Deadlock when calling MicroProfileDumpFileImmediately just before MicroProfileShutdown under linux x64

For a while now I noticed this behavior, for current and past revisions of microprofile. My use case consists of profiling a program and then exiting after dumping the profile info. Here's my gdb dump of the behavior:
[New Thread 0x7f4aded35700 (LWP 21069)]
^C
Thread 1 "reaper" received signal SIGINT, Interrupt.
0x00007f4ae132133d in pthread_join () from /usr/lib/libpthread.so.0
(gdb) info threads
  Id   Target Id         Frame
* 1    Thread 0x7f4ae2bc4740 (LWP 21048) "reaper" 0x00007f4ae132133d in pthread_join ()
   from /usr/lib/libpthread.so.0
  2    Thread 0x7f4aded35700 (LWP 21069) "reaper" 0x00007f4ae132954c in __lll_lock_wait ()
   from /usr/lib/libpthread.so.0
(gdb) thread apply 1 bt

Thread 1 (Thread 0x7f4ae2bc4740 (LWP 21048)):
#0  0x00007f4ae132133d in pthread_join () from /usr/lib/libpthread.so.0
#1  0x00007f4ae200f467 in MicroProfileThreadJoin (pThread=0x7f4ae24f76b0 <g_MicroProfile+2528368>)
    at /home/ryp/dev/Reaper/external/microprofile/microprofile.cpp:896
#2  0x00007f4ae201b7e3 in MicroProfileWebServerStop ()
    at /home/ryp/dev/Reaper/external/microprofile/microprofile.cpp:4222
#3  0x00007f4ae200fa69 in MicroProfileShutdown ()
    at /home/ryp/dev/Reaper/external/microprofile/microprofile.cpp:1129
#4  0x00000001000041b2 in main () at /home/ryp/dev/Reaper/src/main.cpp:55
(gdb) thread apply 2 bt

Thread 2 (Thread 0x7f4aded35700 (LWP 21069)):
#0  0x00007f4ae132954c in __lll_lock_wait () from /usr/lib/libpthread.so.0
#1  0x00007f4ae1322976 in pthread_mutex_lock () from /usr/lib/libpthread.so.0
#2  0x00007f4ae200f2a5 in __gthread_mutex_lock (__mutex=0x7f4ae228af60 <MicroProfileMutex()::Mutex>)
    at /usr/include/c++/7.1.1/x86_64-pc-linux-gnu/bits/gthr-default.h:748
#3  0x00007f4ae200f2f5 in __gthread_recursive_mutex_lock (
    __mutex=0x7f4ae228af60 <MicroProfileMutex()::Mutex>)
    at /usr/include/c++/7.1.1/x86_64-pc-linux-gnu/bits/gthr-default.h:810
#4  0x00007f4ae2024f6e in std::recursive_mutex::lock (this=0x7f4ae228af60 <MicroProfileMutex()::Mutex>)
    at /usr/include/c++/7.1.1/mutex:107
#5  0x00007f4ae2025324 in MicroProfileScopeLock::MicroProfileScopeLock (this=0x7f4aded34dd0, m=...)
    at /home/ryp/dev/Reaper/external/microprofile/microprofile.cpp:1175
#6  0x00007f4ae200fb55 in MicroProfileCreateThreadLog (
    pName=0x7f4ae202d090 "MicroProfileSocketSenderThread")
    at /home/ryp/dev/Reaper/external/microprofile/microprofile.cpp:1186
#7  0x00007f4ae200fefd in MicroProfileOnThreadCreate (
    pThreadName=0x7f4ae202d090 "MicroProfileSocketSenderThread")
    at /home/ryp/dev/Reaper/external/microprofile/microprofile.cpp:1223
#8  0x00007f4ae201e436 in MicroProfileSocketSenderThread ()
    at /home/ryp/dev/Reaper/external/microprofile/microprofile.cpp:4628
#9  0x00007f4ae1320049 in start_thread () from /usr/lib/libpthread.so.0
#10 0x00007f4adfa6cf0f in clone () from /usr/lib/libc.so.6
(gdb)

I'll provide a minimal repro case if needed, hope this is enough to track down the bug.
The current source that I use to repro this bug can be found here.

Hi.
It should be fixed in 23856bfa356c8780aa3e3c42019eef6cb0ea4ae1 - I couldn't repro it, so I'd like to hear if the fix works.

Fixed it for me, thanks a lot! Also thank you for your work on this awesome lib!


No padding when hiding first column with ng-show

After upgrading to 0.9.x I noticed a regression concerning hiding columns with ng-show. When hiding the first column the new column that becomes first does not have any padding to the left. Hiding the other columns however still works as expected.
The issue is shown in the following code pen: http://codepen.io/Koslun/pen/KVZKWa?editors=101, where I added two check boxes for hiding and showing the "calories" and "dessert" columns respectively. Hiding the "calories" column works fine while hiding the "dessert" column (the first column) however leaves you with the "type" column that shows no padding to the left of the table. Resulting in the column either touching the selection boxes or the containing card.

After upgrading to 0.9.x I noticed a regression concerning hiding columns with ng-show. When hiding the first column the new column that becomes first does not have any padding to the left. Hiding the other columns however still works as expected.

This is because cell padding is determined by the index of the cell using nth-child CSS selectors. ngShow does not remove the element from the DOM, it just hides it. If you use ng-if it will behave as expected. I've modified your Codepen to use ng-if.
There may be reasons why you would want to use ng-show instead of ng-if, in that case this is still an issue. I'd probably need to break the rules for column padding like I did in earlier versions where the padding was evenly distributed between cells.

@daniel-nagy thanks, that explains the source of the problem very neatly.
I don't see any reason to use ng-show over ng-if in my application so just changed to using ng-if as you suggested
More generally, like you said, there may be reasons for using ng-show and in that case this would still be an issue. I however don't think it's a very common use-case and if you figure the easiest fix is breaking column padding rules I think it might be just even easier to just leave it up to the developer to throw in some ng-style or ng-class to correct it themselves in the off chance that they both need to use ng-show and use it on the first or last column.
So closing the issue for now.


the accessories didn't respond without wifi

Hello
I do not know if the problem occurred after the update to IOS 14 or after update plugin.
But I have a problem with two decoders - when i am out of wifi range they always don't respond and sometimes also not respond when I have WIFI
do you have any idea for solve this problem?

Are You HomeKit server at Home like AppleTV or HomePod or iPad?

Yes. Of course. I use 2 accesories with your plugin. Like you see in pictures I have problem with both when im outside local wifi.
Attaché pictures when wifi off and wifi on +copy  HB json
HK servers: Apple TV 4K and HomePod mini.
Tomasz Dadas
Wysłane z iPhone'a

Wiadomość napisana przez Grzegorz<EMAIL_ADDRESS>w dniu 08.02.2021, o godz. 17:55:

Are You HomeKit server at Home like AppleTV or HomePod or iPad?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

{
"devices": [
{
"name": "Dekoder Salon",
"host": "<IP_ADDRESS>",
"port": 80,
"auth": false,
"refreshInterval": 5,
"volumeControl": 0,
"switchInfoMenu": false,
"inputs": [
{
"name": "TVP1 HD",
"reference": "1:0:1:3ABD:514:13E:820000:0:0:0:"
},
{
"name": "TVP2 HD",
"reference": "1:0:1:C22:1E78:71:820000:0:0:0:"
},
{
"name": "POLSAT HD",
"reference": "1:0:1:3391:3390:71:820000:0:0:0:"
},
{
"name": "TVN HD",
"reference": "1:0:1:3DCD:640:13E:820000:0:0:0:"
},
{
"name": "POLSAT NEWS HD",
"reference": "1:0:1:3399:3390:71:820000:0:0:0:"
},
{
"name": "TVN24 HD",
"reference": "1:0:1:3DD2:640:13E:820000:0:0:0:"
},
{
"name": "TVN TURBO HD",
"reference": "1:0:1:3DD0:640:13E:820000:0:0:0:"
},
{
"name": "POLSAT MUSIC HD",
"reference": "1:0:1:4293:2BC0:13E:820000:0:0:0:"
}
],
"manufacturer": "Vu+",
"modelName": "zero",
"serialNumber": "3.13.5",
"firmwareRevision": "2020-02-18"
},
{
"name": "Dekoder Biuro",
"host": "<IP_ADDRESS>",
"port": 80,
"auth": false,
"user": "user",
"pass": "pass",
"volumeControl": 0,
"switchInfoMenu": false,
"inputs": [
{
"name": "TVP1 HD",
"reference": "1:0:1:3ABD:514:13E:820000:0:0:0:"
},
{
"name": "TVP2 HD",
"reference": "1:0:1:C22:1E78:71:820000:0:0:0:"
},
{
"name": "POLSAT HD",
"reference": "1:0:1:3391:3390:71:820000:0:0:0:"
},
{
"name": "TVN HD",
"reference": "1:0:1:3DCD:640:13E:820000:0:0:0:"
},
{
"name": "POLSAT NEWS HD",
"reference": "1:0:1:3399:3390:71:820000:0:0:0:"
},
{
"name": "TVN24 HD",
"reference": "1:0:1:3DD2:640:13E:820000:0:0:0:"
},
{
"name": "TVN TURBO HD",
"reference": "1:0:1:3DD0:640:13E:820000:0:0:0:"
},
{
"name": "POLSAT MUSIC HD",
"reference": "1:0:1:4293:2BC0:13E:820000:0:0:0:"
}
],
"manufacturer": "Dream Multimedia",
"modelName": "esi_88",
"serialNumber": "<IP_ADDRESS>_stm24_0214",
"firmwareRevision": "2013-11-13"
}
],
"platform": "OpenWebIfTv"
},

Have You other plugins working correct Outsiede Home?
This must be Your local problem with Network. Maybe Your router hav Outbound firewall enabled or blocked ports etc.

Like you see in photos only decoders not respond outside wifi. I have about 90 accesories and only all work fine.
Tomasz Dadas
Wysłane z iPhone'a

Wiadomość napisana przez Grzegorz<EMAIL_ADDRESS>w dniu 08.02.2021, o godz. 18:31:

Have You other plugins working correct Outsiede Home?
This must be Your local problem with Network. Maybe Your router hav Outbound firewall enabled or blocked ports etc.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

Maybe try to remove it, remove cashe from homebridge and add it again

Look Here all OK

I close this because it’s not a plugin problem.


change origin verify to use fully qualified origin

A Huawei P40 Lite sets the origin on register or sign in to https://www.passwordless.dev/custom#heroFoot and the verification fails.
With this PR,  the fully qualified origins are compared. see also https://github.com/duo-labs/webauthn/pull/60

LGTM, thanks!


Debian Deb822 format Support

Debian docker now by default uses /etc/apt/sources.list.d/debian.sources with Deb822 format to store system software sources.
The temporary solution is to delete this file and regenerate sources.list in the /etc/apt/.
This format may be the future of Debian. We need a final solution for this format - directly modify the new source list.
[1]https://manpages.debian.org/bookworm/dpkg-dev/deb822.5.en.html

Fixed in #25


Adding a TrajectorySaverTask

Adds a new task TrajectorySaverTask - all subclasses derived from this can save the robot trajectory, RGB, depth, and in simulation, segmentation masks.
Stack from ghstack:

#911
#909
#900
#861
#860
#859
#858
#857
#856
#855
-> #854

stack merged in #910


Automatically, immediately update Rack::Attack blocked IPs as needed

Upon further reflection, I'm realizing that, in a multi-server-process environment (like production, where WEB_CONCURRENCY=2), this will only update the list of blocked IPs in a single server process.
I'm thinking (/ planning to research) about whether there's a good way to solve this problem. One thing I mean by "good" is that I'm trying to avoid a request to Redis or Memcached for every request to see if the requesting IP is blocked or not.

I'm thinking (/ planning to research) about whether there's a good way to solve this problem. One thing I mean by "good" is that I'm trying to avoid a request to Redis or Memcached for every request to see if the requesting IP is blocked or not.

I can't think of (or find) anything that will solve this problem well; I'm going to revert this.


Serve fonts for MapLibre rendering

Martin should serve font assets for MapLibre rendering, given a font file.
API
I think source IDs could be used here as font IDs, and we could also,  possibly as a subdirectory like /fonts/...

/fonts/<font_source_id>  - returns some JSON font metadata. Any standards here?
/fonts/<font_source_id>/<unicode_range> - one of the ways fonts are sub-divided is by unicode pages - because it is assumed that you only need some unicode range for a specific region of the map
TBD: some other API for loading full font or some other aspects of it?
TBD: what is a logical placement of the font sources - the root or the fonts subpath in a url? Having a dedicated font space would allow for a cleaner separation I think.

Configuration
Config file and possibly CLI should have a simple option to serve a font file.  Since font files are essentially identical to mbtiles and pmtiles from configuration perspective (a single file produces a single source), we can use identical config structure:
# Publish font files
fonts:
  paths:
    # scan this whole dir, matching all font files
    - /dir-path
    # specific font file will be published as fnt source
    - /path/to/fnt.ttf
  sources:
    # named source matching source name to a single file
    fnt-src1: /path/to/my_font.ttf

The idea of font serving was initially proposed here by @sharkAndshark
See also #705 for sprite serving

So the API would be like:

/fonts/<font_space>/<font_source_id>.pbf
/fonts/<font_space>/<unicode_range>.pbf

I think it's quite intuitive and useful.
The full font or transformation internally
Maybe we could ignore this  part and start from a basic. Kepp watching is it import.?

User could just drop .ttf fonts  into  directory in Martin and then retrieve .pbf from Marin by API. It's convient, no need to worry about trival steps looping:  adjusting style -> find/download fonts -> transform to pbf -> upload to server -> adjusting style.
Other client like ol-mapbox-style  cannot use PBF/SDF glyphs for text-font layout property, it relies on web fonts.

Here is draft implementation I did mbtileserver-rs,  :
[dependencies]
pbf_font_tools = "2.2.0"
protobuf = "3.2.0"
urlencoding = "2.1.2"
lazy_static = "1.4"
..............................................................
use hyper::header::{CONTENT_ENCODING, CONTENT_TYPE, HOST};
use hyper::{Body, Request, Response, StatusCode};
use lazy_static::lazy_static;
use pbf_font_tools::get_font_stack;
use protobuf::Message;
use regex::Regex;
use serde_json::json;
use urlencoding::decode;
lazy_static! {
static ref FONT_URL_RE: Regex = Regex::new(r"^/fonts/(?P<font_names>.*)/(?P\d+)-(?P\d+).(?P[a-zA-Z]+)").unwrap();
}
let path = decode(uri.path()).unwrap().into_owned();
if path.starts_with("/fonts") {
let matches = FONT_URL_RE.captures(&path).unwrap();
let font_names: Vec<&str> = matches
.name("font_names")
.unwrap()
.as_str()
.split(",")
.collect();
let start = matches
.name("start")
.unwrap()
.as_str()
.parse::()
.unwrap();
let end = matches
.name("end")
.unwrap()
.as_str()
.parse::()
.unwrap();
let fonts_stack =
get_font_stack(Path::new("./fonts"), &font_names, start, end)
.await
.unwrap();
            return Ok(Response::builder()
                .header(CONTENT_TYPE, "application/x-protobuf")
                .body(Body::from(fonts_stack.write_to_bytes().unwrap()))
                .unwrap());
        }
    }
};

Thanks @catalinconstant !  I have been looking at that lib to do exactly what you propose.   I recently did the same implementation for sprites in https://github.com/maplibre/martin/pull/715 -- you may want to look at these two places

martin/src/srv/server.rs - handling HTTP requests and parsing params - you can use the same method to parse the name and the range of the font
martin/src/sprites/mod.rs - the actual implementation
Everything else is just some relevant refactorings that are not relevant.

Let me know if you want to hack on it, or I could look at it later on to adapt your code

Thanks @catalinconstant ! I have been looking at that lib to do exactly what you propose. I recently did the same implementation for sprites in #715 -- you may want to look at these two places

martin/src/srv/server.rs - handling HTTP requests and parsing params - you can use the same method to parse the name and the range of the font
martin/src/sprites/mod.rs - the actual implementation
Everything else is just some relevant refactorings that are not relevant.

Let me know if you want to hack on it, or I could look at it later on to adapt your code

If you could adapt the code will better for me. Thanks

Partial implementation is in #755 - still needs some polishing, but its getting there

done in #755, will be released soon


SD1.5 models vs SD_X4Upscaler

Hi there,
I can't figure it out how to solve my issues, newbie here.. Still not understanding everything I do..
I keep receiving the following error, although tried several options (see capture). Please support

[AnimateDiffEvo] - INFO - Loading motion module animatediffMotion_v15.ckpt
!!! Exception during processing!!! Motion module 'animatediffMotion_v15.ckpt' is intended for SD1.5 models, but the provided model is type SD_X4Upscaler.
Traceback (most recent call last):
File "D:\ComfyUI_windows_portable\ComfyUI\execution.py", line 151, in recursive_execute
output_data, output_ui = get_output_data(obj, input_data_all)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "D:\ComfyUI_windows_portable\ComfyUI\execution.py", line 81, in get_output_data
return_values = map_node_over_list(obj, input_data_all, obj.FUNCTION, allow_interrupt=True)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "D:\ComfyUI_windows_portable\ComfyUI\execution.py", line 74, in map_node_over_list
results.append(getattr(obj, func)(**slice_dict(input_data_all, i)))
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "D:\ComfyUI_windows_portable\ComfyUI\custom_nodes\ComfyUI-AnimateDiff-Evolved\animatediff\nodes_gen1.py", line 138, in load_mm_and_inject_params
motion_model = load_motion_module_gen1(model_name, model, motion_lora=motion_lora, motion_model_settings=motion_model_settings)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "D:\ComfyUI_windows_portable\ComfyUI\custom_nodes\ComfyUI-AnimateDiff-Evolved\animatediff\model_injection.py", line 1058, in load_motion_module_gen1
raise MotionCompatibilityError(f"Motion module '{mm_info.mm_name}' is intended for {mm_info.sd_type} models, "
ComfyUI-AnimateDiff-Evolved.animatediff.utils_motion.MotionCompatibilityError: Motion module 'animatediffMotion_v15.ckpt' is intended for SD1.5 models, but the provided model is type SD_X4Upscaler.

You cant use AnimateDiff with SD_4XUpscaler model, just like the error says. AnimateDiff works only for SD1.5-based models and in the case of Hotshot/AnimadeDiffSDXL, SDXL-based models. I'll take a look at the guts of SD_4XUpscaler model to see if its architecture is similar enough to SD1.5 to hack something together, but I wouldn't hold my breath.

Thanks for your quick reply.
I'm confused which model to use and where to change it in ComfyUI, I've downloaded huge amount of GBs to pick the right one.
Could you please advise by sharing a link from where to download the right one, I'm just trying to play with feature not intended for something serious, so it is fine each way..
I can see that mainly my issues are generated by 'Load Checkpoint' node + AnimateDiff Loader (Legacy).. so I assume this is where I should provide different input...
Thanks again for kind support.


React should be a dev dependency and a peer dependency NOT a dependency

Bug report
Packages affected

sandpack-react

Description of the problem
You have react as  "react": "^17.0.2", in dependencies
This will make 17 get installed and mis matching deps will occur. We are still on v16 of react and this breaks our storybook docs due to this issue https://github.com/storybookjs/storybook/issues/17161.
Solution
please move react to a PEER and DEV dependency. And keep it out of normal dependencies

Hey, I think there is a misunderstanding here, because sandpack-react doesn't have react as dependency but as a peer-dependency: https://github.com/codesandbox/sandpack/blob/main/sandpack-react/package.json#L81-L84

hmm maybe I had old version

I'm going to assume this has been solved, feel free to reopen it if necessary.


Adjust multiverse-computing-singularity.ipynb to run from start to finish

The notebook docs/guides/multiverse-computing-singularity.ipynb had undefined variables, so we can't currently run it to check it works. We should consider adjusting the notebook so we can test it.
See #2463 for examples of how I adjusted other notebooks to get them working, but this one will require more work and understanding to make sure we preserve the meaning.

Duplicate of https://github.com/Qiskit/documentation/issues/2297


Treat HEALTHCHECK NONE the same as not setting a healthcheck

closes #24903
- What I did
Treat HEALTHCHECK NONE the same as not setting a healthcheck at all. Removed no healthcheck from Health string and means it's not showed in the docker ps output either.
- How I did it
If there is no healthcheck probe then don't create/init health check monitoring. Before this PR docker would init the healthcheck monitor for a HEALTHCHECK NONE which resulted in the State.Health.Status value always being starting since it didn't have a probe to update in monitor goroutine. Now, when you set HEALTHCHECK NONE the Health struct will be nil just like it is when you don't set a healthcheck at all.
- How to verify it
Create an image w/o a health check.
echo 'FROM busybox
HEALTHCHECK NONE
CMD top' | docker build -t test_none -

docker run -d test_none

Then run docker ps and you shouldn't see (no healthcheck) in the status column.
CONTAINER ID        IMAGE               COMMAND             CREATED              STATUS                               PORTS               NAMES
9767aa9caf61        test_none:latest    "/bin/sh -c top"    About a minute ago   Up About a minute (no healthcheck)                       test_none.1.04n8jw9670vzy3o5pc41wlqni

Create another image with either a passing or failing healthcheck (one below fails). You still should see the transition from starting -> unhealthy. Before this PR it would show no healthcheck during the transition from failing the last check -> killing the container because of how the healthcheck was initialized. Now it will show unhealthy since the container is being killed.
echo 'FROM busybox
HEALTHCHECK --interval=5s --timeout=1s --retries=3 CMD ls /foo
CMD top' | docker build -t test -

$ docker service create --replicas 1 --name test test

$ docker ps
CONTAINER ID        IMAGE               COMMAND             CREATED             STATUS                      PORTS               NAMES
f0d335cd81a2        test:latest         "/bin/sh -c top"    26 seconds ago      Up 25 seconds (unhealthy)                       test.1.axy6yvk16ximd3u6gib2sjb1t
d77e1605440f        test_none           "/bin/sh -c top"    4 minutes ago       Up 4 minutes                                    grave_curran

- Description for the changelog

Treat HEALTHCHECK NONE the same as not setting a healthcheck.
Signed-off-by: Josh Horwitz<EMAIL_ADDRESS>

cc @talex5

@jhorwit2 overall looks good, you're gonna need to make a PR in docker/engine-api 👼

yup :). Just wanted to make sure this was OK before i did that.
https://github.com/docker/engine-api/pull/330 💥

/cc @tiborvass

This looks good to me.
However, one minor thing: I think a container with HEALTHCHECK NONE should act the same as one without any HEALTHCHECK.
The example here shows Up About a minute (no healthcheck). I think it should be just Up About a minute in this case.

@talex5 That sounds good to me. I tried to keep the (no healthcheck) output because that's how it is in the RC, so I figured there was some reason. I'm struggling to think of a use case where you'd want to know there was NONE set over nothing set. I did it this way just in case there was something like that someone thought of so they could use c.State.Health.Status.

I'm struggling to think of a use case where you'd want to know there was NONE set over nothing set.

I agree, I don't see a compelling reason, after all, the end result of the image should be the same, so I think NONE and not set should be exactly the same

updated to treat them the same.
cc @talex5 @vdemeester

LGTM

LGTM


Output delimiter should be same as input

cut automatically uses the input delimiter as the output delimiter. I find it quite annoying to have to specify the delimiter twice. I wonder if you would consider changing the default behaviour to do so? I appreciate this is a breaking change, but might be better to do this before hitting v1?

Hi! I would lean toward no because a regex can be used as the delimiter and the behavior in that scenario could be surprising. But I'll think about it a bit more and leave this issue open for now.
The other bit of my reasoning is that while iterating on a one-liner, tabs are preferable to look at the outputs, then, once you've settled on the command, it's not too onerous to switch to a different output delimiter.

@ghuls, as the only other active user of hck that I know of, do you have any thoughts on this?

@sstadick I generally work with TAB delimited files and not often with files with other delimiters. I use it for processing of multi gigabyte files and not for small text files, so typing a few extra characters does not bother me. TABs by default make everything more readable imho. awk also uses \s+ as field separator and   as output separator.
The need to add a dolar sign before '\t and \n, when used as output separator, annoys me more. It would be nice if those are recognized by default.
❯  hck -d ':' -D $'\t' /etc/group | head
root	x	0
bin	x	1
daemon	x	2
sys	x	3
adm	x	4
tty	x	5
disk	x	6
lp	x	7
mem	x	8
kmem	x	9

❯  hck -d ':' -D '\t' /etc/group | head
root\tx\t0\t
bin\tx\t1\t
daemon\tx\t2\t
sys\tx\t3\t
adm\tx\t4\t
tty\tx\t5\t
disk\tx\t6\t
lp\tx\t7\t
mem\tx\t8\t
kmem\tx\t9\t

❯  hck -d ':' -D '\n' /etc/group | head
root\nx\n0\n
bin\nx\n1\n
daemon\nx\n2\n
sys\nx\n3\n
adm\nx\n4\n
tty\nx\n5\n
disk\nx\n6\n
lp\nx\n7\n
mem\nx\n8\n
kmem\nx\n9\n

/v/leuven-user/303/vsc30366 vsc30366 in r23i27n23 in /v/leuven-user/303/vsc30366 via 🐏  467GiB/756GiB 62%
❯  hck -d ':' -D $'\n' /etc/group | head
root
x
0

bin
x
1

daemon
x

That's a good point, the $ is pretty annoying.

https://github.com/sstadick/hck/pull/47 will fix the unescaping for -d and -D.
@mbhall88 I've compromised and added a -I options that will reuse the input delimiter as the output delimiter if the intput delimiter is a literal and no other output delim is specified. So to replicate cut you could now do something like: hck -LId' ' <file> and the space will be reused for the output.

@sstadick Thanks for fixing the unescaping. Works much more convenient now.

@ghuls see https://github.com/sstadick/hck/pull/49 / v0.7.1 for incoming fix for the header line parsing to apply the same unescaping.

Closing for now, pleas reopen if needed.


Add priority for jumpToDefinitionProviders

Just like for inlineEditorProvider or hintProvider this PR add support for priority when registering a jumpToDefProvider .
Fix for #9991

Oups completely forgot about that one, @busykai I didn't see any place where registerJumpToDefProvider was tested in the current unit test suite, could you help me a bit ?


RCUE css needs some work for Kiali

First pass at RCUE for Kiali looks like it needs some help.
Here are some images to view:
Service Graph Page:

Detail Page:

Spinner Issue:

Service Graph responsive issue:

This is for Jira: https://issues.jboss.org/browse/KIALI-1131

@mtho11 typically, products place an image there rather than a font.
@abonas as part of the brand effort, have they defined the font to use for Kiali? If so, we can have Mary create an image with the product name using it.

@serenamarie125 font for the logo or for something else?
If for the logo itself, then yes, there is one approved (image and font as part of the logo).
We are wrapping up colors selection today and then will get all the relevant files.
If font for anything else, then no, mostly because I was not aware we need a special font for other stuff :) , or I misunderstood you?

Is this really a design issue? Or should we not just work to get the look and feel to me more like what we have with normal patternfly?

@mtho11 you guys should be using an image.  We can create that for you.

@abonas it would be a transparent image using the specified font with white text.  This should be simple to create.  Typically Kyle does them all for our downstream branded products.

@serenamarie125 we currently use an svg for Kiali: https://github.com/kiali/kiali-ui/blob/master/src/assets/img/kiali-title.svg


Event not being Triggered

Hello, i am getting issues with events being triggered. for example this isnt working. I am not getting any errors
  if (relationship === 2) {
    client.addFriend(steamid);
    client.chatMessage(steamid, "Hello, Thank you for adding me i hope you enjoy my Services :steamhappy:");
    console.log("Wolfee Bot Added " + steamid + " as a friend");
  }
});

alright so i have changed up the code and removed theerrin friendRelationship and the bot logs on as it always did. My friend who is trying to add the bot has a pending invite for it and still doesn't work.
Also my trading event doesn't work either.

mmm still no solution

You would have been helped sooner had you gone to the forum as instructed.
friendRelationship doesn't get emitted on logon, only when it changes while you're online. To detect pending friend requests you missed, check myFriends after friendsList gets emitted.


OutOffMemory on large multi-module project

Build fails on my production project with OutOfMemory (with -Xmx6g for example). Problems is caused by following:

BundlePlugin replaces default jar.manifest  with ManifestSubstitute
manifest = new ManifestSubstitute(jarBuilderFactory, manifest)

ManifestSubstitute internally holds reference on JarBuilderFactoryDecorator

it, in turn, holds reference on JarBuilder

it, in turn, holds reference on aQute.bnd.osgi.Builder

and aQute's Builder holds really lot of temporary staff until the end of the whole multi-module build. In my case - the worst single module eats 370Mb. 10 such modules will consume 3.7GB оf memory.
This is caused by the way Gradle handles the build system - all tasks and their attributes (in that case tasks.jar.manifest) are kept alive until end of the build because they can be referenced from other (consecutive and dependent) projects.
I recommend restructuring the code in a way which does not store instance of aQute.bnd.osgi.Builder forever - i.e. use temporary instance only during actual invocation of builder.build() (see JarBuilder.build()).
For reference - screenshot from Eclipse MAT is attached.

@xtracoder, could you please grab 0.8-rc1 and verify that the problem has
been resolved?
On 19 December 2015 at 15:23, xtracoder<EMAIL_ADDRESS>wrote:

Build fails on my production project with OutOfMemory (with -Xmx6g for
example) Problems is cause by following:

BundlePlugin replaces default jarmanifest with ManifestSubstitute
manifest = new ManifestSubstitute(jarBuilderFactory, manifest)
ManifestSubstitute internally holds reference on
JarBuilderFactoryDecorator
it, in turn, holds reference on JarBuilder
it, in turn, holds reference on aQutebndosgiBuilder
and aQute's Builder holds really lot of temporary staff until the end of
the whole multi-module build In my case - the worst single module eats
370Mb 10 such modules will consume 37GB оf memory
I recommend restructuring the code in a way which does not store instance
of aQutebndosgiBuilder forever - ie use temporary instance only during
actual invocation of builderbuild() (see JarBuilderbuild())
For reference - screenshot from Eclipse MAT is attached
[image: aqute-n-oom]
https://camo.githubusercontent.com/28ed8b3ff07e4d8e0651a8f8c68a9b7c4ffc7bb5/68747470733a2f2f636c6f756467697468756275736572636f6e74656e74636f6d2f6173736574732f323330313832302f31313931323933312f31333738643231342d613636342d313165352d396136662d636639623231336265376435706e67
—
Reply to this email directly or view it on GitHub
https://github.com/TomDmitriev/gradle-bundle-plugin/issues/42.

--
Yours sincerely,
Artyom Dmitriev

Seems to be fixed.


Docs describing creating/adding custom reporters?

In the docs I saw some stuff about "development of your own Titanium-compatible reporters". Is there any guide how this should be done, and how these reporters can be used in ti-mocha?
One of the problems I'm having for example is that I can't find the base reporter with require. I'd already be really happy with just some tips on that point!

There's a handful of example reporters here. Additionally, there's another much more complex one in a one-off branch here.


automate testing

[ ] look at how we set up site list tasks for old invasives project
[ ] start with submitting a form

lots of preliminary work to get testing going has been done by @bburciaga , going to call this ticket 'testing v1' and we'll make another for subsequent tests.


[WIP] Refactor

11 suits pass, 5 suits fail

There is some in progress to make tests pass again, see https://github.com/probot/probot/pull/1855

@gr2m
can we have a next branch?

Yes, sure. I'd prefer a beta branch as we expect breaking changes

Thank you. 11 suits pass now, 5 faill

14 suits passing, 2 suits failing

15 suits passing, 1 suit failing

all suits pass now
well. maybe not elegant. and maybe we have to discuss the changes. but the tests pass now.

@gr2m
How can I support you for reviewing this PR?

@gr2m
Addressed your remarks :)

@gr2m
Can you please provide feedback :)?

Thank you for the thorough pull request. I'd like some folks to test this before we release it as a breaking change. We should also try our best to list out all breaking changes, including all the changes coming from the octokit upgrades, otherwise this will be a very hard upgrade for Probot users.
@AaronDewes could you please give this a review, compare it to your probot-ng fork? I'll ask internal GitHub folks who expressed interest to test out this pull request before we merge it

I have a Probot app that I have developed for a customer, and I will attempt to test it with this new version of the code @Uzlopak

@gclhub
Thank you

I've done some testing with my customer's GitHub app, and everything is working as expected. There are some REST API endpoints that I had to call directly instead of using function-like wrappers with the previous version of Probot that used the older version of Octokit. I will also update my code to modernize those calls and retest.

@gclhub
I wanted to fix the remaining remarks tonight or on sunday. Are you willing then to test again? Please :)?

@gclhub
I wanted to fix the remaining remarks tonight or on sunday. Are you willing then to test again? Please :)?

Absolutely 👍
I just updated my app code as follows, and that worked fine:
@@ -113,14 +113,11 @@ module.exports = (app, { getRouter }) => {
     // can associate it with the source workflow information in the hashmap.
     if (context.payload.action == "update-session") {
       // Get the HTML URL for the run attempt
-      let run_attempt = await context.octokit.request('GET /repos/{owner}/{repo
}/actions/runs/{run_id}/attempts/{attempt_number}', {
+      let run_attempt = await context.octokit.actions.getWorkflowRunAttempt({
         owner: context.payload.repository.owner.login,
         repo: context.payload.repository.name,
         run_id: context.payload.client_payload.run_id,
         attempt_number: context.payload.client_payload.run_attempt,
-        headers: {
-          'X-GitHub-Api-Version': '2022-11-28'
-        }
       });

       // The workflow_run event handler doesn't support a client_payload

I would take a look through #1821 as well for things to incorporate, not necessarily in this PR, it can be done in further PRs to the beta branch

@gr2m Can octokit-auth-probot be updated for new Octokit releases

@gr2m
@wolfy1339
I think all your remarks are resolved. Just my three remarks at the beginning are left and needs feedback from you guys.
@gclhub
If you want to test this branch, than be aware, that you need probably set webhookPath accordingly to your needs ;)

@gr2m
@wolfy1339
I am quiete satisfied with this PR. I think it is ready for review/merge :)

@gr2m @wolfy1339
I think all your remarks are resolved. Just my three remarks at the beginning are left and needs feedback from you guys.
@gclhub If you want to test this branch, than be aware, that you need probably set webhookPath accordingly to your needs ;)

I'll have some time to look at this today @Uzlopak

@gclhub
Great! I am currently working on a MockAgent for nock fetch functionality. I hope that then i can finally upgrade and test our bots.


Rendering with OpenGL fails with "ARB_framebuffer_object required"

Hi,
I'm a student in research and I'm trying to use MuJoCo for simulating soft body touch and rendering haptic feedback, all of this in Virtual Reality.
I'm looking for some help with the render pipeline using OpenGL.
To integrate the virtual headsets in MuJoCo, I am trying to use the pyopenxr library. It uses glfw under the hood.
What is actively driving me nuts is this error when instantiating the MjrContext:
    context = mujoco.MjrContext(model, mujoco.mjtFontScale.mjFONTSCALE_100)
              ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
mujoco.FatalError: OpenGL ARB_framebuffer_object required

Here is the related code:
if not glfw.init():
    raise RuntimeError("GLFW initialization failed")
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 5)
window = glfw.create_window(1000, 600, "gl_example", None, None)
if window is None:
    raise RuntimeError("Failed to create GLFW window")
glfw.make_context_current(window)

context = mujoco.MjrContext(model, mujoco.mjtFontScale.mjFONTSCALE_100)

What is really weird is that I tried this piece of code to check if the context indeed misses the GL_ARB_framebuffer_object extension:
print("GL_ARB_framebuffer_object supported:", glfw.extension_supported("GL_ARB_framebuffer_object"))
# ...prints "1"

... and no, the context has the extension. I do not understand why MuJoCo complains.
What is even weirder is that if I remove the two glfw window hints about the context version, the error disappears and everything works fine. The problem is I need those hints for OpenXR. What should I do?

Perhaps @nishbo has an idea?
Relatedly, look at #1452

I did, but it's not using OpenXR. Moreover, the glfw window hints that cause the trouble are not set in this project.
I made some tests and found out some interesting results:
If I set the context version to 2.0, 2.1, 3.0 and 3.1 it works (but will not work with OpenXR).
If I want to set the context version to anything higher than 3.1, I have to change the OPENGL_PROFILE to OPENGL_COMPAT_PROFILE. Unfortunately, this is not possible with OpenXR because the OpenGL profile used is hardcoded.
Is it possible to investigate why the core profile does not work?

Interesting, I am not sure why this would happen, although I also have somewhat similar problems with using the wrong context when initializing opengl for openxr. I do not have a solution at the moment.

It's been a pain, but I eventually succeeded in rendering MuJoCo to a VR headset using the python OpenXR wrapper pyopenxr.
Here is the code: https://gist.github.com/SkytAsul/b1a48a31c4f86b65d72bc8edcb122d3f
The OpenGL version/profile bug I reported above prevents the use of an OpenGL debugger such as RenderDoc, which requires at least OpenGL 3.2 and the Core Profile...

Thanks for sharing the code! I will look into what can be done about the MuJoCo OpenGL


Welcome to 2020

By the way, the same procedure as last year, Miss Sophie?
The same procedure as every year, James!
Well, I'll do my very best!
[Skip CI]

I think [skip ci] would need to be in commit, not in PR


now that we're using much more memory-efficient DataFrames, look into parallelizing getting subpredictor predictions again

still probably want to put in place some threshold (len(df) > 1000 rows, for example)

the code is here! still worth looking into whether this is actually an improvement or not. It is using all cores on my machine, so even with some additional overhead dispatching the tasks, it's still likely much better. but worth investigating more into it to verify.


add status filter to superfeature viewset

@mparent61 @benghaziboy

LGTM (w/ chaining changes we discussed)

Coverage increased (+0.04%) to 86.233% when pulling 270a362c7ee52f6af0ca6cf4e41a801f1a94e5ce on sf-status into 72fe56f07f5fa46b2712b8b71aec5c82f7efb011 on master.

Coverage increased (+0.04%) to 86.233% when pulling 270a362c7ee52f6af0ca6cf4e41a801f1a94e5ce on sf-status into 72fe56f07f5fa46b2712b8b71aec5c82f7efb011 on master.

Coverage increased (+0.04%) to 86.233% when pulling 270a362c7ee52f6af0ca6cf4e41a801f1a94e5ce on sf-status into 72fe56f07f5fa46b2712b8b71aec5c82f7efb011 on master.

Coverage decreased (-0.2%) to 86.027% when pulling 47f0149f5cba65b26f9c1780ae5fee69b4a11f0f on sf-status into 72fe56f07f5fa46b2712b8b71aec5c82f7efb011 on master.

Coverage increased (+0.001%) to 86.195% when pulling da8f094d4a88bb266f088f94cbdd06888e6294cd on sf-status into 75bf04c09a16bdd169f7c02740a243b7f1d46021 on master.

Coverage increased (+0.001%) to 86.195% when pulling da8f094d4a88bb266f088f94cbdd06888e6294cd on sf-status into 75bf04c09a16bdd169f7c02740a243b7f1d46021 on master.


Wandering shadows in the farout

Describe the bug
The further the camera is away from x/z = 0 about 500 - 1000 units the stronger this effect is.
As the camera is moving the shadows on the water begin to float away from the object every 2 seconds or so.
Screenshots / video
http://clients.kobald.com/dyb/show/crest-wandering-shadows.mov
Versions
URP, Unity 2019.4
To Reproduce
don´t know, if this happens in the test scenes.
Set the camera way 2000 units from center and compile for iOS.
Platform
not happening in editor
happening on iOS (android not tested)
Hardware
iPad

Does it happen on a PC or Mac build?
Have you viewed the LOD data in the debug GUI?

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I am building for iOS on Mac.
In fact the shadowmaps look kind of broken on ios:
http://clients.kobald.com/dyb/show/crest-shadow-debug-ipad.mov
same area on mac editor:
http://clients.kobald.com/dyb/show/crest-shadow-debug-editor.mov

I want to emphasize: the effect increases with distance from world center 0,0,0. So there must be a kind of math flaw somewhere.

I want to emphasize: the effect increases with distance from world center 0,0,0. So there must be a kind of math flaw somewhere.

Sorry. I meant have you also experienced this on a mac or pc build? Just so we can have something to work with. It is possible that mac standalone might also have this issue.

the effect increases with distance from world center 0,0,0

Are you using the floating origin script? Do any of the other shadows or lights flicker or behave strangely at this distance?

I will have to build for mac. that takes 1 hour!
I did not know about the floatingOrigin script. I tried it out now on the main camera but it screws up everything. I have additive scenes which contain the terrain which is loaded via addressables, I have 2 oceansystem where the selected one gets instanciated somewhen, I have scenes created from prefabs from json data when user loads a scene.
So, I actually thought about doing the same thing, but I thought I could simply move the crest center?

I will have to build for mac. that takes 1 hour!
I did not know about the floatingOrigin script. I tried it out now on the main camera but it screws up everything. I have additive scenes which contain the terrain which is loaded via addressables, I have 2 oceansystem where the selected one gets instanciated somewhen, I have scenes created from prefabs from json data when user loads a scene.
So, I actually thought about doing the same thing, but I thought I could simply move the crest center?

it´s not happening in a mac os player.

Moving crest center does not help. That´s why you have this floatOrigin in place, right? The default distance threshold there is 16384 ! So, did you assume, that this would be the distance, where floatingpoint issues would start? It´s happening with distances around 500 actually. Anyway, I do not know how I would get this to work. I tried to activate it, when my scene-loaded event is triggered and deactivate it before scene is loaded. But it screws up everything.
Why is this all necessary in the first place? Can we fix the math somehow and where?

sidenote:
 // Gerstner components                 var gerstners = _overrideGerstnerList != null && _overrideGerstnerList.Length > 0 ? _overrideGerstnerList : FindObjectsOfType<ShapeGerstnerBatched>();                 foreach (var gerstner in _overrideGerstnerList)                 {                     gerstner.SetOrigin(newOrigin);                 }
gerstners is never used!

That´s why you have this floatOrigin in place, right?

The floating origin script is based on a community script that many use to solve floating point precision problems. We integrated Crest with it so they can be used together. If you do use it, there may some new problems to solve so you project integrated with it correctly. But it doesn't sound like this issue is related. Just trying to rule things out.

The default distance threshold there is 16384 ! So, did you assume, that this would be the distance, where floatingpoint issues would start?

Generally, Unity floating point precision issues (lights and shadows will flicker etc) start around then.

Can we fix the math somehow and where?

Possibly. It could be a Unity bug on specific hardware which would be difficult to fix from our end. With URP we aren't doing anything special.
Could you try adding a shadow sim settings and setting the jitter to zero (or greater than zero if it is already zero) and see if it makes a difference? I don't think this will make a difference but I have experienced some oddities with this.
Have you been able to reproduce this with the main scene? You can try moving the main scene objects as far out as you need to reproduce.

well, it´s strange: there is a "landscape" gameobject in the additive scene, that gets moved arround correctly, but some of it´s children do not get translated where the terrain, which is also a child, does get translated. I will have to look into that.
I can control the shadow sim via remote config and tried all kind of values. It does not change that floating away shadows. As wrote above: the debug shows complete "broken" textures.
So, if this is a unity bug which would not make me wonder, maybe to go with that workarround is the way to go. It´s only: I thought, I am finished :-)  . If I knew that before, I would have designed things differently.

I wonder what happens to all the lightmaps and occlusionmaps, when terrain gets moved around. Did anybody think of that?

static objects do not get translated except for terrain. so I wonder what implication that will have if I change everything to non static.

I made more tests: static batching prevents the objects from being moved. So that is solved, but the whole concept does not work, which was obvious to me: all occlusion and lightmap data gets out of place. So we have to come up with a real fix.
I will turn off shadows which is a big bummer but I can´t stand it any more - I have to make a release.

if this really a Unity bug, can you please open an issue? I do not even know where I would point them to!

The difficulty is that I don't have a device for reproducing this issue. Unity will want a minimal, reproducible case. Sometimes there will be back and forth too as you have experienced.
If you have access to some sort of frame debugger for iOS, that would be the ideal. Then you could inspect the shadow map texture.
I am guessing that producing iOS builds is time consuming? Otherwise, I would suggest to use the problem scene to try and narrow it down further. Making the ocean transparent so you can see shadows on the terrain might be revealing. It could either be the shadow maps are wrong or one of the matrices we use to transform coordinates.

I think, the shadow map is fine. You can see the correct shadow at the ocean ground.
http://clients.kobald.com/dyb/show/crest-shadow-check.mov
This is highest quality with 4 cascades. But it´s the same for 2 cascades.
I added 2 images, that show that your shadowmaps (are they from crest?) look kind of broken when far away (>500m) from the center.
Build for iOS is not so time consuming once all the assets are converted. A few minutes sometimes faster. But do you think I need to frame debug? For me it seems, as if there is a mistake by copying the textures. Please tell me: what code parts are involved?

The following files will be of interest for shadows:
/Assets/Crest/Crest/Shaders/Resources/UpdateShadow.shader
/Assets/Crest/Crest/Scripts/LodData/Shadows/SampleShadows.cs
/Assets/Crest/Crest/Scripts/LodData/Shadows/LodDataMgrShadow.cs
It is most likely a problem with the first file which is the shader which samples the shadow maps and populates those render textures. The second won't be of much interest.
An example of sampling shadows for URP can be found in the screen space shadows file:
<EMAIL_ADDRESS>For testing purposes, you could replace most of the contents in UpdateShadow with ScreenSpaceShadows and screen space shadows will render into the render texture. It could provide some insights.

I added 2 images, that show that your shadowmaps (are they from crest?) look kind of broken when far away (>500m) from the center.

They are our shadow data. We just sample Unity's shadow maps (and apply some jitter etc).

But do you think I need to frame debug?

It could help if you have access to one just in case there is something wrong with Unity's data.

but why, are the "normal" shadows correct, if the unity shadowmaps are wrong.

Unity data can also mean one of their matrices. UpdateShadow executes at a different point in the pipeline than opaque objects so it is not impossible that something could be wrong.

Is there a way we could do a hackathon for 1 or 2 hours with zoom or jitsi or something? I would need a guided tour on how that shader works. Every little change I try means compile the whole thing and wait. That would take me forever. Together we could change the right lines and see what impact it has.

Could you please apply these settings (create a shadow settings object, apply to shadow settings field on ocean object) and capture a video like the first video you captured in the original post?

Does anyone know a way to visualise the unity shadow maps in build? If needed we could probably write one, but it would be nice if someone else did this already..

Also it could be a precision issue and theres quite a few half/half2/half3's in the UpdateShadow.compute shader.
The ones that look most suspicious to me are these (although i'm fairly sure this is derived from unity code):
	half4 ShadowCoord0_dxdz; 	half4 ShadowCoord1_dxdz; 	half4 ShadowCoord2_dxdz; 	half4 ShadowCoord3_dxdz;
In addition to the video requested above, could you try setting these to floats? If that doesnt help could you search replace any other half's in the shader to float?

@klauskobald I won't be able to. We should be able to grasp the issue without it though

This video shows editor (left) and iPad(right) with the same shadow-settings:
http://clients.kobald.com/dyb/show/crest-2020-08-13_12-39-04.mp4
You will also see a flickering in the editor which is caused by a  low frame rate, which is caused by the bad programmed remote config interface from Unity. Even with a high framerate, it seems, that shadows are only drawn every other frame.
A currentFrameWeightHard=1 in fact eliminates the wandering away shadow at the cost of flickering and not very smooth shadows. That was the reason I used a very small number 0.1 for this.
You can see this in the video at 0:33 - flickering stops: but iPad produces wandering shadow 0:49.
I also tried to change all halfs to floats in the shader, but that did not change anything.

I think flicker might be a separate issue, that may be editor only. Dale does this sound right?
Klaus could you please apply all the settings from my screenshot, make the shadow data visible in the debug gui, and move the camera around a bunch (quickly and slowly), in the build (not editor). Need to be able to clearly see the "wandering" effect with those settings and shadow data visible.

I think flicker might be a separate issue, that may be editor only. Dale does this sound right?

It does. I don't think I have seen it before though.

But with these settings there is no wandering effect but flickering! So I included variants for the videos.
http://clients.kobald.com/dyb/show/shadowmaps/
I made variations: jitter diameter is always 0.
the first number in the filename is currentFrameWeightSoft the second is currentFrameWeightHard
farout : x/z=400/1900 -> wandering shadows when currentFrameWeight = 0.1
center: x/z=625/-380 (well not really center - but I found closer) -> no wandering shadows

@daleeidd in case your brain is as tired as mine - the "1-1" videos are the ones that correspond with the requested settings
That's quite a result. Very colourful!
I need to think about whats happening there. Looks like unbound texture/graphical corruption type stuff. On the other hand, it "sort of" matches the right shadow shape. So i'm pretty confused. Maybe visualising the shadowmaps somehow is a good next step.
Just to check, is your boat set to shadow caster? I think it is but just checking.. we have an issue where if theres no shadow caster on screen the shadows may stop updating. that doesnt really explain the videos though!
Could you post the same thing running from mac editor. Only game view visible (not scene view). Only the requested settings (above) please. With shadow data visible again.

Oh and could you be sure to move the camera around a bit more such as orbiting. Mix of slow and fast would be ideal. Thanks!

Oh and in addition to setting the halfs to floats in updateshadows.shader , could you also replace 'real' with float. Real is half on mobile.
I'm not confident this will fix it but I think it's safest to use full precision for now.
As an additional test, could you remove the shadowStrength variable and everything below it, and just add a
return shadowThisFrame;
Basically knock out a chunk of the shader to see if the crazy patterns go away.
Requests, could we use this numbering for videos:
1 video from editor, details described above in my last post
2 video from build, far from origin, settings described above, shadow data visible, with the second half of the shader removed (return shadowThisFrame)

ok. so, I think we are DONE !!!!!!!!!
replacing real with float fixed it. the halfs seem to be ok to use.
all textures look clean now. the flickering can be smoothed by reducing the frameWeight number to 0.5.
question is, how much memory impact that has on GPU and if we should search for the bad guy.
so, if you still want to look into the flickering I think that´s another story which should also be visible in your editor. i will open a ticket for that.
for me this issue is closed!
(If I only knew before that real is half!)

.... interesting: changing all floats to halfs does not produce the effect in the editor. (Mac)

Mac will ignore the 'half' directive and always use floats.
I'm not sure how much you want to poke around with this, but floats are more expensive than half's, so ideally we only use floats where they are absolutely needed. It would be good to know if there are particular variables that need to be floats, and leave the rest as halfs. I'd guess its one or multiple of these:
				real4 positionCS : SV_POSITION;
				real4 _MainCameraCoords : TEXCOORD0;
				real3 _WorldPos : TEXCOORD1;

Anyway just mentioning in case you want to narrow it down. If not @daleeidd we should probably decide what we want to do. i guess just making everything float is the easy option, and should not affect our normal supported platforms.
In any case glad to hear this resolved it!

(actually _WorldPos should always be float not half so i'll make that change)

I will make more tests maybe next week.

It would be good to know if there are particular variables that need to be floats, and leave the rest as halfs.

https://docs.unity3d.com/Manual/SL-DataTypesAndPrecision.html
I also had a look through the Universal pipeline package to see what Unity does and they would make these three floats too. And they have been making positionOS float too.

Ah good shout. I replaced them with floats and pushed that now.
I also searched all files for "real3 positionOS" and fixed them up.
Lets close this when 4.5 goes live (submitted now)

URP 4.5 is out with these fixes

4.5 works!


Implement To/FromSql for IpAddr enum

https://github.com/diesel-rs/diesel/pull/749 implemented Inet support for Postgres using the ipnetwork crate. This PR adds support for std::net::IpAddr too.
The Inet type in Postgres supports including a subnet mask (see https://www.postgresql.org/docs/current/datatype-net-types.html), which the IpAddr enum does not support. For the simple use case of saving plain IP addresses to the database that does not seem necessary though, since we can assume a subnet mask of 32 for IPv4 addresses and 128 for IPv6, which corresponds to a full IP address without a subnet. When reading from the database I've added assert_or_error!() calls that check if the subnet mask length corresponds to the two values above.
Ideally this would mean that we could avoid the extra network-address feature flag when only supporting std::net::IpAddr, but unfortunately we still need the libc dependency to get access to AF_INET.

Thanks for opening this PR.
We normally only provide FromSql/ToSql impls for types in diesel if the following rules are full filled:

Is this a commonly used type. (Yes because there is already support for Inet in diesel).
Could we provide a FromSql and a ToSql implementation for that type. (In this case Yes)
Could the conversion go somehow wrong because the sql type or the rust type could hold values that are not re presentable in the other type. (In this case the conversion from Inet to std::net::IpAddr can fail since it is missing subnet support. )

Given those points I do not feel that this impls belong into diesel, especially as you write that you need to assume things to make this work.
I'm leaving this open for discussion for other members of @diesel-rs/contributors for now, if no new argument comes up I will close this PR in a few days/weeks.

I guess that sounds reasonable.

Given those points I do not feel that this impls belong into diesel

Are you implying that this should be implemented in a dedicated crate instead? Since IpAddr is from the stdlib and To/FromSql are from diesel itself, wouldn't that make it hard to implement the trait for IpAddr from a third-party crate?

Are you implying that this should be implemented in a dedicated crate instead? Since IpAddr is from the stdlib and To/FromSql are from diesel itself, wouldn't that make it hard to implement the trait for IpAddr from a third-party crate?

I'm only saying: It does not belong into diesel for the reasons listed above. I know that you cannot implement it in a third party crate either, but diesel already provides hooks for customizing the (de)serialization behaviour for unsupported types. See #[diesel(deserialize_as = "Type")]/#[diesel(serialize_as = "Type")] for the corresponding derives for details.

Closed for the reasons listed above. I think one week is a reasonable time to hear other opinions here. If something comes up later on we can always reopen this PR.


Please help us get at y our work... jacobheun

I sent an invite to jacobheun to join the NoClouds github project. we are in the process of inviting new contributors to NoClouds-Rain, and trying to choose a platform foundation for the projects p2p network. js-libp2p will probably be the starting point. Please consider joining the project. read the project description at NoClouds and hope to hear from you.

Do you have any more detailed information about what you're trying to build? I briefly looked through some of your repos but wasn't able to find anything substantive.

Collecting a starting point to build the network.
The poc is currently sitting on proprietary code that does namespace mesh networking at didlie.com.
read this wordy presentation and see the core unique concepts and structure, and tell me if you are interested: https://docs.google.com/presentation/d/1Ysu0TsNxbwPBLBxT9lX2NDw860oT7tcSbHYfXJuEM_o/edit?usp=sharing

ps: NoClouds is for-profit endeavor


Add files via upload

merge sort algorithm in c++

merge_sort is already done

can i add in another language ??

yes you can, but try to do something other than sorting


hide items at the end of swiper if it's not looping

In the STACK layout with the right direction, when it's a non-looping swiper, it still shows some items which indicate that the user can swipe, but in reality, it's the end of the swiper, and the user can't swipe.
This can be worst when there are only one or two pictures in swiper.
fixes: #55
OLD - one picture non-looping:

NEW - one picture non-looping:

OLD - two pictures non-looping:

NEW - two pictures non-looping:

This code does not seem to work fully. I added if (!widget.loop && itemIndex < 0) continue; into the loop to make it work.

This code does not seem to work fully. I added if (!widget.loop && itemIndex < 0) continue; into the loop to make it work.

@TheAnkurPanchani @SamadiPour

Hi, any update for this?

v3 is released with this fix.

Thank you! It works!


Build failure: godot_4-mono

Steps To Reproduce
Steps to reproduce the behavior:

Build godot_4-mono

Build log
    inlined from 'viaByteSinkToCharString' at thirdparty/icu4c/common/bytesinkutil.h:147:5,
    inlined from 'ulocimp_canonicalize_75_godot' at thirdparty/icu4c/common/uloc.cpp:2145:12:
thirdparty/icu4c/common/cmemory.cpp:99:13: warning: 'free' called on unallocated object 'result' [8;;https://gcc.gnu.org/onlinedocs/gcc/Warning-Options.html#index-Wfree-nonheap-object-Wfree-nonheap-object8;;]
   99 |             uprv_default_free(buffer);
      |             ^
thirdparty/icu4c/common/bytesinkutil.h: In function 'ulocimp_canonicalize_75_godot':
thirdparty/icu4c/common/bytesinkutil.h:143:20: note: declared here
  143 |         CharString result;
      |                    ^
In function 'uprv_free_75_godot',
    inlined from 'releaseArray' at thirdparty/icu4c/common/cmemory.h:460:22,
    inlined from '__dt_base ' at thirdparty/icu4c/common/cmemory.h:363:38,
    inlined from '__dt_base ' at thirdparty/icu4c/common/charstr.h:56:20,
    inlined from 'getKeywordValue' at thirdparty/icu4c/common/unicode/locid.h:1267:1,
    inlined from '_copyExtensions' at thirdparty/icu4c/common/localebuilder.cpp:186:69,
    inlined from 'build' at thirdparty/icu4c/common/localebuilder.cpp:463:24:
thirdparty/icu4c/common/cmemory.cpp:99:13: warning: 'free' called on unallocated object 'result' [8;;https://gcc.gnu.org/onlinedocs/gcc/Warning-Options.html#index-Wfree-nonheap-object-Wfree-nonheap-object8;;]
   99 |             uprv_default_free(buffer);
      |             ^
thirdparty/icu4c/common/unicode/locid.h: In member function 'build':
thirdparty/icu4c/common/unicode/locid.h:1263:17: note: declared here
 1263 |     StringClass result;
      |                 ^
thirdparty/freetype/src/autofit/afglobal.c: In function 'af_face_globals_new':
thirdparty/freetype/src/autofit/afglobal.c:344:5: warning: 'memset' writing 696 bytes into a region of size 0 overflows the destination [8;;https://gcc.gnu.org/onlinedocs/gcc/Warning-Options.html#index-Wstringop-overflow=-Wstringop-overflow=8;;]
  344 |     FT_ZERO( &globals->metrics );
      |     ^
lto1: note: destination object is likely at address zero
servers/audio/effects/audio_effect_pitch_shift.cpp: In member function 'PitchShift.constprop':
servers/audio/effects/audio_effect_pitch_shift.cpp:163:31: warning: 'memset' specified bound between<PHONE_NUMBER>5119617024 and<PHONE_NUMBER>3709551608 exceeds maximum object size<PHONE_NUMBER>854775807 [8;;https://gcc.gnu.org/onlinedocs/gcc/Warning-Options.html#index-Wstringop-overflow=-Wstringop-overflow=8;;]
  163 |                         memset(gSynMagn, 0, fftFrameSize*sizeof(float));
      |                               ^
servers/audio/effects/audio_effect_pitch_shift.cpp:164:31: warning: 'memset' specified bound between<PHONE_NUMBER>5119617024 and<PHONE_NUMBER>3709551608 exceeds maximum object size<PHONE_NUMBER>854775807 [8;;https://gcc.gnu.org/onlinedocs/gcc/Warning-Options.html#index-Wstringop-overflow=-Wstringop-overflow=8;;]
  164 |                         memset(gSynFreq, 0, fftFrameSize*sizeof(float));
      |                               ^
lto1: fatal error: error writing to /tmp/ccNmqlp6.s: No space left on device
compilation terminated.
make: *** [/tmp/ccbN58pm.mk:338: /tmp/ccLYWg5c.ltrans112.ltrans.o] Error 1
make: *** Waiting for unfinished jobs....
lto1: fatal error: error writing to /tmp/ccBDcesr.s: No space left on device
compilation terminated.
make: *** [/tmp/ccbN58pm.mk:335: /tmp/ccLYWg5c.ltrans111.ltrans.o] Error 1
lto-wrapper: fatal error: make returned 2 exit status
compilation terminated.
/nix/store/pbixrqd120nnw8a0ygfpm3mnwlr1mbj7-binutils-2.43.1/bin/ld: error: lto-wrapper failed
collect2: error: ld returned 1 exit status
scons: *** [bin/godot.linuxbsd.editor.x86_64.mono] Error 1
scons: building terminated because of errors.
[Time elapsed: 00:48:45.12]

Additional context
You can check the failing Hydra job here: https://hydra.nixos.org/build/278099603
Notify maintainers

@shiryel @corngood
Metadata

system: "x86_64-linux"
host os: Linux 6.6.59, NixOS, 24.11 (Vicuna), 24.11.20241109.76612b1
multi-user?: yes
sandbox: yes
version: nix-env (Nix) 2.24.10
nixpkgs: /nix/store/sh0v21n9zc03b94qjj4jkkg5mbsjkpzr-source

Add a :+1: reaction to issues you find important.

I'm guessing you're using boot.tmp.useTmpFs?
I'm not sure why that would be a problem for hydra.  Do we need big-parallel?  Maybe there's some other problem causing this to use more space than usual?

Sounds like a low memory + low cores issue. LTO can require huge amount of RAM, especially if it's a big package.
requiredSystemFeatures = [ "big-parallel" ];

Setting this should fix it.

Sounds like a low memory + low cores issue. LTO can require huge amount of RAM, especially if it's a big package.

That makes sense for RAM, but it seems to be running out of /tmp/ storage.
Still, based on how long this takes to compile, and how many cores it can max out, I think big-parallel makes sense, so I've put that in my PR: #355322.  Reviews would be appreciated.


feat(vue-app): pass store to createRouter

Resolves #9594
If this PR is validated, I will also create PR on the @nuxt/router module in order to support this parameter as well:
https://github.com/nuxt-community/router-module/blob/18bb2d39b55a9da8abec0a10a9f4552291dc0b39/templates/plugin.js#L10-L11
Types of changes

[ ] Bug fix (a non-breaking change which fixes an issue)
[X] New feature (a non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to change)

Codecov Report

Merging #9629 (ac7d20a) into dev (cdbea39) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##              dev    #9629   +/-   ##
=======================================
  Coverage   65.15%   65.15%
=======================================
  Files          94       94
  Lines        4107     4107
  Branches     1126     1126
=======================================
  Hits         2676     2676
  Misses       1152     1152
  Partials      279      279

Flag
Coverage Δ

unittests
65.15% <ø> (ø)

Flags with carried forward coverage won't be shown. Click here to find out more.

Impacted Files
Coverage Δ

packages/babel-preset-app/src/index.js
0.00% <0.00%> (ø)

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[CI] post land-blocking test result on PR

Motivation
The land-blocking test is run at land time in the auto branch. When the
test fails or performance regression is detected, the relevant results
need to be surfaced in the original pull request such that the author
can follow up.
Test Plan

Mock 1 - Cluster test fails and doesn't generate test report
https://github.com/sausagee/libra/runs/442190978?check_suite_focus=true

Mock 2 - Cluster test passes and generates test report
https://github.com/sausagee/libra/runs/442177298?check_suite_focus=true

Mock 3 - Cluster test passes but the commit is not found in any open pull request.
https://github.com/sausagee/libra/runs/442462648?check_suite_focus=true

Should we just extract text part? Json can get pretty big eventually

Should we just extract text part? Json can get pretty big eventually

I think it depends on what is useful for review.  I will extract the text part.  Maybe you can think about what are the relevant metrics to add in the future?

Hiding json under <details> seem like a good idea

Since I don't really understand the language that you are using in this script, I will leave it to @metajack for final approve, but otherwise this looks good to me!

@bors-libra r+

:pushpin: Commit 85456d8 has been approved by metajack

:hourglass: Testing commit 85456d89082b51971bd7cea7bedd7cc35c56a2f7 with merge 8f39c704d4b9548246bedc9ecc51800d68c33fa2...

:sunny: Test successful - checks-circle_commit_workflow
Approved by: metajack
Pushing 8f39c704d4b9548246bedc9ecc51800d68c33fa2 to master...


How do I commit 2 new classes?

New at github, how can I upload 2 new classes?
Regards
Erik

Hi there,
If you create a pull request, I can merge it:
https://help.github.com/articles/about-pull-requests/
Regards,
-Fraser
From<EMAIL_ADDRESS>Sent: February 15, 2017 22:12
To<EMAIL_ADDRESS>Cc<EMAIL_ADDRESS>Subject: [onware/TableauAPI] How do I commit 2 new classes? (#2)
New at github, how can I upload 2 new classes?
Regards
Erik
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHubhttps://github.com/onware/TableauAPI/issues/2, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AHjEQri93ZvlgddYdQ8M4sreVFT8NSKCks5rc9rZgaJpZM4MCl_x.

Hi again,
I have uploaded a repository called etl1961/TableauAPI
Can that be used in the Pull request ?
Regards
Erik


Support date value type.

@skreutzberger please check the tests.

@skreutzberger the following test will fail around midnight:
let myDateDay = Calendar.current.component(.day, from: myDate!)
let nowDay = Calendar.current.component(.day, from: now)
XCTAssertEqual(myDateDay, nowDay)

I checked again and can not reproduce the issue. Calender.current is correctly using UTC and is working. We should monitor that for later.


Added: an app.json to the repo

Summary
It looks like I'll need to commit this to master to test the PR deployment. Thanks Heroku
Thanks for contributing to Kaiju.
@cerner/kaiju

I'm going to cheat and merge this in for now.

Reported


fix: apply managed resource labels consistently

This change updates the label logic for the resources managed by reconciler-manager to apply a consistent set of rules.

Apply the sync-kind and sync-namespace label for shared RBAC bindings, leaving out the sync-name field given that multiple RSyncs may be mapped to the same binding.

Do we want to add labels to upsertHelmConfigMaps?

@nan-yu It looks like that already adds the standard labels. Or am I missing something?

Do we want to add labels to upsertHelmConfigMaps?

Nan Yu It looks like that already adds the standard labels. Or am I missing something?

I missed that. Right, the labelMap is already passed into upsertHelmConfigMaps.

/assign @janetkuo
/assign @nan-yu

FYI @gbmeuk
This can replace https://github.com/GoogleContainerTools/kpt-config-sync/pull/981 and should resolve your issue


Command failed due to signal: Segmentation fault: 11

Using XCode 7.2, I'm getting Command failed due to signal: Segmentation fault: 11 error when extension part of following code is uncommented.
struct Status {
    let version: Int
    let host: String
}

extension Status: JSONDecodable {
    func toJSON() throws -> AnyObject {
        return try JSONEncoder.create({ (encoder) -> Void in
            try encoder.encode(version, key: "version")
            try encoder.encode(host, key: "host")
        })
    }
}

Based on StackOverflow comments, this fault is due to some yet to be clearly identified NSString related function signature issues and only workaround is to use another framework that doesn't have the code.

nvm. Problem was I used JSONDecodable where I should've used JSONEncodable.
SwiftCompiler added to problem by returning a confusing error.


BAU: Increase test coverage

Proposed changes
What changed
This adds a few tests to cover the lines that are missing according to
sonarcloud.
Why did it change
A lot of these are just testing the no arg constructors for the handlers
and services used by the lambdas. Whilst there is not much merit in
testing them this way, it does boost our coverage report.
Our quality gate is set to 80% coverage. Without these changes we're
quite close to this boundary. Having code in these constructors drag us
down isn't helpful.

Closed in favour of https://github.com/alphagov/di-ipv-core-back/pull/65


Trouble Installing

Hi! First time github user here - I'm running 10.15.7 on my macbook pro and can't seem to get the component showing up in the plugin directories of any of my DAW's.
I've copied the HARD component onto both directories of the Library but still no luck.
Any advice or recommendations on troubleshooting this?

I am using Ableton (11 as well. Have no issues with any of my other AU plugins, what plugin "manufacturer" is the plugin located in?

It seems that you only copied the HARD binary file into the directory. You should copy the whole 'HARD.component' (whose size should be over 100 MB) to the directory, just like the other plugins.
The manufacturer is "AlphaTheta".


chore: Bump operator base images

Switch to using the UBI go-toolset image for compiling the operator. Starting with go 1.21, the compiler is capable of compiling go code with newer toolchains [1]. Therefore, we no longer need to wait for RHEL to publish go-toolset 1.22 images in order to compile 1.22 code.
[1] https://go.dev/blog/toolchain

Replaces #49


Upgrade CLI & ember. Support for nested tokenPropertyName

This pull request main goal was to add support for nested tokenPropertyName. Instead of having token as value we use some.nested.token. The authenticate() did already support this, as it used Ember.get(obj, tokenPropertyName), but other parts of the code didn't support this.
I also added a fix for issue I encountered in getTokenData() when decode the JWT token when it contained UTF-8 encoded characters.
A bit sorry for updating Ember CLI in this pull request. I didn't manage to get ember test to run successfully with a newer version of Node without do this upgrade. Here are some links which may be relevant to this issue:

https://github.com/ember-cli/ember-cli/issues/5110
https://github.com/ember-cli/ember-cli/issues/5317

Hi @thhermansen , thank you for your work! I've made another PR on #145 with your commits. I removed the ember and ember-cli upgrades because we had merged and update already.
The test are not freezing anymore but I did find a strange behaviour on the tests added. For some reason they fail on development but not with Travis CI. If you run ember test they fail but if you run ember test --filter='#refreshAccessToken triggers the sessionDataUpdated event on successful request.' they work.
Any ideas why this is happening?
Feel free to add any changes on #145 .
Again, thank you for your time and work.

Please see #145 on updates why some test failed.


Add landscape.io support

https://landscape.io

Please progress with this now @Omkar20895 thanks

landscapeio/landscape-issues#239
the above thread is the issue raised @landscape.io, I am posting this here for further reference.


Keep param in the link to first page

I've noticed kaminari's helper adds the page parameter to every link except to the link for the first page.
That usually would work fine, but I've got a use case where it doesn't work as expected.
In an application I'm working on there's an admin area where, if no page param is provided, the last visited page by the user is loaded.
The reasoning for this follows. In a traditional situation:

admin makes it to page 17 of posts, where there are two posts to modify.
admin modifies the first post and saves it.
admin goes back to the posts index.
admin has to make all the way to page 17 again to modify the second one.

My solution (which has its drawbacks, of course) is saving page 17 as last page visited, and directing the admin there when there's no page parameter.
Everything would work (and I can't think of situations that would be broken) if the first page link had the page param as well. Here's a small patch:
https://gist.github.com/846609
Unfortunately I've tried to provide a test case, but failed miserably with the template stubbing.
Thanks.

Please, merge it :neckbeard:

+1 to merge in yuki24's change.  I have my Gemspec pointing to his branch instead of the official release.  Please update!

I would add also this functionality, to make it possible to setup this option locally, not globally:
https://github.com/amatsuda/kaminari/pull/543/files


this shoudl fix #30

Thanks for the pull request. What is going on? Missing models that appear in the package.order?

Looks like it. Maybe someone forgot to press the save button or forgot to upload the models also?
They are listed in the package.order, but they are not present.

That sounds like @adesideri should chime in here and either merge the pull request or upload the models. Thanks again for spotting this flaw.

OpenModelica spotted it. It is quite strict, that helps a lot.


Adding note about sitemap in plug.static

@ikeikeikeike Hello! Friendly reminder about this PR. Any interest in adding me as a contributor on GitHub & Hex so I can help maintain this package?

@ikeikeikeike friendly reminder!

@ikeikeikeike reminder!


Add unit test for Database::createFunction()

using an example from
https://stackoverflow.com/a/8283265/1163698 How can I create a user-defined function in SQLite?

Coverage increased (+1.2%) to 97.796% when pulling 439a1b329fde29e4ca5c9ec17cb34ccef2fd7b38 on create-function-unit-test into 41cf3c5035e786a71cc6d7126ad736bbfeed9bdd on master.


Chef GPG key URL changed

Chef Server Version
13.2.0
Scenario:
Build chef-server package, the URL in omnibus/config/software/gpg-key.rb does not match the actual location of the GPG key.
The old URL was https://downloads.chef.io/packages-chef-io-public.key
The corrected URL is https://packages.chef.io/chef.asc
PR to follow.

Not sure where this should be logged, it's not a problem with the chef-server package, but it is related to this -
When you download the GPG file from this new location https://packages.chef.io/chef.asc, there's an HTTP header sent from the server tries to set the downloaded filename to 'artifactory.gpg.public`
$  curl -vvvi https://packages.chef.io/chef.asc
...
< HTTP/2 200
HTTP/2 200
< content-disposition: attachment; filename=artifactory.gpg.public
content-disposition: attachment; filename=artifactory.gpg.public


feat: support update klog log level dynamically based on configmap

Changes

Submitter Checklist
As the author of this PR, please check off the items in this checklist:

[ ] spec PR link included
[ ] Follows the commit message standard
[ ] Meets the contributing guidelines (including
functionality, content, code)
[ ] Test cases with documentation and functionality works as expected using current and related github repos (MUST deploy and check)
[ ] Release notes block below has been filled in or deleted (only if no user facing changes)

Release Notes

补充一个spec 的文档， 先把这部分的 配置 在文档上写一下？

done https://github.com/katanomi/spec/pull/299


Ensure All CLI Output Text & Errors Use Intl Strings

Closes #329.

This was has been completed in the "reproducible-build-pipeline" PR


nbgl: use_case: Memset nav context when starting use cases

Description
nbgl: use_case: Memset nav context when starting use cases
Changes include

[ ] Bugfix (non-breaking change that solves an issue)
[x] New feature (non-breaking change that adds functionality)
[ ] Breaking change (change that is not backwards-compatible and/or changes current functionality)
[ ] Tests
[ ] Documentation
[ ] Other (for changes that might not fit in any category)

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Comparison is base (0e72792) 59.44% compared to head (40c7444) 59.44%.

Additional details and impacted files
@@           Coverage Diff           @@
##           master     #491   +/-   ##
=======================================
  Coverage   59.44%   59.44%
=======================================
  Files          12       12
  Lines        1684     1684
=======================================
  Hits         1001     1001
  Misses        683      683

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Upgrade dependencies to latest versions

When I depend on this library I get security notifications from Github
for ws and lodash. Hopefully upgrading dependencies to the latest
version should fix this.

Hi @mishk0. Is this library still maintained? Thanks

Update: I have found that an npm upgrade now pulls in the fixed lodash, so less important for us now

Thanks for the pr, merged it


Persist enum symbol info in BIR

Purpose
This PR adds enum symbol info to the BIR. So that enums coming from a BIR source can be identified at the semantic API level and create enum symbols for them.
Check List

[x] Read the Contributing Guide
[ ] Updated Change Log
[ ] Checked Tooling Support (#)
[x] Added necessary tests

[x] Unit Tests
[ ] Spec Conformance Tests
[ ] Integration Tests
[ ] Ballerina By Example Tests

[ ] Increased Test Coverage
[ ] Added necessary documentation

[ ] API documentation
[ ] Module documentation in Module.md files
[ ] Ballerina By Examples

@Kishanthan Added an enum to the type def test file in https://github.com/ballerina-platform/ballerina-lang/pull/28294/commits/352eba9c70bcbf66056ed4652098a0dd6636b30c. Will that be enough?

@Kishanthan Added an enum to the type def test file in 352eba9. Will that be enough?

You can add a test case to verify this. If you can check the existing test method, you can add an entry to verify the newly added enum here - https://github.com/ballerina-platform/ballerina-lang/blob/master/docs/bir-spec/src/test/java/org/ballerinalang/birspec/BIRTestUtils.java#L89

@Kishanthan Added an enum to the type def test file in 352eba9. Will that be enough?

You can add a test case to verify this. If you can check the existing test method, you can add an entry to verify the newly added enum here - https://github.com/ballerina-platform/ballerina-lang/blob/master/docs/bir-spec/src/test/java/org/ballerinalang/birspec/BIRTestUtils.java#L89

Internally, an enum is just another type def. So it should be validated through the assertTypeDefs() method. That test did fail when the spec was modified.


Update build.yml

SonarScanner requires jvm

One project requires dotnet 5. The build.yaml has to be changed.


Package incompatibility

Pycrypto and pycryptohome are different in the new function of AES. Their encrypt function requires different parameters. The former can also execute str normally, while the latter needs to encode str

Hi, this issue tracker is for issues with the codebase behind https://pypi.org itself, not the projects hosted on PyPI.
You should report this issue to the tracker for the project in question instead.

这是来自QQ邮箱的假期自动回复邮件。

您好，我最近正在休假中，无法亲自回复您的邮件。我将在假期结束后，尽快给您回复。


Adding test example and sample data for 3d

Awesome library @sikang !
Just started reading into Jump Point Search not too long ago and began looking around for extensions to 3D, then stumbled upon your repo.
I compiled your example for 2D from 4f34383 , and it works well. I was just wondering if you could provide an example using 3D to demonstrate its use for quick evaluation? Something like a test_planner_3d that could take in a 3d simple yaml file.
I've extrapolated from your 2D test example and sample format in this PR,
but I'm not yet sure if its working as intended:
$ ./test_planner_3d ../data/simple3d.yaml
start: 0 0 0
goal: 4 4 4
origin: 0 0 0
dim: 5 5 5
resolution: 1
JPS PLANNER VERBOSE ON
Start: 0 0 0
Goal:  4 4 4
Epsilon:  1
Goal Reached!!!!!!

goal g: 21.170844, h: 0.000000!
Expand [25] nodes!
JPS Planner takes: 0.000000 ms
JPS Path Distance: 21.170844
AStar Planner takes: 0.000000 ms
AStar Path Distance: 21.170844

Thanks a lot, this is a great example file! I've added into the master branch:)

There are something wrong with 3d example? @sikang  @ruffsl
start: 0 0 0
goal: 4 4 4
origin: 0 0 0
dim: 5 5 5
resolution: 1
JPS PLANNER VERBOSE ON
Start: 0 0 0
Goal:  4 4 4
Epsilon:  1
start is outside!
startI: -1 -1 -1
Map origin: 0 0 0
Map dim: 5 5 5
JPS Planner takes: 0.000000 ms
JPS Path Distance: 0.000000
JPS Path:
Start: 0 0 0
Goal:  4 4 4
Epsilon:  1
start is outside!
startI: -1 -1 -1
Map origin: 0 0 0
Map dim: 5 5 5
AStar Planner takes: 0.000000 ms
AStar Path Distance: 0.000000
AStar Path:


Additional information on Binding and Tensors

I am attempting to load the tiny_yolov2 model from the onnx zoo but I don't understand how to create the appropriate sized output array/tensor.  The code generation tool creates an output called "grid" that is an IList but the documentation for the model (and what is listed in OutputFeatures) describes an array of size 1x125x13x13.  I have not been able to figure out how to create a variable that the bind() method will accept for the output.  All I get is the following error:
The binding is incomplete or does not match the input/output description. (Exception from HRESULT: 0x88900002)
It would be awesome if you could include some more complex samples and/or some more documentation on how to build proper variables for binding, in particular, high dimension Tensors as described by TensorVariableDescriptorPreview.
Really cool stuff, thanks!

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

ID: 8c2a2373-e2eb-6293-0692-35496c764316
Version Independent ID: 31bf9697-e7e8-35cd-20c3-f0499ed84919
Content: Integrate a model into your app with Windows ML - UWP app developer
Content Source: windows-apps-src/machine-learning/integrate-model.md
Service: unspecified
GitHub Login: @serenaz
Microsoft Alias: sezhen

Hi! Have you tried creating input/output variables that exactly match the generated Input/output classes? A tensor type, regardless of its dimension, is mapped to IList on Windows runtime.

Hi!  The code generation tool creates this default output class (I edited names to make it more usable):
public sealed class TinyYoloModelOutput
{
        public IList<double> grid { get; set; }
        public TinyYoloModelOutput()
        {
            this.grid = new List<double>();
        }
}

Which seems to match the output object (There is only one) that is of DataType "Double" and ModelFeatureKind "Tensor" with a shape of [1, 125, 13, 13].
So on first glance, it seems like what is generated should work, but I get an error thrown when I do the following binding: binding.Bind("grid", output.grid);
The error is always the same, and is thrown from the output binding, not on the input binding.  The binding is incomplete or does not match the input/output description. (Exception from HRESULT: 0x88900002)
Here is the complete code, with a little bit of debug/error code added to it as I was testing:
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Windows.Media;
using Windows.Storage;
using Windows.AI.MachineLearning.Preview;
using System.Linq;

// d224f87054234871a169eda0b7463d86

namespace YOLOApp1.ML2
{
    public sealed class TinyYoloModelInput
	{
        public VideoFrame image { get; set; }
    }

    public sealed class TinyYoloModelOutput
	{
        public IList<double> grid { get; set; }
        public TinyYoloModelOutput()
        {
            this.grid = new List<double>();
        }
    }

    public sealed class TinyYoloModel
	{
        private LearningModelPreview learningModel;
        public static async Task<TinyYoloModel> CreateTinyYoloModel(StorageFile file)
        {
            LearningModelPreview learningModel = await LearningModelPreview.LoadModelFromStorageFileAsync(file);
           TinyYoloModel model = new TinyYoloModel();
            model.learningModel = learningModel;
	    var outputs = learningModel.Description.OutputFeatures.ToList();
	    var shape = (outputs.First() as TensorVariableDescriptorPreview).Shape.ToList();
	    return model;
        }
        public async Task<TinyYoloModelOutput> EvaluateAsync(TinyYoloModelInput input)
        {
			try
			{
				TinyYoloModelOutput output = new TinyYoloModelOutput();
				LearningModelBindingPreview binding = new LearningModelBindingPreview(learningModel);
				binding.Bind("image", input.image);
				binding.Bind("grid", output.grid);
				LearningModelEvaluationResultPreview evalResult = await learningModel.EvaluateAsync(binding, string.Empty);
				return output;
			}
			catch(Exception e)
			{
				throw e;
			}
        }
    }
}

EvaluateAsync returns the output. Try:
TinyYoloModelOutput output = learningModel.EvaluateAsync(input);

Yes, the binding for the output was part of the generated code.
I took the output binding out.  The learningModel is of type LearningModelPreview so the ExecuteAsync method is defined as: public IAsyncOperation<LearningModelEvaluationResultPreview> EvaluateAsync(LearningModelBindingPreview binding, string correlationId);
It looks like that LearningModelEvaluationResultPreview class should have output on it, if the Evalulate would run, but EvaluateAsync still takes a binding object.  When I run it without binding the output, I get the same error, this time thrown by the await learningModel.EvaluateAsync(binding, string.empty) line.  The code looks like this now:
public async Task<TinyYoloModelOutput> EvaluateAsync(TinyYoloModelInput input) {
			try
			{
				TinyYoloModelOutput output = new TinyYoloModelOutput();
				LearningModelBindingPreview binding = new LearningModelBindingPreview(learningModel);
				binding.Bind("image", input.image);
				LearningModelEvaluationResultPreview evalResult = await learningModel.EvaluateAsync(binding, string.Empty);
				return output;
			}
			catch(Exception e)
			{
				throw e;
			}
        }

The binding is incomplete or does not match the input/output description. (Exception from HRESULT: 0x88900002)
Does that mean that the input binding is bad, or that the output is requried to be bound (the IsRequired Flag is true in the TensorVariableDescriptorPreview for the output)?
I then saw in the documentation that the EvaluateAsync method that the generated code is using doesn't even seem to be there: https://docs.microsoft.com/en-us/uwp/api/windows.ai.machinelearning.preview.learningmodelpreview
So, I tried EvaluateFeaturesAsync, which takes a Dictionary<string, object>, but I get the same error.

Are you calling these wrapper classes from another code file in your app? The generated code should (hopefully) not need to be modified, and acts as an interface to interact with the model in your app. In your app's main code, something like this should work (let me know if you're getting the same error?):
StorageFile modelFile = await StorageFile.GetFileFromApplicationUriAsync(new Uri($"ms-appx:///Assets/tiny_yolov2.onnx"));
TinyYoloModel model = TinyYoloModel.CreateTinyYoloModel(modelFile);
TinyYoloModelInput ModelInput = new TinyYoloModelInput();
ModelInput.image = //get image here
TinyYoloModelOutput ModelOutput = model.EvaluateAsync(ModelInput);

Thanks for your help with this!
Yes, I am calling these from elsewhere, but started getting that error and the only documentation I could find was about instantiating dictionaries so I started making changes trying different data types.
I created a brand new solution and added the existing item tiny_yolov2.onnx to Assets to generate a fresh set of wrapper classes.  I tried to make this version as simple as possible, and I didn't edit the generated wrapper classes at all (not even to rename them).  I am calling the code like this:
public async void LoadModel()
{
	StorageFile modelFile = await StorageFile.GetFileFromApplicationUriAsync(new Uri($"ms-appx:///Assets/tiny_yolov2.onnx"));
	this._model = await D224f87054234871a169eda0b7463d86Model.CreateD224f87054234871a169eda0b7463d86Model(modelFile);

	D224f87054234871a169eda0b7463d86ModelInput ModelInput = new D224f87054234871a169eda0b7463d86ModelInput();
	var imageFile = await StorageFile.GetFileFromApplicationUriAsync(new Uri($"ms-appx:///Assets/DogScaled.jpg"));

	SoftwareBitmap softwareBitmap;
	using (IRandomAccessStream imageStream = await imageFile.OpenAsync(FileAccessMode.Read))
	{
		BitmapDecoder decoder = await BitmapDecoder.CreateAsync(imageStream);

		// Get the SoftwareBitmap representation of the file in BGRA8 format
		softwareBitmap = await decoder.GetSoftwareBitmapAsync();
		softwareBitmap = SoftwareBitmap.Convert(softwareBitmap, BitmapPixelFormat.Bgra8, BitmapAlphaMode.Premultiplied);
	}
	VideoFrame inputImage = VideoFrame.CreateWithSoftwareBitmap(softwareBitmap);
	ModelInput.image = inputImage;
	D224f87054234871a169eda0b7463d86ModelOutput ModelOutput = await this._model.EvaluateAsync(ModelInput);
}

I don't know if this is important, but I manually resized the image so that it was 416x416 so that I didn't have to include the resize code here (again, I'm not sure I even need to resize the image).
I get the same error message, which originates on the line binding.Bind("grid", output.grid): The binding is incomplete or does not match the input/output description. (Exception from HRESULT: 0x88900002)
I could zip up the enture UWP solution if that would help.
The generated tiny_yolov2.cs file:
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Windows.Media;
using Windows.Storage;
using Windows.AI.MachineLearning.Preview;

// d224f87054234871a169eda0b7463d86

namespace YoloApp2
{
    public sealed class D224f87054234871a169eda0b7463d86ModelInput
    {
        public VideoFrame image { get; set; }
    }

    public sealed class D224f87054234871a169eda0b7463d86ModelOutput
    {
        public IList<double> grid { get; set; }
        public D224f87054234871a169eda0b7463d86ModelOutput()
        {
            this.grid = new List<double>();
        }
    }

    public sealed class D224f87054234871a169eda0b7463d86Model
    {
        private LearningModelPreview learningModel;
        public static async Task<D224f87054234871a169eda0b7463d86Model> CreateD224f87054234871a169eda0b7463d86Model(StorageFile file)
        {
            LearningModelPreview learningModel = await LearningModelPreview.LoadModelFromStorageFileAsync(file);
            D224f87054234871a169eda0b7463d86Model model = new D224f87054234871a169eda0b7463d86Model();
            model.learningModel = learningModel;
            return model;
        }
        public async Task<D224f87054234871a169eda0b7463d86ModelOutput> EvaluateAsync(D224f87054234871a169eda0b7463d86ModelInput input) {
            D224f87054234871a169eda0b7463d86ModelOutput output = new D224f87054234871a169eda0b7463d86ModelOutput();
            LearningModelBindingPreview binding = new LearningModelBindingPreview(learningModel);
            binding.Bind("image", input.image);
            binding.Bind("grid", output.grid);
            LearningModelEvaluationResultPreview evalResult = await learningModel.EvaluateAsync(binding, string.Empty);
            return output;
        }
    }
}

It appears that Windows.AI.MachineLearning.Preview does not currently support the double data type, which is probably the reason for the binding error. You can try using a model that uses a float data type - we'll try to get the ONNX model zoo to update this model!

Ok, thanks for your help.

Hi @morehavoc, we have updated the ONNX model to output to type float

Hi @serenaz, thanks!  I see the ticket over at the Onnx model zoo now.  I just created a fresh app to test it and I got a new error.  The good news is that it now has a Float data type, so that all looks good.  However, the previous version of the model had an output size of [1, 125, 13, 13] but this new one has [-1, 125, 13, 13]. (note the leading -1)
The actual error that I'm getting is this: The size of the buffer provided for a bound variable is invalid. (Exception from HRESULT: 0x88900004)
I would appreciate any help you could provide.  If you think this is a model issue, I'll move over to the ONNX models repo.

We're investigating the issue from both the ONNX and WinML sides  - will let you know once we resolve the issue!

Hi @Serenaz, Do you have any update on this issue?

Hitting the same issue.... would be nice to get an update.