GH-31186: [C++] file: Enable FIFO as an OSFile path.

Rationale for this change
Allow reading from non-seekable FIFO paths (e.g. stdin).
Example: Currently the following code snippet is not allowed:
from pyarrow import csv, input_stream

stdin = input_stream('/dev/stdin')
data = csv.read_csv(stdin)
print(data)

Running this code will always trigger an OSError:
# cat test.csv | python test2.py
Traceback (most recent call last):
  File "/mnt/nvme0n1/psp/arrow-test/test.py", line 4, in <module>
    stdin = input_stream('/dev/stdin')
  File "pyarrow/io.pxi", line 2690, in pyarrow.lib.input_stream
  File "pyarrow/io.pxi", line 1164, in pyarrow.lib.OSFile.__cinit__
  File "pyarrow/io.pxi", line 1176, in pyarrow.lib.OSFile._open_readable
  File "pyarrow/error.pxi", line 154, in pyarrow.lib.pyarrow_internal_check_status
  File "pyarrow/error.pxi", line 91, in pyarrow.lib.check_status
OSError: lseek failed

To get around this implementation one has to read stdin through a python file:
import sys
import os

from pyarrow import csv

stdin = os.fdopen(sys.stdin.fileno(), "rb")
data = csv.read_csv(stdin)
print(data)

Example csv:
customer_id,customer
1,customer1
2,customer2

What changes are included in this PR?
Set the size of the OSFile to -1 if the stream is not seekable. This has been used here to configure non-seekable file descriptors: https://github.com/pspoerri/arrow/blob/main/cpp/src/arrow/io/file.cc#L94-L95
Are these changes tested?
I tested the code samples above.
Are there any user-facing changes?
Not that I am aware of.

GitHub Issue: #31186

Note: it's not obvious that we should support this at all. ReadableFile implements the RandomAccessFile interface. This implies you can call Seek but also ReadAt on the resulting file.


Contributing could be easier

Currently there are no instructions for developers to run this package locally to be able to test their contributions. To run, changes must be made in package.json and files served up locally with an external package, e.g. live-server. Not a big deal, but would be nicer if the setup was dead simple.

index.html cannot be easily opened because it tries to load React and other modules directly from node_modules folder. These modules are marked as peerDependencies and are not installed automatically. Perhaps better solution would be to use cdn to load dependencies in index.html. Then it could be opened with:
open index.html
or
python -m SimpleHTTPServer
or any other command/tool without the need to install dependencies first.
Any other suggestions?

I took a crack at it here https://github.com/mpowaga/react-slider/pull/135

Should be a better dev experience now with #147


Dont cross check location when data is reported without location

Fixes #11877
Status
ready
Description
Fixes an issue inserted with: https://github.com/dmwm/WMCore/pull/11810
where input for ACDC workflows might be checked against Rucio, which is wrong, given that ACDC workflows don't have real data as input, but they actually use a collection of data from the ACDC server.
I am just ditching that extra check against Rucio and leaving this update to the DataLocationUpdater WorkQueueManager thread, which is supposed to continuously update input/pileup data location.
Is it backward compatible (if not, which system it affects?)
YES
Related PRs
Complement to https://github.com/dmwm/WMCore/pull/11810
External dependencies / deployment changes
None

Given that the Rucio call has been previously added only for further debugging, I went ahead and applied this patch to vocms0282. Now WorkQueueManager didn't crash and it actually produced these log lines for the same problematic ACDC workflow (see issue for further details):
2024-01-25 04:31:53,228:140045050111744:INFO:WorkQueue:Splitting /cmsunified_ACDC0_r-0-Run2017C_Charmonium_UL2017_MiniAODv2_BParking_240123_014605_3460/DataProcessing with policy name ResubmitBlock and policy params {'name': 'ResubmitBlock', 'args': {}}
2024-01-25 04:31:53,629:140045050111744:WARNING:StartPolicyInterface:Input data has no location, spec=<WMCore.WMSpec.WMWorkload.WMWorkloadHelper object at 0x7f5ec4ec91f0>, data=/acdc/cmsunified_ACDC0_r-0-Run2017C_Charmonium_UL2017_MiniAODv2_BParking_240123_014605_3460/:wangz_r-0-Run2017C_Charmonium_UL2017_MiniAODv2_BParking_240111_162540_2272:DataProcessing/0/373
2024-01-25 04:31:53,629:140045050111744:INFO:WorkQueue:Work splitting completed with 1 units, 0 rejectedWork and 0 badWork
2024-01-25 04:31:53,629:140045050111744:INFO:WorkQueue:Queuing element a0caf38833a7073868fd4c24fa349e32 for /cmsunified_ACDC0_r-0-Run2017C_Charmonium_UL2017_MiniAODv2_BParking_240123_014605_3460/DataProcessing with policy ResubmitBlock, with 373 job(s) and 373 lumis on /acdc/cmsunified_ACDC0_r-0-Run2017C_Charmonium_UL2017_MiniAODv2_BParking_240123_014605_3460/:wangz_r-0-Run2017C_Charmonium_UL2017_MiniAODv2_BParking_240111_162540_2272:DataProcessing/0/373

I still don't understand why it says not to have any location, as it was supposed to be "T2_FI_HIP" instead. If this is a bug, then it's probably unrelated to these changes and is there for a long time.

Commits have been squashed. Merging it and will soon backport it to an agent branch.

This PR has been backported to the 2.3.0_wmagent branch, all the 5 agents patched (including the RelVal agent) and a new wmagent tag <IP_ADDRESS> was released in PyPi.


Small BUG fix in checkvars.py: concerning the ascii extension of the identified missing file

Due to the BUG the identified missing ascii file is overwritten by the xml file.

Fixed.


update purego & oto

Please take a look at https://github.com/ebitengine/purego/issues/27. Thanks,

Closed because of purego#27


[platform][app-arch] - refactor logging

Why is this change needed?
Logs are not ingested by datadog today.
How does the PR address the problem?
Migrates klog library to zerolog.logger and integrates with datadog.
What else do I need to know?

@hlokavarapu Just curious as to why we needed to change the logging library?

@hlokavarapu Just curious as to why we needed to change the logging library?
Datadog agent was not able to parse klogs. All logs showed up as error logs and no filtering was being applied. Zerolog.logging library can output logs in json format which the agent can parse without issue. Both the log levels are preserved and retention filters are respected.

Also curious about the part of forwarding the logs to Datadog? Usually we use DD annotations on the deployment pods to forward the logs. How are we achieving the forwarding here?
That will be a separate PR with the following annotation in deployment manifest

ad.datadoghq.com/wpa-multiqueue.logs: '[{"source": "wpa-multiqueue", "service":
          "wpa-multiqueue-preview" }]'


extended friend game info functionality with closer-to-steamdocs code

extended friend game info functionality with closer-to-steamdocs code with some helper methods and a shortcut for the common getFriendGameLobbies so that getFriendGamePlayed can be used just like the original function and getFriendGameLobbies can be used to get an array of all the game lobbies for you built in already. Left in the original dictionary method as well for options / compatibility sake as well as a method to return a dictionary from the class object if someone prefers the dictionary.
Compiles 👍
I am testing it as we speak :)
Let me know if there was any point to this. I think it is quite useful personally.
EDIT: now getting lobbies is a one liner: var lobbies = Steam.getFriendGameLobbies()
EDIT2:

EDIT3: it isn't crashing so that's good.

Thanks for writing all that up; hopefully this doesn't detract from that!  My main issue is creating a new class specifically for friend game information function; it seems like a bit of overkill.  It makes sense to add a new class for something like Steam game servers themselves; in fact there is a server branch specifically for that.
That being said, the array function you added (as we talked about) is good.  Though I would probably change out the reference with a similar dictionary as in getFriendGamePlayed.  The only thing I think missing at that point is a dictionary entry with the user's Steam ID so you can tell who that specific dictionary refers to.

Thanks for writing all that up; hopefully this doesn't detract from that! My main issue is creating a new class specifically for friend game information function; it seems like a bit of overkill. It makes sense to add a new class for something like Steam game servers themselves; in fact there is a server branch specifically for that.
That being said, the array function you added (as we talked about) is good. Though I would probably change out the reference with a similar dictionary as in getFriendGamePlayed. The only thing I think missing at that point is a dictionary entry with the user's Steam ID so you can tell who that specific dictionary refers to.

~Where would the steam user ID come from? That was not something in the function currently in the repo. You mean grabbing that with another steamworks api func and returning it with the other items?~
nevermind just realized  i forgot to add CSteamID steamIDFriend = SteamFriends()->GetFriendByIndex( i, k_EFriendFlagImmediate ); in with the rest of the info.
Also the point of making it into a class is so that godot recognizes it as a "variable"/class/struct which is really a object. I don't think typing out a bunch of getters and setters was the most efficient option I could have chosen though. Every getFriendGameInfo object in that array returned already has a built in function to receive the vars as a dictionary by the way.
Essentially having it as an object helps the resulting scripting code be cleaner, closer to the documentation, and friendly with Godot.
As for overkill, it should be fairly simple to utilize Godots OO stuff with a lot fewer lines than this so i really don't think it should be avoided at all costs or anything.
i'll see if i can add CSteamID steamIDFriend quickly before I nod off.

Added steam ID :)

I still don't want to add a solitary functions output as a class.  If I was going to create more classes I would probably break them up into groups like SteamApps, SteamFriends, SteamMatchmaking, etc. like the API is structured.  I understand the benefit of separating things into classes but not for one specific function; it deviates too wildly from the test of the module.

I still don't want to add a solitary functions output as a class. If I was going to create more classes I would probably break them up into groups like SteamApps, SteamFriends, SteamMatchmaking, etc. like the API is structured. I understand the benefit of separating things into classes but not for one specific function; it deviates too wildly from the test of the module.

Then one could just be the start? Think of it less as a "c++ class" and more as an "Object" variable to play nice with godot and make it really easy and clean to use in the engine.

It would require a lot of rewriting to move everything to classes and I would probably do it to break it up how Steam has it, by function groups.  I had considered it at the start.

It would require a lot of rewriting to move everything to classes and I would probably do it to break it up how Steam has it, by function groups. I had considered it at the start.

That kind of thing would be a good method of refactoring the code and fixing up / adding features while you go through. That being said, none of any of this has to be right away. Baby steps in a direction are fine, especially with an open source project like this. No one has to sit down and OO the entire class right now no matter how nice the result just because there is one extra class. I personally prefer the way nicer syntax that will result from a class based approach utilizing the pattern design of godot and enabling straight forward in editor docs and code completion over undocumented dictionaries with harder to find documentation and not-matching to the official documentation that is needed to design basically anything starting out.
PS. I did leave your function intact by the way with a D at the end of the function name.

If I did move in that direction I would probably just convert everything over in one go then release it all at once instead of in increments, considering it would be such a huge change.  Plus anyone who updated their local copy would have to re-write all of their game code to match it.  Something like that is better done for the release of Godot 3.2, Godot 4.0, or perhaps after all of the Steamworks functionality is added in.
I agree that in-editor documentation would be nice but is not currently one of my priorities. However it could be added to the 'to-do' list.  The documentation itself isn't really that hard to find, it is linked in the repo as both a website (with a continuing series of tutorials) and wiki; plus there is the sub-Reddit, Issues section on Github, and Godot Extended Libraries Discord for assistance.  Steamwork's SDK documentation is also pretty easy to find, though lacking in examples.
Haha, I did see you left a 'D' in the function name but that's not the best way of naming a function as it doesn't really describe what it does.
Nonetheless, to save us both time and more so you, I won't be adding that function as a class/object.  Without reiterating everything discussed up to this point as to why, I will say I admire your tenacity and drive!


Weird visual in list view for stores

CSS issues?

We should probably take the underline off the titles too since we're no longer displaying them on the product cards.
To be clear, the underline should display on hover, but not by default.


missing brfs

seems this only works atm cause of npm deduping. this should fix it in general

seems to missing d3-selection also (added)


#[no_mangle] warning: attribute should be applied to a function or static

After updating the rust toolchain to 1.48 cargo build gives this warning. And some more of the same type.
warning: attribute should be applied to a function or static
  --> /Users/axelnennker/development/indy-sdk/wrappers/rust/indy-sys/src/cache.rs:25:5
   |
25 |       #[no_mangle]
   |       ^^^^^^^^^^^^
26 | /     pub fn indy_purge_schema_cache(command_handle: CommandHandle,
27 | |                                    wallet_handle: WalletHandle,
28 | |                                    options_json: CString,
29 | |                                    cb: Option<ResponseEmptyCB>) -> Error;
   | |_________________________________________________________________________- not a function or static
   |
   = warning: this was previously accepted by the compiler but is being phased out; it will become a hard error in a future release!

I don't know how to fix it but it should be fixed for some value of 'future'.

I'm getting the same errors. I think it might be because you can't apply #[no_mangle] to trait functions?


Fixing machMode for Washing Machine integration

This addresses a mistake in previous pull request - https://github.com/gvigroux/hon/pull/4.
I agree with @sebastiaankok pointed out in that there was a mistake with machMode.
This also includes updating README details on the device I have been testing with.

Thanks


Fails to build with clang

I just built the project with GCC, all worked fine, and I got my CEN64 binary. However, if I run $ make CC=clang then the build fails during linking, with complaints about unresolved references. I tried attaching the build log as a file, but apparently you can only do that if you have write access to the repo. So here is a link instead. This was with the HEAD of the angrylion-rdp branch.

Fixed in 2ff54c5, please confirm and close, thanks.

This has indeed been fixed!


New Theme not recognized?

In the jquery.mmenu.themes.css file I have created a new theme called theme-red and when calling the plug-in I have it set to call the red theme - but for some reason it is not - it is using the white theme instead?
$(document).ready(function() {
$("#menu").mmenu({
"extensions": [
"border-full",
"effect-zoom-menu",
"pageshadow",
"theme-red"
],
"counters": true,
"footer": {
"add": true,
"title": "Desktop Version"
           },
           "header": true,
           "searchfield": true
        });
     });

However - if I update the jquery.mmenu.all.css file it does read the proper CSS
I guess I am confused as to why there are two files and which ones should I be updating?

How did you create that CSS?
Using the SCSS mixins?

I just edited the existing .css file

Are you sure the css file is included in the webpage?
Does the menu get the classname mm-theme-red?

By the way, if the background color for the menu is all you changed, you can simply override it without having to create a new theme:
#my-menu {
  background: red;
}

Good-morning Fred,
Yes - the all the files are with the webpage, and yes the class name was also correct.
Thanks for the tip on the override - what That will work for a lot of cases, in this case I will be customizing the theme to match the clients brand - and therefore need to change quite a bit of the styles.
As a workaround I was able to update the jquery.mmenu.all.css file instead - but I am not sure if that is the proper way to do this or should I be using the jquery.mmenu.themes.css file for all my updates?

Is there an online example? Because I don't see any reason why it wouldn't work if the classname is added and the correct CSS files are included.

http://dev.ilgm.com/mobile

Right now the INDEX.HTML file is calling "theme-red"
Only the jquery.mmenu.themes.css file contains the RED information - I pulled it out of the jquery.mmenu.all.css file and the system is defaulting to WHITE.
FYI: The rest of the html files (for this demo) are using the dark theme.

So on index.html you've added theme-red to  the extensions option, but you don't include include the file jquery.mmenu.themes.css?
So basically all CSS for theme-red is NOT included in the webpage?


merge from template-esm-only

package.json

chore(package): add git+https://github.com/k0nsti/browser-stream-tar.git (repository.url)

Pull Request Test Coverage Report for Build<PHONE_NUMBER>

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 86.721%

Totals

Change from base Build<PHONE_NUMBER>:
0.0%

Covered Lines:
275

Relevant Lines:
313

💛  - Coveralls


Getting an ResourceExhausted EOF when running argo wait for too long

Pre-requisites

[X] I have double-checked my configuration
[X] I can confirm the issues exists when I tested with :latest
[ ] I'd like to contribute the fix myself (see contributing guide)

What happened/what you expected to happen?
Dear all,
We are running some rather big (> 50 min) workflows in our CI pipelines on Github testing out some of our argo-based ML training.
Only after upgrading argo to v3.4.10 lately we've gotten some ResourceExhausted EOF error when waiting for the jobs to succeed: level=fatal msg="rpc error: code = ResourceExhausted desc = EOF"
We figured that at some point after 50 mins the argo server would respond badly to our argo wait which should substantially wait an infinite time until the workflow either succeeds or fails. We looked for the specific error response but didn't find anything. Finally we ended up running the argo wait in an try-except loop like
# submit argo workflow
  workflow_name=$(
    argo submit \
      --from "workflows/$WORKFLOW_NAME" \
      -n namespaceAbc \
      -o name
  )

  # wait for argo wait (retries) to finish
  retries=3
  for ((i=1; i<=retries; i++)); do
    echo "Waiting for workflow to complete (Attempt $i)..."
    # Run the argo wait command and capture the exit status
    exit_status=0
    argo wait "$workflow_name" -n namespaceAbc || exit_status=1
    # Check if the workflow was successful (exit status 0) or if we've reached the maximum retries
    if [ $exit_status -eq 0 ]; then
        echo "Workflow completed successfully."
        break  # Exit the loop
    elif [ "$i" -eq $retries ]; then
        echo "Maximum retries reached. Workflow did not complete successfully."
        exit 1  # Exit with an error code
    else
        echo "Workflow did not complete successfully. Retrying in 30 seconds..."
        sleep 30  # Wait for a period before the next retry
    fi
  done

  # sleep for 30 seconds to be sure that metadata is updated
  echo "Sleeping for 30 seconds to be sure that metadata is updated"
  sleep 30

  # get workflow status from json
  workflow_status=$(
    argo get "$workflow_name" \
      -n namespaceAbc \
      -o json | jq -r '.status.phase'
  )

  # if workflow status is not succeeded, exit with 1
  if [ "$workflow_status" != "Succeeded" ]; then
    echo "Workflow $workflow_name failed with status $workflow_status"
    exit 1
  fi

which would end in the CI job two times receiving the timeout EOF error and only in the third argo wait to finally reach the end of the job with the awaited status succeeded.
CC / @Depaccu
Version
v3.4.10
Paste a small workflow that reproduces the issue. We must be able to run the workflow; don't enter a workflows that uses private images.
None

Logs from the workflow controller
None

Logs from in your workflow's wait container
None

We looked for the specific error response but didn't find anything.

I believe this error is from the underlying gRPC library, but not really sure what's causing the error right now

Could you paste an example workflow?

Any logs from argo server?

What version did you update from? That would be very helpful in narrowing down a potential regression

Before we was on 3.4.4.

Could you paste an example workflow?

Unfortunately I can't but like I said the workflow itself is running successful (succeeded) and I think its related to the messaging service of the server.

Also getting this...

Facing a similar issue on version 3.4.9
Tried the latest version 3.5.4 but issue still exist

We started encountering this issue after upgrading Argo Workflows from 3.4.10 to 3.5.7 and argo cli from 3.3.8 to 3.5.7
It reproduces rather frequently for any workflows running >1h and the error appears roughly every 30 - 50 minutes, we have worked around it by implementing a loop similar to the one mentioned in the issue description.
e.g.
time="2024-06-18T07:06:59 UTC" level=fatal msg="rpc error: code = ResourceExhausted desc = EOF"
time="2024-06-18T07:43:08 UTC" level=fatal msg="rpc error: code = ResourceExhausted desc = EOF"
time="2024-06-18T08:26:06 UTC" level=fatal msg="rpc error: code = ResourceExhausted desc = EOF"
<workflow> Succeeded at 2024-06-18 08:56:07 +0000 UTC

We were not encountering this issue at all for combination: Argo Workflows 3.4.10 + argo cli 3.3.8.

Your argo server may well be crashing on 3.5.7, see #13166. See if 3.5.8 helps with that.

@Joibel We're aware of the issue you mentioned, we had crashes initially after upgrading to 3.5.7 but solved it by increasing CPU and MEM limits. We haven't observed any crashes recently, however the issue with argo wait keeps occurring regularly.

If you're running the 3.5.7 server you should upgrade to 3.5.8, it has a memory corruption bug. What happens is uncertain beyond crashing, it could be fine or it could be causing issues.

For the record, we have upgraded Argo CLI and server to 3.5.8 and are still observing this issue.


The line number is displayed in the wrong position

As shown in the image, the line number of the code snippets not perfectly

What browser are you using?

What browser are you using?

Google Chrome | 88.0.4324.182 (Official Build) (64-bit)
-- | --
Revision | 73ee5087001dcef33047c4ed650471b225dd8caf-refs/branch-heads/4324@{#2202}
OS | Linux
JavaScript | V8 8.8.278.17
User Agent | Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/88.0.4324.182 Safari/537.36

Thank you for your attention

Sry, I didn't investigate that any further. Your browser seems up to date, so I cannot explain this right now. It would help if you could provide a repo / link so I can inspect what's broken... 🤔

Thank you!
You can clone my repo with this issue
git clone https://github.com/chenboshuo/learn_c51.git
cd learn_c51
git submodule init
git submodule update

Then open the docs/ and make the docx
cd docs
doxygen

The output file is put in /tmp/learn_c51/docs/build/doxygen_html,
go to this file and open the alternative__single__string_8c_source.html using chrome(linux)

Maybe you can find this issue,
and fix it, Thank you for your help

I found the problem. In your Doxyfile you defined doxygen-awesome.css twice. Remove the definition of  HTML_STYLESHEET and everything should work fine! 💪
HTML_STYLESHEET        = doxygen-awesome-css/doxygen-awesome.css # <-- Remove this
HTML_EXTRA_STYLESHEET  = doxygen-awesome-css/doxygen-awesome.css doxygen-awesome-css/doxygen-awesome-sidebar-only.css

Btw. the doxygen documentation discourages the usage HTML_STYLESHEET:

Note: It is recommended to use HTML_EXTRA_STYLESHEET instead of this tag, as it is more robust and this tag (HTML_STYLESHEET) will in the future become obsolete.

Thx for you patience and good luck with your project, I can only imagine the flashy animations that your code creates! 🙈

Pls close this issue if my suggestion resolves your problem.

Thank you for Your help, it works.


Transparent windows

These are the changes that @andsve made sometime ago that I've merged into the latest code of the master branch (commit ecd04539ec9c608d664311b97e8894742912a70c).  This works with OS X 10.9.5 but it does not yet work on Linux.  I don't know Linux well enough to be able to make it work with the GLX extensions.  I'm hoping someone else will be able to figure it.

@andsve Hey, I have no idea if GitHub is doing something funny, but it's claiming you commented on a pull request I just made that occurred after your comment.  Anyways, I merged in your changes to the master GLFW branch, and tested it on OS X 10.9.5.  It all works.  Do you have any idea what it will take to make this work under Linux?  I am not an OpenGL expert, so I'm kind of just mashing keys while trying to the get the GLX stuff up and running.  If you have any ideas, I'd love to hear about them!

Whoop, didn't see it was a PR at first. :) I would maybe wanted to clean it up and add Linux before merge, but I like where this is going!
@ckaran No good ideas regarding Linux, but in the original issue thread someone posted a working snippet for Linux, might be a good start.


Add tests for operations edge cases

Adds many tests to make sure that the operations API is respected. Fixes
in the service the parts that are not compliant.
Also fixes #139
Signed-off-by: Hugues de Valon<EMAIL_ADDRESS>

Adresses the comments in a new commit for easier review.


Create datagrip.json

Can you please adde JetBrains DataGrip?

It's recommended to use the JetBrains Toolbox


fix: createIcon props

addBuiltinComponentAction中icon的dom无法获取node节点，建议在 createAction中的 createIcon 补充 key，node参数
issuesId：#2622

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.林榕洲 seems not to be a GitHub user. You need a GitHub account to be able to sign the CLA. If you have already a GitHub account, please add the email address used for this commit to your account.You have signed the CLA already but the status is still pending? Let us recheck it.

@Super-Rz 分支指向 develop。


Add test cases for the Prompt operations

add test cases for prompt

list
create
retrieve
retrieveId
remove
execute
result
try

@j0monty @bleso-a - can you guys approve this?  Kedar is ready for PR #5 as soon as this one gets out of the way.


Unhandled parameter attribute 'tt.constancy' and 'tt.contiguity'

Such messages can be seen in the CI: https://github.com/intel/intel-xpu-backend-for-triton/actions/runs/10422253663/job/28866333683
Should we fix it?

The simplest solution is to remove it like https://github.com/intel/intel-xpu-backend-for-triton/blob/llvm-target/third_party/intel/lib/TritonIntelGPUToLLVM/TritonGPUToLLVM.cpp#L131.

It is not observed upstream, as below is only enabled under env var MLIR_ENABLE_DIAGNOSTICS upstream.
             context->getDiagEngine().registerHandler([](Diagnostic &diag) {
               llvm::outs() << diag << "\n";
               return success();
             });


Popups don't stay open on Ubuntu+Compiz

The move-to-space and quick find popups flash open momentarily but disappear before they can be interacted with

I've had this problem on ChromeOS too:
Version:   Version 64.0.3270.0 (Official Build) dev (64-bit)
Platform:  10134.0.0 (Official Build) dev-channel gandof
Firmware:  Google_Gandof.6301.155.9

Exactly as above, the popup opens, but clicking in it dismisses the popup without doing anything.
Bao Ho posted a patch to the support pages (Apr 22, 2016, "Solution for the problem of space switch in linux", currently #37) which solves the problem for me. It adds the following after at line 77 of background.js:
if (windowId == chrome.windows.WINDOW_ID_NONE || windowId == spacesPopupWindowId) {
    return;
}

See PR #2.
Thank you @deanoemcke for the extension (and for open-sourcing it), and thank you @tri-bao for the patch.

I can confirm this fix works for me!


Add e2e test suite for API conversion

The test installs HNC v1alpha1 first and creates v1alpha1 resources
both directly and by kubectl-hns plugin. Verify the CRD versions,
kubectl plugin and HNC behaviors are as expected in v1alpha1.
Then upgrade HNC and kubectl plugin to v1alpha2. Verify everything
mentioned above also works fine in v1alpha2.
Before and after the test, the namespaces and HNC deployment or
resources are all cleaned up.
Change some TryRunQuietly() function in testutils package to
TryRun() so that if there's a failed test, we can see the output.
Tested by make conversion-test. The verification of v1alpha1 to be
gone in the CRD status.storedVersions failed in the current HEAD but
passed on top of the change to remove v1alpha1 from storedVersions at
https://github.com/kubernetes-sigs/multi-tenancy/pull/988.
Fixes #992
Part of #868

/assign @adrianludwin
/assign @GinnyJI
/assign @rjbez17
/cc @adrianchung

/hold cancel


Basic-Photo-Editor

Feature Description
A basic photo editor usinh HTML, CSS and JavaScript. This issue is under GSSoC'22 Contributions.
Steps Followed✅
Check the box with [x] If you followed all the steps.
-[ ] Is your feature request related to a problem? Please describe.
-[x] Describe the solution you'd like
-[ ] Describe alternatives you've considered
-[ ]Additional context
Code of Conduct✅
-[x] I agree to follow this project's Code of Conduct.
-[x] I checked the current issues for duplicate problems.
-[x] I have gone through project README.

Can you please assign me to this issue. @Astrodevil

Image editor already exists. Please check the repo.


Warp Node Issue

 Hello. I have been working on making a wooden plank material and the only issue that I have run into is with the warp node. In short, it only seems to work on flat greyscale parts of a node image which doesn't seem to be what should happen.
 To help explain this, I will give my material example and process as best I can.
 In order to prevent wood knots from landing on two planks adjacent to each other and wood grain from being too consistent from adjacent planks, I would create the same rectangle tiles as the wood planks (Just simple rectangles with no texture to them), give them a separate greyscale value, and plug that into the warps height map input.
 In Substance Designer, this works (Although I use the directional warp node in Substance Designer, and after using all other warp nodes in Material Maker, I have determined that the normal Warp node is the closest thing I can use), but even when trying out every other warp node available to me in material maker, using greyscale nodes and using different methods like greyscale inverting them and Fill to Random Grey, **only** the seams in between the wood planks would warp and not the planks themselves. Here are some screenshots showing the process and the problem:

.This screenshot shows my overall wood pattern that I intend to use the warp node on to create the wood plank variation on:

.This screenshot is the greyscale rectangles for adding variation to the planks grains and knots:

.This screenshot shows how my method works in Substance Designer, where I utilize the different values and that then plugs into a directional warp node:

.This screenshot shows what I do in Substance Designer and what I am trying to accomplish. You can see the plank wood grains separated successfully and the arrow pointing to a knot that was successfully not appearing on the plank adjacent to it:

.This screenshot Shows that doing the same thing in Material Maker (To the best of my abilities) ONLY works on the seams and not the planks themselves (Even greyscale inverting does not fix this issue or change the output. Changing the surrounding values, big and small numbers, of the warp node itself does not give expected or desired results. It also doesn't work for the other warp nodes. Again, the normal warp node is the best match I could find). The red arrow points to a knot that has transferred over to an adjacent wood plank. You can also see that the wood grain itself is also consistent from plank to plank:

Thank you and congratulations on making it to v1.0! This is a really good start and I am impressed with how far I got with this stress test and versatility project! I look forward to its development! I will help in any way I can. Sorry if this message was too long or felt condescending at points!

Hi, I have had the same problem and found a different solution.
Thing is, the "warp" node in MM is not the same as in SD. The MM node generates a slope from grayscale, while SD uses a normal map to offset the pixel position. However, you can create a similar effect with Custom UV node in MM, except that in CustomUV you "set" the value and not "add" it.. So, what I did is actually recreate the basic UV map from 2 gradients like this:

Then, I created randomlized tile colors like this:

and then, I add those two to create a UV map with tile-based offsets:

And now, by plugging that into CustomUV node, I "move" my base noise texture so that it doesn't appear monolithic.
Maybe there is a better solution, but this worked for me. I wish there was a vector-based warp as well so that there is no need for this hack. Hope that helped!

The easiest way to offset the position from a map (and not its X and Y derivatives, like the Warp node does) is to use map inputs of the Transform node.


Do collection hooks work when inserting into the database directly?

I've written a hook like so:
Recordings.after.insert(function(userId, rec) {
  console.log('Inserted recording..................');
});

Then I tried inserting directly into the database via meteor mongo and my hook was never called.
Is that expected behaviour?

It won't work if you do mongo operations directly in the mongo shell.

Gotcha, thanks.

You might be able to use Meteor's observe APIs to do something, at least after an operation.


wrong modify when use format and type

Thank you for good plugin! 🎉
Sorry for not PR.🙇
I tried to run and there were some problems.
This resource has been deleted.
module/src/main/res/values-port/floats.xml
<item name="string_resource_example" format="float" type="string">1.2</item>

context.resources.getString(R.string.string_resource_example).toFloat()

Thanks for reporting!
I found the reason... I thought float is used as dimen.
https://github.com/DroidKaigi/conference-app-2018/blob/master/app/src/main/res/values/floats.xml#L3
So let me consider how to solve this 🙏

I'll stop to support floats.xml because there are several way to define like type="string" and type="integer". It's so hard to prepare default Remover class.
So if you want to check floats.xml, please add custom setting to build.gradle.
unusedResourcesRemover {
    extraRemovers = [
            createXmlValueRemover("float", "string", "item")
    ]
}


Added filter to apply dynamic filters

filter:arg will resolve its argument as filter expression which will allow to apply dynamic filters.
The use case for that can be using Sourcery to generated code for Codable protocols and use different key coding strategies applied for different data models. It will allow to specify strategy as one of Stencil filters in a type annotation, i.e. uppercaseFirstLetter or camelCaseToSnakeCase, or even filter with arguments.
Currently in template I have to check annotations against hardcoded set of filters to be able to apply them. With this change this template code
{% if strategy == "upperFirstLetter" %}{{ variable.name|replace:"_",""|upperFirstLetter }}{% else %}{{ variable.name|replace:"_",""|camelToSnakeCase }}{% endif %}

becomes this
{{ variable.name|replace:"_",""|filter:strategy }}

and allows to use any registered filter without changing anything in template.

I'll have to re-check the Stencil docs (on phone rn so not the best device to read them) but I thought Stencil already had a {% filter xx %}…{% endfilter %} tag that would also allow you to do dynamic filters already?

@AliSoftware the implementation of filter node only converts the whole node to filter expression applied to the rendered content of the node, it does not resolve the name of the filter as variable. But that's something we can add too! Also I just find filter expression easier to use than filter node and better compassable (chaining vs nesting)

Except from the small changelog change, and some small access questions, this LGTM.

Before I forget: This PR should document the changes in the docs.

@djbe comments addressed

This will need a rebase, based on 0.12. Be careful when rebasing the changelog, as the entry will need to be moved to the right section (under master).

@djbe I updated docs. We'll need this, in particular making Expression type public to add support for {% call this if condition else that %} in StencilSwiftKit, unless we move call node into Stencil.

Looks GTM. How come this branch is till out-of-date after that merge you did one hour ago?

🤷♂


ModelicaServices.Animation.Surface should extend Modelica.Utilities.Internal.PartialModelicaServices.Animation.PartialSurface

Reported by pharman on 20 Jun 2013 13:35 UTC
ModelicaServices.Animation.Surface is defined as an empty class, however this fails when compiling models that use it because the parameters are not defined. There is a partial implementation at Modelica.Utilities.Internal.PartialModelicaServices.Animation.PartialSurface so ModelicaServices.Animation.Surface should be changed to:
model Surface
    "Animation of a moveable, parameterized surface; the surface characteristic is provided by a function"
    extends Modelica.Utilities.Internal.PartialModelicaServices.Animation.PartialSurface;
end Surface;

Migrated-From: https://trac.modelica.org/Modelica/ticket/1172

Modified by pharman on 20 Jun 2013 13:38 UTC

Comment by pharman on 20 Jun 2013 13:39 UTC
Fixed in [6711]


An error has occurred.  0 syntax error, unexpected

Hi C-Lodder
Thanks for your quick reply.
Please the screenshot with system debug enabled.
Regards
FTLX

Hi C-Lodder
I think problem is solved.. my PHP ver. was 7.2 and after changing to 7.3 the error is no longer there.
Thanks for a great template  :-)

Ahh I see the error now.
PHP 7.3 added support for trailing commas in function calls, so this explains why it was throwing an error on PHP 7.2
I'll fix this in the next update

Fixed here: https://github.com/C-Lodder/lightning/commit/f2fcdf9e23fccc47adae11dcf18fec3415226102


256 - Make oays requests concurrently

The eventual upstream (OASys) can be slow to respond, to reduce the risk of bumping into the 10s timeout between our frontend and API we can fetch the sections concurrently.  We're using coroutines dispatched to a blocking IO thread pool to do this to avoid refactoring the entire client layer to be async.

 Make OASys calls concurrently for sections endpoint


dartdevc should clear static state on hot restart

dartdevc needs to provide a means for the HTML page to clear static state on hot restart.
Proposal:
// Called from the "hot restart" UI event handler
import {dart} from './dart_sdk.js';
dart.hotRestart();

Inside DDC's runtime library:
void hotRestart() {
  for (var field in _initializedFields) field.reset();
  _clearTypeCache();
  // Do anything else we need to clear
}

Clearing static state should be fairly cheap.
(We could further optimize the field reset if we need to, but I suspect that will be good enough; if we're reinitializing them, we're already going to pay O(N), where N is the number of static fields used at startup.)

testing a fix: https://dart-review.googlesource.com/c/sdk/+/78324


What is the difference between pixi.js and pixi.dev.js?

https://github.com/GoodBoyDigital/pixi.js/tree/master/bin
My first assumption was that pixi.dev.js is the "bleeding edge" dev version, while pixi.js is the latest stable and tested one. But it looks like it's more like pixi.js is the minified, for-distribution version and pixi.dev.js is the "for human reading" version of the same basic file.
But then... are both of them the latest stable or the latest "bleeding edge"? I want the latest stable.

https://www.atlassian.com/git/tutorials/using-branches
master is "stable", other branches with commits ahead of it could be deemed "bleeding edge". Particularly "dev"

https://www.atlassian.com/git/tutorials/using-branches
master is "stable", other branches with commits ahead of it could be deemed "bleeding edge". Particularly "dev"

pixi.js is minified, and to be used in production
pixi.dev.js is not, and to be used when developing you app.
pixi.dev.js is easier to debug since it is not minified. Both contain the same runtime code.

pixi.js is minified, and to be used in production
pixi.dev.js is not, and to be used when developing you app.
pixi.dev.js is easier to debug since it is not minified. Both contain the same runtime code.

I have a related question, I hope it is ok if I ask it here:
is pixi.dev.js accessible from browserify (and the npm published pixi's) ?
Also I think the general convention in npm / browserify world is to publish the unminified version as entry point and let the final user minify the whole thing.
Thanks

Feel free to put in a PR and change it :)

PR sent :-)
Also I've taken a look at your current WIP of refactoring with commonjs, very promising work! :-)
I guess the issue I raised is already fixed out there ;-)
Cheers

yup!


Heatpump denied writing supply-fan-speed-normal-47270

I run an automation every 5 minutes to update normal fan speeds (Nibe F470) on external factors.
Does not fail all the time so not cricital, but quite a few times this pops up in the logs of HomeAssistant:
Logger: homeassistant.components.automation.co2_set_normal_supply_speed
Source: helpers/script.py:525
integration: Automation ([documentation](https://www.home-assistant.io/integrations/automation), [issues](https://github.com/home-assistant/core/issues?q=is%3Aissue+is%3Aopen+label%3A%22integration%3A+automation%22))
First occurred: October 3, 2024 at 17:20:01 (179 occurrences)
Last logged: 13:50:01

Set Normal Supply Speed: Error executing script. Unexpected error for call_service at pos 1: Heatpump denied writing supply-fan-speed-normal-47270
Traceback (most recent call last):
  File "/usr/src/homeassistant/homeassistant/helpers/script.py", line 525, in _async_step
    await getattr(self, handler)()
  File "/usr/src/homeassistant/homeassistant/helpers/script.py", line 763, in _async_call_service_step
    response_data = await self._async_run_long_action(
                    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/src/homeassistant/homeassistant/helpers/script.py", line 726, in _async_run_long_action
    return await long_task
           ^^^^^^^^^^^^^^^
  File "/usr/src/homeassistant/homeassistant/core.py", line 2761, in async_call
    response_data = await coro
                    ^^^^^^^^^^
  File "/usr/src/homeassistant/homeassistant/core.py", line 2804, in _execute_service
    return await target(service_call)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/src/homeassistant/homeassistant/helpers/service.py", line 996, in entity_service_call
    single_response = await _handle_entity_call(
                      ^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/src/homeassistant/homeassistant/helpers/service.py", line 1068, in _handle_entity_call
    result = await task
             ^^^^^^^^^^
  File "/usr/src/homeassistant/homeassistant/components/number/__init__.py", line 120, in async_set_value
    await entity.async_set_native_value(native_value)
  File "/usr/src/homeassistant/homeassistant/components/nibe_heatpump/number.py", line 76, in async_set_native_value
    await self._async_write_coil(value)
  File "/usr/src/homeassistant/homeassistant/components/nibe_heatpump/coordinator.py", line 224, in _async_write_coil
    await self.coordinator.async_write_coil(self._coil, value)
  File "/usr/src/homeassistant/homeassistant/components/nibe_heatpump/coordinator.py", line 137, in async_write_coil
    await self.connection.write_coil(data)
  File "/usr/local/lib/python3.12/site-packages/tenacity/asyncio/__init__.py", line 189, in async_wrapped
    return await copy(fn, *args, **kwargs)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/local/lib/python3.12/site-packages/tenacity/asyncio/__init__.py", line 111, in __call__
    do = await self.iter(retry_state=retry_state)
         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/local/lib/python3.12/site-packages/tenacity/asyncio/__init__.py", line 153, in iter
    result = await action(retry_state)
             ^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/local/lib/python3.12/site-packages/tenacity/_utils.py", line 99, in inner
    return call(*args, **kwargs)
           ^^^^^^^^^^^^^^^^^^^^^
  File "/usr/local/lib/python3.12/site-packages/tenacity/__init__.py", line 398, in <lambda>
    self._add_action_func(lambda rs: rs.outcome.result())
                                     ^^^^^^^^^^^^^^^^^^^
  File "/usr/local/lib/python3.12/concurrent/futures/_base.py", line 449, in result
    return self.__get_result()
           ^^^^^^^^^^^^^^^^^^^
  File "/usr/local/lib/python3.12/concurrent/futures/_base.py", line 401, in __get_result
    raise self._exception
  File "/usr/local/lib/python3.12/site-packages/tenacity/asyncio/__init__.py", line 114, in __call__
    result = await fn(*args, **kwargs)
             ^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/local/lib/python3.12/site-packages/nibe/connection/nibegw.py", line 372, in write_coil
    raise WriteDeniedException(f"Heatpump denied writing {coil.name}")
nibe.exceptions.WriteDeniedException: Heatpump denied writing supply-fan-speed-normal-47270

I have been occasionally looking at the logs in ESPHome but as it doesn't happen often it's hard to catch.
My ESPHome config for my LilyGo T-CAN485:
esphome:
  name: nibe-gateway
  friendly_name: nibe-gateway

esp32:
  board: esp32dev
  framework:
    type: arduino

# Enable logging
logger:

# Enable Home Assistant API
api:
  encryption:
    key: *****************************
  reboot_timeout: 0s

ota:
  - platform: esphome
    password: ****************************************

wifi:
  ssid: !secret wifi_ssid
  password: !secret wifi_password
  power_save_mode: none
  # Enable fallback hotspot (captive portal) in case wifi connection fails
  ap:
    ssid: "Nibe-Gateway Fallback Hotspot"
    password: ***************

captive_portal:

external_components:
  - source: github://elupus/esphome-nibe

# Set pins required for LilyGo T-CAN485 board
output:
  - platform: gpio
    id: ENABLE_PIN # Enable the chip
    pin:
      number: GPIO19
      inverted: true
  - platform: gpio
    id: SE_PIN # Enable autodirection
    pin:
      number: GPIO17
      inverted: true
  - platform: gpio
    id: ENABLE_5V_PIN # Enable 5V pin for RS485 chip
    pin:
      number: GPIO16
      inverted: true

# Configure uart that will be used
uart:
  rx_pin: GPIO21
  tx_pin: GPIO22
  baud_rate: 9600

# Configure NibeGW
nibegw:
  udp:
    # The target address(s) to send data to. May be a multicast address.
    # When using Home Assistant: this is your Home Assistant IP.
    target:
      - ip: 192.168.****
        port: 9999 #The Nibe Home Assistant integration listens to 9999 by default

    # List of source address to accept data from, may be empty for no filter
    source:
      - 192.168.****

    # Optional port this device will listen to to receive read requests. Defaults to 9999
    # read_port: 9999

    # Optional port this device will listen to to receive write request. Defaults to 10000
    # write_port: 10000

  acknowledge:
    - MODBUS40

  # Constant replies to certain requests cabe made
  constants:
    - address: MODBUS40
      token: ACCESSORY
      data: [
            0x0A, # MODBUS version low
            0x00, # MODBUS version high
            0x01, # MODBUS address?
      ]

# Some helper functions to restart ESPHome from HA
button:
- platform: restart
  name: Nibegw Restart
- platform: safe_mode
  name: Nibegw Safe Mode Boot

I was able to trace logs from the module, the error happened at 11:35:03 in the HA log, so I assume it would be the response at 11:35:02?
[11:35:00][D][nibegw:025]: UDP Packet with 86 bytes to send
[11:35:00][D][nibegw:048]: UDP Packet token data of 10 bytes received
[11:35:00][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:00][D][nibegw:085]: Response to address: 0x20 token: 0x6b bytes: 10
[11:35:00][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:00][D][nibegw:025]: UDP Packet with 7 bytes to send
[11:35:01][D][nibegw:025]: UDP Packet with 7 bytes to send
[11:35:01][D][nibegw:048]: UDP Packet token data of 10 bytes received
[11:35:01][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:02][D][nibegw:025]: UDP Packet with 86 bytes to send
[11:35:02][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:02][D][nibegw:085]: Response to address: 0x20 token: 0x6b bytes: 10
[11:35:02][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:03][D][nibegw:025]: UDP Packet with 7 bytes to send
[11:35:03][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:04][D][nibegw:025]: UDP Packet with 86 bytes to send
[11:35:04][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:04][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:05][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:05][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:06][D][nibegw:025]: UDP Packet with 86 bytes to send
[11:35:06][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:06][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:07][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:07][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:08][D][nibegw:025]: UDP Packet with 86 bytes to send
[11:35:08][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:08][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:08][D][nibegw:025]: UDP Packet with 22 bytes to send
[11:35:09][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:09][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:10][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:10][D][nibegw:025]: UDP Packet with 6 bytes to send
[11:35:10][D][nibegw:025]: UDP Packet with 86 bytes to send


blc: broken link checker

Why:
Closes ISSUE

What's being changed (if available, include any code snippets, screenshots, or gifs):

Check off the following:

[x] I have reviewed my changes in staging (look for the "Automatically generated comment" and click the links in the "Preview" column to view your latest changes).
[x] For content changes, I have completed the self-review checklist.

This seems to have been opened accidentally, I am going to close it now :yellow_heart:
Take a look at the contributing.md to learn how to contribute in this repo. You can open a discussion if you have any questions or check out issues with the help wanted label. :sparkles:

Oh sorry, my bad and am going to close it now
On Fri, Jan 27, 2023, 22:18 Courtney Wilson @.***>
wrote:

Closed #23516 https://github.com/github/docs/pull/23516.
—
Reply to this email directly, view it on GitHub
https://github.com/github/docs/pull/23516#event-8377199709, or
unsubscribe
https://github.com/notifications/unsubscribe-auth/A5EFOI2HB2BZAUNEVY4E26DWUQ3SRANCNFSM6AAAAAAUIHSUQM
.
You are receiving this because you authored the thread.Message ID:
@.***>


uvicMuse not starting on Osx 11.0.1

Hello,
i've got a MUSE-02 and since i'm unable (apparently) to use my BLE usb dongle, i'm trying to use uvicMUSE with the internal Bluetooth of the Mac (Macbook Pro 2019 16').
But as soon as i start it it crashes with no error message.
I've tried
On MacOSx: Application crashes after running:
pip uninstall serial pyserial
pip install pyserial esptool
But nothing changed.
Any Hint?
Thanks,
Soreno

Update:
I reinstalled uvicmuse and now when i start it i get this error:
INFO   ] [Logger      ] Record log in /var/root/.kivy/logs/kivy_20-12-13_1.txt
[INFO   ] [Kivy        ] v2.0.0rc4, git-d74461b, 20201015
[INFO   ] [Kivy        ] Installed at "/Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages/kivy/init.py"
[INFO   ] [Python      ] v3.9.1 (v3.9.1:1e5d33e9b9, Dec  7 2020, 12:10:52)
[Clang 6.0 (clang-600.0.57)]
[INFO   ] [Python      ] Interpreter at "/Library/Frameworks/Python.framework/Versions/3.9/bin/python3.9"
[ERROR  ] [Clock       ] Unable to import kivy._clock. Have you perhaps forgotten to compile kivy? Kivy contains Cython code which needs to be compiled. A missing kivy._clock often indicates the Cython code has not been compiled. Please follow the installation instructions and make sure to compile Kivy
Traceback (most recent call last):
File "/Library/Frameworks/Python.framework/Versions/3.9/bin/uvicmuse", line 5, in
from uvicmuse.main import main
File "/Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages/uvicmuse/main.py", line 3, in
from uvicmuse.interface import runGUI
File "/Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages/uvicmuse/interface.py", line 9, in
from kivy.app import App
File "/Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages/kivy/app.py", line 411, in
from kivy.base import runTouchApp, async_runTouchApp, stopTouchApp
File "/Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages/kivy/base.py", line 28, in
from kivy.clock import Clock
File "/Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages/kivy/clock.py", line 466, in
from kivy._clock import CyClockBase, ClockEvent, FreeClockEvent,
ModuleNotFoundError: No module named 'kivy._clock'

Hello, it seems like the problem is caused by Kivy. Try these:

Reinstall uvicmuse using the --force-reinstall flag for pip. Also, make sure you are installing the latest version (5.2.1)
Follow this instruction to install and compile Kivy: https://kivy.org/doc/master/gettingstarted/installation.html#install-conda
I can see that you are using python 3.9.1. If the above solutions do not work, try making a new conda environment with python=3.8

Hello,
I've remove python 3.9 and installed 3.8.
Now it starts, but when i look for muse it says
"No BLE Module Found"

That's my BT info.

Any hint?
Thanks a lot

First, let's make sure that the terminal has access to Bluetooth. Go to your system preferences and make sure it looks like this:

Open a python shell (on the same environment as you installed uvicmuse) and write down this code. Post the outputs here.

from uvicmuse.MuseWrapper import MuseWrapper as MW
import asyncio
loop = asyncio.get_event_loop()
M_wrapper = MW (loop = loop,                     target_name = None,                     timeout = 10,                     max_buff_len = 500)
M_wrapper.search_and_connect() # returnes True if the connection is successful
EEG_data = M_wrapper.pull_eeg()
EEG_data = M_wrapper.pull_eeg()
print (str(EEG_data))
M_wrapper.disconnect()

Hello,
after giving permission to iTerm it worked.

Thanks for the support!

Glad to hear that. Closing the issue.


Ubuntu does not use /etc/sysconfig/docker for its service config - checks 3.20 and 3.21

/etc/sysconfig/docker is a RedHat-ism, and is not present on Ubuntu.  This causes checks 3.20 and 3.21 to result in an [INFO] output stating, "File not found."  Changing file="/etc/sysconfig/docker" to:
  distributor=$(lsb_release -i | cut -d'        ' -f2)
  if [ $distributor = 'Ubuntu' ]; then
    file=$(systemctl show -p FragmentPath docker.service | cut -d'=' -f2)
  else
    file="/etc/sysconfig/docker"
  fi

in check_3_20() and check_3_21() - in tests/3_docker_daemon_configuration_files.sh - resolves this issue.  Note, cut is using the tab character with the lsb_release command, not spaces.
This was tested on Ubuntu 18.04 LTS.

Hi @scottbrunza, this is intended since, as you said, it's RedHat family specific.
$ sudo bash docker-bench-security.sh -c check_3_1,check_3_2,check_3_19,check_3_20,check_3_21
# Docker Bench for Security v1.3.6
[...]

Section A - Check results
[PASS] 3.1 - Ensure that the docker.service file ownership is set to root:root (Automated)
[PASS] 3.2 - Ensure that docker.service file permissions are appropriately set (Automated)
[PASS] 3.19 - Ensure that the /etc/default/docker file ownership is set to root:root (Automated)
[INFO] 3.20 - Ensure that the /etc/sysconfig/docker file permissions are set to 644 or more restrictively (Automated)
[INFO]       * File not found
[INFO] 3.21 - Ensure that the /etc/sysconfig/docker file ownership is set to root:root (Automated)
[INFO]       * File not found

Correct.  I was posting the change I made locally as a suggestion for improved Ubuntu support.

Fair enough.


Support npm

This is a minimal package.json.
name and version are required by npm to install.
private is not required, but is to prevent this module from accidentally being published to npm until/if desired. (I think it's advisable to leverage github for now.)
Of course, there is a lot of other metadata that would be useful in the package:
description, homepage, repository, bugs, license
However, since bpkg also uses package.json (currently, anyway), I added only the bare minimum properties at the moment.
I'm waiting to open a similar PR to bats-assert until any issues are discussed here, (since the bats-assert package.json will be virtually the same). The only difference is that the bats-assert package.json will include bats-core as a dependency (direct or peer, TBD)

This is sorta dependant on ztombol/bats-assert#3 since both bats-assert and bats-core need tagged releases. The released version will need set in the package.json as version

v0.1.0 was tagged so the package.json has been updated to reflect that version number.
This minimal package.json is now ready to merge. Adding all the extra metadata description, homepage, repository, bugs, license can be discussed separately if desired.

@jasonkarns Could you do the same for bats-assert and add the installation notes to bats-docs?

@ztombol yep!

@jasonkarns Thanks!


Problem to access to data in getitem UBFC dataset

Hi! Thanks for the code. I try to train your model, but i dont understand  how you charge the videos/txt to train.
In "dataset.py" line 169:
    def __getitem__(self, idx: int):
        with np.load(self.files[idx], allow_pickle=True) as f:
            data = f["frames"][:self.vid_frame:self.vid_frame_stride]
            label = f["hr"].astype(np.float32)

There you try to open a list of archives:
files = ['ubfc-rppg/DATASET_2/subject1/vid.avi', 'ubfc-rppg/DATASET_2/subject1/ground_truth.txt', etc...]

But numpy complains of the following:
OSError: Failed to interpret file 'ubfc-rppg/DATASET_2/subject25/ground_truth.txt' as a pickle  (pickle.UnpicklingError: invalid load key, ' ')

or
OSError: Failed to interpret file 'ubfc-rppg/DATASET_2/subject11/vid.avi' as a pickle (pickle.UnpicklingError: unpickling stack underflow)

is an error of my version of numpy or some other problem?
Thanks in advance.

Hi,
Please check the utils/utils.py file here  which process the videos and ground truth and convert them into pickle files.
Cheers

Thanks for the reply. Indeed the utils.py file contains the function extract_ubfc_dataset() to transform the dataset. Closed


[FEATURE] Pandas like join should be sql joins

Is your feature request related to a problem? Please describe.
NA
Describe the solution you'd like
SQL join doesn't match null keys, pandas like interface should follow
Describe alternatives you've considered
NA
Additional context
NA

This shouldn't be done on Triad. It should be done in QPD


[CFF] Support seac

Fixed by https://github.com/RazrFalcon/ttf-parser/commit/57642532162258ddb523caae361573e1eebf16a7


Custom templates when doing a series of runs

Hi! So recently I have been using ColabFold to predict hundreds of multimers. I use a directory which contains many fasta files in it. Within different fasta files, only one sequence of the multimer changes while other stays the same. Is there any way to tell the program to reuse the templates that it has found in the previous run and forward it to the next time?
example: there are two fasta files in the directory named a.fasta and b.fasta, the sequence for a.fasta is AAA:XXX and b.fasta is BBB:XXX. I use this directory as input. so after finishing a.fasta, how to tell the program to reuse the template for b.fasta?
Thank you very much for your help!

so to follow up, I managed to use the template directory generated by my previous run as a custom template in my subsequent runs. however, there are some different logs poping up: as the one of the chain in my file is de novo designed, it should not find any templates ( and it is the case when I am not using the custom template generated by my previous runs). however, when I am using the template directory generated by my previous runs, the log says that the chain I designed found templates. These templates are in fact templates for my other chain. So will this be a problem? Thank you very much!


Add Redmi Note 8 to devices with notch list

Description
Added missing Motorola One Vision to devices with notch list.
Compatibility

OS
Implemented

iOS
✅

Android
✅

Windows
✅

Checklist

[x] I have tested this on a device/simulator for each compatible OS
[ ] I added the documentation in README.md
[ ] I mentioned this change in CHANGELOG.md
[ ] I updated the typings files (privateTypes.ts, types.ts)
[ ] I added a sample use of the API (example/App.js)

v5.5.3 is out with this, buen provecho


feat: add matching secondary color

Description
To me, the teal color does not work well with the purple. Could just be me but I think color theory supports my thinking.
The teal is not complimentary or related in any other way to the purple.
Since we're talking about something like a secondary color, I think an analogous harmony would work well. I picked the blue here for now which I think looks good.
Happy to discuss further, though.

Agreed on color, but this looks a bit too similar to purple, I barely noticed they were different?

Yeah they're not super different esp. the light versions we use there...

how did you get to this? I always paste the existing purple to get another color that might work from these tools. Don't think the purple you have there is used by us, right?

The color? I just googled complements to purple and it looked nice lol

Ahh ok I think we should use the purple we're actually using not just any purple probably.
I've been pasting color values here: https://www.sessions.edu/color-calculator/

What about something like #e4f3ff it looks nice to me. And maybe we only have the light color for highlighting tags in the histograms and tabs, but don't do a dark version for the done button, that's just purple.

kinda like it:


Hack patch for testing OTA update crash behavior

Why
There's a crash that's happening when reloadAsync() gets called by expo-updates. This is coming from attempting to destructure a null pointer, whenever removing all of the SharedObjects in SharedObjectRegistry.clear().
A little digging shows that the deinit block of VideoPlayer runs after clear() get's called. However, right now clear() calls dict.removeAll() asynchronously inside of a separate queue from the main one. This is a small test to see if this helps to alievate the crashes. I don't consider this a production fix.
Test Plan
Merge, let it build, and monitor for OTA crashes as we have been internally.

we do want to revert this prior to cutting a release. added a note to release tracker.


I mean all Collections at once
Expected Behavior
How to do.
Steps To Reproduce
nothing.
Environment
- OS: W11
- Blender: 3.3
- glTF-Blender-IO-MSFS: 1.3.2

Anything else?
no, Thanks

Hello,
To do that with the MSFS extensions you need to create a preset and tick all your collections as layers of your preset.
I hope this information helps you !


Make region, sizing, and positioning data structs reusable

Make region, sizing, and positioning data structs reusable
We use different structs/fields to store the same three types of data everywhere:

Position (x,y)
Size (width,height)
Region(position, size)

This makes it so they all reuse the same information.

Stack created with Sapling. Best reviewed with ReviewStack.

-> #78
#77
#76
#75
#72
#71

Changes in commit: https://github.com/waycrate/wayshot/pull/78/commits/1a0dd421b04a114f44a62e6d2c1bc403dc143f1b seems good to me!

This PR stack is good to go for me. The PPM regression seems to exist in master too so I won't be marking that as a blocker for this PR stack.
@AndreasBackx Would you have the time to rebase this PR to some recent changes in libwayshot? there's a merge conflict.
@Decodetalkers This pr is green for me, I'll be merging this soon unless there's any further comments on this.

Ok! Please

Will try to rebase this week and post back. Thanks! :)

Hi @Decodetalkers. Andreas has rebased this pr. Would you mind reviewing it one last time before the merge?
Known issues:

broken ppm rendering regression which is also available in master, it's not a fault of this pr.
broken overlay on hyprland, seems to be a layer shell issue of the compositor as it is not present in sway.
scaling issue that also exists on master branch

Ok, I will try it tomorrow

Emm. the problem scale is not fixed now..
and
-s, --slurp <SLURP_ARGS>

I do not think now it need any args

@Decodetalkers from what @Shinyzenith says, the scaling issue is also on master? --slurp <SLURP_ARGS> is still nice to have because sometimes you want to change how slurp acts. For example you could make ti only select windows by passing some kind of window information. Or I think you can make it select entire screens, stuff like that.

@Decodetalkers from what @Shinyzenith says, the scaling issue is also on master? --slurp <SLURP_ARGS> is still nice to have because sometimes you want to change how slurp acts. For example you could make ti only select windows by passing some kind of window information. Or I think you can make it select entire screens, stuff like that.

Emm, what I concerned is that it will always ask you to select again, so the args will be needless

@Decodetalkers yes, it will ask you to select again. Those are the arguments that will be given to slurp from wayshot, not the output from a slurp call.

@Decodetalkers yes, it will ask you to select again. Those are the arguments that will be given to slurp from wayshot, not the output from a slurp call.

but you still need to resize the picture to the size of xdgoutput

but you still need to resize the picture to the size of xdgoutput, and , the args need should be the output of slurp, why select again. I think at first, it should shoot all screens, then use slurp to select and cut the picture, right?

These arguments are given after the freeze has happened. Slurp is called when the screen is frozen. This is how it goes when freeze is enabled:

Screenshot of all outputs is taken
Screenshot is overlayed
slurp is called with the arguments passed via --slurp.
User selects portion of the screen
Output of slurp is given to Wayshot and cropped.

but you still need to resize the picture to the size of xdgoutput, and , the args need should be the output of slurp, why select again. I think at first, it should shoot all screens, then use slurp to select and cut the picture, right?

These arguments are given after the freeze has happened. Slurp is called when the screen is frozen. This is how it goes when freeze is enabled:
1. Screenshot of all outputs is taken

2. Screenshot is overlayed

3. `slurp` is called with the arguments passed via `--slurp`.

4. User selects portion of the screen

5. Output of slurp is given to Wayshot the previously overlaid screenshot is cropped and saved.

I'm a little confused with the slurp interaction. However, that is my fault due to not reading the thread completely. Give me some time.
Maybe a lot of this slurp interaction could be removed by integrating waysip into wayshot. I will do that after #78 is complete.

Technically slurp shouldn't be required, it should be made optional. I think if we plan on integrating waysip, could we land with the issue? As long as we don't tag a new version, that should hopefully be okay?

Technically slurp shouldn't be required, it should be made optional. I think if we plan on integrating waysip, could we land with the issue? As long as we don't tag a new version, that should hopefully be okay? Otherwise, it's relatively easy to make it optional. We can fix it after landing all of these PRs and maybe have a clearer head.

My main trouble still be, the picture won't be full of the screen when scale is 1.5

@Decodetalkers considering there are also scaling issues on the master branch. Can this be fixed in a later version? This is already a really big change and pushing even more stuff into it is going to make this even harder to land.

@Decodetalkers considering there are also scaling issues on the master branch. Can this be fixed in a later version? This is already a really big change and pushing even more stuff into it is going to make this even harder to land.

Emm, ok, but another problem is that --slurp still need an arg, but it need to be selected again, so is it designed to this kind? it do not use the area passed by arg, I will glad to make this pr go, but only one I am confused is still this --slurp

@Decodetalkers I am having a hard time understanding what you mean exactly. Though --slurp is is being used here: https://github.com/waycrate/wayshot/pull/78/files#diff-07c5f12242ede0fe1716dbe6393d6cd3a4eb49b4e440dbfed36a1e4bbc1e0651R76-R91. For some reason it's still required even though it's using an Option apparently. Though that was discussed earlier here and on Discord and can be fixed, though likely waysip or some other integration is better.

@AndreasBackx I think it's best to work on the waysip integration in that case, I'd want the scaling issue to land in another patch ( I'll have it taken care of ). Should I go ahead and try to land a patch stack on top of pr78? I'll send a patch over Discord to you if that's fine?

It's up to you. I'd say it would make everyone's life easier to merge and branch from master afterwards. If we don't roll out a new version in the meantime and iron out more kinks, that should be okay?

I think that would be fine. There are some -git users from arch so I'll merge this into a local branch and implement waysip on that branch -- Once it's finalized I can go ahead and merge to master. Does that sound fine with you? This would avoid the constant rebase hell too -- I can avoid merging prs till waysip integration is completed as that has a high priority.

@Decodetalkers The slurp issue will be tackled by introducing waysip in another branch and merged into master. Apart from scaling and slurp, is everything okay according to you? I'd love to have your approval before going forth with the merge.

@Shinyzenith can it be merged now?


Stop using Dispatch in MMIOFileCheckTests

Replaces DispatchQueue.concurrentPerform with Collection.parallelForEach which leverages Swift Concurrency. Under the hood this will really just use Dispatch, but I hope it will avoid whatever bug is causing the test to SEGFAULT today.

Closing in favor of #138


animationTimer is scaled by 0.75

https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/72aa7a7a193c022c0e4653a98d70cd80d289be97/src/main.cpp#L2005
@SaschaWillems animationTimer is scaled by 0.75. Is there any reason to do this?

glTF uses seconds for animation time data, so it should not be multiplied by 0.75

You're right. This was probably a left-over from debugging. I'll fix that.


Adjust Verify-Agent-OS for the osname being passed in

Example Failure

The following pipelines have been queued for testing:java - templatejava - template - testsjs - templatenet - templatenet - template - testspython - templatepython - template - tests You can sign off on the approval gate to test the release stage of each pipeline. See eng/common workflow

Closing this out because @benbp just worked this change into another eng/common PR.


Next Update and Discord Community?

Hi, I have two concerns with Ferdi!

When is the next update coming? It has been so long since the last one.

Can we have Discord Community now so that we can talk with the other users who uses Ferdi/Alternative?

Thanks.

Thank you for sharing your concerns about Ferdi.

When is the next update coming? It has been so long since the last one.

The last update was ca. 1½ months ago. We release new full updates every 3-4 months, so it isn't really that long ago.
If you want to get new updates more frequently and if you can live with some features being unstable, you can switch to out nightly releases instead. We normally provide new nightly releases every 2 weeks.

Can we have Discord Community now so that we can talk with the other users who uses Ferdi/Alternative?

We try to keep all our communication on GitHub with GitHub issues so we won't open a Discord Community from our side. With GitHub issues, conversations stay open source and due to them being sorted into individual issues, you can quickly find existing conversations on a topic.


Fix window.requestIdleCallback not firing on iOS

Summary
Fixes #28602
When creating a RCTFrameUpdate, ensure it is created with the correct unix timestamp in seconds. This is needed to match the NSTimeInterval type defined in the header.
Previously, it was using the CADisplayLink's timestamp property, which is not an NSTimeInterval but is instead a CFTimeInterval (note the different class prefix). This is the host time converted to seconds, which is the number of seconds since the device was turned on and therefore not a unix timestamp as expected.
This was causing issues with the window.requestIdleCallback timers as the timer code was expecting this timestamp property to be a unix timestamp in seconds which was causing the calculations to be done incorrectly and for the callbacks to never be called. The code does this calculation is here:
https://github.com/facebook/react-native/blob/4d920fe7c991eaec61d229a71df30b0f6c446d38/React/CoreModules/RCTTiming.mm#L262
As one of these is a valid unix timestamp and the other is a much smaller number (number of seconds since device turn on), the if statement following this calculation never passes and the callbacks are never called.
This regression seems to have been introduced with this pull request: https://github.com/facebook/react-native/pull/26114
Changelog

[iOS] [Fixed] - Fixed window.requestIdleCallback not firing on iOS
Test Plan
I have tested this by patching my React Native code and testing that idle callbacks are correctly called. There is a reproduction case of the issue in the linked issue.

Wouldn't it be better to just revert #26114? I don't see the issue it tries to fix.
It previously used
NSTimeInterval frameElapsed = (CACurrentMediaTime() - update.timestamp);

to calculate the frame time difference using the system clock and:
NSTimeInterval currentTimestamp = [[NSDate date] timeIntervalSince1970];
NSNumber *absoluteFrameStartMS = @((currentTimestamp - frameElapsed) * 1000);

to convert it to unix time.
NSTimeInterval and CFTimeInterval are both double in seconds so they are compatible with each other.
cc @aleclarson

Reverting #26114 sounds good. I must have neglected due diligence on that one. 😥

I couldn’t tell what the previous change was trying to fix and just assumed that this bug was an unintended side effect. If that’s not the case then I agree that reverting it is a better course of action.

Yea if reverting works I think it is better since I’d rather keep using the timestamp on the CADisplayLink

That makes sense. Are one of you ok to open the revert PR or do you need me to do it?

If you can do it and test that it actually fixes the issue that would be great. I can do it too, but don't have a test case for idle callback.

@janicduplessis I've tested that reverting that fixes my issue by patching my React Native files after install. I've updated this PR to remove the changes I previously made and instead revert the changes made in #26114. This should be ready for review and merging.

@shergin @cpojer Is there anything more needed to get this merged in?

Great job @matt-oakes 🎉
Hi @shergin @cpojer :)
Isn't this a pretty critical bug that should be prioritized asap? What is the status of getting this merged and released?
Best regards
Jens

Is there any plan to merge this fix at all?

@shergin @cpojer I’ve updated the branch and this is approved and ready to merge in 👍 Let me know if anything else is needed

@shergin @cpojer Could you merge this?
window.requestIdleCallback always fires on timeout just like setTimeout on RN 0.66.3.

Hi @matt-oakes
Do you thinkn this MR is being downprioritized due to the failing CI test? Would it be possible for you to fix it? I can't really see what you've changed that can cause the test to fail, so maybe a rerun would fix it (I cannot rerun it, maybe you can?).

@jenskuhrjorgensen I'm not sure why it hasn't been looked at, but I've rerun te tests just to make sure it's not that. Like you said, the tests shouldn't fail as nothing has been changed to break that, but if t fails again I will take another look.

cc @sammy-SC

Hi @mdvacca
Sorry for dragging you in to this ancient PR, but I can see that you are very active on this repo, and maybe you would take the time to go through this fairly small PR that fixes a feature that hasn't worked for almost 3 years now and is still present in the newest version of RN.
Accordingly, we have a patch on RN that is also 3 years old now, containing the changes in this PR - and as with all other patches we would very much like to get rid of it.
I hope you can help out by approving this PR or at least give all the interested parties here an explanation of why this feature is not meant to work.
Best regards
Jens

Thanks for prompting @jenskuhrjorgensen and thanks for importing @sammy-SC 👍 I'd given up on this ever getting merged and just accepted I was always going to need to patch this.

thank you for the PR @matt-oakes!


Test vdf client

We currently were not testing vdf_client/timelord in this repository.
I've enabled the tests for both Ubuntu and MacOS but they are failing.

We will need to fix the broken test binaries before we can merge this.


Disable MAD mods on leaving server

As we don't want MAD mods to conflict with other mods, mods that have been downloaded to join a server should be disabled after leaving said server.

In a similar vein as this: https://github.com/R2Northstar/NorthstarMods/issues/263
Any mods that get enabled/disabled specifically to join a server should get reverted back to the state they were in after leaving the server.
Some pointers for implementation:

Can't just store this in UI vm, since uiscript_reset might get ran when enabling/disabling mods, so the data would be lost.
Launcher implementation is probably best, perhaps saving enabledmods state via a script call and then rolling back to the saved state later via a second script call

For implementation can't we enable/disable the mods according to the server without writing it to enabledmods and then on every server leave we load enabledmods again to reset to the previous state

For implementation can't we enable/disable the mods according to the server without writing it to enabledmods and then on every server leave we load enabledmods again to reset to the previous state

Yeah that would work, could have "temporarily" enabled/disabled mods by doing that. However reloading mods on every server leave isn't great, we should check to make sure that there are currently some "temporarily" enabled/disabled mods first

For implementation can't we enable/disable the mods according to the server without writing it to enabledmods and then on every server leave we load enabledmods again to reset to the previous state

Can we really avoid using enabledmods here?
Maybe a server leave callback wouldn't be triggered if players rage quit the game during a match :smile:

Launcher-side, is there any particular method (hook?) that is triggered on leaving a game?

Is this what you're looking for? I think this might be it. So this is my first time collaborating on Northstar, so I'm not entirely sure how this works, but do you need a C++ function or a Squirrel function? I found this in the Respawn API (Squirrel).
void AddCallback_OnClientDisconnected( void functionref( entity player ) callbackFunc )

I'm assuming C++, I just don't know where to look, really. Will continue to search.

Is this what you're looking for? I think this might be it. So this is my first time collaborating on Northstar, so I'm not entirely sure how this works, but do you need a C++ function or a Squirrel function? I found this callback in the Respawn API (Squirrel).
void AddCallback_OnClientDisconnected( void functionref( entity player ) callbackFunc )

Thanks for taking a look!
Looks like AddCallback_OnClientDisconnected is a server-side function, and we're looking for a client-side function instead :/

Can we really avoid using enabledmods here?

Yes

Maybe a server leave callback wouldn't be triggered if players rage quit the game during a match 😄

Simply dont do anything on leave (apart from reloading mods) and only care about joining. If you dont touch enabledmods youll be a-okay.

Maybe a server leave callback wouldn't be triggered if players rage quit the game during a match 😄

Simply dont do anything on leave (apart from reloading mods) and only care about joining. If you dont touch enabledmods youll be a-okay.

That's what I ended up doing in #758.

Thanks for taking a look! Looks like AddCallback_OnClientDisconnected is a server-side function, and we're looking for a client-side function instead :/

Sorry, should have checked. Sorry for replying so late as well. I'm retiring and likely not coming back (emphasis on likely) because the vanilla (the only servers I played on, used Vanilla+) community have constantly been resolve-breakingly rude sometimes and I'm just drained of any motivation to continue playing or even develop mods/here. I could play on Northstar servers but again I'm just so drained. I might come back but it'll probably be a while.

Nah, I can't leave. I love this game too much. I was just really already mad yesterday and one guy in a match was just my final straw. This game's too good to abandon, and I was acting REALLY dramatic. Sorry :( I can look and try finding a server-side function, if that would help.

I can look and try finding a server-side function, if that would help.

Thanks for looking, but this issue should be solved once #758 is merged.

Got it! If you need any help let me know :D


Does not work on OPA version v0.23.0 and above.

Starting OPA v0.23.0:
The ast.Array type has been redefined a struct. Previously ast.Array was a type alias for []*ast.Term. This change is backwards incompatible because slice operations can no longer be performed directly on values of type ast.Array. To accomodate, the ast.Array type now exports functions for the same operations. This change decouples callers from the underlying array implementation which opens up room for future optimizations.
The above changes in OPA breaks the compiler response deserializer.

Fixed in version 0.5.0.

Still doesn't work.


Adding Members to Group

Hi All,
I'm trying to add member to an existing group (i.e., using objectClass 'groupOfNames') but i'm not successful in doing so. Following is the code snippet please guide me what i'm doing wrong.
var change = new ldap.Change({
operation: 'add',
modification: {
datascientist: ['cn=nimra,dc=platalytics,dc=com']
}
});
client.modify('ou=groups,dc=platalytics,dc=com', change, function(err) {
});
where 'datascientist' is the group name.
Thanks

Your code is attempting to modify the groups OU, not the group entity itself.  You'll need to find the DN for the group (might be something like CN=datascientist OU=groups ...) and perform the modification upon that object.

⚠ This issue has been locked due to age. If you have encountered a recent
problem that seems to be covered by this issue, please open a new issue.
Please include a minimal reproducible example
when opening a new issue.


有办法支持mpeg-4格式的mp4吗？Anyway to play video in mpeg-4 format？

Dplayer可以播放mpeg-4的视频吗？部分H.264格式的mp4文件可以顺利播放，但mpeg4格式的视频无法播放，黑屏，但有声音。
Can Dplayer play video that encode with mpeg-4？I find that Dplayer can play video that encode with H.264,but can not play with mpeg-4.the screen is black but sound can be played.

I think it's beyond DPlayer's goal.
Browsers currently only support H.264 encoding (which is known as MPEG-4 part 10, not the whole MPEG-4), no matter what extension name your video uses.
For video not encoded in H.264, the only way to play it in browser is to use software decoding (such as WebAssembly). Considering the CPU cost and code complexity, maybe using server-side transcoding is a better way.


nan for medial wall

for the gifti files mapped to fsaverage5, would it be possible to make the values on the medial wall nan ?

Theoretically it should be as straighforward as adding a function node
after gifti conversion that would use nibabel to replace zeros with NaNs.
There might be a more reliable way to detect what is the medial wall though.
On Mon, Aug 21, 2017 at 5:10 PM, Satrajit Ghosh<EMAIL_ADDRESS>wrote:

for the gifti files mapped to fsaverage5, would it be possible to make the
values on the medial wall nan ?
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
https://github.com/poldracklab/fmriprep/issues/679, or mute the thread
https://github.com/notifications/unsubscribe-auth/AAOkp1EAA4ru_qRdnY3CG1HfksyfRpS2ks5saUmhgaJpZM4O9E64
.

This shouldn't be hard. I'll re-check the FSFAST code to see how they do masking.

We're already using the cortical mask so the medial wall is 0. So it would need to be an additional step, equivalent to the following:
import os.path as op
import numpy as np
import nibabel as nb

cortex = nb.freesurfer.read_label('derivatives/freesurfer/fsaverage5/label/lh.cortex.label')
func = nb.load('derivatives/fmriprep/func/sub-01_task-rest_bold_space-fsaverage5.L.func.gii')

medial = np.delete(np.arange(len(func.darrays[0].data)), cortex)

for darray in func.darrays:
    darray.data[medial] = np.nan

func.to_filename(...)

So for us to go ahead and do this, we'd want to be sure that making it NaN would play well with FSFAST, FSL and SPM. Do you know how that would go, @satra?
We could also make this an optional preprocessing step, e.g. with a --medial-surface-nan (or similar) flag.

@effigies - i'm happy with the optional flag. FSL definitely wouldn't like it, SPM wouldn't care, and FSFAST, i don't know. also, i would be fine with using lh.cortex as well. so whether you make this an explicit change is totally up to you guys.

Okay. If you're fine using your own filter for now, we're trying to focus on bugs rather than adding new features and flags in the run-up to the 1.0 release, so I'm going to mark this as low-priority for now. (@chrisfilo if you think this should be prioritized, let me know.)
That said, outputting masks that make working with our outputs meaningfully easier would be worth the effort of squeezing in before 1.0, IMO. So if, e.g., it would be a useful input to your toolchain to have the cortex labels as GIFTI label files instead of FS label files, we could do something like that.


This is a linked list in C

A code to create a linked list & display of that linked list is added in C . I hope the pull request would be merged . Thank you.

Great Work!


How can I set the default joint angles?

Hi,
I'm wondering how can I set the default joint angles such that when running the passive viewer and pressing the reset button, the robot will go to the default joint angles instead of the all zero joint configuration.
Thanks in advance!

The reset button does go to the default configuration, so I'm not sure what you are asking?
Perhaps you want to load a keyframe?

Yes, I want to set the robot back to some nominal configuration.

The default configuration is not all zeros. It is the initial configuration, which is what you get when you hit Backspace in the viewer window. If you want a different configuration you can just write whatever you want into data.qpos.
Does this answer your question?

Ah, now that is a a nice ask!
A better way to phrase your request would be "can you please add at least one button (or allow the user to add buttons) whose state can be read from Python and be used to trigger user code". You would use it for resets, somebody else could use it to change the color of a geom, etc. Am I right?
I think someone asked for this before. I guess the problem is that this is a slippery slope. You want a button, somebody else wants a slider, somebody else wants a whole new custom UI section.
One could imagine exposing the mjuiState and giving people example code for how to add UI elements and read their state.
I also think that for your very specific use case one could enable the key loading behaviour in the passive viewer. But passing some sort of UI state to Python seems like the more generally useful thing.
@saran-t, opinions?

@yuvaltassa Yes, that is exactly something that I am looking for!

Is the springref parameter not relevant in this case? You could set a stiffness and damping, and have it be passively attracted to that non-zero qpos  state. See:
https://mujoco.readthedocs.io/en/stable/XMLreference.html#body-joint-springref

An alternate temporary option would be to set the springref parameter which will passively attract the model to your non-zero qpos state.  This of course will have a transient period where your model will take some time before it arrives at its desired pose. This will also alter equilibrium pose so it may not necessarily be what you need.
Keyframes could also get you to set the state to a configuration you like.  Until a custom UI button option is implemented, it may be your best bet. See how the humanoid.xml file implements it. You can select the keyframe with "Key" slider under the simulation options, then use the "Load key" button to teleport your model to it. If you are having trouble getting the keyframe, pause the simulation, then use the "Join" sliders on the right hand side to set up your desired pose, then press "Copy pose" to get it to embed in your xml.

I'm about to push a change that enables keyframe loading in the passive viewer in the next couple of days which will solve the OP's initial request.
However some sort of user-access to the GUI state, in particular to custom GUI elements still seems like a very valid ask.


Rationale for @protocol in +c interfaces

Hi,
I am currently in the process of trying out Djinni for our projects here. One thing that I am curious about is why the Objective-C side is using @protocol for the base type, but additionally also relies on a public @interface.
Specifically, if I have MyClass I get a @protocoll names MyClass and an @interface called MyClassCppProxy. Now as long as one only uses instance methods with id it's nice and all. But this totally makes object construction very inconvenient using class methods.
Example:
@protocl MyClass
+ (id<MyClass>) create;
@end

At first glance one might think you can call [MyClass create] but while this is great with static Java/C++ member functions that's not how Objective-C protocols work. One has to use [MyClassCppProxy create] instead. This is very inconvenient. First, I have to tell users about classes that I would consider a private implementation detail, and second, it means I have to tell our (overly religious) Objective-C developers to use something with "cpp" in its name...
Besides the inconvenience, there might also be a correctness issue. Right now all generated +c interfaces on the Objective-C side take id as parameter and then internally cast it to SomethingCppProxy* to get to the C++ object. But the argument may not necessarily be an instance of SomethingCppProxy. While this will most likely just crash the program I'd rather have it prevented at compile time if possible.
Both these issues would be solved if Djinni only created @interface types for +c interfaces. But I guess there is some rationale behind the current design and I would be curious to know about it.
Regards,
Miro

+1

Done!


AttributeError: module 'ctypes' has no attribute 'windll'

Traceback (most recent call last):
File "/tmp/tmpmigud1wn", line 124, in
if not ctypes.windll.shell32.IsUserAnAdmin() != 0:
AttributeError: module 'ctypes' has no attribute 'windll'
i am using linux.

search for the windll file on google and copy it into the folder

I have the same issue, did you solved it? Could be a problem the fact that I run this script on linux?


problem with inline input

I don't know why my input searsh is inline i want it on top

Adding some css could fix your issue. Or double check you dom if you might be missing some classes.


Issue with another complex file name

Resource naming seem to prefix any number that follows a dot with an underscore. The last change, although worked for some use cases, did not work for another specific case:
hammer.js-1.0.10

this basically should transforms to:
hammer**.**js-1._0._10
my initial commit converts it to:
hammer**._**js-1._0._10

Thanks again. just found this:

If the key parameter is an empty string (""), a string that consists of a single underscore character (_) is returned. If the key parameter is not an empty string, the VerifyResourceName method compares each character in the string to a set of invalid tokens based on the language specified by the provider parameter. Any invalid character in the string is replaced with an underscore character. The characters that will be replaced with an underscore are as follows:
' ' (space), U+00A0 (non-breaking space), '.' (period), ',' (comma), ';' (semicolon), '|', '~', '@', '#', '%', '^', '&', '*', '+', '-', '/', '', '<', '>', '?', '[', ']', '(', ')', '{', '}', '"' (quote), ''' (apostrophe), ':', and '!'.
Note
Strongly-typed resources do not allow the use of language keywords (such as if, for, and so on) as resource key names. However, the System.CodeDom design pattern allows the use of language keywords by prefixing the keyword with the underscore character. The VerifyResourceName method calls the CreateValidIdentifier method to enforce this design. For example, if you use a resource name that is the same as a language keyword, such as for, the name appears as _for in the generated strongly-typed resource class.

from http://stackoverflow.com/questions/14705211/how-is-net-renaming-my-embedded-resources
So even language keywords are escaped!

Good find!
On Wed, Nov 9, 2016, 9:28 PM Harry McIntyre<EMAIL_ADDRESS>wrote:

Thanks again. just found this:
If the key parameter is an empty string (""), a string that consists of a
single underscore character (_) is returned. If the key parameter is not an
empty string, the VerifyResourceName method compares each character in the
string to a set of invalid tokens based on the language specified by the
provider parameter. Any invalid character in the string is replaced with an
underscore character. The characters that will be replaced with an
underscore are as follows:
' ' (space), U+00A0 (non-breaking space), '.' (period), ',' (comma), ';'
(semicolon), '|', '~', '@', '#', '%', '^', '&', '*', '+', '-', '/', '',
'<', '>', '?', '[', ']', '(', ')', '{', '}', '"' (quote), ''' (apostrophe),
':', and '!'.
Note
Strongly-typed resources do not allow the use of language keywords (such
as if, for, and so on) as resource key names. However, the System.CodeDom
design pattern allows the use of language keywords by prefixing the keyword
with the underscore character. The VerifyResourceName method calls the
CreateValidIdentifier method to enforce this design. For example, if you
use a resource name that is the same as a language keyword, such as for,
the name appears as _for in the generated strongly-typed resource class.
from
http://stackoverflow.com/questions/14705211/how-is-net-renaming-my-embedded-resources
So even language keywords are escaped!
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/mcintyre321/EmbeddedResourceVirtualPathProvider/pull/30#issuecomment-259381830,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AQxCM1vVxK4fKPpjzMMWNg922Sjm_nS8ks5q8aBCgaJpZM4Ks9YE
.

Actually I think that may be the wrong thing - thats about how ResGen maps resource names into c# :(


It does work though, but I have to wait at least 10 mins

what is happening?

Can you show me the full output of Git: Show Git Output?


Add flag to shift parameters in target without fitting them in guess

Useful for tests like separability of vdrift

looks good to me


Start both xmobar panel from xmonad

Currently second/top xmobar panel is started by external script.
Help needed on how to make xmonad start both (top and bottom) xmobar panel.

Done