Extract make_gpu_plan and it's users from #1207

For discussion - as this changes the way resources are allocated in a quite significant way, we might need to iterate a bit on the interface.
Contributor Checklist:

[x] I have added or updated my entry in the creators.json file
[ ] I have added a changelog entry for my contribution
[ ] I have added/updated documentation for all user-facing changes
[x] I have added/updated test cases
[ ] I have included the rebuilt production build of the client (only if changes were made to the GUI)

Reviewer Checklist:

[ ] /azp run libertem.libertem-data passed
[ ] No import of GPL code from MIT code

/azp run libertem.libertem-data

I think there are two main topics to discuss:

The change of resource allocation - after this PR, a CUDA worker "consumes" a CPU core, where previously the CUDA workers were counted on top of the CPU workers

The interface itself - having to pass in cuda_info for spawning a cluster is a bit inconvenient (and backwards-incompatible); also it's convenient to have round-robin assignment for integer arguments as implemented in #1336.

We might want to take a step back and enumerate the common use-cases and re-think how we can implement them in a convenient and backwards-compatible way.

/azp run libertem.libertem-data

I think there are two main topics to discuss:
1. The change of resource allocation - after this PR, a CUDA worker "consumes" a CPU core, where previously the CUDA workers were counted on top of the CPU workers

2. The interface itself - having to pass in `cuda_info` for spawning a cluster is a bit inconvenient (and backwards-incompatible); also it's convenient to have round-robin assignment for integer arguments as implemented in [Allow integer arguments for `cluster_spec` #1336](https://github.com/LiberTEM/LiberTEM/pull/1336).

We might want to take a step back and enumerate the common use-cases and re-think how we can implement them in a convenient and backwards-compatible way.

For summary, the semantics were / are:
Originally:

...dask.cluster_spec =>  cpus[Iterable] create n workers equal to length of iterable
...pipelined._make_spec =>  cpus[Iterable] pin 1 worker each to exactly these cores, where supported
for both => , cudas[Iterable] pin 1 worker each to exactly these GPU ids (allow repeat pinning)

After #1336 for both dask and pipelined:

cpus[int] => create this many workers exactly
cudas[int] => assign N workers round robin across all available GPUs

With this PR as-is:

Require cuda_info dict if cudas is nonzero, else make_gpu_plan will fall over
Automatic extra workers per GPU within RAM limits (by default)
Maximum N workers per CUDA param
Reserve one CPU per CUDA worker (prioritise spreading workers over the GPUs before many workers on one GPU if CPU-limited)
cudas[int] => converted to range(int) i.e. pin to n GPU ids up to value (might not be available on a system)

How about the following interface:
cluster_spec(
    cpus: int | Iterable[int],
    cudas: int | Iterable[int],
    has_cupy: bool,
    cuda_scaling: Optional[Dict[str, Any]] = None,
):
    ...

cpus: assign either n_workers [int] or len(cpus) [iterable], pin when possible, raise if pinning and num_cores < max(cpus)
cudas: assign n_workers across available GPUs (round_robin), or pin workers to GPU ids in iterable (allow repeats), raise if iterable contains GPU ids not visible, or no GPUs are visible at all and cudas > 0
has_cupy, unchanged
cuda_scaling, when provided require cudas is an Iterable specifying which CUDA device ids to scale on, and require cuda_scaling to contain these ids at least, insert scaling params (ram-per-worker, max-per-device) here also. Use this info to scale the workers on the assigned cudas as in the current make_gpu_plan

For reserving CPUs for each CUDA worker - I feel like it's quite analysis dependent? Some tasks take both CPU and GPU power, others might be almost purely GPU. If we could guarantee pinning we could compromise and assign 2 GPU workers to a shared single CPU core, for example, but this is not even an option with Dask or some OSs. It could be an option within cuda_scaling, though.

The change is supposed to address three issues:
First, when running a set of UDFs, CUDA workers are performing not only GPU but also a lot of CPU work in case not all UDFs support CUDA. When doing CUDA work they also spin a core at full speed. That means CUDA workers do, in fact, consume a CPU resource on the system and having too many CUDA workers in parallel to saturating the cores with CPU workers will lead to oversubscription of the CPU. Second, @matbryan52, you had observed that multiple GPU workers improve throughput. And third, the number of partitions should be a multiple of the worker count to reduce stragglers with smaller datasets, meaning the number of workers that actually work on a UDF run should be predictable and constant independent on the UDFs that are executed.
I'll try to rework the interface in such a way that it is backwards-compatible!

I've tested the current state of the PR with ApplyMasksUDF on the large_raw fixture on ptycho, showing how much it can improve performance. Definitely worthwhile IMO. :-)
Baseline
------------------------------------------- benchmark: 1 tests ------------------------------------------
Name (time in s)        Min     Max    Mean  StdDev  Median     IQR  Outliers     OPS  Rounds  Iterations
---------------------------------------------------------------------------------------------------------
test_masks_udf       6.1322  6.4635  6.2467  0.1361  6.2004  0.1905       1;0  0.1601       5           1
---------------------------------------------------------------------------------------------------------

Current PR
---------------------------------------- benchmark 'udf': 1 tests ---------------------------------------
Name (time in s)        Min     Max    Mean  StdDev  Median     IQR  Outliers     OPS  Rounds  Iterations
---------------------------------------------------------------------------------------------------------
test_masks_udf       3.8892  3.9851  3.9467  0.0366  3.9516  0.0465       2;0  0.2534       5           1
---------------------------------------------------------------------------------------------------------

/azp run libertem.libertem-data

@sk1p can you have a look if the changes address your concerns? :-)

/azp run libertem.libertem-data

/azp run libertem.libertem-data

Call with @sk1p and @matbryan52:
ctx = Context.make_with(cpus=10, gpus=10)

ctx = Context.make_with(cpus=10, gpus=(0, 0, 1, 1, 2))

# does this pin to CPU cores?
# Yes, if supported by the executor
# The first one missing means "whatever the Context thinks is the default executor". Currently "dask" (not sure if implemented already)
ctx = Context.make_with(cpus=(2, 4, 6, 8), gpus=(0, 0, 1, 1, 2))

ctx = Context.make_with('pipelined', cpus=(2, 4, 6, 8), gpus=(0, 0, 1, 1, 2))

# this will probably warn that the inline executor can't
# create multiple workers:
ctx = Context.make_with('inline', cpus=(2, 4, 6, 8), gpus=(0, 0, 1, 1, 2))

# just create a dask-distributed thingy:
ctx = Context.make_with('dask')

# this warns/raises that the resources can't be "created" as specified:
ctx = Context.make_with('dask-integration', cpus=(1, 2, 3))

def make_with(
    self,
    executor_type: Optional[str] = None,
    cpus: Optional[Union[int, Iterable[int]]] = None,
    gpus: Optional[Union[int, Iterable[int]]] = None,
    plot_class: Optional[str] = None,
):
    ...

TODO

specify details of a "resource specifier"
hybrid worker?

Collection of links on topology:

https://github.com/gbitzes/cpu-topology/blob/master/cpu-topology.py
https://man7.org/linux/man-pages/man1/nproc.1.html
https://psutil.readthedocs.io/en/latest/#psutil.Process.cpu_affinity
https://docs.rs/atopology/latest/atopology/ (thx @sk1p!)
/sys/devices/system/cpu/

Collection of links on topology:

https://github.com/gbitzes/cpu-topology/blob/master/cpu-topology.py
https://man7.org/linux/man-pages/man1/nproc.1.html
https://psutil.readthedocs.io/en/latest/#psutil.Process.cpu_affinity
https://docs.rs/atopology/latest/atopology/ (thx @sk1p!)
/sys/devices/system/cpu/

And a way to check how this works when cgroup limits are present:
$ docker run --cpuset-cpus 0-2 --rm -it python python -c 'import os; print(os.sched_getaffinity(0))'
{0, 1, 2}
$ docker run --cpuset-cpus 0-2 --rm -it debian:stable nproc
3


Bin file doesn't seem to work

Flashed bin file using the instructions for esptool. Flash completes but just get blank screen after reset.

Flashed bin file using the instructions for esptool. Flash completes but just get blank screen after reset.

Did you use all 4 files needed and make sure they're in the proper location?

I followed the instructions for the webflasher. It doesn't mention other files. Just 2 bin files, the second to try if there is color issues. What did I miss?

Did you update the address of the flash address? 0x1000 is the default, 0x10000 is what it says on the readme

I have flashed the .bin file to the correct address and the display doesnt work.   the log just cycles when I view it.

Same problem here. Changed the address to 0x10000 but only get black screen.
Using a serial terminal, I get this repeated over and over:
rst:0x10 (RTCWDT_RTC_RESET),boot:0x13 (SPI_FAST_FLASH_BOOT) invalid header: 0xffffffff invalid header: 0xffffffff invalid header: 0xffffffff invalid header: 0xffffffff invalid header: 0xffffffff invalid header: 0xffffffff invalid header: 0xffffffff ets Jul 29 2019 12:21:46
What are the 3 other files @v7xDm1r ?

I changed the flash address. Tried to erase beforehand also. I've noticed now that if I flash one of the CYD test projects the screen doesn't work as well.

Working on this now. Please compile from source and let me know

Working on this now. Please compile from source and let me know

Used your web flasher mentioned on the home page - and now working fine - thank you! :+1:

@Fr4nkFletcher the web flasher works great. Could we get an inverted option?

@Fr4nkFletcher the web flasher works great. Could we get an inverted option?

All set

My dude! Can confirm working on my USB-C CYD recently acquired from Ali.
Would it be possible to just add the inverted flag as a setting in the menu instead of having to maintain two different files/flasher sites?

My dude! Can confirm working on my USB-C CYD recently acquired from Ali.
Would it be possible to just add the inverted flag as a setting in the menu instead of having to maintain two different files/flasher sites?

Like this? https://fr4nkfletcher.github.io/ESP32-Marauder-Cheap-Yellow-Display/flash0.html

Like this? https://fr4nkfletcher.github.io/ESP32-Marauder-Cheap-Yellow-Display/flash0.html

That works, but I meant inside of Marauder after install. This way you wouldn't need two different bin files to keep up with. Wasn't sure if Marauder is given that level of configuration post boot or not.


WIP: Improving the PIO model in the iCE40.

@mithro I'm inclined to close this PR?

With the v2x changes landed, this can probably be resurrected. I believe an intern from Antmicro might look at this shortly.


❌ Error while installation

Node     -v  14.15.4
Ubuntu  -v  20.04
npx create-react-app some-name giving an error while installation:
npm ERR! code ETARGET
npm ERR! notarget No matching version found for<EMAIL_ADDRESS>npm ERR! notarget In most cases you or one of your dependencies are requesting
npm ERR! notarget a package version that doesn't exist.

The issue was on my Docker. Removed docker and everything working smooth

Do you mean you tried running CRA in Docker?


shape error when render a video

when I want to render a video from checkpoint, it raised a error:

The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "/home/zyan/anaconda3/envs/multinerf/lib/python3.9/runpy.py", line 197, in _run_module_as_main
return _run_code(code, main_globals, None,
File "/home/zyan/anaconda3/envs/multinerf/lib/python3.9/runpy.py", line 87, in _run_code
exec(code, run_globals)
File "/scratch/3DOM/zyan/multinerf-main/render.py", line 204, in
app.run(main)
File "/home/zyan/anaconda3/envs/multinerf/lib/python3.9/site-packages/absl/app.py", line 308, in run
_run_main(main, args)
File "/home/zyan/anaconda3/envs/multinerf/lib/python3.9/site-packages/absl/app.py", line 254, in _run_main
sys.exit(main(argv))
File "/scratch/3DOM/zyan/multinerf-main/render.py", line 155, in main
rendering = models.render_image(
File "/scratch/3DOM/zyan/multinerf-main/internal/models.py", line 673, in render_image
chunk_renderings, _ = render_fn(rng, chunk_rays)
File "/scratch/3DOM/zyan/multinerf-main/internal/train_utils.py", line 382, in render_eval_fn
model.apply(
File "/scratch/3DOM/zyan/multinerf-main/internal/models.py", line 223, in call
ray_results = mlp(
File "/scratch/3DOM/zyan/multinerf-main/internal/models.py", line 469, in call
raw_density, x = predict_density(means, covs)
File "/scratch/3DOM/zyan/multinerf-main/internal/models.py", line 456, in predict_density
x = dense_layer(self.net_width)(x)
File "/home/zyan/anaconda3/envs/multinerf/lib/python3.9/site-packages/flax/linen/linear.py", line 234, in call
kernel = self.param(
flax.errors.ScopeParamShapeError: Initializer expected to generate shape (672, 256) but got shape (96, 256) instead for parameter "kernel" in "/PropMLP_0/Dense_0". (https://flax.readthedocs.io/en/latest/api_reference/flax.errors.html#flax.errors.ScopeParamShapeError)
anybody know how to deal with it?

fixed

how did you resolve the error?

@ZiyangYan  how did you fix it?

@ZiyangYan how did you fix it?

sorry bro, it already more than one year ago, I don't remember the detail


EngineStateMachine changing states during Engine update

Hi,
Shouldn't the engine stop updating the systems if inside a system's update function, a state change was requested?
Right now it doesn't and that triggers the update functions on wrong systems because the SystemList is updated on the spot.
Am I using the EngineStateMachine  wrong?
Who should order a state change?
Thanks,
Irinel

I have seen too many problems in too many libraries where the library decides when to apply a requested change. So in Ash the change happens when you request it. If you want to make the change after the update cycle listen for the updateComplete signal from the engine and make the change then.


No matching stream found also if available

Describe the bug
I'm trying to download an episode with the command below. The episode is

available
1080p
with italian subs

I expect to get errors until the episode is not available obviously, but once they publish it I continue to recieve the same error:
Process detail:

Parsing url 1
➞ Failed to parse url 1
➞ An error occurred: error while receiving format for Clutch! Robin, un demone in forma umana!: no matching stream found

After some hours without a specific reason the download works.
To Reproduce
Steps / command to reproduce the behavior:
$ crunchy download -a ja-JP -s it-IT -o one_piece_1044.mp4 -r 1080p https://www.crunchyroll.com/it/series/GRMG8ZQZR/one-piece[S13E1044]

I also tried to append a timestamp to get rid of some weird cache problem:
$ crunchy download -a ja-JP -s it-IT -o one_piece_1044.mp4 -r 1080p https://www.crunchyroll.com/it/series/GRMG8ZQZR/one-piece?t=1670832000279[S13E1044]

Expected behavior
Download the episode
Screenshots
If applicable, add screenshots to help explain your problem.
Client (please complete the following information):

OS: Linux
Version 2.3.6

Additional context
IMPORTANT
If I try to start the download from another pc with a clean version of crunchy-cli it works

Was this the first incident or has this already occurred multiple times?
This may (hopefully) be a one-time bug if this only occurred once.

Was this the first incident or has this already occurred multiple times? This may (hopefully) be a one-time bug if this only occurred once.

It already happend multiple times. For such episodes, they become available after some days while they were already present. For example I still cannot download the mentioned One Piece episode from that pc but I can from another one. It happened last week with Boruto too.

Another strange behaviour I noticed is that an episode is already available and watchable on crunchyroll. In this case Dr. Stone Ep 1 Italian Dubbed, but the downloader keeps telling me Stone World has no it-IT audio, using ja-JP as fallback

Was this the first incident or has this already occurred multiple times? This may (hopefully) be a one-time bug if this only occurred once.

It already happend multiple times. For such episodes, they become available after some days while they were already present. For example I still cannot download the mentioned One Piece episode from that pc but I can from another one. It happened last week with Boruto too.

This is indeed very strange. This sounds like a caching problem but the cli doesn't cache anything nor should your OS / computer do this. Maybe re-logging in solves the problem.

Another strange behaviour I noticed is that an episode is already available and watchable on crunchyroll. In this case Dr. Stone Ep 1 Italian Dubbed, but the downloader keeps telling me Stone World has no it-IT audio, using ja-JP as fallback

With crunchy download -a it-IT https://www.crunchyroll.com/series/GYEXQKJG6/dr-stone[S1E1] the download works for me.

Another strange behaviour I noticed is that an episode is already available and watchable on crunchyroll. In this case Dr. Stone Ep 1 Italian Dubbed, but the downloader keeps telling me Stone World has no it-IT audio, using ja-JP as fallback

With crunchy download -a it-IT https://www.crunchyroll.com/series/GYEXQKJG6/dr-stone[S1E1] the download works for me.

And it just did for me, but the episode is available since 2 hours ago

Was this the first incident or has this already occurred multiple times? This may (hopefully) be a one-time bug if this only occurred once.

It already happend multiple times. For such episodes, they become available after some days while they were already present. For example I still cannot download the mentioned One Piece episode from that pc but I can from another one. It happened last week with Boruto too.

This is indeed very strange. This sounds like a caching problem but the cli doesn't cache anything nor should your OS / computer do this. Maybe re-logging in solves the problem.

Already tried to restart and relogin. Still cannot download One Piece

Do you have any suggestion on how to fix this. After 3 days I still receive this message:
crunchy download -a ja-JP -s it-IT -o episode.mp4 -r 1080p https://www.crunchyroll.com/it/series/GRMG8ZQZR/one-piece[S13E1044]
➞ Failed to parse url 1
➞ An error occurred: error while receiving format for Clutch! Robin, un demone in forma umana!: no matching stream found

I'm here to keep you updated. In this case:
crunchy download -a ja-JP -s it-IT -o ep.mp4 -r 720p [https://www.crunchyroll.com/it/series/GZJH3DJ8E/the-daily-life-of-the-immortal-king[S3E12]
I'm not able to download it anywhere also even the episode is available since yesterday.
Can you please check if it's the same on your side?

Can confirm this. Here we have a complete different problem. The anime is not japense but chinese. So the right command would be crunchy download -a zh-CN -s it-IT -o ep.mp4 -r 720p https://www.crunchyroll.com/it/series/GZJH3DJ8E/the-daily-life-of-the-immortal-king[S3E12] (zh-CN = chinese). Then the cli finds the correct episode. Buut... even though the audio is chinese (at least it sounds like that) Crunchyroll marks it as japanese which causes the cli to not find the correct stream.

Mm ok good to know. However I'm still trying to download one piece 😅

I tried to reproduce the behavior that it downloads from one PC but not from another but hadn't any success yet :/

Something is missing here. Today I have tried for 2 hours to download another episode, no episodes are matching the given filter but it's not true. I have no clue on why it says that..

@ByteDream I was wondering, I don't know the actual architecture of crunchyroll but could it be that the downloader is asking for the episode to a node where data is still not replicated?

This might be the case, I hadn't the time to test this yet.
Crunchyroll provides two different stream formats (HLS and DASH). The crunchyroll website uses the DASH stream and the cli HLS (as this format is simpler and easier to implement). It might be that they generate the HLS streams later than the DASH equivalent. I'm planning to adopt DASH streams in the cli soon, so if that's the cause of the issue it's fixed with this adoption. If not, I have to search somewhere else for the problem.

I was trying to test it also with a proxy but I didn't figure out how to pass the proxy arg. I get a ➞ Unexpected error: interface conversion: error is *url.Error, not *crunchyroll.RequestError.
Can you tell me please how to pass it?

What was the (complete) command you were using?

It is not documented so I just tried with
crunchy download -p ip.ip.ip.ip -a ja-JP -s it-IT -o episode.mp4 -r best https://www.crunchyroll.com/it/series/GRMG8ZQZR/one-piece[S13E1044]

I think you have to specify the protocol and port too, so http://ip.ip.ip.ip:port or socks5://ip.ip.ip.ip:port.
TBH I never really tested this xD. The only time I tested this I used unstable public proxies which resolved connection errors.

I tested the v3 with that infamous one piece episode. Now I get a different error:
Episode 1044 (Clutch! A Demon Incarnate, Robin!) of season 13 (One Piece: WANO KUNI (892-Current)) of One Piece has no it-IT subtitles
But it obvioulsy has IT subtitles 🫤

I tested the v3 with that infamous one piece episode. Now I get a different error: Episode 1044 (Clutch! A Demon Incarnate, Robin!) of season 13 (One Piece: WANO KUNI (892-Current)) of One Piece has no it-IT subtitles But it obvioulsy has IT subtitles 🫤

One Piece has no it-IT subtitles But it obvioulsy has IT subtitles
Hey @aniplayIt , I tried digging on this issue today and I honestly am not able to see any subs for OnePiece other than English for some reason ? Crunchyroll might be pulling something shady as they have started reporting ja-JP and even zh-CN locales as en-US .

It seems that the subtitles are geo restricted as I can only access German subtitles.

Yes correct. Fixed using a VPN. This does not depend on the downloader so I'm closing the issue

I'm reopening this so maybe you can help me figure out how to download this.

I'm using release v3.0.0-dev.6
Episode has japanese audio and italian subtitles
My geo is IT
Account is premium

crunchy --credentials xxx:xxx --lang it-IT download -a ja-JP -s it-IT -o episode.ts -r best https://www.crunchyroll.com/it/watch/G2XU0Q9EN/please-eat-me-up-great-evil-dragon
:: ✔ Logged in
:: ✔ Parsed url 1
:: ✔ Fetching series details
:: a unexpected error occurred: could not find any stream with hardsub locale 'it-IT'

That's interesting. I can download it without problems. Does the issue still exist for you?

@ByteDream now I can download it but the audio is chinese...

The anime shouldn't have a chinese dub at all 🤔

The animes

The Last Summoner
A Herbivorous Dragon of 5,000 Years Gets Unfairly Villainized
are originally with chinese audio. Now they are dubbing them in japanese, but whene I try to download any of the two, I get chinese audio

Here we go again
crunchy --credentials xxx:xxx --lang it-IT download -a ja-JP -s it-IT -o  episode.ts -r 1080p https://www.crunchyroll.com/it/series/GQWH0M455/dont-toy-with-me-miss-nagatoro[S2E2]
:: ✔ Logged in                                                                                :: ✔ Parsed url 1                                                                                :: ✔ Fetching series details                                                                                :: a unexpected error occurred: could not find any stream with hardsub locale 'it-IT'

Now I can reproduce :o

Okay, this is the point where ffmpeg is/will be mandatory for download too.
Crunchyroll provides subtitles in two ways: Burnt into the video and as file which only contains the subtitle. It seems that they're moving away from burning them into the video? The download command always uses the video with subtitles burnt in but Crunchyroll fails to deliver those kind of videos for every language. Italian is one of the languages which does not always receive a burnt-in variant, which is the cause of your issue.

Ok so you'll add some flag to tell ffmpeg to re-encode the episode with burnt-in subtitles?

Yep


Military Aircraft Detection

Deep Learning Simplified Repository (Proposing new issue)
:red_circle: Project Title : Military Aircraft Detection
:red_circle: Aim : Create a model which will idenitfy the aircrafts of Military forces and commercial ones.
:red_circle: Dataset : https://www.kaggle.com/datasets/a2015003713/militaryaircraftdetectiondataset
:red_circle: Approach : Try to use 3-4 algorithms to implement the models and compare all the algorithms to find out the best fitted algorithm for the model by checking the accuracy scores. Also do not forget to do a exploratory data analysis before creating any model.

📍 Follow the Guidelines to Contribute in the Project :

You need to create a separate folder named as the Project Title.
Inside that folder, there will be four main components.

Images - To store the required images.
Dataset - To store the dataset or, information/source about the dataset.
Model - To store the machine learning model you've created using the dataset.
requirements.txt - This file will contain the required packages/libraries to run the project in other machines.

Inside the Model folder, the README.md file must be filled up properly, with proper visualizations and conclusions.

:red_circle::yellow_circle: Points to Note :

The issues will be assigned on a first come first serve basis, 1 Issue == 1 PR.
"Issue Title" and "PR Title should be the same. Include issue number along with it.
Follow Contributing Guidelines & Code of Conduct before start Contributing.

:white_check_mark: To be Mentioned while taking the issue :

Full name :
GitHub Profile Link :
Email ID :
Participant ID (if applicable):
Approach for this Project :
What is your participant role? (Mention the Open Source program)

Happy Contributing 🚀
All the best. Enjoy your open source journey ahead. 😎

Hey @abhisheks008, I'd like to try this.
Full name: Mridul Kumar Pal
GitHub Profile Link : https://github.com/mridulpal019
Email ID<EMAIL_ADDRESS>Approach for this Project: I will try to it by using neural network (CNN).
Participant role : SSOC - 2022

Issue assigned to you @mridulpal019
Try to use more than 3 models and compare them to get the better model for this project using the accuracy scores.

Updates please @mridulpal019

@abhisheks008
Hi,
Sorry actually I caught in some lab practicals  and project of the  college.. and as this week I have my exams going.. So you can unassign the issue as of now.. and as soon as I got free... I will contribute to some other issue.
Thanks.

As you wish @mridulpal019. Hope to see you soon again.

Hey this is Aryan Gupta,
GitHub Profile Link : https://github.com/guptaaryan16
Email ID<EMAIL_ADDRESS>Participant ID (if applicable): Not available
Approach for this Project :
I would like to work on this by using neural network architectures like ResNet, EfficientNet and GoogleNet as this is a heavy dataset and I need some effective algorithms in order to classify the dataset into different aircrafts.

Complete the required changes in the previous PR first, then start you can be able start working with this. @guptaaryan16

Hey can you assign this to me

Issue assigned to you @guptaaryan16. You can start working on it.


cmd/gc: errors are swallowed if liblink calls sysfatal

cmd/gc buffers errors so that it can sort on the line number, however,
if liblink calls sysfatal to abort the whole process, those buffered errors
won't be shown.

@minux you provide very few details. But perhaps what you see is similar to what we've seen in issue #9722.
Alex

I encountered this bug while working on the arm64 port, so I don't have
a simple way to reproduce using existing toolchain yet (it requires a
buggy liblink or a buggy cmd/gc)
But yes, it does seem like #9722 is related to this one.
Basically, cmd/gc detects some errors, but before it can print them out,
liblink detects some more errors, and calls sysfatal to terminate the
whole process.

Please reopen if you can reproduce.


Game SDK claims 'std' does not name a type (Godot 3.2.4 beta 4)

I'm experiencing errors when trying to compile Godot 3.2.4 with Godotcord on Ubuntu 20.10

This is with a fresh clone of both Godot and Godotcord, after running setup.sh
I built with scons -j6 platform=x11 target=release_debug use_lto=yes tools=yes
Could this be an issue with Godotcord or with the Game SDK?
Does this compile on Linux for you @Drachenfrucht1?
Specs:
Godot 3.2.4 beta 4
Ubuntu 20.10

After removing all parts of the GameSDK that use std:: (forexamplestd::int32_tbecomesint32_t) and adding using namespace std;totypes.h`, the engine compiles successfully. But when I try to run an empty scene in an empty project, I get the following error:

Even though the file structure is correct:

Any clue why this could be happening?

After removing all parts of the GameSDK that use std:: (forexamplestd::int32_tbecomesint32_t) and adding using namespace std;totypes.h`, the engine compiles successfully. But when I try to run an empty scene in an empty project, I get the following error:

Even though the file structure is correct:

Any clue why this could be happening?

I'm experiencing errors when trying to compile Godot 3.2.4 with Godotcord on Ubuntu 20.10

This is with a fresh clone of both Godot and Godotcord, after running setup.sh
I built with scons -j6 platform=x11 target=release_debug use_lto=yes tools=yes
Could this be an issue with Godotcord or with the Game SDK?
Does this compile on Linux for you @Drachenfrucht1?
Specs:
Godot 3.2.4 beta 4
Ubuntu 20.10

Reproducible when compiling with 3.2.3 as well

I'm experiencing errors when trying to compile Godot 3.2.4 with Godotcord on Ubuntu 20.10

This is with a fresh clone of both Godot and Godotcord, after running setup.sh
I built with scons -j6 platform=x11 target=release_debug use_lto=yes tools=yes
Could this be an issue with Godotcord or with the Game SDK?
Does this compile on Linux for you @Drachenfrucht1?
Specs:
Godot 3.2.4 beta 4
Ubuntu 20.10

Reproducible when compiling with 3.2.3 as well

After removing all parts of the GameSDK that use std:: (for example std::int32_t becomes int32_t) and adding using namespace std; to types.h, the engine compiles successfully. But when I try to run an empty scene in an empty project, I get the following error:

Even though the file structure is correct:

Any clue why this could be happening?

Also reproducible with 3.2.3

After removing all parts of the GameSDK that use std:: (for example std::int32_t becomes int32_t) and adding using namespace std; to types.h, the engine compiles successfully. But when I try to run an empty scene in an empty project, I get the following error:

Even though the file structure is correct:

Any clue why this could be happening?

Also reproducible with 3.2.3

After removing all parts of the GameSDK that use std:: (for example std::int32_t becomes int32_t) and adding using namespace std; to types.h, the engine compiles successfully. But when I try to run an empty scene in an empty project, I get the following error:

Even though the file structure is correct:

Any clue why this could be happening?

Moving this to a separate issue

After removing all parts of the GameSDK that use std:: (for example std::int32_t becomes int32_t) and adding using namespace std; to types.h, the engine compiles successfully. But when I try to run an empty scene in an empty project, I get the following error:

Even though the file structure is correct:

Any clue why this could be happening?

Moving this to a separate issue

This is a problem with the header files provided by discord. The reason could be that only stdint.h is included. A quick google search said that only cstdint provides the fixed width integer types in the std namespace.
An alternative to your fix is to include the cstdint header in the types.h file.
We could try to add a fix to the setup scripts as long as discord hasn't fixed this.

This is a problem with the header files provided by discord. The reason could be that only stdint.h is included. A quick google search said that only cstdint provides the fixed width integer types in the std namespace.
An alternative to your fix is to include the cstdint header in the types.h file.
We could try to add a fix to the setup scripts as long as discord hasn't fixed this.

This is a problem with the header files provided by discord. The reason could be that only stdint.h is included. A quick google search said that only cstdint provides the fixed width integer types in the std namespace.
An alternative to your fix is to include the cstdint header in the types.h file.
We could try to add a fix to the setup scripts as long as discord hasn't fixed this.

I'll try to add it to the setup scripts later today, I also confirmed the issue also happens on Windows, so I'll try to add it to the .bat file as well.

This is a problem with the header files provided by discord. The reason could be that only stdint.h is included. A quick google search said that only cstdint provides the fixed width integer types in the std namespace.
An alternative to your fix is to include the cstdint header in the types.h file.
We could try to add a fix to the setup scripts as long as discord hasn't fixed this.

I'll try to add it to the setup scripts later today, I also confirmed the issue also happens on Windows, so I'll try to add it to the .bat file as well.

@Drachenfrucht1 I fixed this issue in setup.sh (PR#24) but couldn't figure out how to do it in setup.bat since I'm not experienced with Batch files.

@Drachenfrucht1 I fixed this issue in setup.sh (PR#24) but couldn't figure out how to do it in setup.bat since I'm not experienced with Batch files.


SecurityException after device is unlocked from password protected lock

The application encounters fatal exception when the following is performed:

Set mobile device to require password after Screen Lock
Start application, confirm camera preview
Screen lock device (via hw switch)
Unlock screen (via hw switch)
Enter password
Application crashes

This issue cannot be replicated when Screen Lock does not require password.
This is encountered in when using android API 23.
It seems permission is revoked during password protected lock.
'hasPermissionGranted' returns true (PERMISSION_GRANTED) but camera device operation fails when performed after password protected screen lock.
E/AndroidRuntime﹕ FATAL EXCEPTION: main     Process: XXXXXXX PID: 30056     java.lang.SecurityException: Lacking privileges to access camera service             at android.hardware.camera2.utils.CameraBinderDecorator.throwOnError(CameraBinderDecorator.java:108)             at android.hardware.camera2.utils.CameraBinderDecorator$CameraBinderDecoratorListener.onAfterInvocation(CameraBinderDecorator.java:73)             at android.hardware.camera2.utils.Decorator.invoke(Decorator.java:81)             at java.lang.reflect.Proxy.invoke(Proxy.java:393)             at $Proxy1.cancelRequest(Unknown Source)             at android.hardware.camera2.impl.CameraDeviceImpl.stopRepeating(CameraDeviceImpl.java:926)             at android.hardware.camera2.impl.CameraCaptureSessionImpl.close(CameraCaptureSessionImpl.java:378)             at android.hardware.camera2.impl.CameraCaptureSessionImpl$2.onDisconnected(CameraCaptureSessionImpl.java:514)             at android.hardware.camera2.impl.CameraDeviceImpl$7.run(CameraDeviceImpl.java:228)             at android.os.Handler.handleCallback(Handler.java:739)             at android.os.Handler.dispatchMessage(Handler.java:95)             at android.os.Looper.loop(Looper.java:148)             at android.app.ActivityThread.main(ActivityThread.java:5417)             at java.lang.reflect.Method.invoke(Native Method)             at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:726)             at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:61

uses-permission comes after application tag in local copy.
Switched position and issue no longer occur.

Hey I'm still getting this error even with uses-permissions before the application tag. Is there anything else you changed?

hi @vonfrahma  you solve this bug ? please tell me how to do. thanks


Remove whitespace inside {{#markdown}}. fix #48

This removes the whitespace inside the {{#markdown}} tag.
I guess it'll require a version bump on atmosphere.
fixes #48

Thank you


Appveyor builds for python 3.7 are missing

happy to merge a pr for this.

In fact they are built, CONDA_PY=3.6 means nothing and only confuses visitors.


Feature: search and/or filter

It would be cool to search and/or filter somewhere here:

great idea, I'll do it  thanks!! :) @jgcmarins

hey @jgcmarins the search was implemented!! :)

That's awesome!!! Keep the good job \o/


Release 2.10

To fit in the release 2.10 scripts into the new flow, we need to store the scala-dist tarball on s3. Separate PR coming for scala/scala#2.10.x's scripts/jobs/integrate/bootstrap as well as scala/scala-dist.

/cc @gkossakowski

running in prod

LGTM


fix(client): state race condition

This change is

Hi @woorui , thanks for your contributing, as this PR is related to #364 opened by @wujunzhuo, he is working on locking improvements, I'd like we can talk about the design, if you have time, let's arrange a quick call :)

merged in #364


allIsInstanceOf / allNotNull does not tell phpstan that its evaluated as expected

Hello,
today, I am observing a strange behavior that I cannot really understand, maybe it is expected, but it feels like a bug.
I have this code:
private function getTimePeriod(VacationRequestInterface $request): DatePeriod
    {
        $startDate = $request->getStartDate();
        $endDate = $request->getEndDate();
        Assert::allIsInstanceOf([$startDate, $endDate], \DateTimeImmutable::class);
        Assert::allNotNull([$startDate, $endDate]);

        return new DatePeriod(
            $startDate,
            new DateInterval('P1D'),
            $endDate,
            DatePeriod::INCLUDE_END_DATE,
        );
    }

So, I'd expect that both $startDate and $endDate would be evaluated to be DateTimeImmutable (the allNotNull check is only there for a sanity check and not really required technically). However, once I run phpstan, I receive this error:
 85     Parameter #1 $start of class DatePeriod constructor expects DateTimeInterface, DateTimeInterface|null given.
 87     Parameter #3 $end of class DatePeriod constructor expects DateTimeInterface, DateTimeInterface|null given.

Now, if I do singular checks with isInstanceOf instead of allIsInstanceOf, the results are as expected.
Is it happening because I create a new array inside the allIsInstanceOf, which is later not used to get the individual - and evaluated - elements? Maybe people think it make sense to allow evaluation like this, and we could adapt the module.

Is it happening because I create a new array inside the

Yes :) In case of two variables like that you can assert them separately using Assert::notNull right after they are assigned.

Okay, thanks, than my assumption were correct; it makes sense to me to some extend, but it would of course have a charme if I can check ample elements in one call rather than having multiple calls for the same thing; but I get it. Thanks for your constant work on this amazing piece of software, Ondrej. :heart:


feat(signal-slice): add "Updated" signal for action sources

NOTE: This depends on https://github.com/ngxtension/ngxtension-platform/pull/361 being merged, this is branched off of that feature
This is a replacement for the removal of the actionEffect API, instead it allows triggering side effects as a result of an actionSource emitting via a notifier/version signal (same general concept we used for createNotifier).
It adds a <actionSourceName>Updated signal for each action source e.g:
  state = signalSlice({
    initialState: this.initialState,
    actionSources: {
      load: (_state, $: Observable<void>) => $.pipe(
        switchMap(() => this.someService.load()),
        map(data => ({ someProperty: data })
      )
    }
  })

  effect(() => {
    // triggered when `load` emits/completes and on init
    console.log(state.loadUpdated())
  })

  effect(() => {
	if (state.loadUpdated()) {
	  // triggered ONLY when `load` emits/completes
	  // NOT on init
	}
  });

This is a much simpler API and avoids the typing issues (described in: https://github.com/ngxtension/ngxtension-platform/pull/361)

Sounds like a fair tradeoff to me. If the pattern of this PR and the base PR is to de-couple signalSlice from formal effect blocks, then having some sort distinction between other effect in a file unrelated to the slice and effect related to the slice is a nice tradeoff.

Hello @joshuamorony
Can you add the breaking change in the commit description if this is a breaking change?

@eneajaho we ended up merging #361 and this is ready for review now (no breaking changes in this PR)

@joshuamorony can you rebase? Then I can merge

@eneajaho done


fix: check before adding a required field to the list

Check if a field is already added to the required list

@umutuzgur can you add small test?

Hey @robmcguinness, could you guide me where to add it? I'm not familiar with the repo, I was just trying to fix an issue we have since we upgraded the dep to version 16

Inspect https://github.com/hapi-swagger/hapi-swagger/blob/master/test/unit/property-test.js#L175

@robmcguinness done!


Implement get_balance()

As BDK is descriptor-based, I found it useful to give the client descriptors instead of extended keys.
Electrum is used to get chain data. I experimented with the BDK's Esplora client, but it was ~6x slower 🤔
The method get_balance() can be tested by uncommenting the included test in wallet.rs. It is commented because it relies on an external electrum server. A TODO was added for creating tests that rely on a local electrum instance.
It's worth noting that this implementation is not very efficient but should be good enough for now. It's inefficient mainly for 2 reasons:

It's using a MemoryDatabase on Wallet. This means that no blockchain info is cached across restarts. I opted for this because otherwise, we need to implement our own database, which doesn't seem trivial.
It's not even taking advantage of the MemoryDatabase. Because of UniFFI, we cannot store a bdk::Wallet<MemoryDatabase> in Wallet. This is because UniFFI forces that all Object structs must be Sync + Send, and it happens that RefCell<MemoryDatabase>, a field of bdk::Wallet, is not Sync.

I experimented to see how much we lose by, in practice, not using any database. For a very simple scenario (a single UTXO in the wallet), I got 850 ms with caching and 1350 ms without caching. Given that it's in the same order of magnitude, I'd suggest using the less efficient approach first. Later, we can implement our own Database if we see that it's worth it.

Added a generate_keypair() method as that will be useful in the apps.

Ok, to make bdk::Wallet<MemoryDatabase> Sync + SendI just had to wrap it in an Arc<Mutex<>>. Now only the first sync will be slower as we'll cache relevant transaction info in memory.

So... I figured out that we can actually use the mobile phone's filesystem directly from Rust which means that we can use sled database and persist transaction info across restarts. With this, the inefficiencies identified in the initial PR comment have been resolved!


[Feature Request]: Enhancing Chat Box

Is there an existing issue for this?

[X] I have searched the existing issues

Feature Description
The avathar is not propelry appearing
Use Case
Enhancing the chat box
Benefits
No response
Add ScreenShots
No response
Priority
High
Record

[X] I have read the Contributing Guidelines
[X] I'm a GSSOC'24 contributor
[ ] I'm a SSOC'24 contributor
[X] I want to work on this issue

@singodiyashubham87 Can You Please assign me the issue

can u pls assign me this issue

Duplicate issue


Timeline for TLS v1.3

Hi,
In regards to the upcoming finalization of TLS v1.3 draft, do you have any timeline (even a high level) about the implementation?

We've already managed to get some support on this one from our existing support contract holders so have started work on it now. Not sure how long it will take.

I do have a support contract as well (Axway Software). As our customers are gonna push, do you plan to get a mailing list or something to keep us up to date?

You'll see it appearing in the FIPS git repositories as well as here. We'll also be sending out an announcement to the FIPS mailing list.

Fair enough. Closing this one.


[Research] BlockSci Research Questions

Objective
Scope down the BlockSci research if possible by providing 3-5 pressing questions we have right now
Give BlockSci feedback on the test scenarios they have proposed (see Origin doc - Test Plan)
Origin Document

BlockSci Action Chains
BlockSci Test Scenario Plan

Goals

Get some early learnings that could impact current Shannon development iterations
Focus on Applications, Suppliers, and/or Gateways

Deliverables

[ ] 1. Question List
[x] 2. Approval of test scenarios

Non-goals / Non-deliverables

Negatively impacting BlockSci progress
Running simulations

General deliverables

[ ] Questions List: Add/update TODOs and comments alongside the source code so it is easier to follow.

Creator: @RossiNYC

On the 11/29 call PNF approved the following scenarios in this priority order:

Servicer (Supplier) viability
Network viability - Rewards & Fees
Gateway viability
Network failures - servicer (supplier)
Network failures - oracle
Jailing/Slashing (of Suppliers)

The following questions were put forward:

How does node difficultly / cost to operate impact supplier viability? (PNF followed up with supporting research from a recent node runner survey)
How would an economic gaming of the oracle impact the network, would there be a way to identify this?
Do the current reward and fee structures support all actors positively (under what conditions can any supplier and/or gateway earn a positive return)

POKT to Clarify:
Open questions around pausing vs. jail/slashing of nodes - will suppliers or other malicious actors in the ecosystem be subject?

Open questions around pausing vs. jail/slashing of nodes - will suppliers or other malicious actors in the ecosystem be subject?

Jailing - This should be treated this as a state that's derived by the result of some exogenous variable (e.g. RPC challenge, but out-of-scope) that will result in slashing.
Pausing - This is a supplier-initiated state and TBD if we'll implement it. If we do, there may be a mechanism that transitions Pasuing -> Jailing (e.g. one of various factors leading to a Jailing) if it is present for too long.


Python Egg Extraction Error When Trying to Use pyproj in Pyspark

I have pyproj installed in my conda environment on my local machine (MacBook Pro).  Everything works properly.  I am able to use pyproj within the pyspark installation on my local machine.  However, I mainly work on a Linux machine I SSH to and I have shipped my conda environment from that Linux machine to an HDFS cluster so that I can use pyproj (and pyspark) on a large dataset.
When I try to run the same rdd.map() code on that HDFS cluster in which some pyproj stuff is inside the .map(), I get the following error:
ExtractionError: (ExtractionError("Can't extract file(s) to egg cache\n\nThe following error occurred while trying to extract file(s) to the Python egg\ncache:\n\n  [Errno 13] Permission denied: '/home/.cache'\n\nThe Python egg cache directory is currently set to:\n\n  /home/.cache/Python-Eggs\n\nPerhaps your account does not have write access to this directory?  You can\nchange the cache directory by setting the PYTHON_EGG_CACHE environment\nvariable to point to an accessible directory.\n",).
The '/home/.cache/Python-Eggs' is a directory on the Linux machine I SSH to, not in HDFS, nor my local machine (MacBook Pro).
I have no idea how to solve this issue and would appreciate any assistance.  Have a good day!

Is this happening during installation of pyproj?

No.  It happens when I try to run a Spark job in which an RDD is being mapped from elements consisting of lat/long points to buffers using shapely.  I use pyproj to transform to a coordinate system to get accurate distance measurements.  The code works fine on my Mac using my Mac's spark and pyproj installations.  It also works fine during non-Spark jobs when SSHed into a Linux machine.  But when trying to use HDFS & Spark, it fails with that error.  I shipped my Conda environment to HDFS so it can use it and all the packages I have installed (including pyproj).

I tried the same stuff and worked for me using the following configuration:
```
pyspark/spark-submit
--conf spark.executorEnv.PYTHON_EGG_CACHE="./.python-eggs/"
--conf spark.executorEnv.PYTHON_EGG_DIR="./.python-eggs/"
--conf spark.driverEnv.PYTHON_EGG_CACHE="./.python-eggs/"
--conf spark.driverEnv.PYTHON_EGG_DIR="./.python-eggs/"
But now I'm getting the following error:

File "build/bdist.linux-x86_64/egg/pyproj/init.py", line 358, in new
return _proj.Proj.new(self, projstring)
File "_proj.pyx", line 84, in _proj.Proj.cinit (_proj.c:1170)
RuntimeError: no system list, errno: 20

On doing some R&D on this error. I got to know that if I don't have the ownership of the egg file being used even in normal Python (using sys.path.append("/path/to/pyprog.egg")) I'm facing the exact same issue. But I'm not aware of who/which user exactly have the ownership of the file being used by spark-submit. Also, the same exact code is working with pyspark shell but not with spark-submit.

Can you try pyproj==2.1.0 and see if the issue persists?

Thanks for the report! Feel free to reopen if this issue persists.


Changes to SocietyResultSet

Society Result Set now links variable codes to their descriptions, making it easier for legends, markers, etc. so we don't have to link them in the Javascript.

Current coverage is 64.53%

Merging #142 into master will increase coverage by +0.18% as of 7942119

@@            master    #142   diff @@
======================================
  Files          101     101
  Stmts         2943    2958    +15
  Branches         0       0
  Methods          0       0
======================================
+ Hit           1894    1909    +15
  Partial          0       0
  Missed        1049    1049

Review entire Coverage Diff as of 7942119

Powered by Codecov. Updated on successful CI builds.


Enable function definitions

Restructure the definitions.

I'm not sure of this, but let's try.

I also have to add some examples.


Replica set clarification: no need to write directly

After much playing with replicat sets I realized that I should not touch them and always use deployments. Just an expansion on the correct section.

Thanks, @paurullan , please sign the CLA when you get a chance!

I signed it!

I improve a little the text with the suggestions above. If you have any other comments feel free, I am learning a lot on writting community documentation.

@johndmulhausen PTAL.

Thanks, @paurullan !


feat: invoke ngc thru @angular/compiler-cli version 5.0.x

I'm submitting a...
[ ] Bug Fix
[x] Feature
[ ] Other (Refactoring, Added tests, Documentation, ...)

 Migrates to v5
Produces aot metadata in version 4.
Fixes #219
Does this PR introduce a breaking change?
[ ] Yes
[x] No

Test was refactored in c222daeabd84061fb54ecbc337a8a724b8e802bc


[fix] (compaction) fix time series (#38791)

Proposed changes
pick from master #38791
Issue Number: close #xxx

run buildall


Two Issues

Thanks for the project. I've found two issues:

Quest tracker doesn't work
Quest progress updates on the middle of the screen don't appear, such as 1/12 apple. This applies to error messages as well, such as "You don't have enough energy" etc.

Comment out this line inside \tDF\tReduced-actionbar.lua:

Thanks @alchem1ster . @armchairrockstar1  - did that work for you for #2? #1 is by design. pfQuest + pfQuest turtle are typically used. The default quest tracker was removed to provide a cleaner look.

1 - Not sure where the original quest tracker has gone. I disabled my addon and it's still missing. Even on a new character.
2 - Fixed in v1.8.6


Remove Ruby on Rails doc

The Ruby on Rails doc depends on the MySQL doc, which has been removed. We should remove RoR as well.

It's still not applied since @pyronicide raised the issue that there are inbound links from other places in the docs that also need to be removed. Can I ask you to fix that @jgarcia-mesosphere and update the PR?

I fixed the issues and pushed already. We need to just be more careful
before merging things like this in the future.
On Wed, Jun 15, 2016 at 9:31 PM, Michael Hausenblas <
<EMAIL_ADDRESS>wrote:

It's still not applied since @pyronicide https://github.com/pyronicide
raised the issue that there are inbound links from other places in the docs
that also need to be removed. Can I ask you to fix that
@jgarcia-mesosphere https://github.com/jgarcia-mesosphere and update
the PR?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/dcos/dcos-docs/pull/365#issuecomment-226385823, or mute
the thread
https://github.com/notifications/unsubscribe/AAC7ePmO3CUZy9_X2r8xx0UDrADCfVe7ks5qMNGqgaJpZM4It8WR
.

Ah, perfect, thank you @pyronicide and yes, totally agreed. Also: my bad.


Small issue with partial selection

Hi Matthew,
I believe there is a small bug with respect to PyVSC partial selection (please let me know if I'm missing something here): it looks like the part select in PyVSC isn't inclusive in both ends, please look at the below example:
import vsc
imm = vsc.rand_bit_t(4)
imm.set_val(2)
print("imm val is: {}\n".format(imm[1:0]))

This prints 0 instead of 2 (apparently it only prints imm[0]).
Cheers,
Hodjat

Hi Hodjat,
You're absolutely right: there is an issue with the slice operator used in procedural code (constraints should be fine). I've checked in a fix, which will be available as release 0.2.3 of the library.
I'll leave this open until you're able to confirm that the issue is resolved.
Best Regards,
Matthew

Hi Matthew,
Thanks for the quick fix. It's solved now.


Does not work on Arch linux

I am importing using use systemctl::*; and running the following code:
let services = list_units(None, None).unwrap();
println!("Services: {:?}", services);

and I get
Services: [] no matter what I do.
I validated that systemctl is in /usr/bin/systemctl and when I run the actual commands locally I do not have any problems.  Am I missing something obvious here?

Hello @RoastBeefer00,
well from what you just said, that means the parser is in failure for every single status report.
Can you show us one or two status being reported by systemctl list-unit-files ?

Here is an example of output from systemctl list-unit-files:
UNIT FILE                                  STATE           PRESET
proc-sys-fs-binfmt_misc.automount          static          -
-.mount                                    generated       -
dev-hugepages.mount                        static          -
dev-mqueue.mount                           static          -
efi.mount                                  generated       -
proc-fs-nfsd.mount                         static          -
proc-sys-fs-binfmt_misc.mount              disabled        disabled
sys-fs-fuse-connections.mount              static          -
sys-kernel-config.mount                    static          -
sys-kernel-debug.mount                     static          -
sys-kernel-tracing.mount                   static          -
tmp.mount                                  generated       -
var-lib-machines.mount                     static          -
var-lib-nfs-rpc_pipefs.mount               static          -
gpm.path                                   static          -
systemd-ask-password-console.path          static          -
systemd-ask-password-wall.path             static          -
session-1.scope                            transient       -
accounts-daemon.service                    disabled        disabled
alsa-restore.service                       static          -
alsa-state.service                         static          -
archlinux-keyring-wkd-sync.service         static          -
arptables.service                          disabled        disabled
atop-rotate.service                        static          -
atop.service                               disabled        disabled
atopacct.service                           disabled        disabled
atopgpu.service                            disabled        disabled
auditd.service                             disabled        disabled
auth-rpcgss-module.service                 static          -
<EMAIL_ADDRESS>                          alias           -
avahi-daemon.service                       enabled         disabled
avahi-dnsconfd.service                     disabled        disabled
blk-availability.service                   disabled        disabled
bluetooth-mesh.service                     disabled        disabled
bluetooth.service                          disabled        disabled
<EMAIL_ADDRESS>                     static          -
canberra-system-bootup.service             disabled        disabled
canberra-system-shutdown-reboot.service    disabled        disabled
canberra-system-shutdown.service           disabled        disabled
console-getty.service                      disabled        disabled
<EMAIL_ADDRESS>                 static          -
containerd.service                         disabled        disabled
dbus-org.fedoraproject.FirewallD1.service  alias           -
dbus-org.freedesktop.Avahi.service         alias           -
dbus-org.freedesktop.hostname1.service     alias           -
dbus-org.freedesktop.import1.service       alias           -
dbus-org.freedesktop.locale1.service       alias           -
dbus-org.freedesktop.login1.service        alias           -
dbus-org.freedesktop.machine1.service      alias           -
dbus-org.freedesktop.nm-dispatcher.service alias           -
dbus-org.freedesktop.portable1.service     alias           -
dbus-org.freedesktop.timedate1.service     alias           -
dbus-org.freedesktop.timesync1.service     alias           -

@RoastBeefer00, I had the same problem on ubuntu, but its fixed for me with the newest commit in main. Can you retry?


[5.8] Allow the handling of only one request per test

The framework gets booted only once per test meaning it can safely handle only one request per test. Making multiple requests per test falls under the category of undefined behavior as the application is left in an unclean state after the first request has been handled since the tearDown method which takes care of the cleanup gets called only once after the entire test method gets executed.
IMO, being able to write tests which don't reflect the real world scenario that they are testing (as it isn't possible to do something like that as a client/browser which does real HTTP requests) and which can pass just by coincidence (depending in what state the application was left after handling the previous request) is not a very good thing.
I'm opening this PR because I think the framework shouldn't allow to the developers to write such tests which is evidenced by getting every once in a while a new issue like #27060 which actually isn't an issue, it's just a test being incorrectly written (because not every developer knows the internals of how the framework boots etc).
The proposed solution is to throw an exception if/when a second request is made in the same test. As writing tests in this way hasn't even been documented the impact should be minimal, but obviously some tests out there will have to be refactored.

This change would break a lot of tests in quite a number of applications for the sake of an edge case that people get bitten when using constructor DI instead of the method DI available on Request Handler objects.
Making two requesrs from a single test is useful and I don't think the framework should sacrifice this feature because of the linked issue.

I'm not sure that's the only case when people can get bitten by this so it's better to be safe than sorry. Making two requests from a single test is usually a sign that a test is testing more than one thing which isn't considered as a best practice (a usual example of this which I've seen in some projects would be testing the registration and then the login endpoint in the same test with the previously registered user). Anyway it's up to @taylorotwell to decide if he wants to merge this and if he does I'll fix the few failing framework tests afterwards.

I'd be 👎 on this. It's over-restrictive.

Even the framework's own test suite needs to make more than one request, so there's no way we can merge this with multiple test failures.

@GrahamCampbell I don't think that any framework test needs to make more than one request and I've said already that I'd fix all those failures if Taylor wants to merge this (or better said in past tense since you already closed the PR).


The game crashes with no feedback after trying to write to leaderboards.

Tested versions
v3.5.3.stable.official [6c814135b]
Godotsteam plug-in version 3.22.2
System information
Operating System: Manjaro Linux  KDE Plasma Version: 5.27.10 KDE Frameworks Version: 5.113.0 Qt Version: 5.15.12 Kernel Version: 5.15.146-1-MANJARO (64-bit) Graphics Platform: X11 Processors: 12 × AMD Ryzen 5 3600 6-Core Processor Memory: 15.6 GiB of RAM Graphics Processor: AMD Radeon RX 550 / 550 Series Manufacturer: Gigabyte Technology Co., Ltd. Product Name: B450M DS3H V2
Issue description
When trying to upload a score to a Steam leaderboard using the Godotsteam plug-in the game crashes with no error message.
Here's the crash log:
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.5.3.stable.official (6c814135b69d4e703956bacc2073b4b179ff5a00)
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[1] /usr/lib/libc.so.6(+0x3e710) [0x7feb85dcc710] (??:0)
[2] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2f011df] (??:0)
[3] godot_variant godot::__wrapped_method<Steam, void, int, bool, godot::PoolIntArray, unsigned long>(void*, void*, void*, int, godot_variant**) (??:0)
[4] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xededda] (??:0)
[5] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2e8266e] (??:0)
[6] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2f136b2] (??:0)
[7] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xb7b30c] (??:0)
[8] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xb8fecc] (??:0)
[9] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xb90c74] (??:0)
[10] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xb3e930] (??:0)
[11] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2e82749] (??:0)
[12] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2e8db4a] (??:0)
[13] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2e8e893] (??:0)
[14] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xb90543] (??:0)
[15] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xb90c74] (??:0)
[16] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xb3e930] (??:0)
[17] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2e82749] (??:0)
[18] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2e8db4a] (??:0)
[19] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2e8f203] (??:0)
[20] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2e94380] (??:0)
[21] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xeb5767] (??:0)
[22] godot::Object::emit_signal(godot::String, godot::Array const&) (??:0)
[23] Steam::leaderboard_find_result(LeaderboardFindResult_t*, bool) (??:0)
[24] /home/carles/gd_project/addons/godotsteam/x11/libsteam_api.so(+0x1abff) [0x7feb41902bff] (??:0)
[25] /home/carles/gd_project/addons/godotsteam/x11/libsteam_api.so(+0x1ad12) [0x7feb41902d12] (??:0)
[26] /home/carles/gd_project/addons/godotsteam/x11/libsteam_api.so(+0x1bb35) [0x7feb41903b35] (??:0)
[27] /home/carles/gd_project/addons/godotsteam/x11/libsteam_api.so(SteamAPI_RunCallbacks+0x90) [0x7feb419059f0] (??:0)
[28] godot_variant godot::__wrapped_method<Steam, void>(void*, void*, void*, int, godot_variant**) (??:0)
[29] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xededda] (??:0)
[30] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2e8266e] (??:0)
[31] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x2f136b2] (??:0)
[32] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xb7b30c] (??:0)
[33] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xafeeb0] (??:0)
[34] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x1f8afaf] (??:0)
[35] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x1fb539e] (??:0)
[36] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0x1feb279] (??:0)
[37] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xa96eba] (??:0)
[38] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xa06975] (??:0)
[39] /usr/lib/libc.so.6(+0x27cd0) [0x7feb85db5cd0] (??:0)
[40] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7feb85db5d8a] (??:0)
[41] /home/carles/gd_project/Godot_v3.5.3-stable_x11.64() [0xa192ce] (??:0)
-- END OF BACKTRACE --
================================================================

Steps to reproduce

Create a project
Install the Godotsteam plug-in
Implement methods to find a leaderboard and upload scores to it
The game crashes most times an attempt is made to upload a score.

Minimal reproduction project (MRP)
leaderboards_test.zip

Hey there!  Well, that is a new one.  Thank you for the minimum reproduction.  I'm just now getting set up at my desk so I'll give this a shot and figure out what's going on.

I don't get any actual crashes but it does close after it tries to upload.  It seems to never print that it found the leaderboard handle so it must break before. There are a few steps missing in here, like calling for the current player's stats which can cause issues sometimes.  I'll see if I can get this example to work this afternoon.

I don't get any actual crashes but it does close after it tries to upload. It seems to never print that it found the leaderboard handle so it must break before. There are a few steps missing in here, like calling for the current player's stats which can cause issues sometimes. I'll see if I can get this example to work this afternoon.

Oh, sorry, my description of the problem was inaccurate: it's not the Godot editor that crashs, but the game, so you have indeed reproduced the issue. I'll edit the report.

Ah, OK!  Yeah, I changed Steam.steamInit(true) and added the callback for current_stats_received and now it flows better.  I also changed the uploading score function to a button.
Still going through it see what else needs fixed.

OK, got it working.  Here is what I changed:

Steam.steamInit(false) to Steam.steamInit(true)
Added Steam.connect("current_stats_received", self, "_on_current_stats_received"); I ignore the data passed, we just have to have the stats received once.
Steam.uploadLeaderboardScore(new_score, true, []) was missing the last array. It can be empty but is required.
Upload leaderboard function attached to a button so it is manually triggered.
Uncommented and modified print("Upload results: "+str(res))

After all that, it works fine. I think the main hitches were not calling for user stats and missing that array argument.
And here is my modified leaderboards_test.zip

You manage to test that out?

You manage to test that out?

Nop, I've been a little busy until just now.
I've tried your project and the game still crashes though :-/ The stats are received but it crashes when I press the button.
Here's the output console, in case it helps:```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.5.3.stable.official (6c814135b69d4e703956bacc2073b4b179ff5a00)
Dumping the backtrace.  That's pretty odd.  Works totally fine, tested it again.  I'm guessing, based on that output, that you press the button, it prints "Uploading score to Steam.." then dies around the call to findLeaderboard?  You get no leaderboard handle results?
I wonder if this is a libc issue.  Do you know the version of libc your Manjaro installation uses?
Also, I'm 100% sure this is GDNative but  can you try the same project with the pre-compiled GodotSteam editor?  You'll have to remove the plug-in and all mention of it, but it should work fine.

Apparently my libc version is is 2.38
[carles@pc ~]$ ldd --version
ldd (GNU libc) 2.38
Copyright (C) 2023 Free Software Foundation, Inc.
Aquest és programari lliure; vegeu el codi font per les condicions
de còpia.  No hi ha CAP garantia; ni tan sols de COMERCIABILITAT o
ADEQUACIÓ PER A UN PROPÒSIT PARTICULAR.
Escrit per Roland McGrath i Ulrich Drepper.

Your project does work on the pre-compiled editor, yes!

OK, just wanted to be sure that the pre-compile is fine.  I feel like if it was a libc issue, the whole thing would probably not work; since that is usually how it goes.  Just trying to pinpoint the exact function it dies on to see if there is something wonky in there.

Bad news, today I tried implementing those changes in another project and it keeps crashing.
I've noticed the error only happens if I use the ID for my game, though. If I keep the Space Wars id (480) all works. Any ideas?
Note:

Other Steam features, like steamcloud up/download and achievemtsn, work with my ID
My game is still unreleased, and leaderboards are not available in the community hub
GodotSteam does find the handl for the leaderboard
The same code works if I just change my game's ID for Space Wars ID.
The crash only happens if I download the user's highscore and immediately try to upload them. That is:

	yield(SteamApi.download_player_highscore("normal_mode"), "completed")
	print("download done")
	yield(SteamApi.upload_player_highscore("normal_mode", new_score), "completed")
	print("upload done")

This is how I have configured the leaderboard on Steamworks:

I've tried running the precompiled Godot from the commandline to get some feedback about the error, but in this case I only get the game's print() output.

Only breaks with your game ID?  That's a weird twist.  Have you tried opening Steam console to see what it says about these calls?  You can read about it here.
If you can pull the score from your leaderboard, then they uploading to it should be fine.  Trying to think what may be causing this.

I'll try the Steam console a try ASAP, but to be clear: both pulling and pushing scores seem to work fine (I can see the uploaded scores on Stwamworks). It's when I do one after the other like this:
    yield(SteamApi.download_player_highscore("normal_mode"), "completed")
	print("download done")
	yield(SteamApi.upload_player_highscore("normal_mode", new_score), "completed")
	print("upload done")

So where exactly does it crash?  After uploading the score and only if you download then immediately upload?

Sorry, I've been busy.
This is the code where I call the API methods:
yield(SteamApi.download_player_highscore("normal_mode"), "completed")
print("download done")

yield(SteamApi.upload_player_highscore("normal_mode", new_score), "completed")
print("upload done")

I've added a couple prints to my methods, as follows, to find out when exactly does the game crash (I'm avoiding breakpoints because they might distort the timing)
	Steam.downloadLeaderboardEntries(1, 1, 0)
	print("waiting for the leaderboard_scores_downloaded signal")
	var res = yield(Steam, "leaderboard_scores_downloaded")
	print("leaderboard_scores_downloaded signal received")

The game's output is as follows:
Stats received
Downloading score from Steam...
Leaderboard handle found: 12784708
waiting for the leaderboard_scores_downloaded signal

So apparently the set_current_leaderboard() method inside download_player_highscore() seems to be working fine, but downloadLeaderboardEntries() fails.
I managed to get the Steam console output:
Game process added : AppID 2764350 "", ProcID 28890, IP <IP_ADDRESS>:0
Controller slots reset
Game process removed: AppID 2764350 "", ProcID 28890
ThreadGetProcessExitCode: no such process 28890

Now, here's a weird surprise. If I comment the call to the upload method, like this:
yield(SteamApi.download_player_highscore("normal_mode"), "completed")
	print("download done")

#	yield(SteamApi.upload_player_highscore("normal_mode", new_score), "completed")
#	print("upload done")

then the game does not crash. This is the output:
Stats received
Downloading score from Steam...
Leaderboard handle found: 12784708
waiting for the leaderboard_scores_downloaded signal
leaderboard_scores_downloaded signal received
Download results: [Leaderboard entries successfully retrieved, 12784708, [{global_rank:1, score:124, steam_id:76561198107143579, ugc_handle:-1}]]
download done

This kinda breaks my head. In view of this test one would think that it's the upload part that causes the error, but how is that possible if the game crashes before it even finishes the download part, which comes before? There might be some async issue here, but I can't see it.

All good!  Busy happens... a lot in some cases.  Did you use ipc_log?  You'll want to try to log the UserStats class to see what those functions are doing.  Basically the console output you got was just that Steamworks started then ended.  Though I'm not sure exactly what all we'd find out from ipc_log but worth a shot.
Yeah, it is very strange indeed.  I'm not sure if it is the download then upload in quick succession; I don't know if that is common ever.  Is this most recent test you did using the pre-compiled editor or the GDNative plug-in?

This was with the plug-in, but I've just checked and the same thing happens with the precompiled editor.
Here's the IPC log. I think I got it right.
precompiled_ipc_log.txt

That's what I tried last week, and the reason I told you that the issue only happened with my game, but I've double checked again and... I think I did a mistake when I ran that test. I was using space wars' ID but I was using the name of my game's leaderboard by mistake, so of course the game didn't crash because it didn't find any leaderboard to work with in the first place.
Now that I've done it properly I've seen that it does happen with space wars' ID and leaderboard as well, so that's one headache fewer!
To recap, here's my Steamworks managing code right now (as a txt so github allows it):
steam.txt
Here's the code where I try to download and upload scores, which is called when I press a button:
        yield(SteamApi.download_player_highscore("Feet Traveled"), "completed")
	print("download done")

	yield(SteamApi.upload_player_highscore("Feet Traveled", new_score), "completed")
	print("upload done")

And here's my output:
Stats received
Downloading score from Steam's leaderboard 'Feet Traveled'...
Handle found for leaderboard 'Feet Traveled': 2
waiting for the leaderboard_scores_downloaded signal

and the log:
precompiled_ipc_log.txt
All of this done using the precompiled editor.

Can I ask for another minimum reproduction?  I assume there are buttons connected to a bunch of these functions, haha.

Ok, I think I've found the problem.
I was trying to run my game with the precompiled editor, but I hadn't removed the plug-in first, as you had done with your fixed MVP. I guess it was trying to do everything twice, and and upload was conflicting with a download or something like that.
I've removed it now and apparently I can download and upload scores :-)
Thanks for your help.

Ayyy!  Glad you got it figured out!  Yeah, I didn't think about the possibility of both the plug-in existing with the pre-compiled editor.  They do not play well together.
Let me know if you come across anything else!


judge font Segoe UI Emoji exists

This only checks if the font exists on the user's system, not whether it's actually used.

It's not 100% accurate, but it's more reliable than judging the version number.

Can you explain in more detail what you're doing? I looked it up myself and found the Code Page Identifiers. What makes you think that those identifiers use the Segoe UI font?

I found that in a Western-language version of Windows, emoji is not displayed under the default configuration.

#11

I tried windows10 Simplified Chinese version

What makes you think that those identifiers use the Segoe UI font?

I tried windows10 Simplified Chinese version.
Other code is inferred.

I found that in a Western-language version of Windows, emoji is not displayed under the default configuration.

That's just speculation though unless you can link to a source?

I'm not sure I want this. Doing a sync spawn on startup is very bad performance-wise. I think it would be easier and better to just revert https://github.com/sindresorhus/log-symbols/commit/2c129440922109554f2337023530c63fc180bc8d. It's clear that Windows is not universally Unicode ready yet.

I think it would be easier and better to just revert 2c12944.

+1. Spawning a process also makes it more prone to errors unless handled correctly. Especially on Windows. With that and the negative performance impact in mind, I don't think there's super much to gain here.


[MWPW-128656] Template X receive Search Bar from Search Marquee

Please always provide the JIRA issue(s) your PR is for, as well as test URLs where your change can be observed (before and after):
Fix MWPW-128656
Description:
Some small layout tweaking to avoid masonry col squeezing
Added sticky search bar if both tool bar and search bar are toggled on for template X block and the search marquee block is present on the page.
Test URLs:

Before: https://stage--express--adobecom.hlx.page/express/templates/?lighthouse=on
After: https://mwpw-128656--express--adobecom.hlx.page/express/templates/?lighthouse=on

Looks like the import reference for the fetchAPI is not pointing to the correct folder (linting error)

When I filter on 'Free' or 'Premium', the filter goes back to 'Premium & Free'.

When filtered on 'animated', are all of the templates supposed to animate on hover?

When filtered on 'animated', are all of the templates supposed to animate on hover?

not necessarily. animated isn't really an accurate filter any more. Nonetheless, all of the templates you see with a small play icon on the bottom left cover are the ones with hover play effect.

When I filter on 'Free' or 'Premium', the filter goes back to 'Premium & Free'. Same goes for the 'Static/Animated' filter.

This is a new issue that exists before this PR as well. I left a fixme comment in the code and temporarily commented out the line of code causing the issue. This will not be a GA blocker but is worth a fast follow!

Codecov Report

Merging #80 (c0ed0f0) into stage (8be2739) will decrease coverage by 0.29%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##            stage      #80      +/-   ##
==========================================
- Coverage   39.57%   39.29%   -0.29%
==========================================
  Files           9        9
  Lines        4986     4986
==========================================
- Hits         1973     1959      -14
- Misses       3013     3027      +14

see 1 file with indirect coverage changes
:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more

When filtered on 'animated', are all of the templates supposed to animate on hover?

not necessarily. animated isn't really an accurate filter any more. Nonetheless, all of the templates you see with a small play icon on the bottom left cover are the ones with hover play effect.

The change you made seems to have fixed it, most I was seeing before were not animating, now most are.

One other thing I just noticed and maybe not critical but the hover on the category list goes all the way down the page, making for a bit of a weird effect. Maybe should be sticky to top as you scroll down or make wrapper not go down the whole page. This is one I implemented, so I can take a look if you think it's worth it.

This is how it is on production now and Sean hasn't mentioned anything so I think we should leave it be. Thanks for the proactiveness, though!

Additionally - you should probably add a unit test to test the search bar is being sticky right?

Yes. Thanks for the reminder!


WP3.5.3 C Make Butler data available to UK-RSP (UK implementation of Rubin Science Platform) with Jupyter Lab access

17/JUN/22

this perhaps is a longer term goal.   Need to confirm with Raphael if still relevant for the current 6 month plan.

small example sent to MikeR
Mike tested this
final butlte daat still to be sent.

15/JUL/22

no change

29/JUL/22

Mike has given rapahel access to the Qserv DB for further testing
finalised the table format for the qsertv instance.  this will be part of the RSP access

12/AUG/22

this is done
@raphaelshirley will provide a link to the notes referring to the write-up for this and then this can be closed.

15/AUG/22

@MikeeRead confirmed that this task is complete and provide the link to the associated noted see
https://lsst-uk.atlassian.net/wiki/spaces/LUSC/pages/3020685315/Notes+on+making+butler+repository+available+in+the+RSP


XplatGenerateReleaseNotes@3 - Unable to change time zone of displayed date

Azure DevOps Extensions
Generate Release Notes (Node Cross Platform)
Platform
Azure DevOps Services
Azure DevOps Server (TFS) Version
No response
Extension Version
3
Describe the bug
Under the handlebar template, we are using the moment helper, which allows us to format the date output to a specific way, like this: {{moment buildDetails.lastChangedDate zone="(clientTimeZone)" format="YYYY/MM/DD HH:mm ZZ"}}.
Unfortunately, I tried to use it like defined in the documentation and even though I changed the zone to something else, it always stays in UTC.
Repo Steps
Use {{moment buildDetails.lastChangedDate zone="-4:00" format="YYYY/MM/DD HH:mm ZZ"}} or any other dates in your handlebars template. The output will be in UTC.
Expected Behavior
Output should be in the specified time zone.

Logging Information
No response

Have you tried using this custom module sample

The date_formatter is what you make it as it is custom extension, edit it to do what you require
// A Handlebars Helper to allow bespoke date formatting
// Azure DevOps returns dates in the format "Mon Aug 09 2021 08:31:02 GMT+0000 (Coordinated Universal Time)"
// This functions swaps them to a local format e.g."August 09, 2021 - 08:31"
/* Usage
    {{date_formatter buildDetails.startTime}
*/
module.exports = {date_formatter(theDate) {
    return theDate.toLocaleString();
}};


Team 0ED6

This work-in-progress Pull Request is related to issue https://github.com/Inria-Empenn/narps_open_pipelines/issues/51.
@bclenet: this is a first pass at specifying the preprocessing for 0ED6. Does this help with writing the preproc pipeline?

@cmaumet  this surely helps !

@bclenet - I am assigning this to you to start the refactoring. If more info/work is needed to build the pipeline you let me know.

Closing this PR, as the code was ported to #180


T59047: performance issue (regression?)

https://developer.blender.org/T59047
Tests with default export options:
Tested on an old build I have on my laptop --> export in less than 1 minute
Tested with build of Dec 9th --> Still not finished after 15 minutes
We have to check if regression is on our side, or in blender api side

Tested on my old build (from Nov 30th), but with current version of addon code --> Still have the issue.
Problem seems to be on addon side, not on Blender API side

(Finished after 1h50!)

@julienduroure Did you get a successful export from the old build?  I tried an older copy of the addon, and it died with some error in less than a minute, but it didn't produce a valid glb file.
I suspect that the performance "regression" was caused by fixing the error, such that the whole file could export now, given enough time (hours!).
Still it seems that other formats can export much more quickly, so I'm hopeful that a performance bottleneck can be found.  I just don't think it can be found by looking at recent git history, instead it needs to be investigated with time-logging code that lets us find out which functions are costing the most time.

It freezes while splitting primitives and apparently doesn't even complete the loop once.

Confirmed!  I was able to get a good export of the high-poly sample here with the latest master branch.  Took about 60 seconds, but it worked and produced valid output.


Custom history of uptime instead of 7 days

Sounds like a good idea, we'll have to explore the best way to implement this without breaking the GitHub API public rate limit.
(I'm assuming you mean the 7-day response time graph: https://demo.upptime.js.org/history/google. Please correct me if I'm wrong!)

Yes, I meant 7-day reponse time only.

Upptime now adds all these different types of uptime metrics:

Overall uptime
1-day (24h) uptime
1-week (7d) uptime
1-month uptime
1-year uptime

Soon, I'll also add all of these types for response time metrics.

Response time also has these metrics now! 😄
All that's left to do is add the companion interface for the web app.

The status website now has support for all the metrics in all the durations! 😄

The README.md file also has them, like this:

Great work. 👍


Failure adding an existing AKS cluster to Rancher 2.0.8

I checked the scenarios in #11492 and I am doing the first option, adding the cluster that already exists. The cluster was created with the service principal, which I also use in the Rancher form to add a new cluster.
Authentication test completes and I enter the existing resource group. When I get to the list of clusters, the following error message is shown:

Error getting resource group DevAndTest: resources.GroupsClient#CheckExistence: Failure responding to request: StatusCode=403 -- Original Error: autorest/azure: error response cannot be parsed: "" error: EOF

Ok, I needed to add a role to the service principal, although it is not described anywhere. Now, I get another error:

Containerservice.ManagedClustersClient#CreateOrUpdate: Failure sending request: StatusCode=0 > -- Original Error: autorest/azure: Service returned an error. Status=400 Code="InvalidParameter" Message="The value of parameter orchestratorProfile.OrchestratorVersion is invalid." Target="orchestratorProfile.OrchestratorVersion"

bump. Same issue.

@alexeyzimarev  how did you add the role to service principal?

See also docs issue here https://github.com/rancher/docs/issues/1355

So, this is effectively a dupe of the above mentioned docs issue. Moving over to-test

Closing in favor of https://github.com/rancher/docs/issues/1355


Does not start anymore

Hi,
the Echarts Adapter does not start anymore, it worked in the past.
Describe the bug
The Adapter does not start, after clicking Echarts, screen will be empty, without any Error message in Log files,
To Reproduce
Steps to reproduce the behavior:

Go to Admin Gui (5.3.1)
Click on eCharts

empty screen

Versions:

Adapter version: <1.0.3>
JS-Controller version: <3.3.22>
Node version: <v14.18.3>
Operating system: <debian 10.11>

Additional context
Deinstall Adapter, reboot, install adpater - does not start

Please look into browser console when "Page is empty" ... And post the show error message

Hi,
I did the following steps and it works again:
Remove echarts Adapter, update the Debian OS, reboot the Host, install the Adapter and it worked again.
I don*t know why, because I tried this several times before.


How about a little Ui/Ux retouch ?

I founded super interesting the tool, but while trying to use I experience some little issues like to much tiny text areas to fit content, and I could not help my self to wire up a little Ui iteration to help with that 😂
If you find it useful let me know, will be happy to help.
Resources:

Copy  & Headings  Font -> Clash Grotesk

Code Font -> Fira Code
Figma File

Previews

Hi, thank you for the suggestion, we are currently working on a new design that should be ready soon.


Can We Add Custom Element And Shape For Drawing

Hi there, I'm using your source and project, which is a matter of pride.
But I want to add some new custom elements in the change type, like adding some flow beside default flow and conditional flow between elements and drawing the custom shape I wanna add it
Is it possible?
I've been involved with that for a month but couldn't find any solution
with regards

Thank you for your recognition!
However, could you provide an example diagram for this issue?

let me explain more.
I wanna change the connector between two elements like a start event and a gateway, when I click on the connector(the sequence flow) the setting icon which u called CHANGE TYPE I want to add a new connector there beside default flow and conditional flow...and  connectors changes after selecting the custom connector

So, you mean you want to add a custom type of sequence flow and add it to the 'Switch Type' menu, right?

Yes yesss, absolutely is it possible?

Sure, its possible.
First, you need to add a JSON schema for your custom shape. Then, you should inherit the BpmnRenderer.js to write an SVG node creation method for this shape. Lastly, you need to modify the original BpmnReplaceOptions.js and BpmnReplace.js .
The JSON schema, you can reference my SQL Node.

As for BpmnReplaceOptions and BpmnReplace, you can just inherit from BpmnReplace and implement a new replacement module that overwrites the original module when you use it.

thanks so muchhhh for your attention, time, and explanation
I go for it now and check it out to see what can I do after ur explanations
thanks a lot...I'll be in touch with you and share the result...

I cannot find your JSON schema template in your code and don't know how to add the new custom shape to the change element...
would you please give me a directory of your project or describe it crystal-clear to me...
I like to make it English and other languages  and make pull requests for ur project to appreciate you

Emmm... I think you can find the answer here bpmn-js-examples/custom-meta-model

thanks so much I'm reading and checking it...I'll be in touch with you..
anyway your response and attention are so valuable to me


How to make doube-underscore not be treated as a bold

I thought setting the following would stop a double-underscore from being treated as a bold, but it is not working. For instance, I want "__hi__" to not be treated as a bold, but it is. The following is not doing the trick:
	var simplemde = new SimpleMDE({
		...
		blockStyles: {
		  bold: "**",
		  italic: "*",
		  code: '```'
		},...
	});

See screenshot below:

And yet the notes on the home page for this project states:

blockStyles: Customize how certain buttons that style blocks of text behave.
bold: Can be set to ** or __. Defaults to **

P.S. Just for context, we're doing something important with multiple underscores (such as four in a row), and this messes that up.

Did you find a solution?

Use a backslash prior to your underscores, i.e., write _this_.