.
That is, any Linux based on RHEL (like CentOS).
As a separate note, CentOS 4 has been EOL (end of life) for years now. It might be time to consider upgrading.

@johnseekins you are right, my OS is based on CentOS 4 and it's hard to update the OS version because of company restriction, so I'm here for help.
Maybe it's not worth to solve this problem whether it takes quiet a lot of work or not, I think.

I ran into this challenge before my company finally decommed all their EL4 hosts. basename exists as a function in EL4, but does something significantly different. Given how much basename's current (EL5+) functionality plays a role in how pyenv works, you probably won't be able to get this fixed.
If you just need python 3.5.2, have you tried just installing it on your system with:
./configure
make
make altinstall

@johnseekins Not yet, I think it's time to move on, let this problem go and do something worthy.
I have turned into other tech for help instead of using pyenv.


Offered: .lessfilter using pygments

(Original issue 802 created by rrt on 2012-08-19T22:07:07.520977+00:00)
The attached script runs pygmentize trying hard to guess the correct lexer. It uses zcat for transparent decompression (subject to a fix for issue #799), and file to find the file type (if pygmentize can't) and the encoding. (If issue #800 is fixed, this will work better.)
The script can be used as a .lessfilter to auto-color the popular less pager's output (that's why I wrote it).
Although the program depends on details of both file & pygmentize, and to be most obviously useful with less, it seems to me to belong naturally with pygments. Hence, I offer it for your consideration.
Apart from the two issues mentioned above, it's working well for me, and is up to date with pygments 1.5 and file 5.11 as regards its mapping of MIME types output by file to lexers.

(Original issue 802 last updated on 2013-01-09T15:42:16.515971+00:00)
(Issue automaticaly closed due to status in Bitbucket: resolved)

(Original comment by rrt on 2012-08-19T22:08:22.942468+00:00)
I'm sorry, it was only as I hit "submit" that I notice this is tagged as a bug, with priority major, and I can't see how to change either of those.

(Original comment by birkenfeld on 2013-01-09T15:42:16.510555+00:00)
Closes #802: add "autopygmentize" as a possible .lessfilter
→ <<cset 4262e954c977>>


Cleanups to Interaction

This PR aims to reduce IShellPage references in Interaction and also moves some stuff around
Motivation:
Since IShellPage contains a reference to Interaction and Interaction contains IShellPage field it creates circular references which causes memory leaks. To solve such problem we must get rid of that reference in Interaction completely. Ideally, we'd have Interaction class completely removed and all handlers moved to respective View Models.
In my next PR I'll try to move as many functions out of Interaction as possible.

@d2dyno1 Are there any noticeable improvements to memory usage with these changes?

@d2dyno1 Are there any noticeable improvements to memory usage with these changes?

Not really, but by going step by step this will make moving out code out of Interaction easier, and eventually fix this memory leak. @yaichenbaum

In my next PRs I'll focus on removing as much code from Interaction as possible, moving functions out of this class and to ultimately remove Interaction. The reason I want Interaction gone, is to remove circular dependency between it and IShellPage. Moving out functions will also help us in the future to make Files MVVM.
What are your thoughts? Help is welcome ;)
@duke7553 @gave92 @yaichenbaum

@duke7553 do you have any new insight about the memory leak issue? Do you think this "down-with-the-circular-references" movement can actually help when only "normal c# objects/classes" are involved?

@gave92 My position is the same as yours. While there is no evidence that these changes can improve the memory usage situation, it is still preferrable to have them for code quality purposes.

Comments addressed! @gave92 @duke7553

Looks good. Thanks for this @d2dyno1

This is just the beginning :)


McAfee llamafile issue

Describe the bug
There is an issue with connecting to localhost.  The reason is probably the antivirus blocking the "llamafile-0.6.2.exe" , stating it has some virus. Due to this , the server is unable to start and so it's not getting connected. Turning off the antivirus works , but still without turning it off  , is there a way to solve this?
Steps to reproduce
Run the sample scene in Unity.
LLMUnity version
1.2.4
Operating System
Windows

Hi, thanks for submitting the issue!
Which antivirus are you using?
llamafile is the "engine" that runs the LLMs in this package.
It is part of Mozilla Innovations and Experiments:
https://github.com/Mozilla-Ocho/llamafile
with >10000 stars on GitHub but some antivirus softwares still flag it.
Unfortunately there is not much I can do at the moment.
Can you try the 1.2.3 version of LLM for Unity that uses an earlier llamafile version and see if the antivirus complains for that?
You can download it from here:
https://github.com/undreamai/LLMUnity/releases/tag/v1.2.3
and import it as a local package in Unity.
Llamafile will release a new version hopefully soon as well, so fingers crossed!

I am using McAfee. Using 1.2.3 version also raised the same issue .

Hi again! Llamafile v0.7 was released yesterday.
Could you try using the feature/llamafile_v0.7 branch and see if the issue is still there?

It still didn't work , the real-time scanning is deleting llamafile as soon as it is generated

I submitted a form and McAfee has now whitelisted llamafile.
I tried with installing the antivirus and works for me now.


Add batching to stackdriver adapter

Add time series batching logic and size limit to Stackdriver adapter. cc @quentinmit

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@douglas-reid verified in my set up that the fix eliminates 200 limit error. removed the TODO line.
I cannot find the reference about per minute limit... @quentinmit except this 200 batch size limit, is there any other limitation that you are aware of about CreateTimeSeries API?

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/lgtm
/approve

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@bianpengyuan There are several other quota limits... there is a default limit of 6kqpm (~=100qps) calls to CreateTimeSeries, as well as a limit of 100k "active time series" (# of time series with any data in the last 24h). There are a bunch more limits as well at: https://cloud.google.com/monitoring/quotas
Customers can either self-raise or file a ticket to raise any of these quotas if they hit them, so we shouldn't bake any of them into Istio. Just know that you will get a 429 error back if you exceed any of the quotas.

@hklai or @geeknoid can we please merge this PR?

@douglas-reid  could you comment on the risk and why this is needed in 1.0?

@hklai this poses little to no risk for Istio in general. for SD users, this PR prevents loss of metrics. some users have already reported experiencing this issue.


assign considered harmful

In a project, I just found a delegate property that was declared as assign when it obviously should have been weak. In my opinion, we should never use assign. For primitives, it’s always redundant, and therefore constitutes visual clutter. For objects, it is always a mistake in a post-ARC world. Objects should be strong, weak, or copy unless you are doing something sneaky or weird. If we disallow using assign, then any accidental use will stick out and be easier to catch.

I imagine this is pretty common throughout codebases, and developers, in transition. I completely agree that we should highlight the risk of marking objects assign, but I'm less emphatic on the suggestion to drop assign for primitives. Nonetheless, I recognize the value of outright banning the keyword and could be convinced.


Use InstrumentedQueuedThreadPool for admin endpoint

This will allow to monitor the usage of the thread pool which is used to handle the requests landing at admin endpoint.
Closes #2179.

Coverage remained the same at 85.484% when pulling 98ee58a514da894e0c4345c8212674431e69ea25 on patrox:issue_2179_instrumented_admin_thread_pool into 9b35878ca1b8de221656685581dc839b36ffdcd5 on dropwizard:master.

@joschi Can you please have a look ?

Is there a way to make this optional/configurable?

To be honest I didn't consider it, as I haven't seen any downsides of using it, but I guess it could be made configurable by some additional boolean flag, i.e. isAdminThreadPoolMonitored.

I don't think it's needed. The overhead of instrumenting should be fairly small to warrant adding an additional configuration option.

The biggest concern for me is the increase of reported metrics by default for a Dropwizard app.

But, my opinion, 4 additional metrics should not be a big problem. They are quite useful metrics, especially for applications with a lot of admin tasks.

@patrox Thank you for the contribution!


[zh] update references in Finalizers

en PR https://github.com/kubernetes/website/pull/29990/files
/assign @tengqm

This one is clean and trivial.
/lgtm
/approve
Thanks.


README instructions don't work (namespacing issues)

It appears that the README instructions need to be updated. Currently, they suggest you install the operator using these manifests, which namespaces it to cass-operator. The operator then listens only for resources created in that namespace.
The README then suggests you create the below CassandraDatacenter (which will be placed in the default namespace), and which will not work, because the operator is not listening to the default namespace.
apiVersion: cassandra.datastax.com/v1beta1
kind: CassandraDatacenter
metadata:
  name: dc1
spec:
  clusterName: cluster1
  serverType: cassandra
  serverVersion: 3.11.7
  managementApiAuth:
    insecure: {}
  size: 3
  storageConfig:
    cassandraDataVolumeClaimSpec:
      storageClassName: server-storage
      accessModes:
      - ReadWriteOnce
      resources:
        requests:
          storage: 5Gi
  config:
    cassandra-yaml:
      authenticator: org.apache.cassandra.auth.PasswordAuthenticator
      authorizer: org.apache.cassandra.auth.CassandraAuthorizer
      role_manager: org.apache.cassandra.auth.CassandraRoleManager
    jvm-options:
      initial_heap_size: 800M
      max_heap_size: 800M

The very next line inserts that with a namespace, though...

Apply the above as follows:
kubectl -n cass-operator apply -f https://raw.githubusercontent.com/datastax/cass-operator/v1.6.0/operator/example-cassdc-yaml/cassandra-3.11.x/example-cassdc-minimal.yaml

@jimdickinson I totally missed that the first time around and one of my colleagues brought it to my attention.
I think it is a bit easy to miss, but technically correct, so I'll close this.


Angular 17 build process raises warnings for link to CSS file within index.html

Command
build
Is this a regression?

[X] Yes, this behavior used to work in the previous version

The previous version in which this bug was not present was
16.0.3
Description
When including a a link within the  tag of the index.html the build process raises a warning.
Minimal Reproduction
To replicate the problem follow these steps: -
Create a new Angular app with the following options: -

SSR: No
SASS styles

Create a css file within the assets folder.
Add the following  tag into the  tag of the index.html file: -
<link rel="stylesheet" type="css" href="assets/test.css" />

From a command prompt run ng build
Exception or Error
Building...▲ [WARNING] Unable to locate stylesheet: C:\assets\inter.css

Your Environment
Angular CLI: 17.0.3
Node: 20.9.0
Package Manager: npm 9.8.1
OS: win32 x64

Angular: 17.0.4
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1700.3
@angular-devkit/build-angular   17.0.3
@angular-devkit/core            17.0.3
@angular-devkit/schematics      17.0.3
@angular/cli                    17.0.3
@schematics/angular             17.0.3
rxjs                            7.8.1
typescript                      5.2.2
zone.js                         0.14.2

Anything else relevant?
No response

How is inter.css referenced?

sorry, as always as soon as take the time to post an issue I discover the problem/solution. Firstly I mistyped the description above it should have been test.css not inter.css!
I then noticed in my angular.json in my working app it had this in the assets node: -
{
  "glob": "_redirects",
  "input": "src",
  "output": "/"
}

and then there was a _redirects file contain the following: -
/*  /index.html  200

This clearly prevents the warning by returning a 200 response. Why I have no idea I'm looking at some legacy code.


Can’t add pictures in the middle of a sunburst chart.

Version
4.9.0
Steps to reproduce
You can see it by creating a sunburst with a center level for data mining
What is expected?
I am doing a sunburst for a company’s rule guide and I would love to add the company logo in the center of the sunburst graph
What is actually happening?
The first level is reserved for returning to parent node when data mining and it can only be set as blank

The center circle can be configured using the first child of levels. Setting radius to be 0 should hide it. You can use graphic.elements to draw an image at the center.


Only IOS it doesn't work when app is killed

i just found out that latest version(1.6.6) example doesn't work in IOS when app is killed... (it works in android perfectly)
https://user-images.githubusercontent.com/74125508/143516181-454c3711-44ba-47f7-99ac-b4fce68ee205.mov
(real device, iphone 11, IOS 15.1)
#54 Reading this issue, seems like you guys solved it, but is there anything else i need to do? I'm confused because it doesn't work...

Can you share the version of background_locator in your pubspec.yaml
Also the code that starts the loaction service?

Can you share the version of background_locator in your pubspec.yaml Also the code that starts the loaction service?

first, thanks for the reply :)
the version is 1.6.6 and i used exactly same code with the 'plugin's example' by copy and paste..
does it work on your IOS device when it is killed?
now i'm wondering am i the only one struggling this

Even I am facing the same issue. Did you find any solution? I am using 1.6.6 version and working with example provided by Plugin.

Even I am facing the same issue. Did you find any solution? I am using 1.6.6 version and working with example provided by Plugin.

still the same :(

I could get it to work on both platforms, on emulators and real devices. Have you followed all the instructions in the wiki?

I could get it to work on both platforms, on emulators and real devices. Have you followed all the instructions in the wiki?

yes I did, and it looks like other people having the same issue on IOS as you see on Issues ㅜㅡㅜ

I could get it to work on both platforms, on emulators and real devices. Have you followed all the instructions in the wiki?

yes I did, and it looks like other people having the same issue on IOS as you see on Issues ㅜㅡㅜ


Need new openbmc-test-automation IPL test-suites developed for extensive OP HW CI tests

First, some background and then our request:
In our per-commit OP CI flow, we were hit by this latest VPD bug which went undetected for some time  - looks like, you folks can help us here by writing additional test-suites to catch these situations before providing final score back to Jenkins.
As you know, presently,  we do only #1, #2 and #3 (of the below list.)

Flash BMC
Re-mage PNOR
boot with the existing vpd cache
clear out the cache (cd /var/lib/phosphor-software-manager/pnor; rm -rf CVPD MVPD DJVPD)
boot with empty cache
boot using the newly made cache

We require additional test-suites shown above: # 4-6
In summary, we think our OP HW CI should include a boot with the existing vpd, then something wipes it out and we boot fresh.  Otherwise any fresh boot bugs will be hidden for a long time potentially.
Here are the benefit we think, these additional IPLs will realize for us:
3 - catches transition bugs
4/5 - catches cache update bugs
6 - catches bugs related to the cache update we did
Please advise, thanks and regards,
-Sameer Veer

Sure @sameerveer  we will take a look into it.

https://gerrit.openbmc-project.xyz/#/c/openbmc/openbmc-test-automation/+/12092


Feature Request: Sectograph

A Sectograph is a visual day planner that displays your calendar events on a pie chart in the form of a 12/24 hour clock face.
I think including a Sectograph view in the obsidian-day-planner plug-in is a GOLDMINE of an idea. It is a fairly rare graph, and thus it adds a lot of unique value to the extension. It is also just a REALLY good way to plan out your day and see what's happening when.
Do get back to me on if you're going to add this feature, I think it would be a really good idea.
♥Thank you!

Some More descriptive images:

pretty cool idea

I completely agree. Fantastic 'at a glance' visual reference that would be infinitely useful in conjunction with Obsidian. At this point it's already connected by proxy through the calendar system but I believe a lot more could be done if there was a plug-in for it. As a matter of fact if I do have some time myself I just may look into building one. But I'm no professional and I really have no experience so I hope somebody else picks it up a real developer

Not planning to implement this. However, if there is a brave soul willing to submit a PR, I'll happily merge it.

I'm just surprised it took you this long to reply, I put this issue up over a year ago.

@Welding-Torch Did you notice the repo owner has changed?


Document StateEvent for /createRoom

I mostly copied and pasted from https://matrix.org/docs/spec/client_server/r0.3.0.html#get-matrix-client-r0-rooms-roomid-state-eventtype-statekey but obviously changed it where needed. I also tidied up the English to read better e.g. "Defaults to the empty string" => "Defaults to an empty string"
Fixes #1327

I think that's all?

thanks!


Require PROJJSON instead of WKT2:2019

Resolves #95 based on associated discussions in #90 and #52.
Supersedes #94 by incorporating a modification of that text here.
Supersedes #96 by requiring crs instead of allowing it to be optional, with associated text changes to express this.  PROJJSON for OGC:CRS84 and rules for inferring it are equivalent to #96.
This includes a minor formatting change of the table including crs but only the crs row changed content and position within the table.

Still seing this open/ I'm confused: I thought that PROJJSON was already part of GeoParquet v0.4 !  And existing GDAL versions (latest 3.5.x and 3.6.0) that write GeoParquet v0.4 do write PROJJSON !
I believe this should be prioriterized to the next release. Or I'll have to downgrade the OGR GeoParquet driver to write WKT2.

@rouault sorry, my mistake for not closing this.  It was superseded by #96, which did indeed bring in PROJJSON support.  The distinction here was about whether or not crs is required and set explicitly to null when CRS is not known.  I think this came out of an earlier meeting where folks wanted to see both options.


How to support custom fonts in PDFJS

When opening an issue, please provide all of the information requested in https://github.com/mozilla/pdf.js/blob/master/.github/ISSUE_TEMPLATE.md since as-is this is unfortunately lacking enough details to be actionable.