Item Activity sometimes gets flooded with the same entry

Describe the bug

Environment Details (please complete the following information):

OS: [e.g. Unraid]
Browser [Chrome]
Jellystat Version [1.1.0]
Jellyfin Version [10.8.13]

To Reproduce
Idk it sometimes occurs when Jellyfin is a bit laggy because the server is out of memory? I had this issue from time to time. I upgraded my ram now, so maybe this fixes it.
Expected behavior
Jellystat should detect that this is not normal and prevent the flood of 50 entries in the activity log in this short time.

Hi @dandud100 , are you using the latest or unstable build? Also can you check the duration of those entries?

Hi @dandud100 , can you provide a screenshots of the entire table? Including the durations of each entry

Hi @dandud100 , can you provide a screenshots of the entire table? Including the durations of each entry

Hi, the table just continues this way for 5 pages with the same timestamp.

I'm having the exact same problem. 400+ "plays" at the exact same timestamp. Let me know if/how I can help debug this further

Have the same issue on Ver 1.1.0 (Movie duplicating 5 times)
Checked the DB and found that except for ID & ActivityDateInserted every field in jf_playback_activity is identical.
The inserted records are between 3 & 5 milliseconds apart.

Have the same issue on Ver 1.1.0 (Movie duplicating 5 times) Checked the DB and found that except for ID & ActivityDateInserted every field in jf_playback_activity is identical. The inserted records are between 3 & 5 milliseconds apart.

Was yours on Android TV too?

Have the same issue on Ver 1.1.0 (Movie duplicating 5 times) Checked the DB and found that except for ID & ActivityDateInserted every field in jf_playback_activity is identical. The inserted records are between 3 & 5 milliseconds apart.

Was yours on Android TV too?

No, was Chrome withe Jellyfin Web 10.8.13

Hey @ShakeSp33r , can you send me a screenshot of the db where you noticed the duplicates and difference? im trying to replicate the issue but its been abit inconsistent and its not happening as often as id like

Here are 3 records:
` 20afe693-c2a2-4500-a468-29627c2733d1 | f        | a778a6028776445196aa213ffcd6cbb2 | Zander   | Jellyfin Web          | Chrome          | TW96aWxsYS81LjAgKFdpbmRvd3MgTlQgMTAuMDsgV2luNjQ7IHg2NCkgQXBwbGVXZWJLaXQvNTM3LjM2IChLSFRNTCwgbGlrZSBHZWNrbykgQ2hyb21lLzkxLjAuNDQ3Mi4xMTQgU2FmYXJpLzUzNy4zNnwxNjI1MDQ5NjI0NzQ0 | 10.8.13            | 2078df2ee78e8a136072deec2a851e2e | The Conjuring: The Devil Made Me Do It                                                                                |                                  |                                             |                                                                  |             2096 | 2024-04-10 21:10:53.405+00    | DirectPlay                    | [{"Codec":"subrip","Language":"eng","TimeBase":"1/1000","LocalizedUndefined":"Undefined","LocalizedDefault":"Default","LocalizedForced":"Forced","LocalizedExternal":"External","DisplayTitle":"English - SUBRIP - External","IsInterlaced":false,"IsDefault":false,"IsForced":false,"Type":"Subtitle","Index":0,"IsExternal":true,"IsTextSubtitleStream":true,"SupportsExternalStream":true,"Path":"/srv/storage/Movies/Disc1/The Conjuring The Devil Made Me Do It (2021)/The Conjuring The Devil Made Me Do It (2021).en.srt","Level":0},{"Codec":"hevc","CodecTag":"hev1","Language":"und","TimeBase":"1/24000","VideoRange":"SDR","VideoRangeType":"SDR","DisplayTitle":"1080p HEVC SDR","IsInterlaced":false,"BitRate":2000685,"BitDepth":10,"RefFrames":1,"IsDefault":true,"IsForced":false,"Height":804,"Width":1920,"AverageFrameRate":23.976025,"RealFrameRate":23.976025,"Profile":"Main 10","Type":"Video","AspectRatio":"2.40:1","Index":1,"IsExternal":false,"IsTextSubtitleStream":false,"SupportsExternalStream":false,"PixelFormat":"yuv420p10le","Level":120},{"Codec":"aac","CodecTag":"mp4a","Language":"eng","TimeBase":"1/48000","DisplayTitle":"English - AAC - 5.1 - Default","IsInterlaced":false,"ChannelLayout":"5.1","BitRate":224000,"Channels":6,"SampleRate":48000,"IsDefault":true,"IsForced":false,"Profile":"LC","Type":"Audio","Index":2,"IsExternal":false,"IsTextSubtitleStream":false,"SupportsExternalStream":false,"Level":0}] |                 | {"PositionTicks":42138720000,"CanSeek":true,"IsPaused":true,"IsMuted":false,"VolumeLevel":100,"AudioStreamIndex":2,"SubtitleStreamIndex":0,"MediaSourceId":"2078df2ee78e8a136072deec2a851e2e","PlayMethod":"DirectPlay","RepeatMode":"RepeatNone"} | mov,mp4,m4a,3gp,3g2,mj2 | xxx.x.xxx.xx   | 15f490234a834bab841399a618601dca | f
d40ab3d9-f204-493a-bdb4-4b8488338167 | f        | a778a6028776445196aa213ffcd6cbb2 | Zander   | Jellyfin Web          | Chrome          | TW96aWxsYS81LjAgKFdpbmRvd3MgTlQgMTAuMDsgV2luNjQ7IHg2NCkgQXBwbGVXZWJLaXQvNTM3LjM2IChLSFRNTCwgbGlrZSBHZWNrbykgQ2hyb21lLzkxLjAuNDQ3Mi4xMTQgU2FmYXJpLzUzNy4zNnwxNjI1MDQ5NjI0NzQ0 | 10.8.13            | 2078df2ee78e8a136072deec2a851e2e | The Conjuring: The Devil Made Me Do It                                                                                |                                  |                                             |                                                                  |             2096 | 2024-04-10 21:10:53.402+00    | DirectPlay                    | [{"Codec":"subrip","Language":"eng","TimeBase":"1/1000","LocalizedUndefined":"Undefined","LocalizedDefault":"Default","LocalizedForced":"Forced","LocalizedExternal":"External","DisplayTitle":"English - SUBRIP - External","IsInterlaced":false,"IsDefault":false,"IsForced":false,"Type":"Subtitle","Index":0,"IsExternal":true,"IsTextSubtitleStream":true,"SupportsExternalStream":true,"Path":"/srv/storage/Movies/Disc1/The Conjuring The Devil Made Me Do It (2021)/The Conjuring The Devil Made Me Do It (2021).en.srt","Level":0},{"Codec":"hevc","CodecTag":"hev1","Language":"und","TimeBase":"1/24000","VideoRange":"SDR","VideoRangeType":"SDR","DisplayTitle":"1080p HEVC SDR","IsInterlaced":false,"BitRate":2000685,"BitDepth":10,"RefFrames":1,"IsDefault":true,"IsForced":false,"Height":804,"Width":1920,"AverageFrameRate":23.976025,"RealFrameRate":23.976025,"Profile":"Main 10","Type":"Video","AspectRatio":"2.40:1","Index":1,"IsExternal":false,"IsTextSubtitleStream":false,"SupportsExternalStream":false,"PixelFormat":"yuv420p10le","Level":120},{"Codec":"aac","CodecTag":"mp4a","Language":"eng","TimeBase":"1/48000","DisplayTitle":"English - AAC - 5.1 - Default","IsInterlaced":false,"ChannelLayout":"5.1","BitRate":224000,"Channels":6,"SampleRate":48000,"IsDefault":true,"IsForced":false,"Profile":"LC","Type":"Audio","Index":2,"IsExternal":false,"IsTextSubtitleStream":false,"SupportsExternalStream":false,"Level":0}] |                 | {"PositionTicks":42138720000,"CanSeek":true,"IsPaused":true,"IsMuted":false,"VolumeLevel":100,"AudioStreamIndex":2,"SubtitleStreamIndex":0,"MediaSourceId":"2078df2ee78e8a136072deec2a851e2e","PlayMethod":"DirectPlay","RepeatMode":"RepeatNone"} | mov,mp4,m4a,3gp,3g2,mj2 | xxx.x.xxx.xx   | 15f490234a834bab841399a618601dca | f
b7de9c48-f30e-4ea4-bf69-8913a4eec511 | f        | a778a6028776445196aa213ffcd6cbb2 | Zander   | Jellyfin Web          | Chrome          | TW96aWxsYS81LjAgKFdpbmRvd3MgTlQgMTAuMDsgV2luNjQ7IHg2NCkgQXBwbGVXZWJLaXQvNTM3LjM2IChLSFRNTCwgbGlrZSBHZWNrbykgQ2hyb21lLzkxLjAuNDQ3Mi4xMTQgU2FmYXJpLzUzNy4zNnwxNjI1MDQ5NjI0NzQ0 | 10.8.13            | 2078df2ee78e8a136072deec2a851e2e | The Conjuring: The Devil Made Me Do It                                                                                |                                  |                                             |                                                                  |             2096 | 2024-04-10 21:10:53.399+00    | DirectPlay                    | [{"Codec":"subrip","Language":"eng","TimeBase":"1/1000","LocalizedUndefined":"Undefined","LocalizedDefault":"Default","LocalizedForced":"Forced","LocalizedExternal":"External","DisplayTitle":"English - SUBRIP - External","IsInterlaced":false,"IsDefault":false,"IsForced":false,"Type":"Subtitle","Index":0,"IsExternal":true,"IsTextSubtitleStream":true,"SupportsExternalStream":true,"Path":"/srv/storage/Movies/Disc1/The Conjuring The Devil Made Me Do It (2021)/The Conjuring The Devil Made Me Do It (2021).en.srt","Level":0},{"Codec":"hevc","CodecTag":"hev1","Language":"und","TimeBase":"1/24000","VideoRange":"SDR","VideoRangeType":"SDR","DisplayTitle":"1080p HEVC SDR","IsInterlaced":false,"BitRate":2000685,"BitDepth":10,"RefFrames":1,"IsDefault":true,"IsForced":false,"Height":804,"Width":1920,"AverageFrameRate":23.976025,"RealFrameRate":23.976025,"Profile":"Main 10","Type":"Video","AspectRatio":"2.40:1","Index":1,"IsExternal":false,"IsTextSubtitleStream":false,"SupportsExternalStream":false,"PixelFormat":"yuv420p10le","Level":120},{"Codec":"aac","CodecTag":"mp4a","Language":"eng","TimeBase":"1/48000","DisplayTitle":"English - AAC - 5.1 - Default","IsInterlaced":false,"ChannelLayout":"5.1","BitRate":224000,"Channels":6,"SampleRate":48000,"IsDefault":true,"IsForced":false,"Profile":"LC","Type":"Audio","Index":2,"IsExternal":false,"IsTextSubtitleStream":false,"SupportsExternalStream":false,"Level":0}] |                 | {"PositionTicks":42138720000,"CanSeek":true,"IsPaused":true,"IsMuted":false,"VolumeLevel":100,"AudioStreamIndex":2,"SubtitleStreamIndex":0,"MediaSourceId":"2078df2ee78e8a136072deec2a851e2e","PlayMethod":"DirectPlay","RepeatMode":"RepeatNone"} | mov,mp4,m4a,3gp,3g2,mj2 | xxx.x.xxx.xx   | 15f490234a834bab841399a618601dca | f
`

@CyferShepard
I might be wrong but I noticed that until you actually stop whatever is playing the activity table does not get updated. Would it not be "easier" if you insert the record in the activity table when the "Active Session Found" gets updated and there after only update the activity table every x times the "Active Session" gets updated?
Example:
I start a Movie in Jellyfin and on the top of the JellyStat Home screen the movie gets listed as being played. Insert the info in the activity table and parse the ID back to the Active Session. Now the Active Session update every 2/3 seconds to show the time lapsed, you can do this on every update or say every 5th update of the Active Session, you update the activity table with the time played in the active session.
(my 2cents)

So you could do that, but then it becomes too resource intensive down the road when you need to query an ever expanding table for a specific record to update. The reason i added the watchdog table was so that im always only working with the relevant data and a smaller table, plus it makes it harder for you to accidentally update the wrong record and messing up other records.

I might have stumbled onto something, or I might be wrong, but after you mentioned the watchdog table, I check the contents and even though the Session show 2 active playback sessions, the were only 1 record in the watchdog table.

That is strange, iv never had an issue like that before, can you let me know after the sessions end if it shows up in the activity logs? also I pushed a fix to address the duplication issue on unstable, since im unable to replicate it, let me know if it helps

That is strange, iv never had an issue like that before, can you let me know after the sessions end if it shows up in the activity logs? also I pushed a fix to address the duplication issue on unstable, since im unable to replicate it, let me know if it helps

It added the full time in activity for the 1st episode & only 11min for the second one.
Will upgrade to the latest unstable and see what happens

With latest unstable, if session not in the watchdog table then it does not get added to activity.
Started a new episode while the other 2 were not in watchdog, and system added all 3, as you can see the Playbackduration does not match back to the time, and it only updated when I pause a stream & play it again.

I just created another duplicate.
There were 2 records in the watchdog table and the one session finished while the other was still playing. And the system added the following :

The top record of 1hr 25min was the one that finished & then 42min 44sec was another session (probably duplicated as there were 2 records in watchdog). The only correct record is the 1hr 25min

Thanks for that, is it still a few milliseconds apart? I was hoping the issue i identified was what was causing this but sadly its not, still got a few other things to try

Thanks for that, is it still a few milliseconds apart? I was hoping the issue i identified was what was causing this but sadly its not, still got a few other things to try

Yes the one was 18:38:18.302 & the other 18:38:18.287


Port to Release: fix SVG mimetype name (#10181)

For #10168
Port this PR to point release branch:
https://github.com/microsoft/vscode-python/pull/10181

[ ] Pull request represents a single change (i.e. not fixing disparate/unrelated things in a single PR).
[ ] Title summarizes what is changing.
[ ] Has a news entry file (remember to thank yourself!).
[ ] Appropriate comments and documentation strings in the code.
[ ] Has sufficient logging.
[ ] Has telemetry for enhancements.
[ ] Unit tests & system/integration tests are added/updated.
[ ] Test plan is updated as appropriate.
[ ] package-lock.json has been regenerated by running npm install (if dependencies have changed).
[ ] The wiki is updated with any design decisions/details.

Codecov Report

Merging #10185 into release-2020.02 will decrease coverage by 0.01%.
The diff coverage is n/a.

@@                 Coverage Diff                 @@
##           release-2020.02   #10185      +/-   ##
===================================================
- Coverage            61.29%   61.28%   -0.02%
===================================================
  Files                  564      564
  Lines                30181    30181
  Branches              4563     4563
===================================================
- Hits                 18500    18495       -5
- Misses               10644    10648       +4
- Partials              1037     1038       +1

Impacted Files
Coverage Δ

src/client/common/utils/platform.ts
64.7% <0%> (-11.77%)
:arrow_down:

src/client/linters/pydocstyle.ts
86.66% <0%> (-2.23%)
:arrow_down:

src/client/datascience/debugLocationTracker.ts
76.56% <0%> (-1.57%)
:arrow_down:

src/client/common/process/proc.ts
14.49% <0%> (-0.73%)
:arrow_down:

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update dcc695c...95c67ea. Read the comment docs.

CI borkage


Grid attempt

Looks quite good already.
I tested your changes and got the issue you described as well. When maximizing the window it seems like the window buttons are not aligned to the top but centered instead, althought VerticalAlignment="Top" is set. I think I solved that by wrapping the window buttons' grid in another grid that has two rows. The first has Height="Auto" and contains the buttons' grid. The other one has Height="*" and has no content. It only exists to push the first row to the top. This seems to work better although I don't know why.
Maybe that's an option you want to try out yourself.
Regarding the name RenderTitleBarOverClientArea I think it is really expressive and describes very well what the feature does. I am a little unsure about the "Render~" part thought. I'd suggest something like "Place~" would be a bit more appropriate. What do you think about "PlaceTitleBarOverContent"? The term "ClientArea" is technically correct but I think "Content" is suitable as well and sounds a bit user-friendlier. If you want to keep RenderTitleBarOverClientArea I'm fine with that as well though :)
Great work here, thanks again!

I tested your changes and got the issue you described as well. When maximizing the window it seems like the window buttons are not aligned to the top but centered instead, althought VerticalAlignment="Top" is set. I think I solved that by wrapping the window buttons' grid in another grid that has two rows. The first has Height="Auto" and contains the buttons' grid. The other one has Height="*" and has no content. It only exists to push the first row to the top. This seems to work better although I don't know why.

I could follow your suggestion and align the buttons to top, but this would only serve as a workaround, and as a result we would end up with shrunk caption buttons on a non-shrunk title bar, which isn't a consistent look. If we cannot fix this properly, a saner workaround would be to disable ShrinkTitleBarWhenMaximized entirely when PlaceTitleBarOverContent is true (since we're not mimicking native behavior to the letter anymore, anyway) but I'd love to get to the bottom of this.


A fatal error occurred: Failed to write to target RAM

Describe the bug
Uploading the Factory Test for the Core2 gets an error and I can't work around it. I've tried on my Mac with m1 as well as older Mac.
Error:
esptool.py v3.3
Serial port /dev/cu.usbmodem54780264861
Connecting....
Chip is ESP32-D0WDQ6-V3 (revision 3)
Features: WiFi, BT, Dual Core, 240MHz, VRef calibration in efuse, Coding Scheme None
WARNING: Detected crystal freq 41.01MHz is quite different to normalized freq 40MHz. Unsupported crystal in use?
Crystal is 40MHz
MAC: 78:21:84:93:38:58
Uploading stub...

A fatal error occurred: Failed to write to target RAM (result was 01070000: Operation timed out)
A fatal error occurred: Failed to write to target RAM (result was 01070000: Operation timed out)

I've tried the UCB-C to UCB-C as well as UCB-A to UCB-C cables with no difference.
To reproduce
Arduino 1.8.19
Compile the FactoryTest and try to upload.
Expected behavior
The upload to work.
Screenshots
No response
Environment

OS: osx, maxOS Monterey 12.6, MacBook Air.   But also on an older MacBook.
IDE &IDE Version: Arduino 1.8.19
Repository Version:

Additional context
No response
Issue checklist

[X] I searched for previous reports in the issue tracker
[X] My report contains all necessary details

In my case it is normal, I can not reproduce this problem.

I have the latest of all the libraries. I don't know what you mean by "M5Core2 Repository".
I was going to try the latest arduino but on first use I haven't figured it out yet (like my serial monitor is goofed up).
So still no luck:

This is the compilation showing the libraries:
/Users/scott/Library/Arduino15/packages/m5stack/tools/esptool_py/3.3.0/esptool --chip esp32 elf2image --flash_mode dio --flash_freq 80m --flash_size 16MB -o /var/folders/j7/x8fmgg910wzd23nl477qt0gw0000gp/T/arduino_build_878103/FactoryTest.ino.bin /var/folders/j7/x8fmgg910wzd23nl477qt0gw0000gp/T/arduino_build_878103/FactoryTest.ino.elf
esptool.py v3.3
Creating esp32 image...
Merged 25 ELF sections
Successfully created esp32 image.
python3 /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/tools/gen_esp32part.py -q /var/folders/j7/x8fmgg910wzd23nl477qt0gw0000gp/T/arduino_build_878103/partitions.csv /var/folders/j7/x8fmgg910wzd23nl477qt0gw0000gp/T/arduino_build_878103/FactoryTest.ino.partitions.bin
Multiple libraries were found for "WiFi.h"
 Used: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/WiFi
 Not used: /Applications/Arduino.app/Contents/Java/libraries/WiFi
Multiple libraries were found for "SD.h"
 Used: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/SD
 Not used: /Applications/Arduino.app/Contents/Java/libraries/SD
Using library ArduinoECCX08 at version 1.3.6 in folder: /Users/scott/Documents/Arduino/libraries/ArduinoECCX08
Using library Wire at version 2.0.0 in folder: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/Wire
Using library M5Core2 at version 0.1.5 in folder: /Users/scott/Documents/Arduino/libraries/M5Core2
Using library SPI at version 2.0.0 in folder: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/SPI
Using library FS at version 2.0.0 in folder: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/FS
Using library SD at version 2.0.0 in folder: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/SD
Using library SPIFFS at version 2.0.0 in folder: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/SPIFFS
Using library FastLED at version 3.5.0 in folder: /Users/scott/Documents/Arduino/libraries/FastLED
Using library WiFi at version 2.0.0 in folder: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/WiFi
Using library HTTPClient at version 2.0.0 in folder: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/HTTPClient
Using library WiFiClientSecure at version 2.0.0 in folder: /Users/scott/Library/Arduino15/packages/m5stack/hardware/esp32/2.0.5/libraries/WiFiClientSecure
/Users/scott/Library/Arduino15/packages/m5stack/tools/xtensa-esp32-elf-gcc/gcc8_4_0-esp-2021r2-patch3/bin/xtensa-esp32-elf-size -A /var/folders/j7/x8fmgg910wzd23nl477qt0gw0000gp/T/arduino_build_878103/FactoryTest.ino.elf
Sketch uses 1418025 bytes (21%) of program storage space. Maximum is 6553600 bytes.
Global variables use 49716 bytes (1%) of dynamic memory, leaving 4472268 bytes for local variables. Maximum is 4521984 bytes.

@konacurrents I have tried to reproduce the problem again today, please try using the other port name "/dev/cu.wchusbserial...." instead of "/dev/cu.usbmodem ...."

Thanks for following up. I just tried with the new Arduino 2.0.1 and at least I can connect to the device.
Now I get an error (right away) on compiling.

Error resolving FQBN: getting build properties for board m5stack:esp32:m5stack-core2: invalid option 'EraseFlash'

Compilation error: Error resolving FQBN: getting build properties for board m5stack:esp32:m5stack-core2: invalid option 'EraseFlash'

Here is a screen shot. I tried an example from M5Stack-Core2 as well and it gives same error right away.
Any ideas?
thanks.

PS. you know how to change the monitor colors?
In the older Arduino, the preferences.txt let me do this. But I cannot find the equivalent..

Currently there are some problems with Arduino IDE 2.0 series, please continue to use 1.8.19 for stability.

Strange. I was finally able to connect to the core2 with the new Arduino 2.0. But that error shows up.  Do you have any idea on that error?
I'll try with the older Arduino too.
thanks,

I think you can update the development installer to this version.


update (index-pattern): add index pattern for events

this will enable Kibana to have the events index already loaded in by default.

Hi @nohant , Kibana will be removed in the next module release v3.0.0. Everything will be replaced with opensearch and opensearch-dashboards .
FYI we are already adding all the index-patterns , see here for a sneak peek: https://github.com/sighupio/fury-kubernetes-logging/blob/next/katalog/opensearch-dashboards/configs/index-patterns.ndjson
Thank you for the PR nevertheless!


remove canDebug context key

For #

[ ] Pull request represents a single change (i.e. not fixing disparate/unrelated things in a single PR).
[ ] Title summarizes what is changing.
[ ] Has a news entry file (remember to thank yourself!).
[ ] Appropriate comments and documentation strings in the code.
[ ] Has sufficient logging.
[ ] Has telemetry for enhancements.
[ ] Unit tests & system/integration tests are added/updated.
[ ] Test plan is updated as appropriate.
[ ] package-lock.json has been regenerated by running npm install (if dependencies have changed).

Codecov Report

Merging #7077 (61769dd) into main (8e06fe9) will decrease coverage by 0%.
The diff coverage is 100%.

@@          Coverage Diff          @@
##            main   #7077   +/-   ##
=====================================
- Coverage     64%     64%   -1%
=====================================
  Files        362     362
  Lines      22873   22850   -23
  Branches    3420    3414    -6
=====================================
- Hits       14854   14822   -32
- Misses      6726    6736   +10
+ Partials    1293    1292    -1

Impacted Files
Coverage Δ

src/client/datascience/constants.ts
99% <ø> (-1%)
:arrow_down:

...client/datascience/commands/activeEditorContext.ts
87% <100%> (-3%)
:arrow_down:

...science/jupyter/kernels/kernelDependencyService.ts
80% <0%> (-9%)
:arrow_down:

src/client/api/pythonApi.ts
62% <0%> (-2%)
:arrow_down:

...lient/datascience/variablesView/notebookWatcher.ts
92% <0%> (-2%)
:arrow_down:

src/client/datascience/jupyter/jupyterNotebook.ts
51% <0%> (-1%)
:arrow_down:

src/client/datascience/jupyter/kernelVariables.ts
45% <0%> (+<1%)
:arrow_up:

...ient/datascience/kernel-launcher/kernelLauncher.ts
91% <0%> (+1%)
:arrow_up:

src/client/datascience/raw-kernel/rawSocket.ts
83% <0%> (+1%)
:arrow_up:

How does this know not to show the RBL button on non-Python notebooks?


Remove extraneous VM labels

The client and server VM have the goog-dm labels, which appear to be an artifact from the Deployment Manager based approach used in the v1 release of this module. We should remove them.
See https://github.com/terraform-google-modules/terraform-google-forseti/pull/14#discussion_r237286561

Removed in def5f6219bd1a0e0e987f4288631a024a04009ba.


Support for 576p in OPL menu

Issue checklist
Note: these are not necessarily requirements

[x] I have checked existing OPL issues for duplicates and found none @ http://psx-scene.com/forums/official-open-ps2-loader-forum/ & https://github.com/ifcaro/Open-PS2-Loader/issues

Open PS2 loader version
...OPL 1357...OPL 1377
Issue description - Describe the problem you are having
Is there any chance to also support 576p for consoles lower than SCPH-750XX
in OPL menu?
Currently 576p works only for games in all consoles:
https://www.psx-place.com/threads/graphics-synthesizer-mode-selector-gsm.19028/page-2#post-133183.
Commits for that at github should be started on Aug 5, 2018:
https://github.com/ifcaro/Open-PS2-Loader/commits/master?after=3cb4707de8e2622dffd022371d5df72aa808f66c+209.
Currently if I'll select (Display settings->Video mode)
EDTV 704x576p @50Hz 24bit (HIRES),
EDTV 640x512p @50Hz 24bit,
I'll get BSOD e.g. on SCPH-50004, 70004.
Since code for 576p exist and it supports "older" consoles
why not also add it into OPL menu?

BSOD should never happen and is a bug in my opinion.
A simple solution would be to force 576p back to 576i option when the console does not support it, as ps2sdk/graph does:
https://github.com/ps2dev/ps2sdk/blob/master/ee/graph/src/graph_mode.c#L145
But I would prefer to add the 576p 'hack', similar to this (based on an example from @sp193 ):
https://github.com/rickgaiser/gsKit/blob/fullhd/examples/modetest/1080p.h
https://github.com/rickgaiser/gsKit/blob/fullhd/examples/modetest/1080p.c
Note the example is for 1080p. however 1080p does not work correctly in this example. But perhaps with recent progress made by @frno7 we can add working 1080p support as well?
https://github.com/frno7/linux/blob/ps2-master/arch/mips/boot/compressed/dbg.c#L411
Note that HIRES 3D rendering would not be possible with 1080p. But with 2x scaling, it would be possible to display 1080p, but render 3D at:

1920x540
970x1080

@J013k: I am not even sure if I ever tested that. Shouldn't it work with down to SCPH-50k's as well currently (and after the suggested change with almost, if not every model)?
@rickgaiser: 970x1080? You mean 960x1080 do you not?

I do not fully understand you.
My 1st post can be confusing, so I'll try to explain it better.
Consoles from SCPH-750XX or higher supports 576p natively.
I don't know if they have got additional code for it or something else,
but If I set 576p in e.g. SMS, OPL menu my TV will display image.
If I'll do the same thing (the same TV\cables) on SCHP-700XX or lower I'll have BSOD.
In OPL theoretically after changing resolution confirmation warning should be displayed
for 10 sec (e.g. do you accept current setting?).
Unfortunately even after that period of time nothing will happen on "unsupported" consoles,
I'll only get BSOD and I'll have to restart PS2.
Some time ago SP193 added something into built-in GSM code that can "activate"
this resolution for all consoles.
If this code can be used for launching game with GSM,
why not also add it into OPL menu, to avoid "unpleasant situation".

576p is not supported on consoles with a ROM version less than 1.80.

I'm not sure if it was ROMVER 1.80, so I'll add quote:

The 576P (0x53) mode was added with ROM v1.80, for the PSX. The PSX seems to have the same GS revision as the SCPH-75000, even though it was about a year older.
The v1.90 ROM for the SCPH-50000a and SCPH-50000b do not support this mode, as with the SCPH-70000 (v2.00).

https://www.psx-place.com/threads/graphics-synthesizer-mode-selector-gsm.19028/#post-132933.

Ah yes, I'm using 50002 with v1.90 and it is unsupported.

As far as I know, at least SCPH-30004, SCPH-30004 R, SCPH-37000 L, SCPH-39004, SCPH-50004, SCPH-70004, SCPH-75004 and SCPH-77004 hardware support all video mode resolutions given in:
https://github.com/frno7/linux/blob/c94ed72e624d28f05c2f1f034917fa432d259bc2/drivers/video/fbdev/ps2fb.c#L173-L256
With Linux for the PlayStation 2, which isn’t using ROM routines, these are
# cat /sys/class/graphics/fb0/modes | column
S:640x224p-60	S:720x480p-60	S:1920x1080p-50	U:1124x644p-60	V:800x600p-60
S:640x256p-50	S:720x576i-50	S:1920x1080p-60	U:1688x964i-50	V:800x600p-75
S:640x448i-60	S:720x576p-50	U:576x384i-60	U:1688x964i-60	V:1024x768p-60
S:640x512i-50	S:1280x720p-50	U:576x384p-60	U:1688x964p-50	V:1024x768p-75
S:720x240p-60	S:1280x720p-60	U:576x460i-50	U:1688x964p-60	V:1280x1024p-60
S:720x288p-50	S:1920x1080i-50	U:576x460p-50	V:640x480p-60	V:1280x1024p-75
S:720x480i-60	S:1920x1080i-60	U:1124x644p-50	V:640x480p-75

as the most common video modes. Many if not most other video modes can be obtained by supplying an appropriate standard frame buffer modeline. 1920×1080p etc. work with component video, all PS2 HDMI adapters that I have tested, as well as the open source scan converter (OSSC).

@frno7:
You can make your own Output-VModes, no problem...
It's just that some VModes or 'profiles' for them are included in the BOOT-ROM and instead of manually setting up a custom GS-Configuration, we can choose to set up the VMode, via "calling" the function with a 'profile' instead of manually setting up a VMode...
On those consoles where those are not available, we have to manually do the configuration...
Regarding your last paragraph... Well, you are confusing internal (rendered) and output-resolution and you don't need a frame-buffer for those shown frames, but you can also have/use a line-buffer or a split-frame-buffer, which is uploaded and rendered during frame-drawing. A complete FullHD-Frame in 16Bit would already be ~3.96MiB solely for the shown frame and no textures... The PS2's VRAM is only 4MiB tho'.
@J013k: I understood you right from the beginning...
I thought some SCPH-50xxx up to those which you mentioned (up to SCPH-75xxx which definitely supports it), would support 576p as well via the normal "calling" of a profile, instead of manually setting up the VMode/GSConfig!

Regarding your last paragraph... Well, you are confusing internal (rendered) and output-resolution and you don't need a frame-buffer for those shown frames, but you can also have/use a line-buffer or a split-frame-buffer, which is uploaded and rendered during frame-drawing. A complete FullHD-Frame in 16Bit would already be ~3.96MiB solely for the shown frame and no textures... The PS2's VRAM is only 4MiB tho'.

The maximum practical full-frame resolution is 1920×1080p at 16 bits per pixel, that requires 4147200 bytes of local GS memory, leaving 47104 bytes for e.g. a tiled font stored as a texture. With 8×8 pixel glyphs and a minimum 4 bits indexed texture palette that is at most 1464 texture mapped characters for a text console. The two CRT hardware (split screen) circuits are used in Linux to do YWRAP acceleration (infinite vertical scrolling), making the console about as fast and efficient as it can get.
Using HSYNC interrupts, I guess 1920×1080p at 32 bits per pixel could be possible as well, unless the memory bandwidth is exceeded somehow. It would require 8294400 bytes for a full frame, which is almost twice the total amount available in the GS, but video resolutions can be displayed with far less by reusing memory.

Using HSYNC interrupts, I guess 1920×1080p at 32 bits per pixel could be possible as well, unless the memory bandwidth is exceeded somehow. It would require 8294400 bytes for a full frame, which is almost twice the total amount available in the GS, but video resolutions can be displayed with far less by reusing memory.

That is actually what "HIRES" mode in gsKit does to render 3D at 1080i resolution. For 3D at 1080i you need at least 1 frontbuffer, 1 backbuffer and 1 depthbuffer. At that's at least 3x2MB, not even including textures.
The 1920x540 frame is devided into 3 parts of 1920x192, then using HSYNC interrupt:

the part that was just displayed is re-used as the depth buffer
the part that is currently being displayed is used as the front buffer
the part that is going to be displayed next is used as the front buffer
leaving a whopping 1.8MB free VRAM for textures
Then using half pixel offsets in rendering, the 3D rendered image looks almost as good as 1080p (if de-interlaced properly)

Would be interesting to see if the ps2 can do 1080p 32/24bit... even if just for 2D.

Theoretically also these resolution might be handful for PAL uses.
1280x720p-50
1920x1080i-50
1920x1080p-50
No one menages to get it working\support, so it is for now only wishlist.

The PS2's video encoder has to be configured, rather than just setting the GS registers. Traditionally, PS2Linux would use ROMGSCRT to get video modes set up and its own code for configuring the video modes did not support the new video encoder on the SCPH-75000 and later. How are you compensating for this? Have you figured out how to configure the video encoders?

@sp193, I don’t recall that there is special handling for SCPH-75000 or later in Linux 5.x. The GS is currently initialised by uLaunchELF before the Linux kernel takes over.
In Linux 2.6 however, there is a GS revision check in
https://github.com/frno7/linux/blob/f3285c0c4bbfb4b6c97d0d0a261dab92148e1d35/arch/mips/ps2/gs.c#L601-L606
with differences between the video modes defined in syncdata0 and syncdata1. I have not investigated these differences in detail yet, though, as they appear to be minor.

@frno7: That's exactly where I was hinting at! ;)
The output-resolution could also be 1920 x 1080 while the internal resolution is something else (even 640*480 with or without magnification)!
To have a native rendered resolution at 1080, the 'full-frames'/'frame-composition (1920 x 1080) are 'sliced' into 'frame-parts/slices'... For example 1920 x 360 times 3 and shifted to/rendered at the according position, is a frame-composition of fully rendered 1920 x 1080 (also shown on screen) even tho the frame-buffer only consists of one 'frame-slice' in size!
Top-frame, mid-frame and bottom-frame (regarding their position on screen within the output-resolution/window) are rendered after another and then merged during uploading&rendering, to the 'full-frame'... A resulting frame shown on screen thus actually consists of 3 frames (in that case)!
You can even trim that down to more slices, resulting in even less VRAM used for the buffer/-s (down to 2 vertical lines if I remember correctly), but there is a giant drawback on slicing it down...
How smaller the 'slice' is, so more often we have to re-upload a texture from EE-RAM to GS-VRAM... That means that while the VRAM-Usage for the frame-buffer becomes smaller, the amount of bandwidth (from EE to GS) needed, increases.
For example... You slice the full frame into 2 slices and have to upload textures twice as often (120 texture-reloads per texture in a 60Hz-VMode) or 3 slices (180 texture-reloads per texture in a 60Hz-VMode) and so on... Obviously these texture-reloads for one need time and second need A LOT more bandwidth, which means we need to find a good middle-spot for 'frame-slices/-slicing' (to spare VRAM) and 'amount of texture-transfers' (to spare bandwidth on the bus).
Another method would be possible as well, which would allow a 'line-buffer' (vertical line-wide frame-buffer) and no texture-reloads, but it would require rendering entirely on the EE (including it's Vector-Units). That's possible as well, but doesn't allow for things like the Overscan-feature...
Regarding 2D 1080i/p: I think that this might be possible at 24/32Bit with the current rendering-method as well.
If we could spare some time/bandwidth on the bus, I rather vote for 24Bits because I think both would need the same amount VRAM anyway. Didn't the GS setup a 24Bit-Mode just like a 32Bit-Mode (or similar, resulting in the same amount of VRAM used)?
Regarding Linux and its VModes: Didn't it manually set it up and was dependent on the RTE? I think it will not work properly on a 75k using the original RTE used in/for BlackRhino and Sony-Linux.
I think it does work via Kernel-Loader (I vaguely remember @MegaMan writing something about it, possibly on the Kernel-Loader-Releasenotes on the website.)!
Well,... Those old Linux-distros also use a Kernel 2.2-Variation, while the others use a newer one like 2.6 (or even newer) and I am not sure, if this might have an influence as well.

 Some video modes may work on some PS2 models, but could fail on others. It may also depend on the previous video mode used, since setting a video mode via the EE kernel would reconfigure the DVE.
I think the SBIOS will configure the DVE for you, but it is only done for the "old" method of configuring the GS: https://github.com/frno7/linux/blob/f3285c0c4bbfb4b6c97d0d0a261dab92148e1d35/arch/mips/ps2/gs.c#L505
When we found that we could create video modes by manipulating the undocumented GS registers, we neglected the Digital Video Encoder (DVE) too. However, this resulted in the add-on 576P mode not working correctly on some PS2 models, due to a lack of configuration.
The GSM 1080P mode also had some strange effects for some people. Neither could I tell whether driving the pixel clock to allow 1080P mode will surely not break anything. After all, my second SCPH-10000 stopped working slightly after the experiments with 1080P were done in 2012 - but that console was already very old at that time and could be already having issues with its clock generator. Ever since it became clear to me that not configuring the DVE results in incomplete configuration, I tried to withdraw the implementation for the unofficial 1080P mode from GSM (at least the one within OPL). It doesn't work properly for everyone.
As for the DVE configuration code that I extended from Mega Man, it only supports CEX and DEX consoles. TOOL units have a different device, which requires much more initialization. Since very few people own one and it wasn't meant for gaming, I didn't copy the initialization logic from the EE kernel.
The GS chip was replaced at some point, hence the timings had to be changed. But that isn't what I am referring to.
The 576P mode parameters I copied, do not fit the older GS, but still works as you wrote. The DVE settings were the same as 480P mode, so I could copy the DVE initialization code for 480P mode.

I'd be interested in a 2560*1440 VMode (if possible), hahaaa! :)
I think it should possibly be restricted to VGA, because Component's standard only defines up to 1080i, even tho' some devices support other resolutions via that connection as well it is clearly non-standard, which MIGHT account for the problems a user (or some users?) was (/were) reporting.

@sp193, yes, Linux 5.x currently relies on uLaunchELF as a boot loader with some basic hardware initialisation. Until the hardware quirks are worked out, and if all else fails, Linux could use the same video mode as uLaunchELF to at least get started with something useful.
https://github.com/frno7/linux/issues/4 is about booting the Linux kernel directly off a memory card, and in that case perhaps such a boot loader would be simpler than uLaunchELF and the Linux kernel would need to do some more work.

Ever since it became clear to me that not configuring the DVE results in incomplete configuration, I tried to withdraw the implementation for the unofficial 1080P mode from GSM (at least the one within OPL). It doesn't work properly for everyone.

1080p works with all hardware models I have tried, including PS2 HDMI adapters, and for Linux I think people should decide on their own what video modes they want and can use with their hardware.

The output-resolution could also be 1920 x 1080 while the internal resolution is something else (even 640*480 with or without magnification)!

@TnA-Plastic, indeed, MAGV and MAGH can be used to great effect as well!

Regarding Linux and its VModes: Didn't it manually set it up and was dependent on the RTE? I think it will not work properly on a 75k using the original RTE used in/for BlackRhino and Sony-Linux. I think it does work via Kernel-Loader (I vaguely remember @megaman [Edit: Oh dear, another guy with the same name on GitHub again...] writing something about it, possibly on the Kernel-Loader-Releasenotes on the website.)!

Linux 5.x currently boots from uLaunchELF and no longer relies on the kernel loader used with Linux 2.6. Linux 5.x also discards the Sony BIOS and reclaims that memory, and so is intended to manage the hardware on its own.


How to deal with Leaflet Plugins

Much of  leaflet plugins without type declaration file in the DefinitelyTyped repository, such as 'esri-leaflet'.
How can I deal with them,except create declaration file by myself.
Can you give some advice?

TypeScript is definitely typed so you will still need to provide some sort of type declaration.

If you would like to keep the typed leaflet, you could provide a minimal type declaration for your plugin like:

/// <reference types="leaflet" />

declare namespace L {
    // no type definition, just to tell the existence of pluginFunction() at L namespace
    export var pluginFunction: any;
}

or remove the type declaration of all leaflet things and use it like Javascript

declare var L: any;

Source: Typescript library without tsd file. Cannot instantiate class

Please read my blog Using an untyped Leaflet plugin in your TypeScript project


Retry failures after backing off first

@iamdanfox @uschi2000 we need this to release SMM 2.0 HA.

tagged: https://github.com/palantir/http-remoting/releases/tag/3.20.0


Code: Page rename - fixes #62

Description
Renamed all pages from XPageIndex to XPage
Fixes #62
Updates:

(marketing) IndexPage - refactored arrow function expression to function declaration to maintain consistent usage across all pages
collaboration - renamed function name from 'page' to 'CollaborationPage'
meetups - renamed function name from 'SpeakerIndexPage' to 'MeetupsPage'
speakers - renamed function name from 'SpeakersIndexPage' to 'SpeakersPage'

Snapshots/Videos:
Type of change

[x] 🐛 Bug Fix
[x] 🧑💻 Code Refactor

Added tests?

[ ] 👍 Yes
[x] 🙅 No, because they aren't needed
[ ] 🙋 No, because I need help

Internationalization Support?

[ ] 👍 Yes, Added text tokens
[x] 🙅 No, because they aren't needed
[ ] 🙋 No, because I need help

Steps to test the feature:
Snapshot of the test-cases that are passing:
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

Hey @vignesh-murugan-dev  thank you for your PR. Name should be just page not speakerPage. etc. Can you please do the needful changes

Hi @Neha thanks for the review.
I made the necessary changes, please check them and do what is needed.


New Rancher Container Driver

Rancher Container Driver
Description
This is a new Container Driver for Rancher, the fantastic container orchestration platform support the likes of Kubernetes, Docker Swarm, and Mesos frameworks. It provides a fantastic abstraction layer for working with these frameworks on any infrastructure you'd like! Plus it's open-source!
Utilizing the v1 API and extensively working with the docs, I've managed to get an initial version of a fairly reliable ContainerDriver for Libcloud. It follows the normal Container conventions as closely as possible and provides extensive docstrings for excellent interaction, even without a massive understanding of Rancher itself.
The three main top-level Rancher items are implemented:

Containers
Services (ex_*)
Environments (ex_*)

Although not every possible action is available, the necessities like creation and deletion plus things like activation, get, and list are included.

As you review this, please ask questions if you aren't sure about how something is implemented!

Background
With Arroyo Networks' upcoming NaaS platform, Inflow, I've been hard at work establishing our Infrastructure assets. Rancher has seemed a clear choice to help us maintain a nimble platform not tied to any specific back-end Infrastructure provider. Hence, much of our Python code needs a way to interact with our clusters, so writing a Libcloud plugin was pretty much a no-brainer.
Example
from libcloud.container.providers import get_driver
from libcloud.container.types import Provider

driver = get_driver(Provider.RANCHER)
connection = driver(key="ACCESS_KEY_HERE", secret="SECRET_KEY_HERE", host="<IP_ADDRESS>", port=8080)

image = ContainerImage("hastebin", "hastebin", "rlister/hastebin", "latest", driver=None)
newcontainer = connection.deploy_container("myawesomepastebin", image, environment={"STORAGE_TYPE": "file"})

Status

done, ready for review

I have tested this works appropriately with Rancher Server v1.1.3 (API v1).
Of course, I want persons looking at this to pay attention to the whole PR. However, there are a few key areas I want some focus on:

Unnecessary sections (do I really need parse_body?)
Inefficient handling (is there a better way to do Image parsing or TLS/SSL support?)
Error Handling looks/works sanely.
Convention adherence (I'm a newer programmer; I may not know well established *ism's)

I encourage reviewers to pull my branch and play with this ;)
Notes

Does not support user based API credentials, only Environment API credentials (one env, no cluster support)

Does not support images other than docker formatted images. docker: prefix is forced!

Images follow a standardized format. See deploy_container docstring!

Does not support filters for searching/listing. (no image or all support in list_containers)

The launchConfig for ex_deploy_service is actually all defined at the top level. This is because I easily pass it through _build_payload (**kwargs) since the options are nearly identical to those of a normal container. No reason to duplicate work. This also makes it easier since most people only generally want to deploy a service with only one container anyways. This may need to change later when we want >1 container for a service.

Passing your own cert/key for SSL/TLS is not presently supported.

For SSL/TLS (https) support with newer versions of OpenSSL, the following is necessary (in your own code):
  import ssl
  import libcloud.security
  libcloud.security.SSL_VERSION = ssl.PROTOCOL_TLSv1_2

Checklist (tick everything that applies)

[x] Code linting (required, can be done after the PR checks)
[x] Documentation - See Docstrings
[ ] Tests - Not yet...
[ ] ICLA (required for bigger changes) - Should be done in the next day/two.

Thanks
I have worked closely with Anthony Shaw, a core contributor to Libcloud (especially the Container stuffs) as well as Vincent Fiduccia, software architect at Rancher Labs. The have been invaluable in helping me establish a solid driver for Rancher.

this is fantastic work, I'll work through the review

Love it! Is their a direct kubernetes driver yet? Im on the road else id
look at source
On Thursday, September 29, 2016, Anthony Shaw<EMAIL_ADDRESS>wrote:

this is fantastic work, I'll work through the review
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
https://github.com/apache/libcloud/pull/876#issuecomment-250377047, or mute
the thread
https://github.com/notifications/unsubscribe-auth/ADdgZ4e87yOMzidAuP8ryItrd7wQ7tDmks5qu1MggaJpZM4KJi43
.

Nice @InAnimaTe
Random comments related to the Rancher integration...

Listing every field of resources like container/service is going to quickly be out of date..	I don't know if passing a map is an option that fits into the rest of libcloud rather than 30 positional params, but if so you can save a lot of work keeping it in sync.
resource.transitioning == 'yes' would be better for PENDING state than endswith('ing')			 - API v2[-beta] renames environment to stack, so while you might not want to use v2 yet (for compatibility with Rancher v1.1.x) you should probably refer to it as a stack in the public interface
outputs, previousEnvironment & previousExternalId are technically settable by users for obscure technical reasons, but are not really user inputs.  So you could remove those as options for a env/stack.

I agree, having all those arguments is outrageous and will fail quickly. No reason why the common ones can't be called out directly and the rest of them just accepted as kwargs.

Thanks a lot of the input everyone. I've modified and changed around quite a bit based on input which has made this driver quite a bit better ;)
I'd like some more input from @tonybaloney about how the response class should be utilized. Other than that, I'm working on a test (similar to the docker test) and should have a license agreement signed soon.

:+1:

fantastic. congratulations! LGTM - merging.


CursorState needs improvements (OpenTK)

Currently both confine mode and cursor visibility are contained in the same enum, but we need to be able to set these exclusive from each other.
This will require changes at OpenTK.

Confine mode support can be done on opentk level.

We've since worked around this at a framework level. Probably not necessary.


could not load rocketbridge?

This happens since the update uso but failed and there is a warning could not load bridege rocket. I can not god, vanish, all its plugins I please help me

update all yo plugins man

Seems USO has not updated to use the new way of isntalling rocketmod, i may be wrong though, i dont use USO myself

how??


Identity comparison for air block.

Comparing with Block.AIR should be Block.AIR.compare(block), not an identity comparison.

Does it matter? I thought it only mattered for blocks with data like rotations and stuff

An air block with a different block handler or different nbt would not equal. Actually Block.withProperties("") would even be a different object

those should be different in this case. Otherwise the nbt/handler will be removed

Even with the exact same nbt, block handler, and properties, as long as it's a different block object, they will not be equal

Block#compare uses ID by default, meaning two air blocks with different handler or NBT will be considered the same. Then the RLE being used on air here will remove the handler and NBT. You can use compare, but also need to check handler and nbt.

@mworzala wouldn't you be ignoring block handlers? I don't see how you could serialise them?

you should serialize the nbt + the name of the block handler if present.
This does bring up a different problem with this implementation though, it A: assumes that there is a block handler if there is NBT on a block and B: uses the block name as the block handler.
It needs to save the block handler separately if present.


Select cameras by name

Selecting by index is bad, because the list of available cameras is not static in practice.

Looks good!


Feature Request: Vueify.Next: source maps for external script files

The new source maps support is great. However, in my experiment source maps are not supported if the script is supplied from an external file, i.e.,
<script src='script.js'>
</script>

In this case, the source maps only shows the .vue file but not the referenced file. It would be great, to support source maps also in this case.

index.vue
<script lang="babel">module.exports = require('./index.js');</script>
other.js
const Vue = require('vue'); module.exports = Vue.extend({});

Thanks for the workaround!

Is @kxh's workaround still the only way to get source maps to point to the .js file instead of the .vue file?


visualizations

Would be fantastic to have a nice visualization of a network.  Here is a really nice example: http://bl.ocks.org/mbostock/4062045

Some other fantastic examples:

Bi-directional hierarchical sankey diagram - http://bl.ocks.org/Neilos/584b9a5d44d5fe00f779
App dependencies - https://script.google.com/a/macros/ifit.com/s/AKfycbwXBX4e5Qrj8DhIcB7mq5tKBdkUOeKAzYhPjcySeNEqjJjoMFc/exec
Visualizing a GA - http://karstenahnert.com/gp/
Visualizing genes - http://amp.pharm.mssm.edu/clustergrammer/
Better force layout - http://bl.ocks.org/couchand/6420534
Detailed force layout - https://nylen.io/d3-process-map/graph.php?dataset=les-mis

Another: http://www.yasiv.com/graphs#HB/blckhole

http://js.cytoscape.org/

tons here: http://anvaka.github.io/graph-drawing-libraries/#/all

http://marcusbuffett.github.io/Three.js-Neural-Network-Visualizer/

Opened up the dev tools on that one, and guess what I saw... "brain.js"

Another awesome one: http://nn-mnist.sennabaum.com/

My neural network library also offers visualization: https://github.com/wagenaartje/neataptic

and starred.

Found this, and I'm in love: https://github.com/marcusbuffett/Three.js-Neural-Network-Visualizer

Hmm, not sure if at all got it right but did tried to take my trained network, convert it to JSON and iterate over layers and their weights to previous layers and draw it with sankey chart from Google - it gonna work because of huge amount of nodes and edges, in my case it was 400 -> 200 -> 2, chart is not readable and visualizes nothing
But in simple cases like XOR model it looks pretty nice:
https://output.jsbin.com/cuhakoc
But still is not good enough describing anything, it should be something interactive probably to show how it works underneeth so maybe even hardcoded or something

I think that output is quite beautiful!  Is there a way to possibly show more details about dimensions of the net, and could this possibly be put into a lib?  If it were a lib, what would you call it?

Just had some time to play with canvas and BrainJS.
As a result, there is JavaScript-class with no dependencies that can render inner structure directly from BrainJS net object.
https://github.com/drumrock/BrainJsVisualizer
I will probably extend it's functionality, but I don't know which data is important to be displayed here.

@drumrock fantastic!  I wonder if we can show activation "heat" in the lines or neurons.

Some work to make a full on GPU visualization of error: https://jsfiddle.net/hnkxm8y2/4/
Unexpectedly, XOR runs RIDICULOUSLY fast.

I forgot to mention something.
The x-axis is Is about 2000 times bigger than y :sweat_smile:


Example for integrating with Azure communication services

is it possible to get it integrated with Azure communication services, so it can handle phone calls. similar to communication-services-python-quickstarts/callautomation-openai-sample at main · Azure-Samples/commu...
Another reference would be from Twilio who has successfully implemented a similar setup with their speech-assistant-openai-realtime-api-python. Seeing the success of Twilio's implementation, I believe that integrating Azure Communication Services could significantly enhance our phone call handling capabilities.
twilio-samples/speech-assistant-openai-realtime-api-python

I'd love to see this also. I tried to implement this myself, but I ran into issues I believe as a result of the audio codec support in ACS.


chore(main): release 1.17.1

:robot: I have created a release beep boop
1.17.1 (2024-07-31)
Bug Fixes

reAdd dirname util (ebe02e9)

This PR was generated with Release Please. See documentation.

:robot: Release is at https://github.com/Andesite-Lab/Core/releases/tag/v1.17.1 :sunflower:


Throwing error trying to run powershell from Cake frosting

Error: Could not load file or assembly 'Microsoft.Management.Infrastructure, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=31bf3856ad364e35'. The system cannot find the file specified.
Systems:

Win10 Pro (local dev system)

(Github agent) Microsoft Windows Server 2022
10.0.20348
Datacenter

Cake/Frosting v 4.0.0

built w/ .Net 7.latest SDK

Looks like same/related issue: https://github.com/SharpeRAD/Cake.Powershell/issues/95

I'm guessing it may be related to https://github.com/SharpeRAD/Cake.Powershell/blob/master/TroubleShooting.md#error-message-4, possibly due to the system's I'm running on are @ 5.1.x, and this package needs an update to support, since it sounds like it may only support 5.0?

Possibly only needs updated dependency? This package is currently using > 1y old v 7.2.10?
https://www.nuget.org/packages/Microsoft.PowerShell.SDK/7.2.10?_src=template

I second this. In my case the error started to occour after updating Visual Studio 2022 to Version 17.9.5.

I second this. In my case the error started to occour after updating Visual Studio 2022 to Version 17.9.5.

I updated my OP to include this info as well.


Any support for async?

I'm writing an application which consists of multiple asynchronous pieces. For the UI part, I'm running tui under a tokio::task::LocalSet, which can run futures that are not Send. However, tui::Terminal doesn't seem to expose any async APIs that let me actually take advantage of the async IO of the underlying library (crossterm async stdout example).
Theoretically, would tui be able to operate under a thread-local async context? How complex would this be to implement?

actually on closer inspection the crossterm example doesn't actually make use of AsyncWrite

Read https://monkeypatch.io/blog/2021/2021-05-31-rust-tui/

Looks like they broke their URLs; the new URL is https://www.monkeypatch.io/blog/2021-05-31-rust-tui


Server Error in '/ms-ext-routing' Application

Investigative information
Invoke any one of the functions in the application (http binding with permission set to anonymous), and eventually a 500.0 ms-ext-routing error will occur.
See attached detailed diagnostic info obtained from downloading the diagnostic dump from kudu.

Timestamp (most recent occurrence): 7/13/2017, 2:29:32 PM
Function App name: etpwebapp
Function name(s) (as appropriate):

Home
Future (most recent occurrence: https://etpwebapp.azurewebsites.net/future/24390)
Futures
Portfolio
Portfolios
Strategy
StrategyTrade
Strategies

Invocation ID (most recent occurrence): 9b545770-dc2e-4da6-a376-4833d83c0d14
US-east

Repro steps
Invoke any one of the functions in the application (permission is anonymous), and eventually a 500.0 ms-ext-routing error will occur. It may happen right away or may take a few minutes.
Expected behavior
No such error should occur.
Actual behavior
A http 500.0 error will occur sporadically when accessing any one of the functions.
Known workarounds
Simply rerunning an identical request immediately after the error has occurred will be successful the next attempt.
Related information

Language: C#
http binding (anon access is allowed) with a single proxy defined to route the site root
proxies.json:
{
"$schema": "http://json.schemastore.org/proxies",
"proxies": {
"site_root": {
"matchCondition": {
"methods": [ "GET" ],
"route": "/"
},
"backendUri": "https://etpwebapp.azurewebsites.net/home"
}
}
}

My own theory is that an unhandled exception in the host background processing is causing the web process (w3wp.exe) to terminate--see the eventlog.xml for examples of such errors--and ultimately leading to these errors.

Thank you for the detailed information!
Do you see this issue if the proxies feature is disabled?

I've only used it with the proxy on, so I'm not sure, but I'll disable it
for now and see if the error still occurs.
On Thu, Jul 13, 2017 at 3:14 PM, Fabio Cavalcante<EMAIL_ADDRESS>wrote:

Thank you for the detailed information!
Do you see this issue if the proxies feature is disabled?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/Azure/azure-webjobs-sdk-script/issues/1676#issuecomment-315175090,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AcuqvSkdiWunSXSYA7LcJqiSumQrc7FBks5sNmyjgaJpZM4OXanF
.

With the proxy disabled, the issue appears to be resolved.  Is there a
workaround or a fix planned for this, since I'd like to have the site root
routed to my 'home' function?--the proxy currently was the only option for
that functionality. Thanks.
On Thu, Jul 13, 2017 at 3:14 PM, Fabio Cavalcante<EMAIL_ADDRESS>wrote:

Thank you for the detailed information!
Do you see this issue if the proxies feature is disabled?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/Azure/azure-webjobs-sdk-script/issues/1676#issuecomment-315175090,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AcuqvSkdiWunSXSYA7LcJqiSumQrc7FBks5sNmyjgaJpZM4OXanF
.

I'm seeing the same error at what appears to be random intervals with about 2 dozen proxies.

@omkarmore83 @mattchenderson known issue? any workarounds?
@nathan011 Some investigation may be required here.

@omkarmore83 has been looking at some outbound connection exhaustion problems, and that could be it if these sites are under a certain degree of load. Are you seeing this only on production?

@mattchenderson We definitely saw it in production - load of about 0.5 RPS.

In production, but very light load--only a single user.
On Fri, Jul 14, 2017 at 8:48 PM, Matthew Henderson<EMAIL_ADDRESS>
wrote:

@omkarmore83 https://github.com/omkarmore83 has been looking at some
outbound connection exhaustion problems, and that could be it if these
sites are under a certain degree of load. Are you seeing this only on
production?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/Azure/azure-webjobs-sdk-script/issues/1676#issuecomment-315497596,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AcuqvaaElYwqpsa8EfrB6QdMfqblMNzVks5sOAxXgaJpZM4OXanF
.

I will look into this. I don't this this is related to outbound connection problems.
I am seeing this in a few other function apps which have proxies enabled aswell.
InvalidOperationException
An asynchronous module or handler completed while an asynchronous operation was still pending.

@omkarmore83 more evidence with additional information here as well: https://stackoverflow.com/questions/45178931/server-error-if-passing-some-special-character-in-url-parameters/45179053

@nathan011 @parkingboss
Did you see this for requests that have special chars like (& , * , : , >) in the URL parameters failing?

@omkarmore83 We don't typically (or likely ever) have requests with those characters in the route/path...our failing requests happened without those.

No. There are no routes that accept parameters with special characters in
my function app.
On Wed, Jul 19, 2017 at 1:35 PM, Omkar More<EMAIL_ADDRESS>wrote:

@nathan011 https://github.com/nathan011 @parkingboss
https://github.com/parkingboss
Did you see this for requests that have special chars like (& , * , : , >)
in the URL parameters failing?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/Azure/azure-webjobs-sdk-script/issues/1676#issuecomment-316461221,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AcuqvXj4Aip7dpKnYvlcpuKw_HNlgDw-ks5sPj5ygaJpZM4OXanF
.

Looks like the issue in the stackoverflow is unrelated with this one.  @parkingboss, @nathan011 are you able to repro this issue frequently? I can see this happening in some race condition, but would need to add a little more debug information to pin-point the exact root cause.

I've re-enabled the proxy. It can be reproduced within a few minutes
usually. Just let me know when you're ready.
On Wed, Jul 19, 2017 at 7:50 PM, Omkar More<EMAIL_ADDRESS>wrote:

Looks like the issue in the stackoverflow is unrelated with this one.
@parkingboss https://github.com/parkingboss, @nathan011
https://github.com/nathan011 are you able to repro this issue
frequently? I can see this happening in some race condition, but would need
to add a little more debug information to pin-point the exact root cause.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/Azure/azure-webjobs-sdk-script/issues/1676#issuecomment-316554337,
or mute the thread
https://github.com/notifications/unsubscribe-auth/Acuqveb_1N-345dsT1DrjOnLzxwOiN61ks5sPpZZgaJpZM4OXanF
.

Thanks @nathan011, I am working on a fix for the issue. Will update the thread once its out.

Great news!--thanks!
On Fri, Jul 21, 2017 at 1:11 PM, Omkar More<EMAIL_ADDRESS>wrote:

Thanks @nathan011 https://github.com/nathan011, I am working on a fix
for the issue. Will update the thread once its out.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/Azure/azure-webjobs-sdk-script/issues/1676#issuecomment-317058642,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AcuqvTKu3fpBSk3XqqWrPLjTuuOYghPyks5sQNu-gaJpZM4OXanF
.

@nathan011 @parkingboss The fix is now live. I can see that the number of errors in all proxies has reduced significantly. please verify. Note that you may need to restart the function App for the fix to take effect (enabling of proxies does constitute as a restart)

I've been unable to recreate the issue, so it looks like this one is
resolved. Nice job! And thank you!
On Thu, Jul 27, 2017 at 1:36 PM, Omkar More<EMAIL_ADDRESS>wrote:

@nathan011 https://github.com/nathan011 @parkingboss
https://github.com/parkingboss The fix is now live. I can see that the
number of errors in all proxies has reduced significantly. please verify.
Note that you may need to restart the function App for the fix to take
effect (enabling of proxies does constitute as a restart)
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/Azure/azure-webjobs-sdk-script/issues/1676#issuecomment-318432796,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AcuqvV9ebx1o2egzPbdfOWf5A2eozuaoks5sSMqGgaJpZM4OXanF
.

@omkarmore83 I'm about to re-deploy an update to test this out, but sounds good so far! :)
Just curious, any background info on the underlying issue that you can give us?

There was an race condition that could occur because of the usage of a void async method in the code to copy the stream after the backend was called. The code is not available on GitHub so cant share more details.


Add support for hardware keyboards and game pads

I recently purchased this product and I am interested in making it compatible with your project. I was reviewing the official apple docs on game controllers and they do not mention controlling web-based games. maybe we could discuss how these button press events could be passed to gameplay?

Coincidentally I was looking at this in an Apple Store yesterday. If it emulates hardware buttons in Safari and we can get a comprehensive list of what those are, there shouldn't be anything stopping us supporting that.
Are you able to find out the key mappings?

yeah - It was only $8 on amazon so a took a chance on it. I will see if I can dive into the key mappings and how it is transmitted to Safari. Seems like a viable option considering it is a "official" controller. I think this project is a great candidate for a game controller like this. The touch controls are kind of hard for some precise mob avoidance needed in Link's Awakening. :)

Fantastic. Let me know how you get on. There's already support for hardware keys internally (I need some way to test it on the desktop during development), so it should be pretty easy to add if it can emulate key events.

I have too many ideas for my weekend, but this just went to the top of the list. :)

I tried quite a bit of debugging, but couldn't find a way to capture the raw keycodes that the gamepad might be sending to Safari on iOS. I also found that support is low for the gamepad api in mobile browsers. I think it is fairly likely, that this particular gamepad keycodes are not perceived by the browser b/c it does not mimic a keyboard keycode for instance. Maybe with a different gamepad that merely sends the equivalent of keyboard keypress events, it might work.

@yeahdef Thanks for looking into it. Hopefully we'll find some that are easier to support.

Now that iOS supports it, I've got rudimentary support working using the Gamepad API (https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API). Currently working on refining the user experience and lifecycle around connecting / disconnecting controllers.

I'm pretty sure this has already been done. Closing as fixed.


Character count's count function should be customisable

Following on from #1104, whatever 'default' way we use to count characters (code points, bytes, characters) ideally it should match the way that a service's backend validation will count them. For this reason, we should consider making the count function customisable.
For example,
new CharacterCount($characterCount).init({ countFunction: string => string.length })

Same is probably true for word count: https://github.com/alphagov/govuk-design-system-backlog/issues/67#issuecomment-420603632

Thinking about it, we might also want to support passing a regex as a string, as well as passing a function.


Can't read file in multiple thread

Hi, I just got a problem in the very basic line. I'm using JavaFx multi thread.
Workbook workbook = StreamingReader.builder().rowCacheSize(100).bufferSize(4096).open(is);
Every time it just crashes in this line. Tried to catch exception, but no exception displayed. Tried to print something as well, neither worked.
Do you have any ideas what's going on? I really can't find anything wrong. Thank you so much.

You mentioned multiple threads...this library is not threadsafe. The data is read from an XML file inside the XLSX document using a streaming XML parser. There's not a way to make that process threadsafe.

I'm going to close this as multithreaded reads of a streaming XML parser are never going to be feasible. To work around your particular issue, you could just synchronize access to the Workbook/Sheet object. It won't really be multithreaded, but it will be threadsafe.


Function information provided by Jedi lacks newlines

I'm using the Jedi language server and see missing newlines in the function outlines it shows when hovering over a function or in this case, a property.
I'm unsure if that's something that VS Code gets wrong, or the LSP extension sends wrong in the first place; opening the issue here as a starting point, please let me know if I should file it somewhere else.
Steps to reproduce

Add this code to a Python file in VS Code:

something = Path('hello.txt')
something.suffix

Hover with your mouse over "suffix"

Actual
The implementation of PurePath.suffix is shown, without newlines.

Expected
Newlines are shown, as in (abbreviated)
def suffix(self):
    """The final component's last suffix, if any."""

When running the jedi LSP server with verbose output I see the following interaction.
INFO:pygls.protocol:Sending data: {"jsonrpc": "2.0", "id": 813, "result": {"contents": {"kind": "markdown", "value": "```python\ndef suffix(self): \"\"\"The final component's last suffix, if any.\"\"\" name = self.name i = name.rfind('.') if 0 < i < len(name) - 1: return name[i:] else: return ''\n```\n---\n```text\nThe final component's last suffix, if any.\n```\n**Full name:** `pathlib.PurePath.suffix`"}, "range": {"start": {"line": 133, "character": 41}, "end": {"line": 133, "character": 47}}}}

Newlines (\n) are there, but I'm unsure if that's the way things are expected to be according to the LSP?
Version: 1.65.0
Commit: 2e6cb65aa783ab7f17c9d3e709e65c65f8da3bb0
User Agent: Mozilla/5.0 (X11; Linux x86_64; rv:91.0) Gecko/20100101 Firefox/91.0
Embedder: unknown
Extension version: 2022.2.1924087327

@imphil We use jedi-language-server python library for this, please file an issue here: https://github.com/pappasam/jedi-language-server/issues


Prevent multiple ScaledObjects managing one HPA

Provide a description of what has been changed
Prevent multiple ScaledObjects managing one HPA
Checklist

[ ] When introducing a new scaler, I agree with the scaling governance policy
[x] I have verified that my change is according to the deprecations & breaking changes policy
[x] Tests have been added
[x] Changelog has been updated and is aligned with our changelog requirements
[ ] A PR is opened to update our Helm chart (repo) (if applicable, ie. when deployment manifests are modified)
[ ] A PR is opened to update the documentation on (repo) (if applicable)
[x] Commits are signed with Developer Certificate of Origin (DCO - learn more)

Fixes #6130

Relates to #

/run-e2e internal

Sorry, I missed a line of code when commit, which caused the e2e test in scaled_object_validation_test.go to fail.
It looks like the other two e2e test failures have nothing to do with this PR. For initial_delay_cooldownperiod_test.go, I checked the keda logs locally and it looks like it was introduced due to #6098 .
2024-09-30T06:38:18Z    ERROR   Error getting scalers   {"controller": "scaledobject", "controllerGroup": "keda.sh", "controllerKind": "ScaledObject", "ScaledObject": {"name":"initial-delay-cooldownperiod-test-so","namespace":"initial-delay-cooldownperiod-test-ns"}, "namespace": "initial-delay-cooldownperiod-test-ns", "name": "initial-delay-cooldownperiod-test-so", "reconcileID": "7a5c6147-0db2-42ed-85c7-2b8c7b1442c8", "error": "error parsing cron metadata: no desiredReplicas specified"}

/run-e2e internal

/run-e2e internal

PTAL @zroubalik @wozniakjan

/run-e2e internals


OSRM v5.1.0: JSON Format, undefined property

Scenario:

Build Production Plan for TIXI Linth.
Just one passenger with 3 trips per week

Crash:
Whoops, looks like something went wrong.
1/1ContextErrorException: Notice: Undefined property: stdClass::$mapped_coordinate** in /srv/tixi/src/Tixi/App/AppBundle/Routing/RoutingMachineOSRM5.php line 425
etc.
Code:

Data (double-click for details):

This part of the code still follows the v4.x specification:

Fixed this.


Eslint config

Let us config eslint to match coding style to contribute!
Please add public code style in .eslintrc.json file
And please add this line in scripts of package.json file as a command
"lint:fix": "next lint -- --fix"
by using this command, we can match code style automatically when commit or create PR after changing the file.
Thanks!

please submit a recommendation and we will take it under advisement. thank you for the suggestion.


Dynamic linting

I haven't found an issue on this subject, thought it is present on pylance (unfortunately, not planned):
https://github.com/microsoft/pylance-release/issues/2471
I would like to have the linter show the dynamic documentation set using __doc__ in the tooltips (when hovering over a function for example).
For example
def add_doc(other):
    def wrapper(target):
        target.__doc__ += other.__doc__
        return target
    return wrapper

def a():
    '''Doc of a'''

@add_doc
def b():
    '''Doc of b'''

Using this wrapper, I could concatenate the documentation of 'a' at the end of that of 'b'.
But this is not picked up by the linter.
Would this be possible to support this feature in the future?

Unfortunately if we were to have support for this it would come via Pylance. But this is actually really difficult to implement as we effectively would have to execute Python code to know what __doc__ would end up being.


Clean up "?" if there is no query in request URL

This PR is meant to cleanup the ? if there is no query appended at the suffix of a source URL.

/azp run python - storage - tests

/azp run python - storage - tests

/azp run python - storage - tests


Unable to resolve action twiddler/is-my-docker-parent-image-out-of-date@v1, unable to find version v1

Hi,
I get the this error when following the instructions in the README:
Unable to resolve action twiddler/is-my-docker-parent-image-out-of-date@v1, unable to find version v1
Cheers
Marius

Was missing the v1 tag. Thought GitHub would resolve that intelligently by itself from v1.0.0 and so forth. Should be working now. :+1:


Is ssh-agent supported ?

hi,
I would say: yes and no. Yes, because jsch is able to use ssh-agent, but there is a bug, I think. I was able to see the ssh-agent running, with a different project and adding  a node XML ressource to add the local-ssh-agent = true. But I can't get it working on the project level.

hi,
I tried to use for nodes the resource XML, which has local-ssh-agent=true set and which is working on my very simple Rundeck project. I can see, that the ssh-agent is started. If I use that source also for the Ansible project, I can see, that the option is set:
1: Workflow step executing: StepExecutionItem{type='NodeDispatch', keepgoingOnSuccess=false, hasFailureHandler=false}
10:50:19		preparing for sequential execution on 1 nodes
10:50:19		Executing command on node: api.example.com, NodeEntryImpl{tags=[], attributes={nodename=api.powerpay21.com, hostname=api.example.com, osFamily=unix, local-ssh-agent=true, local-ttl-ssh-agent=3600, username=rundeck, tags=}, project='null'}

but I can't see the ssh-agent in the process list.  Very sad ...

As you can see the reference: its not possible in that way. The whole ssh-agent is the JAVA builtin Jsch SSH plugin. For Ansible the plain system SSH is used.
May we can work on a workaround.

@linuxmail @stephrobert are there solution/workaround ?
I have the same issue...

hi,
no there isn't any workaround for it (yet). I ask rundeck, how much it does cost to solve this problem.  Have a look on https://github.com/rundeck/rundeck/issues/4425

hi,
Rundeck would implement that feature for USD 20,000. My company would pay around  USD 5,000. So if we find others for the rest, we can get it into Rundeck.

Please note https://github.com/rundeck/rundeck/issues/4425#issuecomment-555164027


Update version number for 'master' to be 4.3.0-preview

Update build number for master to 4.3.0.
The 4.2.0 branch has already been cut and updated.

Pull Request Test Coverage Report for Build 2419

0 of 0   changed or added relevant lines in 0 files are covered.
2 unchanged lines in 1 file lost coverage.
Overall coverage decreased (-0.06%) to 82.198%

Files with Coverage Reduction
New Missed Lines
%

libraries/botframework-config/src/botConfigurationBase.ts
2
85.59%

Totals

Change from base Build 2405:
-0.06%

Covered Lines:
2703

Relevant Lines:
3165

💛  - Coveralls


☂ Documentation

I think it makes sense to have an issue for documentation-related tasks since the website is up now. Here's a couple things I was thinking would be good to add as a start:

[x] Install and update instructions
[x] Getting started that uses rome init instead of echo - possibly a two tracks, one for new projects one for existing
[ ] Command documentation within the command definitions themselves (packages/@romejs/core/master/commands)
[ ] Add command docs and examples to website for all commands - if we can automatically pull from the command definitions that would be great
[ ] Linting behavior - may want to hold off until this is finalized
[ ] Usage with popular tools, ie React, Hapi

After writing the install and getting started, I'm thinking it makes sense to break the remaining up into a section of "Everyday Rome" which covers the most commonly used commands in depth with examples, a section of "Rome and Frameworks" which covers any framework-specific steps, and a section of "Rome Commands" which covers every option on every command, not necessarily with a ton of examples.
I'll try and work through some of these this week, but any help would be appreciated - if anyone has ideas on other things that would be valuable to add, that would be great!

I'm interested in helping out with this. We need to come up with a strategy on how to tackle what is ready to be documented.

I will open a PR today with the first two items.
As for the remaining items, what's your thought on those? I'm thinking we ought to start with docs for run and test since those probably won't change significantly and will be some of the most commonly used commands. I'm hesitant to add too much to other commands such as lint since those will probably have significant changes in behavior.

I think we can start documenting the following sections under the CLI  --help command
Source Code Commands
Code Quality Commands
Project Management Commands
I don't think the function of the commands themselves will change much. The aim would be to document the basics of how things work instead of letting people struggle to figure things out on their own. The docs can be basic to start, we can add more flesh to them as time goes. What do you think?

Deferring to #496.


On demand requests with instances shouldn't trigger task lag over instance count

Currently, if you submit pending tasks in quick succession on an on demand request that has an instance count limit, you can end up with tasks that will wait for the first to complete before launching. We shouldn't page for task lag in these cases.
We previously separated the late tasks from on-demand requests from the rest of the late tasks and configured different alerting rules for them. In this PR, we ensure that we count the on-demand late tasks are within the task limit only so that on-demand late tasks blocked from launching because of instance count limit won't send alerts.

🚢


Short-circuit Startables#deepStart on exception

https://github.com/testcontainers/testcontainers-java/issues/2249

not stale but IMO we need to rework deepStart a bit (probably replace the use of CompletableFuture altogether with more task-oriented approach) instead of trying to workaround

.

stale, at least per the title of the change, this is an important thing for me.

stale, at least per the title of the change, this is an important thing for me.

.

@eddumelendez How did https://github.com/testcontainers/testcontainers-java/issues/2249 get addressed?

@pivovarit sorry about it! We renamed to main branch and looks like a few PRs were closed and we are not able to reopen.


pre-generated assembly

We are looking into torch integration, but it seems that the peachpy and ninja dependency are a bit annoying to embed deep into torch (for example as a git subtree). Can you pre-generate the assembly so that we can simply have a git subtree of nnpack inside https://github.com/torch/nn and then use our CMake build system to build it on the fly?

The recent PeachPy (which we use in NNPACK) directly generates object files for Linux/OS X. I could adapt PeachPy to generate GNU assembly, but it would still be OS-dependent. Maybe it's better to include both NNPACK and PeachPy as dependencies?

Can you give us a more explicit step to run a net(eg:AlexNet) use the one of  method(eg:FFT-88,FF-16*16,Wingrad) . I use the ubuntu 14.04  64bit system. I'm not  familiar with  ninja.Thanks very much.

@xiaoxuefeng see instructions in the end of #3. In the future, please don't comment on unrelated issues, but create a new issue for further questions.

/cc Edgarriba. Some solution could be very useful cause Travis testing time it is very slow when we need to enable NNPACK backend.
P.s. Can you start to tag some version release in master?

@bhack If NNPACK build time is an issue, you can make it build only the static library by running ninja $PWD/lib/libnnpack.a. By default, it would additionally build tests, benchmarks, and many additional sources (reference implementations, sources that expose internal functionality to unit tests, etc).
I will tag version when interfaces stabilize.


Equation system

solid_potential_component and liquid_potential_component seem to be one of the last things that need to be removed from the default supercap input file.
I'd like to evaluate whether some class that would help manage the equation system would be beneficial.
Notably it would help post processors and operators selecting components in the solution field.
Here is how the ptree to build it could look like
components 2
component_0 {
    name pressure
    component_id 0
}
component_1 {
    name velocity
    component_id 1,2,3
}

Just for info, something similar is done in aspect. There is a class that takes cares of this mapping.

hello world


Deduplicate option fields

Added opts field to Client to avoid double handling options when creating a new client.

Pull Request Test Coverage Report for Build 83

46 of 46 (100.0%)  changed or added relevant lines in 2 files are covered.
6 unchanged lines in 1 file lost coverage.
Overall coverage decreased (-0.04%) to 91.472%

Files with Coverage Reduction
New Missed Lines
%

helix.go
6
92.61%

Totals

Change from base Build 81:
-0.04%

Covered Lines:
547

Relevant Lines:
598

💛  - Coveralls

Pull Request Test Coverage Report for Build 83

46 of 46 (100.0%)  changed or added relevant lines in 2 files are covered.
6 unchanged lines in 1 file lost coverage.
Overall coverage decreased (-0.04%) to 91.472%

Files with Coverage Reduction
New Missed Lines
%

helix.go
6
92.61%

Totals

Change from base Build 81:
-0.04%

Covered Lines:
547

Relevant Lines:
598

💛  - Coveralls

Pull Request Test Coverage Report for Build 83

46 of 46 (100.0%)  changed or added relevant lines in 2 files are covered.
6 unchanged lines in 1 file lost coverage.
Overall coverage decreased (-0.04%) to 91.472%

Files with Coverage Reduction
New Missed Lines
%

helix.go
6
92.61%

Totals

Change from base Build 81:
-0.04%

Covered Lines:
547

Relevant Lines:
598

💛  - Coveralls

Pull Request Test Coverage Report for Build 83

46 of 46 (100.0%)  changed or added relevant lines in 2 files are covered.
6 unchanged lines in 1 file lost coverage.
Overall coverage decreased (-0.04%) to 91.472%

Files with Coverage Reduction
New Missed Lines
%

helix.go
6
92.61%

Totals

Change from base Build 81:
-0.04%

Covered Lines:
547

Relevant Lines:
598

💛  - Coveralls


exim: add redis lookup support

Motivation for this change
Exim can lookup in redis and I use it in production. But I'm not sure whether we should enable redis support by default.
Things done

[ ] Tested using sandboxing (nix.useSandbox on NixOS, or option sandbox in nix.conf on non-NixOS linux)
Built on platform(s)

[x] NixOS
[ ] macOS
[ ] other Linux distributions

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review wip"
[x] Tested execution of all binary files (usually in ./result/bin/)
21.11 Release Notes (or backporting 21.05 Relase notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module

[ ] Fits CONTRIBUTING.md.

Result of nixpkgs-review pr 130223 at 9fd1126c run on x86_64-linux 1

1 package built successfully:

exim

1 suggestion:

warning: missing-phase-hooks
installPhase should probably contain runHook preInstall and runHook postInstall.
Near pkgs/servers/mail/exim/default.nix:95:3:
   |
95 |   installPhase = ''
   |   ^


Changelog for 1.10.0

Bump version to 1.10.0

Signed-off-by: Roland Grunberg<EMAIL_ADDRESS>

I've removed a lot of Qute related bug fixes / enhancements that didn't file as noteworthy given everything Qute-related will be considered new. However, you may still feel there's a few entries to remove so let me know.


opengl call to glDrawElements() ignores numIndices parameter on PC, but works on Android

Issue details
Using opengl graphics library directly ...
import com.badlogic.gdx.graphics.GL20;
private static GL20 GLES20;
GLES20 = Gdx.gl20;
Everything works perfectly when launching to Android devices. I have an entire scene with thousands of triangles rendered just fine, but when running on PC there are extraneous triangles being drawn all over the scene. I tracked the problem down to  glDrawElements(). On PC desktop launch, glDrawElements() draws incorrect number of indices, ignoring the numIndices second parameter completely.
GLES20.glDrawElements(GL20.GL_TRIANGLES, numIndices, GL20.GL_UNSIGNED_SHORT, mIndices);

For example, changing the numIndices to 3 should render only one triangle.
GLES20.glDrawElements(GL20.GL_TRIANGLES, 3, GL20.GL_UNSIGNED_SHORT, mIndices);

Here is the expected correct result on Android.

But the desktop launch show all triangles, ignoring numIndices completely.

Reproduction steps/code
An SSCCE can be found at
https://gist.github.com/arashbi/5659096
NOTE: There is one bug. The mColorData needs to be changed to floating points or the shader will crash.
Version of libGDX and/or relevant dependencies
1.10.0
Stacktrace
NA
Please select the affected platforms

[ ] Windows 10

indeed, both desktop backends are impacted :
https://github.com/libgdx/libgdx/blob/master/backends/gdx-backend-lwjgl/src/com/badlogic/gdx/backends/lwjgl/LwjglGL20.java#L279
https://github.com/libgdx/libgdx/blob/master/backends/gdx-backend-lwjgl3/src/com/badlogic/gdx/backends/lwjgl3/Lwjgl3GL20.java#L278
unfortunately lwjgl doesn't provide methods for that and i don't know if we could temporarily limit the buffers.

Actually this is what we do in Mesh code, see https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/Mesh.java#L617
so maybe we should move part of this code (limit) to desktop backends code?
@Tom-Ski do you know what we did that and if the fix proposal looks good to you?

Seems good to me.
As to why that caching and restoring is done, (if that is your question), I believe its so that the state of the index buffer isn't altered if someone is doing manipulation using the buffer itself.

@Tom-Ski my question was why we limit the buffer in Mesh class since we call a method that should do this job : glDrawElements (int mode, int count, int type, Buffer indices);
I was wondering if we did that because of some known backends bugs.
Anyway i have a working test case right now, i'll do the PR, thx. :-)

Ah. Yeah I think this is due to the discrepancies of glDrawElements on the different platforms. We've had a few quirky issues here over time for the same reason as everyone is doing their own thing slightly differently with respect to the glDrawElements with Buffer param method.

Much appreciated folks. I'm very to to gethub and such, so pretty much a noog question. When the pull request is merged, I guess I need to get the entire libGDX project on to my machine and build it? Sounds daunting. Or do I wait for a release?

You can use a snapshot version, see https://github.com/libgdx/libgdx/wiki/Updating-LibGDX -- snapshots are builds of libGDX from between stable releases, usually built nightly (I'm not sure of the current schedule). The current snapshot version is 1.10.1-SNAPSHOT, so you would change the version 1.10.0 (wherever it is, most likely in the root build.gradle and/or gradle.properties) to 1.10.1-SNAPSHOT, sync the project in your IDE (or just run any Gradle task), and then the latest snapshot will be downloaded. Be aware that snapshots are built automatically without being completely checked out by a person, so sometimes bugs get into snapshots and are fixed by the next snapshot build (hopefully). You also need to change the snapshot version from 1.10.1-SNAPSHOT to 1.10.1 when the stable 1.10.1 release comes out, since the snapshot won't last very long after a release is complete.