Computed properties that return a Carbon instance won't be casted

Laravel Version: 5.7
PHP Version: 7.2
Database Driver & Version: MySQL 5.7.24

Description:
Computed propertys that return a Carbon instance won't be casted by returning a json object of the model. Neither php protected $dates = ['departureTime']nor php protected $casts = ['depatureTime' => 'date:y-m-d'];work.
Steps To Reproduce:
Create a model with a computed property
class Track extends Model
{
	/** Attention: Try this **/
	protected $dates = ['departureTime'];

	/** OR this **/
	protected $casts = ['departureTime' => 'date:y-m-d'];

	 /**
     * Append computed properties automatically.
     *
     * @var array
     */
     protected $appends = ['departureTime'];

	/**
     * Get departed time.
     *
     * @return Carbon
     */
	public function getDepartureTimeAttribute() {
		/**
		* Avoiding logical mistakes I just
		* return current timestamp
		*/

	    return Carbon::now();
	}

	/** do other stuff **/
}

and you''l get
json "departureTime":{"date":"2018-12-16 08:27:58.965143","timezone_type":3,"timezone":"Europe\/Berlin"}
Actually it should return just the time string.

This is because attribute accessors override the casting behavior.


Is there a repo for using Swin Transformer?

From the paper, it was evaluated using HTC++/Swin Transformer. I was wondering if it is a separate repo or a proprietary one.

Well here I only see the faster-rcnn+soft teacher. Actually in the paper HTC++/Swin Transformer is not mentioned. But the papers-with-code showed a SOTA result via the combination of HTC++/Swin Transformer and soft-teacher which really confused me. The website only put this repo on,but I can't find any implementation.Since that, I guess it's the webste papers-with-code's issue, you'd better ask them or wait for other supported implementation.

me,too. Now I see the result in experiment part. I wonder if the config file could be supplied.


Workaround for URP's 2D Renderer RenderPasses

With Unity's 2D URP out in preview, I thought I'd highlight a way to inject scriptable render features into their 2DRenderer. Unity will support it down the line, but if anyone is intending to use this for their 2D needs, you can do the following:

Open the Renderer2D.cs file in your package cache (you might honestly just want a local copy of the package cache since you want the changes to be permanent).
Add the following snippet to the Setup(ScriptableRenderContext ctx, ref RenderingData renderingData) function.

For URP version 10 see the comment below
// URP Version 9 and earlier.
for (int i = 0; i < rendererFeatures.Count; i++)
{
  if (rendererFeatures[i].isActive)
  {
    rendererFeatures[i].AddRenderPass(this, ref renderingData);
  }
}

This will allow you to initialize all render passes

Click on a ScriptableObject instance for the 2D Renderer and switch the inspector from normal -> debug view by right clicking the inspector tab.

On your FowardRenderer asset, click the drop down menu and drag the Orthographic Render Feature scriptable into the Renderer Features field.

Once Unity officially supports custom render passes in the 2D Renderer I'll close this issue, but this should be a decent workaround for the time being. :)

Updated the code snippet for 9.0.0-preview.35.

So I'm having some difficulty with 9.0.0-preview.35 since the render pass is likely going to be a mismatched sample. The renderpass will still work, but it's not ideal for it to continuously throw an error every frame due to mismatched sampling. I'll need to look at some updated examples.

https://issuetracker.unity3d.com/issues/urp-unreleased-version-profiler-spams-errors-when-enabled-in-playmode Okay this seems like the culprit.

Hi, is there a workaround for this these days?
If i try your code snipet it tells me that AddRenderPass doesn't exisists.

Hi, is there a workaround for this these days?
If i try your code snipet it tells me that AddRenderPass doesn't exisists.

Hi, is there a workaround for this these days?
If i try your code snipet it tells me that AddRenderPass doesn't exisists.

Which version of URP are you on?

Hi, is there a workaround for this these days?
If i try your code snipet it tells me that AddRenderPass doesn't exisists.

Which version of URP are you on?

Hi, is there a workaround for this these days?
If i try your code snipet it tells me that AddRenderPass doesn't exisists.

Which version of URP are you on? I believe I have to update the snippet if you are on URP 10.

Yes, i'm at version 10.2

Hi, is there a workaround for this these days?
If i try your code snipet it tells me that AddRenderPass doesn't exisists.

Which version of URP are you on? I believe I have to update the snippet if you are on URP 10.

Yes, i'm at version 10.2

Hi, is there a workaround for this these days?
If i try your code snipet it tells me that AddRenderPass doesn't exisists.

Which version of URP are you on? I believe I have to update the snippet if you are on URP 10.

Yes, i'm at version 10.2

Kk, here's the snippet for version 10:
In Renderer2D.cs in the same function:
Setup(ScriptableRenderContext context, ref RenderingData renderingData)
{
  ...
  for (int i = 0; i < rendererFeatures.Count; i++)
  {
    if (rendererFeatures[i].isActive)
    {
      rendererFeatures[i].AddRenderPasses(this, ref renderingData);
    }
  }
}

Hi, is there a workaround for this these days?
If i try your code snipet it tells me that AddRenderPass doesn't exisists.

Which version of URP are you on? I believe I have to update the snippet if you are on URP 10.

Yes, i'm at version 10.2

Kk, here's the snippet for version 10:
In Renderer2D.cs in the same function:
Setup(ScriptableRenderContext context, ref RenderingData renderingData)
{
  ...
  for (int i = 0; i < rendererFeatures.Count; i++)
  {
    if (rendererFeatures[i].isActive)
    {
      rendererFeatures[i].AddRenderPasses(this, ref renderingData);
    }
  }
}

@psuong
Thanks a lot for this workaround. I was successfully able to add Renderer Feature.
Now I wonder, is there a way to show up the Layer Filtering from the RenderObject pass  that was available in the UniversalRenderPipelineAsset_Renderer ?
See attachment ! Thanks a lot !

@psuong
Thanks a lot for this workaround. I was successfully able to add Renderer Feature.
Now I wonder, is there a way to show up the Layer Filtering from the RenderObject pass  that was available in the UniversalRenderPipelineAsset_Renderer ?
See attachment ! Thanks a lot !

@psuong
Thanks a lot for this workaround. I was successfully able to add Renderer Feature.
Now I wonder, is there a way to show up the Layer Filtering from the RenderObject pass that was available in the UniversalRenderPipelineAsset_Renderer ?
See attachment ! Thanks a lot !

Let me check - I wouldn't know from the top of my head. Have you also checked the Unity forums? One of their engineers might be able to respond with more specific details.

@psuong
Thanks a lot for this workaround. I was successfully able to add Renderer Feature.
Now I wonder, is there a way to show up the Layer Filtering from the RenderObject pass that was available in the UniversalRenderPipelineAsset_Renderer ?
See attachment ! Thanks a lot !

Let me check - I wouldn't know from the top of my head. Have you also checked the Unity forums? One of their engineers might be able to respond with more specific details.

Hi!, Yes I did post the same issue on the Unity forum but Im still waiting for an anwser.

Hi!, Yes I did post the same issue on the Unity forum but Im still waiting for an anwser.

Hi!, Yes I did post the same issue on the Unity forum but Im still waiting for an anwser.

What do you need the layer filtering for regarding UGUIDOTS? I'm curious to see what the use case is.

Hi!, Yes I did post the same issue on the Unity forum but Im still waiting for an anwser.

What do you need the layer filtering for regarding UGUIDOTS? I'm curious to see what the use case is.

What do you need the layer filtering for regarding UGUIDOTS? I'm curious to see what the use case is.

Im trying to reproduce this field of view exemple which is working fine with the forward Renderer.
Its a mix of ignoring (filtering) some layer, then adding Renderer Feature to render the maked layer only where there is pixel on a mask layer.
See exemple in here : https://youtu.be/CSeUMTaNFYk?t=1148
Discuss topic is at 19 min in the video.
But I cant do it with the URP 2D Renderer since its missing Layer Filtering and Renderer Feature.
But Thanks to your workaround, cause now its only missing the Layer Filtering.

What do you need the layer filtering for regarding UGUIDOTS? I'm curious to see what the use case is.

Im trying to reproduce this field of view exemple which is working fine with the forward Renderer.
Its a mix of ignoring (filtering) some layer, then adding Renderer Feature to render the maked layer only where there is pixel on a mask layer.
See exemple in here : https://youtu.be/CSeUMTaNFYk?t=1148
Discuss topic is at 19 min in the video.
But I cant do it with the URP 2D Renderer since its missing Layer Filtering and Renderer Feature.
But Thanks to your workaround, cause now its only missing the Layer Filtering.

What do you need the layer filtering for regarding UGUIDOTS? I'm curious to see what the use case is.

Im trying to reproduce this field of view exemple which is working fine with the forward Renderer.
Its a mix of ignoring (filtering) some layer, then adding Renderer Feature to render the maked layer only where there is pixel on a mask layer.
See exemple in here : https://youtu.be/CSeUMTaNFYk?t=1148
Discuss topic is at 19 min in the video.
But I cant do it with the URP 2D Renderer since its missing Layer Filtering and Renderer Feature.
But Thanks to your workaround, cause now its only missing the Layer Filtering.

This looks like a general feature request for URP's 2D workflow more than a for UGUIDOTS. As for layering support in UGUIDOTS per canvas, I will need to look at how UGUI handles this feature, before migrating it to a DOTS compatible way. I don't know when I can support this, but feel free to fork this repository to contribute if you would like to work on this feature.

What do you need the layer filtering for regarding UGUIDOTS? I'm curious to see what the use case is.

Im trying to reproduce this field of view exemple which is working fine with the forward Renderer.
Its a mix of ignoring (filtering) some layer, then adding Renderer Feature to render the maked layer only where there is pixel on a mask layer.
See exemple in here : https://youtu.be/CSeUMTaNFYk?t=1148
Discuss topic is at 19 min in the video.
But I cant do it with the URP 2D Renderer since its missing Layer Filtering and Renderer Feature.
But Thanks to your workaround, cause now its only missing the Layer Filtering.

This looks like a general feature request for URP's 2D workflow more than a for UGUIDOTS. As for layering support in UGUIDOTS per canvas, I will need to look at how UGUI handles this feature, before migrating it to a DOTS compatible way. I don't know when I can support this, but feel free to fork this repository to contribute if you would like to work on this feature.

This looks like a general feature request for URP's 2D workflow more than a feature for UGUIDOTS. As for layering support in UGUIDOTS per canvas, I will need to look at how UGUI handles this feature, before migrating it to a DOTS compatible way. I don't know when I can support this, but feel free to fork this repository to contribute if you would like to work on this feature.

Its not my field of expertise, so I hope that Unity will come with an update of the URP 2D renderer.
Thanks anyway

This looks like a general feature request for URP's 2D workflow more than a feature for UGUIDOTS. As for layering support in UGUIDOTS per canvas, I will need to look at how UGUI handles this feature, before migrating it to a DOTS compatible way. I don't know when I can support this, but feel free to fork this repository to contribute if you would like to work on this feature.

Its not my field of expertise, so I hope that Unity will come with an update of the URP 2D renderer.
Thanks anyway

One unity developer told me that renderer features for 2d renderer was already in development, so I expect it to be available in ~2months

One unity developer told me that renderer features for 2d renderer was already in development, so I expect it to be available in ~2months

One unity developer told me that renderer features for 2d renderer was already in development, so I expect it to be available in ~2months

Amazing ! Thanks for your reply !
Ill focus on others feature in my game while the 2d renderer update is release.
Thanks !

One unity developer told me that renderer features for 2d renderer was already in development, so I expect it to be available in ~2months

Amazing ! Thanks for your reply !
Ill focus on others feature in my game while the 2d renderer update is release.
Thanks !

Ok so first of all thanks for this! This workaround works perfectly for me, but the only issue I am having now, and I think many here will have or did have, is that the changes I make to the 2DRenderer script will be reset when I reopen the project because all of the Unity packages get imported again or something along those lines.
I did a lot of looking around for some solutions, and it seems like there are 3 main solutions:
1.) Copy the package onto your machine, and then import from disk inside of the package manager. The main issue with this though, is that if I am working in a team and I need my team members to pull the project, they will not be able to get the 2DRenderer script with my changes because it is only stored locally on my machine, so this is a no go for me.
2.) Create a github repo with the package in it, give all of my team members access to that repo, and then import the package via a git URL in the package manager. I have not tried this, but I am scared this one might not work for my needs either because the versioning system we are using is Unity Collab, not github.
3.) This one is the most attractive one to me: creating my own rendering script that basically contains the same exact code as 2DRenderer, but it is called something like Custom2DRenderer, and this script contains the code snippet mentioned here. Like 2DRenderer, it extends from ScriptableRenderer, but since it will be in my Assets folder, then the changes I make to it should not get erased and all of my team members should still get this updated script as a result. This is the current method I have been trying, writing up this script for it: https://github.com/DiegoAvena/Custom2DRenderer/blob/master/Custom2DRenderer.cs
Unfortunately, I have so far been unable to make my own version of 2DRenderer with these required changes due to errors like:
Line10 Render2DLightingPass** is inaccessible due to its protection level
Line 26 Renderer2DData does not contain a definition for postProcessData and no accessible extension method postProcessData accepting a first argument of type Renderer2DData could be found (are you missing a using directive or assembly reference?)
And a ton more errors.
These errors confuse me though because again, all of the code in this class is basically a copy and paste from 2DRenderer, which does not get these errors.
Has anyone here been able to write their own version of Renderer2D?

Ok so first of all thanks for this! This workaround works perfectly for me, but the only issue I am having now, and I think many here will have or did have, is that the changes I make to the 2DRenderer script will be reset when I reopen the project because all of the Unity packages get imported again or something along those lines.
I did a lot of looking around for some solutions, and it seems like there are 3 main solutions:
1.) Copy the package onto your machine, and then import from disk inside of the package manager. The main issue with this though, is that if I am working in a team and I need my team members to pull the project, they will not be able to get the 2DRenderer script with my changes because it is only stored locally on my machine, so this is a no go for me.
2.) Create a github repo with the package in it, give all of my team members access to that repo, and then import the package via a git URL in the package manager. I have not tried this, but I am scared this one might not work for my needs either because the versioning system we are using is Unity Collab, not github.
3.) This one is the most attractive one to me: creating my own rendering script that basically contains the same exact code as 2DRenderer, but it is called something like Custom2DRenderer, and this script contains the code snippet mentioned here. Like 2DRenderer, it extends from ScriptableRenderer, but since it will be in my Assets folder, then the changes I make to it should not get erased and all of my team members should still get this updated script as a result. This is the current method I have been trying, writing up this script for it: https://github.com/DiegoAvena/Custom2DRenderer/blob/master/Custom2DRenderer.cs
Unfortunately, I have so far been unable to make my own version of 2DRenderer with these required changes due to errors like:
Line10 Render2DLightingPass** is inaccessible due to its protection level
Line 26 Renderer2DData does not contain a definition for postProcessData and no accessible extension method postProcessData accepting a first argument of type Renderer2DData could be found (are you missing a using directive or assembly reference?)
And a ton more errors.
These errors confuse me though because again, all of the code in this class is basically a copy and paste from 2DRenderer, which does not get these errors.
Has anyone here been able to write their own version of Renderer2D?

Ok so first of all thanks for this! This workaround works perfectly for me, but the only issue I am having now, and I think many here will have or did have, is that the changes I make to the 2DRenderer script will be reset when I reopen the project because all of the Unity packages get imported again or something along those lines.
I did a lot of looking around for some solutions, and it seems like there are 3 main solutions:
1.) Copy the package onto your machine, and then import from disk inside of the package manager. The main issue with this though, is that if I am working in a team and I need my team members to pull the project, they will not be able to get the 2DRenderer script with my changes because it is only stored locally on my machine, so this is a no go for me.
2.) Create a github repo with the package in it, give all of my team members access to that repo, and then import the package via a git URL in the package manager. I have not tried this, but I am scared this one might not work for my needs either because the versioning system we are using is Unity Collab, not github.
3.) This one is the most attractive one to me: creating my own rendering script that basically contains the same exact code as 2DRenderer, but it is called something like Custom2DRenderer, and this script contains the code snippet mentioned here. Like 2DRenderer, it extends from ScriptableRenderer, but since it will be in my Assets folder, then the changes I make to it should not get erased and all of my team members should still get this updated script as a result. This is the current method I have been trying, writing up this script for it: https://github.com/DiegoAvena/Custom2DRenderer/blob/master/Custom2DRenderer.cs
Unfortunately, I have so far been unable to make my own version of 2DRenderer with these required changes due to errors like:
Line10 Render2DLightingPass** is inaccessible due to its protection level
Line 26 Renderer2DData does not contain a definition for postProcessData and no accessible extension method postProcessData accepting a first argument of type Renderer2DData could be found (are you missing a using directive or assembly reference?)
And a ton more errors.
These errors confuse me though because again, all of the code in this class is basically a copy and paste from 2DRenderer, which does not get these errors.
Has anyone here been able to write their own version of Renderer2D?

This looks like a general issue, please keep this relevant to UGUIDOTS. What is it that you are trying to do with the 2DRenderer that allows you to utilize UGUIDOTS?

Ok so first of all thanks for this! This workaround works perfectly for me, but the only issue I am having now, and I think many here will have or did have, is that the changes I make to the 2DRenderer script will be reset when I reopen the project because all of the Unity packages get imported again or something along those lines.
I did a lot of looking around for some solutions, and it seems like there are 3 main solutions:
1.) Copy the package onto your machine, and then import from disk inside of the package manager. The main issue with this though, is that if I am working in a team and I need my team members to pull the project, they will not be able to get the 2DRenderer script with my changes because it is only stored locally on my machine, so this is a no go for me.
2.) Create a github repo with the package in it, give all of my team members access to that repo, and then import the package via a git URL in the package manager. I have not tried this, but I am scared this one might not work for my needs either because the versioning system we are using is Unity Collab, not github.
3.) This one is the most attractive one to me: creating my own rendering script that basically contains the same exact code as 2DRenderer, but it is called something like Custom2DRenderer, and this script contains the code snippet mentioned here. Like 2DRenderer, it extends from ScriptableRenderer, but since it will be in my Assets folder, then the changes I make to it should not get erased and all of my team members should still get this updated script as a result. This is the current method I have been trying, writing up this script for it: https://github.com/DiegoAvena/Custom2DRenderer/blob/master/Custom2DRenderer.cs
Unfortunately, I have so far been unable to make my own version of 2DRenderer with these required changes due to errors like:
Line10 Render2DLightingPass** is inaccessible due to its protection level
Line 26 Renderer2DData does not contain a definition for postProcessData and no accessible extension method postProcessData accepting a first argument of type Renderer2DData could be found (are you missing a using directive or assembly reference?)
And a ton more errors.
These errors confuse me though because again, all of the code in this class is basically a copy and paste from 2DRenderer, which does not get these errors.
Has anyone here been able to write their own version of Renderer2D?

This looks like a general issue, please keep this relevant to UGUIDOTS. What is it that you are trying to do with the 2DRenderer that allows you to utilize UGUIDOTS?

Ok so first of all thanks for this! This workaround works perfectly for me, but the only issue I am having now, and I think many here will have or did have, is that the changes I make to the 2DRenderer script will be reset when I reopen the project because all of the Unity packages get imported again or something along those lines.
I did a lot of looking around for some solutions, and it seems like there are 3 main solutions:
1.) Copy the package onto your machine, and then import from disk inside of the package manager. The main issue with this though, is that if I am working in a team and I need my team members to pull the project, they will not be able to get the 2DRenderer script with my changes because it is only stored locally on my machine, so this is a no go for me.
2.) Create a github repo with the package in it, give all of my team members access to that repo, and then import the package via a git URL in the package manager. I have not tried this, but I am scared this one might not work for my needs either because the versioning system we are using is Unity Collab, not github.
3.) This one is the most attractive one to me: creating my own rendering script that basically contains the same exact code as 2DRenderer, but it is called something like Custom2DRenderer, and this script contains the code snippet mentioned here. Like 2DRenderer, it extends from ScriptableRenderer, but since it will be in my Assets folder, then the changes I make to it should not get erased and all of my team members should still get this updated script as a result. This is the current method I have been trying, writing up this script for it: https://github.com/DiegoAvena/Custom2DRenderer/blob/master/Custom2DRenderer.cs
Unfortunately, I have so far been unable to make my own version of 2DRenderer with these required changes due to errors like:
Line10 Render2DLightingPass** is inaccessible due to its protection level
Line 26 Renderer2DData does not contain a definition for postProcessData and no accessible extension method postProcessData accepting a first argument of type Renderer2DData could be found (are you missing a using directive or assembly reference?)
And a ton more errors.
These errors confuse me though because again, all of the code in this class is basically a copy and paste from 2DRenderer, which does not get these errors.
Has anyone here been able to write their own version of Renderer2D?

This looks like a general issue, please keep this relevant to UGUIDOTS. What is it that you are trying to do with the 2DRenderer that allows you to utilize UGUIDOTS?

Sorry,
I came across this after looking for solutions to allowing for custom post processing effects to be used in conjunction with URP while using the Renderer2D, and this method did work out for me except that my changes kept getting overriden since it required me to edit a Unity package script. I have since figured out another way of doing custom post processing effects with URP and the Renderer2D, so disregard this (feel free to delete these comments as they might be irrelevant now that you point it out...).

Ok so first of all thanks for this! This workaround works perfectly for me, but the only issue I am having now, and I think many here will have or did have, is that the changes I make to the 2DRenderer script will be reset when I reopen the project because all of the Unity packages get imported again or something along those lines.
I did a lot of looking around for some solutions, and it seems like there are 3 main solutions:
1.) Copy the package onto your machine, and then import from disk inside of the package manager. The main issue with this though, is that if I am working in a team and I need my team members to pull the project, they will not be able to get the 2DRenderer script with my changes because it is only stored locally on my machine, so this is a no go for me.
2.) Create a github repo with the package in it, give all of my team members access to that repo, and then import the package via a git URL in the package manager. I have not tried this, but I am scared this one might not work for my needs either because the versioning system we are using is Unity Collab, not github.
3.) This one is the most attractive one to me: creating my own rendering script that basically contains the same exact code as 2DRenderer, but it is called something like Custom2DRenderer, and this script contains the code snippet mentioned here. Like 2DRenderer, it extends from ScriptableRenderer, but since it will be in my Assets folder, then the changes I make to it should not get erased and all of my team members should still get this updated script as a result. This is the current method I have been trying, writing up this script for it: https://github.com/DiegoAvena/Custom2DRenderer/blob/master/Custom2DRenderer.cs
Unfortunately, I have so far been unable to make my own version of 2DRenderer with these required changes due to errors like:
Line10 Render2DLightingPass** is inaccessible due to its protection level
Line 26 Renderer2DData does not contain a definition for postProcessData and no accessible extension method postProcessData accepting a first argument of type Renderer2DData could be found (are you missing a using directive or assembly reference?)
And a ton more errors.
These errors confuse me though because again, all of the code in this class is basically a copy and paste from 2DRenderer, which does not get these errors.
Has anyone here been able to write their own version of Renderer2D?

This looks like a general issue, please keep this relevant to UGUIDOTS. What is it that you are trying to do with the 2DRenderer that allows you to utilize UGUIDOTS?

Sorry,
I came across this after looking for solutions to allowing for custom post processing effects to be used in conjunction with URP while using the Renderer2D, and this method did work out for me except that my changes kept getting overriden since it required me to edit a Unity package script. I have since figured out another way of doing custom post processing effects with URP and the Renderer2D, so disregard this (feel free to delete these comments as they might be irrelevant now that you point it out...).

For some reason, Unity keeps telling me You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.. I'm using Unity 2020.3.12f1 with URP 10.5.1

For some reason, Unity keeps telling me You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.. I'm using Unity 2020.3.12f1 with URP 10.5.1

No idea, the Orthographic Render Pass in UGUIDOTS doesn't manipulate cameraColorTargets at all. It just plays back a command buffer to draw a mesh.
I also have not been updating and maintaining UGUIDOTS in well over a year to explore different UI solutions that fit Unity DOTS. That said, URP 12+ supports Scriptable Render Passes in 2D, so I'm closing this issue.


(SNAPSHOT) Webserver won't start on non-default port.

I am using the latest snapshot of bluemap and when I change the port for the webserver it fails to bind but then when I use the default 8100 it is just fine. Keep in mind I have DMZ'd the server and every port is open.

Webserver is BlueMap so this is the wrong issue-tracker ^^
Also there are exactly no changes at all on the webserver between 1.3.1 and 1.4.0, so this is very likely an issue on your end.
Closing since its the wrong project and please use the discord for support 😋


[docs.config] Add ToC to the config documentation pages.

Build ToC from the headings and add it to the ToC div.
Also, auto-generate the top, inter-package navigation.

Screenshot:


Try fixing rate limiting

The docs claim you need to pass the token in, and we have it as an input already. https://github.com/actions/toolkit/tree/main/packages/github#usage

Fixed by #37


Luis Authoring Key

This appears to work for me locally. However, I suspect there might be some issues when run on CircleCI. Please review and provide feedback.
NOTE: This is my FIRST Node.js app and first time mucking around with CircleCI, so don't assume I know what I am doing here.

Hi guys, came across this email and thought I might try to help since I'm not able to do much else.  The way variables are loaded might have been changed since I've been out, but it used to be set as part of the specific Environment Variables configured on the Circle CI service for this repo. These get set when the process starts and thus are inherited by other process run inside it. There is no .env file in CircleCI. The .env file just facilitates storing environment variables for developers in a standard way so the can be loaded in a standard way and applied to the running process. One way is the dotenv package we use.  In this case the dotenv does nothing because there is no file.

To modify the environment variables you have to log into CircleCI. If I remember it's associated with our Blis Github team so any contributor can login and edit stuff but maybe it was manual.
Go to one of the ConversationLearner-UI builds such as the one above that's failing.
Go to "Project Settings" by clicking the gear icon on the far right of the top header. (Image below)

Go to "Environment Variables" in the "Build Settings" section on the left.

There you can see all the variables and enter your "LUIS_AUTHORING_KEY_ALT_1" etc as needed. Don't alter any of the other ones though since they are needed for other things.
Hope that helps.

Thanks, Matt!
From: Matt Mazzola<EMAIL_ADDRESS>Sent: Thursday, December 27, 2018 2:07 PM
To: Microsoft/ConversationLearner-UI<EMAIL_ADDRESS>Cc: Lars Liden<EMAIL_ADDRESS>Review requested<EMAIL_ADDRESS>Subject: Re: [Microsoft/ConversationLearner-UI] Luis Authoring Key (#897)
Hi guys, came across this email and thought I might try to help since I'm not able to do much else. The way variables are loaded might have been changed since I've been out, but it used to be set as part of the specific Environment Variables configured on the Circle CI service for this repo. These get set when the process starts and thus are inherited by other process run inside it. There is no .env file in CircleCI. The .env file just facilitates storing environment variables for developers in a standard way so the can be loaded in a standard way and applied to the running process. One way is the dotenv package we use. In this case the dotenv does nothing because there is no file.

To modify the environment variables you have to log into CircleCI. If I remember it's associated with our Blis Github team so any contributor can login and edit stuff but maybe it was manual.
Go to one of the ConversationLearner-UI builds such as the one above that's failing.
Go to "Project Settings" by clicking the gear icon on the far right of the top header. (Image below)

[image]https://nam06.safelinks.protection.outlook.com/?url=https%3A%2F%2Fuser-images.githubusercontent.com%2F2856501%2F50495444-c4322d80-09ee-11e9-860a-a5abfc1edc97.png&data=02|01|Lars.Liden%40microsoft.com|1a36a7c079cf4721674908d66c479e15|72f988bf86f141af91ab2d7cd011db47|1|0|636815452186846610&sdata=C0lhifX96CDgP3A0CGKJzUiTqpLgALS2w2uyRkTLR3E%3D&reserved=0

Go to "Environment Variables" in the "Build Settings" section on the left.

[image]https://nam06.safelinks.protection.outlook.com/?url=https%3A%2F%2Fuser-images.githubusercontent.com%2F2856501%2F50495791-16744e00-09f1-11e9-9c40-f51eb75005aa.png&data=02|01|Lars.Liden%40microsoft.com|1a36a7c079cf4721674908d66c479e15|72f988bf86f141af91ab2d7cd011db47|1|0|636815452186846610&sdata=0oG3onnG9agqvtk5gZxyHSuDkvhMvNp90vsCM5t58N0%3D&reserved=0
There you can see all the variables and enter your "LUIS_AUTHORING_KEY_ALT_1" etc as needed. Don't alter any of the other ones though since they are needed for other things.
Hope that helps.
—
You are receiving this because your review was requested.
Reply to this email directly, view it on GitHubhttps://nam06.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2FMicrosoft%2FConversationLearner-UI%2Fpull%2F897%23issuecomment-450239443&data=02|01|Lars.Liden%40microsoft.com|1a36a7c079cf4721674908d66c479e15|72f988bf86f141af91ab2d7cd011db47|1|0|636815452186856623&sdata=lI2vOg8Y1YqUG7AuYtQcgGUseleNlDt39hB952IA9EE%3D&reserved=0, or mute the threadhttps://nam06.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2Fnotifications%2Funsubscribe-auth%2FAGOd5kIlJOfKQBR0u3-dlMdem_m02wk2ks5u9UR-gaJpZM4ZiUgz&data=02|01|Lars.Liden%40microsoft.com|1a36a7c079cf4721674908d66c479e15|72f988bf86f141af91ab2d7cd011db47|1|0|636815452186856623&sdata=y30OIZHnpJZUVboV27rqAW98343yZg5R3uCTEFLwITo%3D&reserved=0.

:tada: This PR is included in version 0.330.1 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket:


Unable to install xmlsec in alpine 3.18 as base image

Details

  encountered an issue while attempting to build the xmlsec=1.3.11 python library in a Python:3.9-alpine Docker image. Here is the checklist we followed to install xmlsec in the Docker image:
Installed dependencies: build-base, libressl, libffi-dev, libressl-dev, libxslt-dev, libxml2-dev, xmlsec-dev, xmlsec.
Executed the command: pip install xmlsec=1.3.11.
However, when using Alpine 3.18 as the underlying OS, I have been unable to successfully pip install xmlsec. I have confirmed that all the necessary dependencies are installed, including build-base, libressl, libffi-dev, libressl-dev, libxslt-dev, libxml2-dev, xmlsec-dev, and xmlsec.
Please find the error logs below:
#0 0.862 Collecting xmlsec==1.3.11
#0 0.974   Downloading xmlsec-1.3.11.tar.gz (61 kB)
#0 0.991      ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 61.3/61.3 kB 4.9 MB/s eta 0:00:00
#0 1.033   Installing build dependencies: started
#0 3.631   Installing build dependencies: finished with status 'done'
#0 3.635   Getting requirements to build wheel: started
#0 3.898   Getting requirements to build wheel: finished with status 'done'
#0 3.905   Installing backend dependencies: started
#0 5.630   Installing backend dependencies: finished with status 'done'
#0 5.631   Preparing metadata (pyproject.toml): started
#0 5.947   Preparing metadata (pyproject.toml): finished with status 'done'
#0 6.212 Collecting lxml>=3.8 (from xmlsec==1.3.11)
#0 6.240   Using cached lxml-4.9.2-cp39-cp39-musllinux_1_1_x86_64.whl (7.9 MB)
#0 6.292 Building wheels for collected packages: xmlsec
#0 6.294   Building wheel for xmlsec (pyproject.toml): started
#0 6.812   Building wheel for xmlsec (pyproject.toml): finished with status 'error'
#0 6.830   error: subprocess-exited-with-error
#0 6.830
#0 6.830   × Building wheel for xmlsec (pyproject.toml) did not run successfully.
#0 6.830   │ exit code: 1
#0 6.830   ╰─> [121 lines of output]
#0 6.830       /tmp/pip-build-env-1m9iqhks/overlay/lib/python3.9/site-packages/setuptools/dist.py:755: SetuptoolsDeprecationWarning: Invalid dash-separated options
#0 6.830       !!
#0 6.830
#0 6.830               ********************************************************************************
#0 6.830               Usage of dash-separated 'description-file' will not be supported in future
#0 6.830               versions. Please use the underscore name 'description_file' instead.
#0 6.830
#0 6.830               By 2023-Sep-26, you need to update your project and remove deprecated calls
#0 6.830               or your builds will no longer be supported.
#0 6.830
#0 6.830               See https://setuptools.pypa.io/en/latest/userguide/declarative_config.html for details.
#0 6.830               ********************************************************************************
#0 6.830
#0 6.830       !!
#0 6.830         opt = self.warn_dash_deprecation(opt, section)
#0 6.830       /tmp/pip-build-env-1m9iqhks/overlay/lib/python3.9/site-packages/setuptools/dist.py:755: SetuptoolsDeprecationWarning: Invalid dash-separated options
#0 6.830       !!
#0 6.830
#0 6.830               ********************************************************************************
#0 6.830               Usage of dash-separated 'build-requires' will not be supported in future
#0 6.830               versions. Please use the underscore name 'build_requires' instead.
#0 6.830
#0 6.830               By 2023-Sep-26, you need to update your project and remove deprecated calls
#0 6.830               or your builds will no longer be supported.
#0 6.830
#0 6.830               See https://setuptools.pypa.io/en/latest/userguide/declarative_config.html for details.
#0 6.830               ********************************************************************************
#0 6.830
#0 6.830       !!
#0 6.830         opt = self.warn_dash_deprecation(opt, section)
#0 6.830       /tmp/pip-build-env-1m9iqhks/overlay/lib/python3.9/site-packages/setuptools/dist.py:755: SetuptoolsDeprecationWarning: Invalid dash-separated options
#0 6.830       !!
#0 6.830
#0 6.830               ********************************************************************************
#0 6.830               Usage of dash-separated 'upload-dir' will not be supported in future
#0 6.830               versions. Please use the underscore name 'upload_dir' instead.
#0 6.830
#0 6.830               By 2023-Sep-26, you need to update your project and remove deprecated calls
#0 6.830               or your builds will no longer be supported.
#0 6.830
#0 6.830               See https://setuptools.pypa.io/en/latest/userguide/declarative_config.html for details.
#0 6.830               ********************************************************************************
#0 6.830
#0 6.830       !!
#0 6.830         opt = self.warn_dash_deprecation(opt, section)
#0 6.830       running bdist_wheel
#0 6.830       running build
#0 6.830       running build_py
#0 6.830       creating build
#0 6.830       creating build/lib.linux-x86_64-cpython-39
#0 6.830       creating build/lib.linux-x86_64-cpython-39/xmlsec
#0 6.830       copying src/xmlsec/py.typed -> build/lib.linux-x86_64-cpython-39/xmlsec
#0 6.830       copying src/xmlsec/__init__.pyi -> build/lib.linux-x86_64-cpython-39/xmlsec
#0 6.830       copying src/xmlsec/constants.pyi -> build/lib.linux-x86_64-cpython-39/xmlsec
#0 6.830       copying src/xmlsec/template.pyi -> build/lib.linux-x86_64-cpython-39/xmlsec
#0 6.830       copying src/xmlsec/tree.pyi -> build/lib.linux-x86_64-cpython-39/xmlsec
#0 6.830       running build_ext
#0 6.830       building 'xmlsec' extension
#0 6.830       creating build/temp.linux-x86_64-cpython-39
#0 6.830       creating build/temp.linux-x86_64-cpython-39/tmp
#0 6.830       creating build/temp.linux-x86_64-cpython-39/tmp/pip-install-wyw8bs9b
#0 6.830       creating build/temp.linux-x86_64-cpython-39/tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906
#0 6.830       creating build/temp.linux-x86_64-cpython-39/tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src
#0 6.830       gcc -Wno-unused-result -Wsign-compare -DNDEBUG -g -fwrapv -O3 -Wall -fPIC -DXMLSEC_CRYPTO_DYNAMIC_LOADING=1 -D__XMLSEC_FUNCTION__=__func__ -DXMLSEC_NO_FTP=1 -DXMLSEC_NO_MD5=1 -DXMLSEC_NO_GOST=1 -DXMLSEC_NO_GOST2012=1 -DXMLSEC_DL_LIBLTDL=1 -DMODULE_NAME=xmlsec -DMODULE_VERSION=1.3.11 -I/usr/include/xmlsec1 -I/usr/include/libxml2 -I/tmp/pip-build-env-1m9iqhks/normal/lib/python3.9/site-packages/lxml/includes -I/tmp/pip-build-env-1m9iqhks/normal/lib/python3.9/site-packages/lxml -I/tmp/pip-build-env-1m9iqhks/normal/lib/python3.9/site-packages/lxml/includes/libexslt -I/tmp/pip-build-env-1m9iqhks/normal/lib/python3.9/site-packages/lxml/includes/extlibs -I/tmp/pip-build-env-1m9iqhks/normal/lib/python3.9/site-packages/lxml/includes/libxslt -I/tmp/pip-build-env-1m9iqhks/normal/lib/python3.9/site-packages/lxml/includes/libxml -I/tmp/pip-build-env-1m9iqhks/normal/lib/python3.9/site-packages/lxml/includes/__pycache__ -I/usr/local/include/python3.9 -c /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c -o build/temp.linux-x86_64-cpython-39/tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.o -g -std=c99 -fPIC -fno-strict-aliasing -Wno-error=declaration-after-statement -Werror=implicit-function-declaration -Os
#0 6.830       In file included from /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:10:
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c: In function 'PyXmlSec_ConstantsModule_Init':
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:304:51: error: 'xmlSecSoap11Ns' undeclared (first use in this function); did you mean 'xmlSecEnc11Ns'?
#0 6.830         304 |     tmp = PyUnicode_FromString((const char*)(JOIN(xmlSec, name))); \
#0 6.830             |                                                   ^~~~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/common.h:21:23: note: in definition of macro 'DO_JOIN2'
#0 6.830          21 | #define DO_JOIN2(X,Y) X##Y
#0 6.830             |                       ^
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/common.h:19:19: note: in expansion of macro 'DO_JOIN1'
#0 6.830          19 | #define JOIN(X,Y) DO_JOIN1(X,Y)
#0 6.830             |                   ^~~~~~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:304:46: note: in expansion of macro 'JOIN'
#0 6.830         304 |     tmp = PyUnicode_FromString((const char*)(JOIN(xmlSec, name))); \
#0 6.830             |                                              ^~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:319:5: note: in expansion of macro 'PYXMLSEC_ADD_NS_CONSTANT'
#0 6.830         319 |     PYXMLSEC_ADD_NS_CONSTANT(Soap11Ns, "SOAP11");
#0 6.830             |     ^~~~~~~~~~~~~~~~~~~~~~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:304:51: note: each undeclared identifier is reported only once for each function it appears in
#0 6.830         304 |     tmp = PyUnicode_FromString((const char*)(JOIN(xmlSec, name))); \
#0 6.830             |                                                   ^~~~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/common.h:21:23: note: in definition of macro 'DO_JOIN2'
#0 6.830          21 | #define DO_JOIN2(X,Y) X##Y
#0 6.830             |                       ^
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/common.h:19:19: note: in expansion of macro 'DO_JOIN1'
#0 6.830          19 | #define JOIN(X,Y) DO_JOIN1(X,Y)
#0 6.830             |                   ^~~~~~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:304:46: note: in expansion of macro 'JOIN'
#0 6.830         304 |     tmp = PyUnicode_FromString((const char*)(JOIN(xmlSec, name))); \
#0 6.830             |                                              ^~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:319:5: note: in expansion of macro 'PYXMLSEC_ADD_NS_CONSTANT'
#0 6.830         319 |     PYXMLSEC_ADD_NS_CONSTANT(Soap11Ns, "SOAP11");
#0 6.830             |     ^~~~~~~~~~~~~~~~~~~~~~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:304:51: error: 'xmlSecSoap12Ns' undeclared (first use in this function); did you mean 'xmlSecXPath2Ns'?
#0 6.830         304 |     tmp = PyUnicode_FromString((const char*)(JOIN(xmlSec, name))); \
#0 6.830             |                                                   ^~~~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/common.h:21:23: note: in definition of macro 'DO_JOIN2'
#0 6.830          21 | #define DO_JOIN2(X,Y) X##Y
#0 6.830             |                       ^
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/common.h:19:19: note: in expansion of macro 'DO_JOIN1'
#0 6.830          19 | #define JOIN(X,Y) DO_JOIN1(X,Y)
#0 6.830             |                   ^~~~~~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:304:46: note: in expansion of macro 'JOIN'
#0 6.830         304 |     tmp = PyUnicode_FromString((const char*)(JOIN(xmlSec, name))); \
#0 6.830             |                                              ^~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:320:5: note: in expansion of macro 'PYXMLSEC_ADD_NS_CONSTANT'
#0 6.830         320 |     PYXMLSEC_ADD_NS_CONSTANT(Soap12Ns, "SOAP12");
#0 6.830             |     ^~~~~~~~~~~~~~~~~~~~~~~~
#0 6.830       /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:450:5: warning: 'xmlSeckeyDataEcGetKlass' is deprecated [-Wdeprecated-declarations]
#0 6.830         450 |     PYXMLSEC_ADD_KEYDATA_CONSTANT(KeyDataEcdsa, "ECDSA")
#0 6.830             |     ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#0 6.830       In file included from /usr/include/xmlsec1/xmlsec/crypto.h:25,
#0 6.830                        from /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.h:16,
#0 6.830                        from /tmp/pip-install-wyw8bs9b/xmlsec_207de542b6d1465bb40a89567b239906/src/constants.c:11:
#0 6.830       /usr/include/xmlsec1/xmlsec/app.h:89:49: note: declared here
#0 6.830          89 | XMLSEC_EXPORT XMLSEC_DEPRECATED xmlSecKeyDataId xmlSeckeyDataEcGetKlass(void);
#0 6.830             |                                                 ^~~~~~~~~~~~~~~~~~~~~~~
#0 6.830       error: command '/usr/bin/gcc' failed with exit code 1
#0 6.830       [end of output]
#0 6.830
#0 6.830   note: This error originates from a subprocess, and is likely not a problem with pip.
#0 6.831   ERROR: Failed building wheel for xmlsec
#0 6.831 Failed to build xmlsec
#0 6.832 ERROR: Could not build wheels for xmlsec, which is required to install pyproject.toml-based projects
------
Dockerfile:24
--------------------
  22 |     # install python requirements
  23 |     RUN pip install --upgrade pip
  24 | >>> RUN pip install xmlsec==1.3.11
  25 |     # RUN pip install psutil memory_profiler
  26 |     # RUN pip install -r ./requirements.txt
--------------------
ERROR: failed to solve: process "/bin/sh -c pip install xmlsec==1.3.11" did not complete successfully: exit code:

I kindly request assistance in resolving this issue.

Alpine 3.18 uses libxmlsec v1.3.0, which is not yet supported by this project, it seems.
See https://github.com/xmlsec/python-xmlsec/issues/252

While there are many multiple ways to fix this, one easy suggestion would be try updating you base image in Dockerfile to 3.8-alpine3.10 (if running python 3.8 is fine with your project).
Other solution is, to change the Alpine Package Registry url in after the image and before doing the apk update.
You can try sharing your Dockerfile code which can help look deeper in the issue.

@lapak10  thank you for the idea of using python:3.8-alpine3.10, it works fine.
Any ETA about a fix for this issue ?

Hello
In the meantime if you need to build a docker image you can just add the Alpine 3.10 repository to apk repository list:
echo "https://dl-cdn.alpinelinux.org/alpine/v3.10/community/" | tee -a /etc/apk/repositories
After that just do: apk update && apk --no-cache add  xmlsec=1.2.28-r0 xmlsec-dev=1.2.28-r0.
Now you should be able to install xmlsec via pip

My working script for using xmlsec
echo "https://dl-cdn.alpinelinux.org/alpine/v3.15/community/" | tee -a /etc/apk/repositories
echo "https://dl-cdn.alpinelinux.org/alpine/v3.15/main" | tee -a /etc/apk/repositories

apk add --no-cache libxml2-dev=2.9.14-r2  xmlsec-dev=1.2.33-r0  python3-dev py3-pip

pip install xmlsec

That's it

To prevent confusion, it would be helpful to explicitly state in the README that the requirements for libxmlsec1 should be below version 1.3 until this is addressed. Wouldn't you agree?

The new release (1.3.14) is gonna work with xmlsec1 >= 1.3.x but apparantly it still has issues with xmlsec1 1.2.x. We already have an issue (https://github.com/xmlsec/python-xmlsec/issues/314) so I'm gonna close this one.


added --value

Changes
Added ability to set --value in generated brownie code

How to test these changes?

Related issues

Resolves #56


Don't explicitly try to reconnect suspended client

When onConnectionSuspended() is called by Google Play Services client, I believe it is not necessary to call mGooglePlayClient.connect() to attempt reconnection.  This should be handled automatically by the Google Play Services API.

This was confirmed by the original author of GoogleApiClient on this web page:
http://stackoverflow.com/questions/26056148/googleapiclient-onconnectionsuspended-should-i-call-mgoogleapiclient-connect


Register Dryad datasets on GBIF

While exploring the bird radar test data, I wondered if it makes sense to publish such data to GBIF. These are species occurrences after all, but it's lots of data for a very specific location and has almost no identification ("bird").
So I asked @timrobertson100 on Skype: he agrees it's probably not a good fit to index that data on GBIF, but we could publish it on DateONE via one of its members, such at Dryad. One of the scenario's we could pioneer is:

Publish dataset on Dryad
Make sure the data contains an EML (someone wants to create a Markdown <-> EML pandoc perhaps?)
Register the dataset with GBIF via the Registry API. This registration would require some basic metadata, a link to the EML and a link to the data.
Dataset can now be discovered via GBIF (as a metadata only dataset).
It could actually be listed as coming from Dryad, by linking the dataset to this network.
Blog about it: "Using Dryad as a repository to publish to GBIF".

Just for info. Item 3. could also be achieved through direct comms with<EMAIL_ADDRESS>if it is a relatively infrequent thing.


activate the ext only when .git is present

Thank you for your pr. I did not test it, but the documentation and this GitHub issue suggest activationEvent only works for top level files, not directories.
https://code.visualstudio.com/api/references/activation-events#workspaceContains
https://github.com/Microsoft/vscode/issues/2739

yeah i know but its working 😆


Write a Scala program to print all prime numbers between two numbers

Description
Write a Scala program to print all prime numbers between two numbers
Input  : 10 20
Output : 11 13 17 19

How to contribute

Save the solution in printAllPrimeNumbersBetweenTwoNumbers.scala file
Add printAllPrimeNumbersBetweenTwoNumbers.scala file in print-all-prime-numbers-between-two-numbers folder

!assign

Hey @Chirag8023,
This issue has been assigned to you for more than 15 days.
We are unassigning you from this issue.
If you are still interested in contributing to this issue, please get auto-assigned on the issue by commenting !assign again.
Thanks for your contributions :)


feat: add phpMyAdmin service configuration

Add docker-compose.phpmyadmin.yml for phpMyAdmin service
Update svc.cmd to conditionally include phpMyAdmin configuration
Ensure phpMyAdmin config file is generated if not present
Add regeneratePMAConfig function to core.sh
Call regeneratePMAConfig on env changes in env.cmd
Include phpMyAdmin as a global service in core.sh

@monteshot Thanks for the contribution. I would like to suggest that you add a feature flag to this, similar to that of Portainer and DNSMasq, so that those that use external tools like DBeaver or TablePlus can opt-out of running PMA.

I notice that it creates the file in the global warden home directory, does this mean that when you have more than 1 running environment, it will override the first configuration?
We use PHPMyAdmin in our Warden environments, and use the PMA_HOST PMA_USER PMA_PASSWORD environment variables for this so we don't need to regenerate a configuration file and keep it within docker.

@bap14 Hello. Please review the updated PR.
@poespas Hi. If you use PMA by extending the warden-env.yml file in the project directory, you will have two separate PMA apps. Regarding the file in the Warden home directory, this file only needs to give information about db containers(as mentioned in PMA documentation).

Updated the PR with the latest changes from the main branch.
Additionally, I added one more DB to the hidden database list.
@bap14 @navarr, please review and merge the PR when you are ready.
:handshake:

@ihor-sviziev Can you review PR again?

@navarr @bap14 are there any reasons not to merge this?

Updated the PR with the latest changes from the main branch.
@bap14 @navarr


[SPARK-29472][YARN] Mechanism for Excluding Jars at Launch for YARN

What changes were proposed in this pull request?
This PR addresses https://issues.apache.org/jira/browse/SPARK-29472. It changes the part of the YARN Client class that packages the spark build's jar (in the ./jars directory) so that these jars are conditionally added only if they do not match a certain regex. This regex can be provided by the user as spark.yarn.jars.exclusionRegex.
Why are the changes needed?
Explained in https://issues.apache.org/jira/browse/SPARK-29472.
Does this PR introduce any user-facing change?
This PR adds a conf to spark - spark.yarn.jars.exclusionRegex. No other output is changed.
How was this patch tested?

Manual Testinng
Unit Tests
Is currently in production at Uber.

Can one of the admins verify this patch?

Can one of the admins verify this patch?

See comment on the bug for how you can do what you want with existing Spark features. I'm actually against adding this new option, so just closing this.
(If you really want to exclude jars, create a zip file with just the jars you want, and tell Spark to use that. See, another way to do what you want without changing Spark.)


Unable to generate strings from Japanese, Korean and Chinese

Bug Report
Description of the problem
Currently I am using IBM Plex Sans fonts (Bold, Regular) to generate pdf file for different languages. On the UI side showing characters for 15  different languages works perfectly fine. But when I try to use IBMPlexSans-Regular font to generate pdf with Japanese, Korean and Chinese words I get symbols like [][][]. Other languages are ok.
Code sample

I get font from the service via url and then it is converted to buffer.
doc.registerFont('IBMPlexSans-Regular', sansBuffer);
doc.font('IBMPlexSans-Regular');
.
.
doc.text('製造番号', { align: 'left' }); // E.g.
..
doc.end()
After opening pdf file it contains [][][][]. Does pdfKit have problems to generate all glyphs with IBM fonts?
Your environment

pdfkit version:  0.11.2
Node version:  18.0.0
Browser version (if applicable): n/a
Operating System: win10

It is necessary to use fonts that contain the required characters.


Color rendering issues

Most colors don't render properly. Below examples use this script.
MinTTY (Cygwin):

Bash on Windows:

Right now conhost's color support is limited to the default 16 ASCII colors, but 256 color support is most definitely high on the backlog of things we'd like to support in the near future!

Great to hear!

256 color support is an addition that is in no way required.
This said, because of a misdesign they do need to be explicitly recognized in order to be ignored, otherwise the result is interpreted as random unrelated codes (example: printf 'foo\e[38;5;1mbar\e[0m\n').  Here's how to detect them: https://github.com/torvalds/linux/commit/3415097ff0529eac264b8ccfa06572871e45c090 (my comment that 24-bit is "extremely rare" is no longer true: https://gist.github.com/XVilka/8346728).
Adding actual support for 256/24-bit color to conhost would require significant API changes -- Windows Console is internally married to the 16 color scheme.  Just like Linux console (VT not some X terminal) -- the most you can do is to try match nearest color.  I did happen to implement that: https://github.com/torvalds/linux/commit/cec5b2a97a11ade56a701e83044d0a2a984c67b4
Microsoft guys: I hereby relicense these two commits, please feel free to use/adapt them.

Fixed internally. Bubbling up through the build system.

@bitcrazed Will there also be an equivalent Windows API method to take advantage of the enhanced color support?

@retep998 At this time, the API surface isn't changing at all. We're not yet supporting full 256 color or 24 bit RGB yet - we're merely finding the nearest color from the 16-color table and using that to render the color for applications using those sequences. Unfortunately, supporting true 256 color requires a lot more work than was possible to get done for this update.

Fixed internally. Bubbling up through the build system.

Just curious... when is this supposed to bubble out to insider previews?

14352

@zerocool4u2 how did you get those fancy powerline symbols working? Did you install additional fonts?

@dreyks yup i don't remember witch one was that, but there are some repos with patched fonts, https://github.com/gabrielelana/awesome-terminal-fonts https://github.com/ryanoasis/nerd-fonts/ are a couple of them, i'm actually currently working on courier prime code, that was my favorite and i'm trying to get a propper patch on it(most of them are patched with scrips and there aren't the best with most the scenarios, speceally with windows monospaced definition, if that makes sence), let me know if you want it, regards

256 color  support would be  magical

Full color support would be amazing to have!

Any estimation of when 256 color support will be available?

No details just yet - will share once our planning settles-down.

I do not think this should be considered as "fixed" yet. Happy to have color mappings, but they're still mapping to incorrect colors.

@cscorley: I'm afraid such a full fix would require so much work that WONTFIXing it for the time being is reasonable.  The problem is, the CHAR_INFO structure has no room for expansion and gets passed to and from user programs a lot.  Thus, a load of functions and structures would need to receive new versions and a translation layer between such a new internal format and the old API.  Doesn't sound enticing to me to do that just to have more colors on the console.
Other SGR codes such as strikethrough, italic or blink have spotty support and about no use among Unix terminals, so 256/24-bit color would be the sole real gain.

This was closed as adding support for processing 256-color sequences, #345 is the current active issue for adding the actual full RGB color support

All is very understandable w.r.t work needed for full color support. I was disappointed to find this marked fixed; thought that something was wrong with my environment for a long time. Missed the link to the new issue. Thanks, all!

I would suggest using ConEmu. I ran some tests way back and ConEmu is (was) faster than ConHost in terms of raw throughput. Its much better in almost all respects (except probably startup time) and has a config file that can persist fonts and their size.

@SRGOM I've tried both ConEmu and ConsoleZ as of this week.  They both do not add full 256 color support; seem to display the same color mappings as above.  Thanks for the suggestion, though.

+1 to conemu, however it's kind of bloated and snapping doesn't work properly to due win32api bug apparently and does not have proper xterm compatible 256 colors using bash.
The solution I found for 256 colors is to use mintty! Install msys2 http://msys2.github.io/ and use that. It works for cmd and for bash you have 256 colors! They also have some awesome features planned like font fallbacks.  In addition, it only works for powershell -version 2 there's a bug with the readline in powershell 3 in windows 10 that gives it problems when trying to run through mintty.
I'm still trying to configure out how to optimally configure mintty (key mappings are annoying)

More pics:

So far my favorite way of using WSL with 256 colors is mintty, yes, but better through this great package https://github.com/goreliu/wsl-terminal/releases

wow what a great package, thank you @onomatopellan for linking!

I get a Windows Smartscreen warning for all the binaries in the release- something I've never got before. Is it safe?

Totally safe. You can see in the source code those .exe are just AutoHotKey scripts. SmartScreen complains because those executables are not signed.

For those who care about this sort of thing, save the following in a script and run time <script name>
for i in `seq 1 1000000`
do
  echo $i
done

wsl-terminal:  2.23s user 33.64s system 77% cpu 46.170 total
ConHost:  3.83s user 20.94s system 33% cpu 1:14.73 total
Its the difference between outputs whizzing past you vs you waiting for them. I prefer the former, of course.

Thanks for all the suggestions in the thread.  I actually have been using wsl-terminal at home, but using wslbridge is not something currently possible on my work machines: it is being killed via the Malware software the company uses.  Unfortunately, getting this safelisted is not a simple task.

Just found this out - relevant to this thread.
https://twitter.com/richturn_ms/status/779046431361343490


Can't handle criteria string: Refusing to execute command

I trigger the following command with a bindsym and get the result in the log:
Command '[title="Franz"] floating enable, resize set 1600 1200, move container to workspace current, move absolute position center' failed: Can't handle criteria string: Refusing to execute command

I use the same criteria in an assign statement and it works. Also swaymsg -t get_tree shows, that the window has the right title.
Thank you for your time, i am not sure if I am maybe doing something wrong. In i3 it worked

This functionality is yet to be implemented.


FIX: Add example / doc for CRM timing

cf https://github.com/LABSN/expyfun-data/pull/6

Self assigned for next week.


Docs: Add "Behind the magic" category to documentation to explain the internal API and how it can be used for powerusers

Would this be better suited for a GitHub wiki?

Would this be better suited for a GitHub wiki?

Probably not, since the internal API is pretty well documented. Only additions needed would be relatively high level overview of how modules are linked together which could very well be on the main docs.


pull request for e2e test at 11/25/2016 13:56:03

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


New version after xss attack

I'm already confused by these comments.  I would like to ask you to post the latest version of the panel here so that people don’t look for it among more comments.  And I will forgive others not to write anything more in this post.

I updated the release asset: https://github.com/UnamSanctam/UnamWebPanel/releases which should have the latest mitigation. Just to make sure no one downloads a vulnerable one.

Sorry, didn't see it.  Thank you.


Written Armbian image correctly on 64 GB micro SD but it's not using full available space

Hi,
It would have been really nice to have an option to pick how much of the SD card to use or just use it fully.

Etcher version:
Etcher-1.0.0-win32-x64.exe

Operating system and architecture:
windows 8

Image flashed:
https://dl.armbian.com/cubietruck/archive/Armbian_5.25_Cubietruck_Ubuntu_xenial_default_3.4.113_desktop.7z

Do you see any meaningful error information in the DevTools?

Filesystem      Size  Used Avail Use% Mounted on
udev            941M     0  941M   0% /dev
tmpfs           189M  5.5M  184M   3% /run
/dev/mmcblk0p1  2.7G  2.2G  490M  82% /
tmpfs           944M   92K  944M   1% /dev/shm
tmpfs           5.0M  4.0K  5.0M   1% /run/lock
tmpfs           944M     0  944M   0% /sys/fs/cgroup
tmpfs           944M  104K  944M   1% /tmp
log2ram          50M  1.4M   49M   3% /var/log
tmpfs           189M     0  189M   0% /run/user/0
tmpfs           189M  8.0K  189M   1% /run/user/1000

Closing as duplicate of #1451

Ok. So i formatted the SD card with SD formatter and wrote the image to the SD card again.
Now I am seeing the full disk size ?!?
root@cubietruck:~# df -h
Filesystem      Size  Used Avail Use% Mounted on
udev            941M     0  941M   0% /dev
tmpfs           189M  3.2M  186M   2% /run
**/dev/mmcblk0p1   56G  2.4G   53G   5% /**
tmpfs           944M  140K  944M   1% /dev/shm
tmpfs           5.0M  4.0K  5.0M   1% /run/lock
tmpfs           944M     0  944M   0% /sys/fs/cgroup
tmpfs           944M  104K  944M   1% /tmp
log2ram          50M  1.4M   49M   3% /var/log
tmpfs           189M  8.0K  189M   1% /run/user/1000
tmpfs           189M     0  189M   0% /run/user/0

Did you write the image to the SDcard (e.g. using Etcher), or did you just copy the image file into a folder on the SD card? ;)

Yep. I wrote it with etcher.
The UI is so nice so it didn't even cross my mind to write it any other way ;)

Sometimes you need to remove and then re-insert an SD card for the OS to see the updated partition sizes - could that be what's happening here?

After I wrote the image for the 2nd time I have just inserted it and haven't touched it since.

This is not an Etcher issue (maybe not even a duplicate): https://forum.armbian.com/index.php?/topic/4359-written-armbian-image-correctly-on-64-gb-micro-sd-but-its-not-using-full-available-space/&do=findComment&comment=32401 (just as a reference for other people stumbling accross this)

Thanks for the link @ThomasKaiser


DRAFT: Add factory class that allow to ctreate services from globals variables

A simple metaclass useful to provide access from the front to variables defined in the Charfield template field like "choice" or even to global variables without having to maintain them in several repositories.
This allows to have a single source of truth for the globals while standardizing the answer to be given in this particular use case.
I chose to define a metaclass in order to offer a declarative API and to be able to guide the user by contracting the starting state of his class.
Obviously open to discussion.

Closing this one as the new idea about that is to transform enum into protobuf message so the enum is available accross genereting client without the need of a server call


Refactor ts code editing portions

The intent is to reduce the complexity of the ts code editing portions by extracting it into separat files. Each specific editing process should get its own function that returns a builder for it.

Looks very nice, great refactoring!


Add more storage/volume

I am trying to figure out how to add more discspace than what comes with the nodes, but i can't seem to figure it out.
Any hints would be appreciated.

@Danielss89 You mean for longhorn?

Closing due to no activity.


Received message larger than max

Hi there,
I am using latest module version of pyhelm (0.1.5) and trying to get a list of all releases that available on the cluster. However, I always get this error:
Traceback (most recent call last):
File "", line 1, in
File "/usr/local/lib/python3.7/site-packages/pyhelm/tiller.py", line 99, in list_releases
for y in release_list:
File "/usr/local/lib/python3.7/site-packages/grpc/_channel.py", line 364, in next
return self._next()
File "/usr/local/lib/python3.7/site-packages/grpc/_channel.py", line 358, in _next
raise self
grpc._channel._Rendezvous: <_Rendezvous of RPC that terminated with:
status = StatusCode.RESOURCE_EXHAUSTED
details = "Received message larger than max (5202167 vs. 4194304)"
debug_error_string = "{"created":"@1563880993.981572966","description":"Received message larger than max (5202167 vs. 4194304)","file":"src/core/ext/filters/message_size/message_size_filter.cc","file_line":190,"grpc_status":8}"
Is there a workaround for it?

Hi,
It seems listed releases are quite large, causing this issue. You could try lowering the RELEASE_LIMIT value set in tiller.py and seeing if that works. If so, we can merge in such a change.

Hello. I have been getting this error.
"""
raise _InactiveRpcError(state)
grpc._channel._InactiveRpcError: <_InactiveRpcError of RPC that terminated with:
status = StatusCode.UNAVAILABLE
details = "failed to connect to all addresses"
debug_error_string = "{"created":"@1650280490.570000000","description":"Failed to pick subchannel","file":"src/core/ext/filters/client_channel/client_channel.cc","file_line":3129,"referenced_errors":[{"created":"@1650280490.570000000","description":"failed to connect to all addresses","file":"src/core/lib/transport/error_utils.cc","file_line":163,"grpc_status":14}]}"
"""
This is the program:
"""
from pyhelm.chartbuilder import ChartBuilder
from pyhelm.tiller import Tiller
t = Tiller('<IP_ADDRESS>',44134)
chart = ChartBuilder({'name': 'mariadb', 'source': {'type': 'directory', 'location': 'C:\projects\helm_trial\pyhelm\pyhelm\pyhelm-w8r3tnsf\mariadb'}})
t.install_release(chart.get_helm_chart(), dry_run=False, namespace='default')
"""
Anything I need to change in the program? Have I given the Tiller Host correct?


[WIP - DNM] cdc_console: USBC Disconnection with VBUS 0 fix

Do not schedule flush events back to back if
device fails to write to the USB bus

Closing this as it was considered to be a complicated fix. Might revive later. So, not going to delete the branch.


Volume control doesn't work on my Sony TV

Before opening the issue, have you...?

[X] Searched for existing issues

Is your feature request related to a problem? Please describe
I use Sony A8 TV as external Monitor for my Macbook pro 2016 (Intel version), sadly it doesn't work.
A soundbar (Sony HT-A7000) is also connected to the TV through eARC.
I can see the volume icon of the macOS going up and down, it just doesn't have any impact on the actual volume of the soundbar.
Describe the solution you'd like
control the volume on my Sony TV/soundbar with MacOS itself.
Describe alternatives you've considered
doesn't really have an alternative solution.
Anything else?
No response

TVs typically do not support any kind of DDC but might be compatible with HDMI-CEC. This is howerver not supported in any way by macOS or MonitorControl.

It would be awesome to add in support for HDMI-CEC if a USB-CEC adapter is present. The Pulse Eight USB-CEC Adapter could facilitate this. It can be controlled using libcec. I've been playing around with this and find it to be pretty solid.


make rpm name consistent with others

Would you be open to make rpm name consistent with other platforms.
Because RPM currently users - instead of _, it does not follow the same order as the other files, so it gets confusing when looking at it on S3/Local

unfortunately that would now be a breaking change, so we'd need an alternative solution to this - maybe a filename format specifier in the config?

Yeah that’s a good solution. I’d also use that to remove the “-1” from rpm releases


limit not working

I have tried the following piece of code
if(message.content.startsWith ("/google")) {         var lastmsg = message         var msgArray = message.content.split('/google ')         var searchoptions = {             query: msgArray[1],             host: 'www.google.com.au',             lang: 'en',             limit: 1         };         var firstSearch = false;         scraper.search(searchoptions, function(err, url) {             //this is called for each result             if(err) throw err;             if(firstSearch == false) {                 console.log(url)                 message.channel.sendMessage(url).catch(console.error);                 firstSearch = true;             }         });
As you can see in that code i made a creative work-around.
But I shouldn't have had to do that, the problem is that even though i set limit to 1 it still didn't change it to 1.
I even thought maybe it's adding a zero on the end? making it 10 anyway? So i changed it to 01 but that didn't work either.
Is there something I'm doing wrong?
P.S.
Ignore the if statement about message.content and anything else about messages. That's there because i am using this inside of a discord bot.

Please post formatted code. It's really difficult to read as is. Thanks

The code was formatted when I posted it. It was also inserted into the post via "Insert code".
The best I can do to make it more view-able is put it in a text file.
limit_problem.txt.txt

The best you can do is click on "Styling with Markdown ..." below the comment box and learn how to style comments on github.
If you don't bother to do that don't expect me to bother considering your issue.

I have had the same problem while coding my Discord bot.. it always returned 9 urls even though I had set my limit to 1. I was trying to fix it by making small changes in the node_modules/google-search-scraper/index.js and made it work by adding
newResults.length = 1;

to the file just before
newResults.forEach(function(result) {
      callback(null, result);
    });

And then it respected the limit I set in my Discord bot code.
Don't ask me why this works though, I was just trying some things and apparently this worked :D


ISSUE-56 | Trimming preactions and postactions before splitting to av…

…oid executing empty sql
See Issue: https://github.com/spark-redshift-community/spark-redshift/issues/56
I think it is a very trivial fix but will save lot of time of developers facing the issue.
Please review and merge
Thanks :)

Codecov Report

Merging #57 into master will not change coverage.
The diff coverage is 100%.

@@           Coverage Diff           @@
##           master      #57   +/-   ##
=======================================
  Coverage   73.92%   73.92%
=======================================
  Files          15       15
  Lines         767      767
  Branches      103      103
=======================================
  Hits          567      567
  Misses        200      200

@lucagiovagnoli  Please take a look.

@lucagiovagnoli  Please take a look.

Hi @meetchandan, thanks a lot for your pull request! I've been travelling recently, will take a look soon.


Added a filter to turn pandoc native divs into latex environments

I also added a filter to turn any divs with latex="true" into a latex environment by the first class.

Sorry, wrong click!

You can also have a look to https://github.com/chdemko/pandoc-latex-environment

Looks great! I hope either one of these can make into the official pandoc language.
If there's no hope of making any of these into the official pandoc language, I probably would folk yours and turn the amsthm environments I made at ickc/pandoc-amsthm: provide amsthm environments in pandoc with valid output in LaTeX and HTML which also uses YAML front matter to define some environments.

I've also implemented a kind of automatic numbering filter similar to theorem-like environment https://pypi.python.org/pypi/pandoc-numbering/

Wow. Very interesting. Yours is very sophiticated and ganranteed to work in all output formats. The only downside is that it isn't using LaTeX's amsthm in LaTeX output (but it's like an amsthm package for pandoc). By the way, have you tested how different the LaTeX output will be from using amsthm to do it, in terms of both numbering and visually (typographically)?
@jgm
His syntaxes and the way it works has a pandoc feel. May be it should make into the offcial pandoc syntax? (or an official pandoc filter that is recommended by the documentation?) I noticed that there are other filters here and there related to numberings (e.g. equation numbering) and references by the numbering. It would be great if they can be integrated together under a big packages/documentclass (the filters in pandoc are like the packages in latex, but may be we need something like a memoir or amsart "documentclass" (just a bigger filter) that ties all these filters together in a harmonize way.
As I was brain-storming, may be pandoc need something like a CTAN and TeX Live so that those filters can be centralized (in a sense this repository could be that thing, but obviously it isn't centralized enough). e.g. if there's a way to install "official" pandoc filters in this repository from the command line pandoc install.... Along the same line, templates could also be allowed to install this way (like a sty).

There is a wiki page for all third-party filters: https://github.com/jgm/pandoc/wiki/Pandoc-Filters

I knew that but it is not exhaustive, lacking the ecosystem for an incentive to put it there (e.g. ahould I push to this repo or edit the wiki over there?), and it's description is not good for filter discovery (e.g. as you mention that I bet yours is also there, but a quick glimpse cannot find it. I once opened all links there and hasn't "discovered" your excellent filter.).
And not to mention if there's a centralized thing like TeX Live or brew, all installed filters can be updated at once.
But as I said I was brainstorming and probably dreaming because it certainly takes a lot of effort and resources to do something like that. And in the TeX world it isn't exactly easy to discover and pick packages either.

I just clean up the wikis over there. There's a lot of room to improve though. All those numbering filters are confusing and probably a table needed to be created.

@chdemko I do exactly like I said and forked your filter to incorporate it with my ickc/pandoc-amsthm: provide a syntax to use amsthm environments in pandoc, with output in LaTeX and HTML. Thanks for pointing me to your filter.

@jgm Will this example be considered to add? If not, please close it. Thanks!

This all looks fine to me, and will be useful to some people.
I never intended the examples directory to be an actual repository of useful code -- ideally, as you say, there should be another central place for such things.  But I don't have a problem merging.

ideally, as you say, there should be another central place for such things

By the way, I have an idea that we can use brew as a package manager for pandoc-filters. Since pandoc filters are not written solely in a certain language, many package managers are out of questions. But brew is very generic. And there's also a linux port of it. So it could serves the Mac/Linux at the same time.
The same concept could apply to pandoc templates too. But that might be more problematic by the nature of it: templates usually are too specific. I am asking in jgm/pandoc#3138 about using template in header-includes. If the idea works (there's already work-around mentioned), we can make custom templates modular. And modular templates will be much more useful if managed by a package manager.

@ickc would also love some sort of package manager, although Windows support would be quite valuable.
BTW, Pandoc 1.17.3 now "checks $DATADIR/filters for filters before looking in the path", so a simple pacman would just sync filters in that folder against an external repo (easier said than done of course).

May be this should be discussed in pandoc-discuss further and see if others are also interested in the idea?
Regarding Windows support, recently there's WSL (Windows Subsystem for Linux) that gives us Bash on Ubuntu on Windows. Windows 10 Anniversary update only (optional beta feature that requires user activation). I didn't have time to play with it in details. But I think probably it can turn a Windows machine to be "Unix-like" in many situations. If pandoc and linuxbrew works on it, using brew would means support on Mac/Linux/Windows 10 Anniversary.
The brew I think that is more suitable probably is brew cask, it install binaries rather than from source code. cask-fonts can install fonts to the font directory instead. i.e. we can install filters in ~/.pandoc/filters, then templates in ~/.pandoc/templates, etc. Another nice feature of brew is it will compute sha-256 hash to check the integrity of the downloaded files. Since pandoc filters are executables, it can potentially be dangerous.
No experience on pacman though. Do you think it would be easier to setup, and support more platform?


Introduce integer devision operator //

What's up?
DuckDB seems to introduce a new division operator / and  the current division operator / will be moved to // (duckdb/duckdb#7082).
I'm wondering if the same thing could be done with PRQL.
In my opinion, PRQL should not do the division itself as it currently does, but should convert // to / for targets that do not have two division operators.

Integer Division: SQLite, Postgres, SQL Server
Floating Point Division: MySQL, SparkSQL, BigQuery, Snowflake, ClickHouse

Note that My SQL seems to require the DEV operator for integer division.

Ref #1712

In lieu of the full framework at https://github.com/PRQL/prql/issues/1712#issuecomment-1422216382, I think this could be a method on the DialectHandler trait, such that:

should convert // to / for targets that do not have two division operators.

I don't think it would be a huge PR — it would require:

adding // to the parser,
adding to the DialectHandler as above,
...and then adjusting the expression generation depending on the dialect at https://github.com/PRQL/prql/blob/f04baf22a69e02bfa858f23b77926ad702d56ee8/prql-compiler/src/sql/gen_expr.rs#L38

Wait, before we continue, what should be the result of this query:
from_text format:json '[{ "int": 13, "float": 13.0 }]'
select [
    int /  5, int /  5.0, float /  5, float /  5.0,
    int // 5, int // 5.0, float // 5, float // 5.0,
]

I think that:

the result must be same on all DBMSs,
int / float may be a type error,

from_text format:json '[{ "i": 13, "f": 13.0 }]'
select [
    i/5, i/5.0, f/5, f/5.0,
]

is returns

(i / 5)
(i / 5.0)
(f / 5)
(f / 5.0)

2
2.6
2.6
2.6

on playground now.
This behavior can also be seen in the DuckDB web shell.
https://shell.duckdb.org/
duckdb> select 13 / 5;
┌──────────┐
│ (13 / 5) │
╞══════════╡
│        2 │
└──────────┘
Elapsed: 3 ms

duckdb> select 13.0 / 5;
┌────────────┐
│ (13.0 / 5) │
╞════════════╡
│        2.6 │
└────────────┘
Elapsed: 7 ms

duckdb> select 13 / 5.0;
┌────────────┐
│ (13 / 5.0) │
╞════════════╡
│        2.6 │
└────────────┘
Elapsed: 7 ms

This is the same type as Python and others, but differs in that Python's // operator always returns 2.
In [1]: 13 // 5
Out[1]: 2

In [2]: 13.0 // 5
Out[2]: 2.0

In [3]: 13 // 5.0
Out[3]: 2.0

int / float may be a type error,

Do you mean for PRQL or for the DB? Are there DBs that don't coerce there?

I have looked to see if this could be implemented, perhaps sqlparser-rs/sqlparser-rs#868 needs to be merged?
(Given the s-string formatting issues, does sqlparser-rs/sqlparser-rs#873 need to be resolved as well?)

Yes, probably:

https://github.com/sqlparser-rs/sqlparser-rs/issues/873 needs to be done — I can imagine using a custom infix for things like REGEXP but not for something as operator-y as //
And then it's possible we'd need to manage around the formatting, given we pass the text through https://github.com/shssoichiro/sqlformat-rs, which may well not support // — we can check.

Related by different to https://github.com/PRQL/prql/issues/1284, since // probably can be added to the AST.

I noticed that MySQL's DIV operator always returns an integer.
So in DuckDB and Python etc. int // float is float, but in MySQL, int DIV float is int.
Could this be an important difference on PRQL?

Thanks for the summary.
The // operator in DuckDB returns 2.6 instead of 2.0 when 13 // 5.0 or 13.0 // 5, so it doesn't work that way......
Maybe?
# DuckDB
13 // 5.0   ->    trunc(13 // 5.0)

# Postgres
13 // 5.0   ->    DIV(13, 5.0)

# MySQL
13 // 5.0   ->    CAST(13 DIV 5.0 AS FLOAT)

I'm just not sure that returning a Float is the best thing to do here, could it be that an integer return behavior like MySQL would be more reasonable?

Yes, my compilation examples were about currently agreed-on behavior. We can implement any behavior we decide on, so the real question is "what is the behavior we want?".

could it be that an integer return behavior like MySQL would be more reasonable?

I'd say it is. This is aligned with my proposal in the last comment: // would always return an int.

Since the integer division is easily computed by using something like trunc function, perhaps only int / int -> int is sufficient to potentially generate an error?

op
int int
int float
float int
float float

/
maybe err
2.6
2.6
2.6

//
2
2
2
2

# SQLite
13 / 5	->	err
13 // 5	->	CAST(13 / 5 AS INT)

# DuckDB
13 / 5	->	13 / 5
13 // 5	->	trunc(13 / 5)

# Postgres
13 / 5	->	err
13 // 5	->	trunc(13 / 5)

# MySQL
13 / 5	->	13 / 5
13 // 5	->	13 DIV 5

PEP 238 – Changing the Division Operator
https://peps.python.org/pep-0238/

The correct work-around is subtle: casting an argument to float() is wrong if it could be a complex number; adding 0.0 to an argument doesn’t preserve the sign of the argument if it was minus zero. The only solution without either downside is multiplying an argument (typically the first) by 1.0. This leaves the value and sign unchanged for float and complex, and turns int and long into a float with the corresponding value.

# SQLite
13 / 5		->	13 * 1.0 / 5
13 / 5.0	->	13 / 5.0
13 // 5		->	CAST(13 / 5 AS INT)

# DuckDB
13 / 5		->	13 / 5
13 // 5		->	trunc(13 / 5)

# Postgres
13 / 5		->	13 * 1.0 / 5
13 / 5.0	->	13 / 5.0
13 // 5		->	trunc(13 / 5)

# MySQL
13 / 5		->	13 / 5
13 // 5		->	13 DIV 5

How about this?

Oh, I see. At first I didn't understand what you meant with "maybe err". Now I assume you meant "error during compilation saying 'unsupported operation in this dialect'". With Python's impl notes, you now found how we could implement it in all dialects.
If I understand correctly, this is a table you are now proposing:

op
int int
int float
float int
float float

/
2.6
2.6
2.6
2.6

//
2
2
2
2

I like this due to one key fact: the result type of an operator is always the same. This is nice because it means we don't need generic functions or operand-specific operators in the language. This makes the semantics of the language simpler. But the main benefit is that operators in PRQL are simpler. You want result to be an int? Use //. You want it to be float? Use /.
Sidenote: PRQL should test what the output of<PHONE_NUMBER>000000000000000.0 // 10.0 is what we expect it to be. Cases like this might reveal quirks of query engines or shortfalls of our impl.

Another sidenote: I just want to complain about how SQLite works:
with a as (
   select 5 as b union all select 5.0 as b
)
select 13 / b from a;

2
2.6

Another thing I learned while looking into this is that integer division in Python, R, etc. is "Floor division", which produces different results than MySQL's DIV operator......
Like:
>>> 13 // -5
-3
>>> 13 // 5
2

If we were to mimic this, we would use the floor function, which would look something like these:
# SQLite
13 / 5		->	13 * 1.0 / 5
13 / 5.0	->	13 * 1.0 / 5.0
13 // 5		->	ROUND(13 / 5 - 0.5)

# DuckDB
13 / 5		->	13 / 5
13 // 5		->	FLOOR(13 / 5)

# Postgres
13 / 5		->	13 * 1.0 / 5
13 / 5.0	->	13 * 1.0 / 5.0
13 // 5		->	FLOOR(13 / 5)

# MySQL
13 / 5		->	13 / 5
13 // 5		->	FLOOR(13 / 5)

@max-sixty @snth Are we sure we want this behavior?
>>> 13 // -5
-3

Python agrees, but Rust says it's -2.

Floor division seems to be related to Floor modulo.
The R help page says:

%% indicates x mod y (“x modulo y”), i.e., computes the ‘remainder’ r <- x %% y, and %/% indicates integer division, where R uses “floored” integer division, i.e., q <- x %/% y := floor(x/y), as promoted by Donald Knuth, see the Wikipedia page on ‘Modulo operation’, and hence sign(r) == sign(y). It is guaranteed that
x == (x %% y) + y * (x %/% y)

The Wikipedia page has a list of behaviors for each programing language.
https://en.wikipedia.org/wiki/Modulo

Looking at the modulo Wikipedia article, it would seem we want this property to hold:
x = ?  # dividend
k = ?  # divisor

q = x // k      # quotient
r = x % k       # remainder
x == q * k + r  # multiplied back together


Typo/Source correction

Added an edgecolors='black' argument to show circles in plot function

This PR fixed #122


flex command

create a command that provides the following information
Some recommended resources to learn flexbox include:
• MDN - https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Flexible_Box_Layout
• Flexbox.io - https://flexbox.io/
• Flexbox Froggy - https://flexboxfroggy.com/ (Basic gamified tutorial)
• Flexbox Zombies - https://geddski.teachable.com/p/flexbox-zombies(More in depth gamified tutorial)
• https://css-tricks.com/snippets/css/a-guide-to-flexbox/

I would rather update the ?resources command to return a link to the Resources page on the website with a search query rather than category such as https://codesupport.dev/resources?search=flex
This means that people may check out parts of the website, a platform I would like to grow.

agreed - you can add a link at the end of the command to reference back to the website. Main functionality here is to support a verified member that often repeats this same static response back to people. Enhancing it with the website can lure people in to the website without forcing people to go to the website.

Okay, cool then I propose we change the current implementation of the resources command:
Usage: ?resources <query>
If the <query> is a valid category in the Resources API it pulls in the first three resources of that query with a link to the website (codesupport.dev/resources?category=<query>) else it will get the first matches based on a given query and return that link (codesupport.dev/resources?search=<query>). The embed could look as follows:

I would consider this a different functionality (story).
The resource command update looks good like that. In contrast, this is a relink to sources, the flex command I've advocated for, is meant to instantly provide information rather than it being a click away - these suggestions generally get given by people who explain who explain what flex is to new people (mainly mathais), and does not include the CS relink. by putting these resourced behind a secondary click, it'll lower the CTR (click through rate), while providing direct answers in discord, can provide incentive to check out the other resources.

Could you give me an example of the command usage and response please, I'm struggling to understand the differences?

Actor A : Hey can anyone help me with positioning my html, i want element A to be placed at position B
Actor B : The best way to get to that solution would be to use flexbox, flexbox is a modern solution to posiitoning elements.
Actor A : Can you give me an example? I got a hard time understanding this, I've heard people talk about flexbox though
Actor B : Sure!
Actor B : ?flex
Bot : responds
Actor B : check out the links, they should help you, if you have any questions please feel free to reach out
Actor C : How can i make my discord bot say something?
Actor B : #javascript
effective response from the bot:
Some recommended resources to learn flexbox include:
• MDN - https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Flexible_Box_Layout
• Flexbox.io - https://flexbox.io/
• Flexbox Froggy - https://flexboxfroggy.com/ (Basic gamified tutorial)
• Flexbox Zombies - https://geddski.teachable.com/p/flexbox-zombies(More in depth gamified tutorial)
• https://css-tricks.com/snippets/css/a-guide-to-flexbox/
To find more tips and tricks on javascript, check out [codesupport resource  website link]

other direct examples:
https://discord.com/channels/240880736851329024/240883828103708683/855492360040480809
https://discord.com/channels/240880736851329024/240883828103708683/854084693380956180
https://discord.com/channels/240880736851329024/240883828103708683/849568258020868106
https://discord.com/channels/240880736851329024/240883828103708683/847879683614048326

ps. This would make the help action primary over the advertising click through action, which in my opinion should be primary.

I agree with iffy, but then what about other (css) resources like css-grid.
Wouldn't it be smarter just to use the can I use command instead, since that also provides information (but not resources, so maybe not a good solution after all)
And with the resources command it indeed doesn't give a detailed description about flexbox itself, just about the websites
What if we just have an faq channel? Which answers all the common questions,
From what is verified role to what is flexbox.
And any other common question.

I agree with iffy, but then what about other (css) resources like css-grid, do we just not add those because they are used less?
css grid is indeed not used as often, flex is specific since its a reoccuring topic and generally the main solution to most layout issues.
Wouldn't it be smarter just to use the can I use command instead, since that also provides information (but not resources, so maybe not a good solution after all)
unrelated
And with the resources command it indeed doesn't give a detailed description about flexbox itself, just about the websites
the point of adding an additional command, specific for the relative high volume this handles.
What if we just have an faq channel? Which answers all the common questions,
unrelated and not related to the discord bot. also likely a brood haven for a maze thats so informative noone will check it out because it's too much.
@LamboCreeper I'll close this feat for now, the fact you have this many questions concerning the feat tells me it's likely an over engineered solution for a small nice to have. There is the obv concern for 'if this is in the bot, why not this' which leads to a bloated set of features.


Make an AUR git package

Right now there's one but its not the main repo, it seems to be from a forked one. Can you please make a manga-cli git package for AUR

Sure! I will do it

Aur package is here


Update hetzner extension

Description

Add new commands to the extensions that allows the user to manage different Hetzner projects.
Screencast

Checklist

[x] I read the extension guidelines
[x] I read the documentation about publishing
[x] I ran npm run build and tested this distribution build in Raycast
[x] I checked that files in the assets folder are used by the extension itself
[x] I checked that assets used by the README are placed outside of the metadata folder

We currently have an issue with the push command that doesn't delete the branch after push, could you try this?

In your fork of extensions could you then delete alex-w0:ext/hetzner
Try to push again

@pernielsentikaer Sure, here you can find the new pull request https://github.com/raycast/extensions/pull/9257