Adding dependencies takes forever

Right now, when you add just about anything via yarn or npm, the process takes incredibly long to finish.
Using<EMAIL_ADDRESS>and<EMAIL_ADDRESS>yarn add video-react took 406s..:
yarn add video-react
yarn add v0.27.5
[1/4] Resolving packages...
[2/4] Fetching packages...
warning<EMAIL_ADDRESS>The platform "win32" is incompatible with this module.
info<EMAIL_ADDRESS>is an optional dependency and failed compatibility check. Excluding it from installation.
warning<EMAIL_ADDRESS>The platform "win32" is incompatible with this module.
info<EMAIL_ADDRESS>is an optional dependency and failed compatibility check. Excluding it from installation.
warning<EMAIL_ADDRESS>The platform "win32" is incompatible with this module.
info<EMAIL_ADDRESS>is an optional dependency and failed compatibility check. Excluding it from installation.
[3/4] Linking dependencies...
warning<EMAIL_ADDRESS>has incorrect peer dependency<EMAIL_ADDRESS>warning<EMAIL_ADDRESS>has incorrect peer dependency<EMAIL_ADDRESS>warning<EMAIL_ADDRESS>has incorrect peer dependency "webpack@1 || ^2.1.0-beta || ^2.2.0-rc.0".
[4/4] Building fresh packages...
success Saved lockfile.
success Saved 3 new dependencies.
├─<EMAIL_ADDRESS>├─<EMAIL_ADDRESS>└─<EMAIL_ADDRESS>$ concurrently "npm run flow-typed" "npm run build-dll" "electron-builder install-app-deps" "node node_modules/fbjs-scripts/node/check-dev-engines.js package.json"
[2] electron-builder 19.8.0
[2] Installing app dependencies for arch x64 to D:\Projects\loopmode@github\electron-react-video\app
[0]
[0] ><EMAIL_ADDRESS>flow-typed D:\Projects\loopmode@github\electron-react-video
[0] > rimraf flow-typed/npm && flow-typed install --overwrite || true
[0]
[1]
[1] ><EMAIL_ADDRESS>build-dll D:\Projects\loopmode@github\electron-react-video
[1] > cross-env NODE_ENV=development node --trace-warnings -r babel-register ./node_modules/webpack/bin/webpack --config webpack.config.renderer.dev.dll.js --colors
[1]
[3] node node_modules/fbjs-scripts/node/check-dev-engines.js package.json exited with code 0
[0] • Found 86 dependencies in package.json to install libdefs for. Searching...
[0] • rebasing flow-typed cache...
[2] electron-builder install-app-deps exited with code 0
[1] Hash: 8aea1d040f04b551b1dc
[1] Version: webpack 3.0.0
[1] Time: 5577ms
[1]               Asset    Size  Chunks                    Chunk Names
[1] renderer.dev.dll.js  1.7 MB       0  [emitted]  [big]  renderer
[1] [./node_modules/webpack/buildin/module.js] (webpack)/buildin/module.js 517 bytes {0} [built]
[1]    [2] dll renderer 12 bytes {0} [built]
[1]     + 372 hidden modules
[1] npm run build-dll exited with code 0
[0] • Installing 10 libDefs...
[0]   • flow-bin_v0.x.x.js
[0]     └> .\flow-typed\npm\flow-bin_v0.x.x.js
[0]   • redux_v3.x.x.js
[0]     └> .\flow-typed\npm\redux_v3.x.x.js
[0]   • enzyme_v2.3.x.js
[0]     └> .\flow-typed\npm\enzyme_v2.3.x.js
[0]   • express_v4.x.x.js
[0]     └> .\flow-typed\npm\express_v4.x.x.js
[0]   • react-redux_v5.x.x.js
[0]     └> .\flow-typed\npm\react-redux_v5.x.x.js
[0]   • minimist_v1.x.x.js
[0]     └> .\flow-typed\npm\minimist_v1.x.x.js
[0]   • react-router-dom_v4.x.x.js
[0]     └> .\flow-typed\npm\react-router-dom_v4.x.x.js
[0]   • react-router_v4.x.x.js
[0]     └> .\flow-typed\npm\react-router_v4.x.x.js
[0]   • jest_v20.x.x.js
[0]     └> .\flow-typed\npm\jest_v20.x.x.js
[0]   • react-addons-test-utils_v15.x.x.js
[0]     └> .\flow-typed\npm\react-addons-test-utils_v15.x.x.js
[0] • Generating stubs for untyped dependencies...
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-formatter-pretty_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\source-map-support_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\file-loader_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-plugin-dev-expression_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\electron-debug_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\chalk_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\stylelint-config-standard_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-import-resolver-webpack_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-plugin-prettier_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\rimraf_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\url-loader_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\font-awesome_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-eslint_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-jest_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\redux-thunk_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\history_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-plugin-transform-class-properties_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\react-router-redux_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-preset-env_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-preset-react-hmre_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-preset-stage-0_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-preset-react-optimize_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-plugin-dynamic-import-webpack_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-plugin-add-module-exports_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\enzyme-to-json_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\electron-devtools-installer_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-register_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-preset-react_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-config-prettier_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\css-loader_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-config-airbnb_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\html-webpack-plugin_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\extract-text-webpack-plugin_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babili-webpack-plugin_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\redux-logger_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\prettier_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-plugin-flowtype-errors_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\style-loader_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\spectron_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\sass-loader_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\webpack-merge_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\stylefmt_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\cross-spawn_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\react-hot-loader_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-plugin-transform-es2015-classes_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\concurrently_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\electron_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-plugin-compat_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-plugin-jest_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\cross-env_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-loader_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\fbjs-scripts_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-plugin-promise_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-plugin-react_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-plugin-import_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\identity-obj-proxy_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\webpack-bundle-analyzer_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\devtron_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\react-test-renderer_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\webpack_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\flow-typed_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-plugin-jsx-a11y_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\stylelint_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\webpack-dev-server_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\eslint-plugin-flowtype_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-core_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\video-react_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\flow-runtime_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\electron-builder_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\sinon_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\node-sass_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\jsdom_vx.x.x.js
[0]   •<EMAIL_ADDRESS>[0]     └> flow-typed\npm\babel-plugin-flow-runtime_vx.x.x.js
[0]
[0] !! No<EMAIL_ADDRESS>libdefs found in flow-typed for the above untyped dependencies !!
[0]
[0] I've generated `any`-typed stubs for these packages, but consider submitting
[0] libdefs for them to https://github.com/flowtype/flow-typed/
[0]
[0] npm run flow-typed exited with code 0
Done in 406.58s.

In this case for example, classnames was already added by video-react.
However, just doing yarn add classnames in order to have it as an explicit dependency in package.json did the whole thing again, taking another 415s. That's almost 7 minutes! Ain't nobody got time for that!
What takes up most of the time seems to be Installing 10 libDefs.
At least, [1] npm run build-dll exited with code 0 is reached pretty quickly and the CLI seems to stall from there until the libDefs report is printed.
I guess it's about native libs. And it should be possible to omit the step, at least it shouldn't be always performed implicitly, but rather explicitly and only on-demand.
I understand that it's absolutely necessary the first time a user installs the project.
A couple of ideas:

Offer a custom install/setup script that supports something like a --native flag
Or only perform it when there is not e.g. a .nativelibs file in the project, that gets generated. One could force the user to delete the file so that the next install would perform the full setup again and create a new .nativelibs file
And probably there are many other ways, maybe even a standard one? (I'm totally new to electron)

You can add --ignoreScripts if you have a few dependencies to add, but on the last run you'll of coruse need to not ignore scripts.

Well that is good to know, thanks. Especially useful when you install multiple dependencies - which, however, is rather rare.
If you find the time (or if there already is a resource somewhere), I'd be interested in what that step does and why it takes so long. What's going on there?
In another project, I also had terrible durations on install, and it turned out to be material-design-icons that takes forever - and since we only needed a bunch of icons, we manually copied them to the project and lost the dependency, cutting over a minute from the setup duration.
Maybe something similar can be done here, maybe it's something different, but it surely can be optimized?

Do you have any native dependencies? For example, I use electron-spell-checker (I think is the name) and it needs to rebuild with node-gyp on every install.
Also worth asking about your HDD. I was running on a slow SSD and it was taking a long time on installs with scripts. Moved to a faster SSD and the longest I wait is about 130 seconds now. Still a time sink, but much less so than 600 seconds.

Should be fixed when 0.13.0 lands


Thumbnails blocked from uploading

This seems to have been an ongoing issue for a while now.
Currently using the Developer Build 501, thumbnails will not upload while YTC is enabled. All that happens is "Try Again" appears where the Custom Thumbnail button was.
Once I disable YTC and upload again, the thumbnail successfully gets uploaded. It's quite annoying and frustrating having to disable YTC EVERY time I wish to upload a thumbnail.

Appears to be a duplicate of #666. Are you using Firefox?

Merging issues regarding this to one github issue: Check out issue number "1932".


Issue from website page Flutter框架概览

From URL: https://www.flutterchina.club/technical-overview.md

链接404

possibly related to https://github.com/flutter/flutter/issues/71046

This issue does not seems related to Flutter.


FEATURE: command line arguments

It would be nice to just invoke winssh-fs to mount a specific drive, via command line - or to automount one (or several) at application boot time
Usually I just fire up a VM and winssh-fs at boot time (or with a shortcut), so it would be very handy for me

duplicate #2


Feature Availability for non-Global tenants

Can you provide the availability for the various cloud versions (GCC, GCCH, DOD) in this documentation?

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

ID: a30c67d5-6cc0-16f3-db2a-8244d7344aa3
Version Independent ID: ab230d40-68c6-3a1f-c4c3-12d4a76e42df
Content: Group membership for Azure AD dynamic groups with memberOf - Microsoft Entra
Content Source: articles/active-directory/enterprise-users/groups-dynamic-rule-member-of.md
Service: active-directory
Sub-service: enterprise-users
GitHub Login: @billmath
Microsoft Alias: billmath

@Supersaki
Thanks for your feedback! We will investigate and update as appropriate.

Hi @Supersaki
The feature availability for non-Global tenants is not mentioned in this document. However, you can refer to the following documents for feature availability in Azure Government cloud, Microsoft Sentinel across different Azure environments, and security feature availability in Azure and Azure Government clouds.
https://learn.microsoft.com/en-us/azure/security/fundamentals/feature-availability

@Supersaki
We are going to close this thread as resolved but if there are any further questions regarding the documentation, please tag me in your reply and we will be happy to continue the conversation.


Update planter rendering

Heads-up @dabreegster I noticed the svg was a lot terser in your version. I edited it in InkScape. Do you want me to make the svg file more compact? If so any ideas how would be appreciated.

Ooh, thank you for making the color/style way more planter-like! This looks fantastic.
I know a few tricks for simplifying SVG:

I made a spare Figma document where I upload SVGs. If you then select the object in Figma, right click, and copy it as SVG, it's simplified. Figma even collapses some of the fancier SVG features into simpler path operations.
resvg has a CLI tool. You can cargo install usvg, then usvg input.svg simplified_output.svg
Inkscape "save as" has some options for "plain SVG"

Inkscape "save as" has some options for "plain SVG"

Tried that - that's the simplified output. There may be more options, will check as that's the simplest solution (no need for extra software/web services).

You can also edit them "by hand" in a text editor and remove the unnecessary elements, like the <?xml declaration, and the metadata tag.

Seems a common issue: https://inkscape.org/forums/questions/too-much-junk-on-svg-format/ I'm going for the usvg solution next, loving Rust CLI tools.

usvg is also the SVG rendering library that powers A/B Street. ;)
If you have any issues getting it to work, I can also run the tool on my end. Guess it's time to take a breather from intersection consolidation and push through this bike buffer work!

Reproducible code used to update the .svg file in the commit above:
cargo install usvg
cd data/system/assets/edit/buffer/
usvg planters.svg planters.svg
git commit -am 'Update planter - simplify'
git push rl
history 15 | cut -c 8-

Thanks for the help with color! Merging. I'll revive #704 and aim to get something committed today.


MyMeta Open Raid

Payout
Uncapped payout based on contribution + up to $1000 in bonuses.
Raid Description
MyMeta is your Web3 profile - to begin with.
Since what we’re doing here is building a new world, it makes sense that one of the first things we build is a place for you to show who you are and showcase your skills & past work. Eventually evolving into a place you can do business straight from.

Works equally well for an NFT artists, a blogger & a smart contract developer.

Submission Requirements
Main chunks required:

Finish the player profile page itself.

You may check the open issues here.

Build the profile creation flow.
Design a page for Guilds, based on current design.
Build Guild profiles, controlled by a Player delegate.
MyMeta Dashboard (Aragon Connect)

Design the (DAO/dapp) Dashboard, based on current design.
If designed, build it.

Cool things you could build:

MyMeta Social Graph
Embed personal tokens
Skills app, indicate skill level
NFT Gallery
Services offered app
Q&A template
Wallpaper change
Custom theme
Use MyMeta on a different domain
Pin things
Discourse stats
Your idea?

Choose what interests you the most & simply start building it or closing issues.
If you have any questions, contact @petheth on Discord.

Rewards
One thing to understand is that an open raid is not the same thing as a bounty - there is no single “winner”. As opposed to a bounty, which seeks to reward only the best solution, an open raid is a positive-sum game. If you contribute, you win. Simple as that.
If you want to learn more about how MetaGame’s XP/Seed rewarding system works, you may go read about it here.
If you have any questions or want to share progress, drop in here.
Submission Deadline
Submit your work here by August 8th, leave your Discord handle.
Winner Announcement Date
August 10th at the closing event.

I've raised a couple PRs on the repo, and I'm continuing to work on it.
Just wanted to leave my discord handle here "dan13ram#7722".


why solve equation use this method

solve the equation like Ax = b, we can get x = (A'A).inverse()*A'b, why not use this method

Generally speaking, computing the inverse of a matrix is much more numerically expensive than directly solving an equation. As an example, computing A.inverse() is equivalent to solving n equations Ax_1=(1,0,...0), Ax_2=(0,1,...,0), ..., Ax_n=(0,...,0,1).

Generally speaking, computing the inverse of a matrix is much more numerically expensive than directly solving an equation. As an example, computing A.inverse() is equivalent to solving n equations Ax_1=(1,0,...0), Ax_2=(0,1,...,0), ..., Ax_n=(0,...,0,1).

thank you so much


Minimum container frame size

Addon Version
v0.1.8
World of Warcraft Version
Retail
Describe the bug
Resize logic can shrink bag/bank frame below "minimum" size - at least smaller than the user can make it.
In-Bag search is more visually impacted, but the bug occurs with that setting on or off.
Steps to reproduce
Initial size of an empty bank:

After nudging the bottom right corner, frame jumps to correct minimum

Was able to do this with minimal backpack bags as well, resize code is allowed to bypass user minimum

after user size adjustment

Moving the mace to the bank:

Close and reopen the backpack:

I'll adjust the minimums to take into account the search bar.


Assets are not reloaded until Raycast is restarted

Raycast version: 1.30.2
Description
Assets (icons) are not reloaded on-the-fly when in dev mode or when building the extension. It is required to restart Raycast entirely to reload the icons
Steps To Reproduce

Create an extension that uses local file (located in assets directory) as a list item icon or similar
Build the extension
Open the extension in Raycast, make it show that icon
Replace that file with another icon
Build the extension again
Open the extension in Raycast, see that the icon has not changed.
Reload the extension, it won't help
Restart Raycast using "Quit Raycast" command
Open the extension
Now the icon is reloaded

The same applies to dev mode.

The current behavior
The expected behavior
Raycast shouldn't cache the icons so heavily, at least for dev mode and also maybe for locally installed extensions

There will be a new dev action to clear the assets cache in the next release.

I'm facing this issue and Clear Assets Cache doesn't work for me.
@raycastbot reopen this issue

@pernielsentikaer, please take a look at this.


Chapter 3.10.1 - connection_string_without_db()

In the indicated chapter it is proposed to use the function connection_string_without_db() to connect to the Postgress instance, but not to a specific database. This does not seem to be aligned with Postgress expectations, since if the database is not indicated it is defaulted to the value of the user. Example for user user:
thread 'register_offer_returns_400_for_invalid_data' panicked at 'Failed to connect to Postgress: Database(PgDatabaseError { severity: Fatal, code: "3D000", message: "database \"testst\" does not exist", detail: None, hint: None, position: None, where: None, schema: None, table: None, column: None, data_type: None, constraint: None, file: Some("postinit.c"), line: Some(941), routine: Some("InitPostgres") })', tests/healthj_check.rs:111:10
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace

I am no expert in backend/dbs at all, so I checked on the internet and there seems to be a known behavior:

https://stackoverflow.com/questions/4483139/how-do-i-connect-to-postgresql-without-specifying-a-database-name
https://stackoverflow.com/questions/51015561/how-to-connect-to-postgresql-db-without-a-database-name-from-aws-rds

Both recommend using postgres database, which I tried and works as expected.

Exactly the same here. Using postgres as db-name seems to work. I wonder if there changed something recently inside the sqlx package of in PostgrSQL itself recently? Because I think the code in the book (and in the example code here in the repo) worked at the time of writing. Any idea?

This definitely worked - I'll have to do some digging.

I can't seem to be able to reproduce the problem 🤔

Had this error today. Adding "/postgres" to the end of the format string solved the problem even with a user not being named "postgres", in my case the user was "docker"
pub fn connection_string_without_db(&self) -> String {
    format!(
        "postgres://{}:{}@{}:{}/postgres",
        self.username, self.password, self.host, self.port
    )
}

ty @Dlozanof

At chapter 5.4 when we change the connection_string_without_db function, we need to add an call to .database("postgres") to the end of the without_db function to avoid having the same problem as before.
I don't know if this is the best approaching to have a default value that gets overwritten by another function in the builder pattern, but it's the change that I knew that could work.
impl DatabaseSettings {
    pub fn with_db(&self) -> PgConnectOptions {
        self.without_db().database(&self.database_name)
    }

    pub fn without_db(&self) -> PgConnectOptions {
        PgConnectOptions::new()
            .host(&self.host)
            .username(&self.username)
            .password(&self.password.expose_secret())
            .port(self.port)
            .database("postgres")
    }
}

@fmsrodrigues  Instead of
pub fn connection_string_without_db(&self) -> String {
    format!(
        "postgres://{}:{}@{}:{}/postgres",
        self.username, self.password, self.host, self.port
    )
}

You need to return this instead
format!("postgres://{}:{}@{}:{}", self.username, self.password, self.host, self.port)

We handle appending a unique generated database name inside spawn_app()
let mut configuration = get_configuration().expect("Failed to read configuration.");
configuration.database.database_name = Uuid::new_v4().to_string();

And inside the configure_database() we're using a randomly generated database that was set above, in the spawn_app() function.
 connection
    .execute(format!(r#"CREATE DATABASE "{}";"#, config.database_name).as_str()) .await
    .expect("Failed to create database.");

Also we're creating that database with unique indentifer by running a db migration inside configure_database()
    connection
        .execute(&*format!(r#"CREATE DATABASE {};"#, config.database_name))
        .await
        .expect("Failed to create database.");

I had the same problem today.
For postgres, I don't use postgres as username, I use justuser instead. And connection to the database without database name failed with an error like "Database justuser doesn't exist".
Then I experimented this:

Remove the database name from .env file
Run sqlx database create
Now you will see a new database has been created with the name justuser
Run cargo test -> Everything is green

So, this is probably the Postgres that expects a database with the same name as username or I'm not exactly sure and don't have much time to dig into the Postgres doc to see what actually happens.
If you use postgres as username, a database named postgres exists by default (for maintenance purpose I guess?). That's why you couldn't reproduce this issue, @LukeMathWalker
This issue should be clearly addressed in the future release of the book.

I see, thanks for the investigation @crazyoptimist!

Solved in the next book release. Thanks everyone!


Use .bazelrc to configure optional dependencies

Rather than having ./configure mutate one of our .bzl files, which dirties the git repository, this change has ./configure put --define options in .bazelrc for jemalloc, GCS, HDFS, and XLA inside a .bazelrc at the root of the TensorFlow repository. This file is listed in .gitignore.
Therefore, running ./configure will no longer cause the git repository to be in a modified state.
Fixes #8202
CC: @girving

I like how the change looks. I will wait on the approval until Damien and Martin takes a look, and raise any concerns if there is any.

Shiny! The only thing left now is python config, right?

After re-reading the change: all those define will have to go in an external repository to make the import TF as a workspace works nicely, unfortunately there is no vardef so you probably wants to write a bzl file with those variable defined with an external repository (either as a follow-up or as part of this change).

@jart Do you want to merge this, or add in the change damien suggested?
@tensorflow-jenkins Test this please

Jenkins, test this please

@dandelionmane I wrote this change under the assumption that dependent projects might choose to write their own ./configure scripts, that define the .bazelrc in their root directory.
@damienmg How robust can we make Bazel's .bazelrc discovery? Assume we have three .bazelrc files:

~/.bazelrc
~/tf_serving/.bazelrc
~/tf_serving/tensorflow/.bazelrc

If we build something inside ~/tf_serving/tensorflow/... then should all three bazelrc's be loaded? And if so, having the latter ones take priority?

~/.bazelrc will be loaded when building tf_serving or tensorflow, .bazelrc
from tf_serving can import the .bazelrc from tensorflow it should just work.
There is no way to load ~/tf_serving/.bazelrc when building from
~/tf_serving/tensorflow.
As said previously, to make that use case works nicely, it would be better
to write a remote repository that write those configuration in a BUILD file
/ skylark file.
On Wed, Mar 15, 2017 at 1:59 AM Justine Tunney<EMAIL_ADDRESS>wrote:
@dandelionmane https://github.com/dandelionmane I wrote this change under
the assumption that dependent projects might choose to write their own
./configure scripts, that define the .bazelrc in their root directory.
@damienmg https://github.com/damienmg How robust can we make Bazel's
.bazelrc discovery? Assume we have three .bazelrc files:

~/.bazelrc
~/tf_serving/.bazelrc
~/tf_serving/tensorflow/.bazelrc

If we build something inside ~/tf_serving/tensorflow/... then should all
three bazelrc's be loaded? And if so, having the latter ones take priority?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/tensorflow/tensorflow/pull/8218#issuecomment-286609051,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ADjHf09eu1qPa6K42rshW1-69uXidcwIks5rlzgHgaJpZM4MXWqz
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Node pool - phase 2

This is 2nd part of moving over to Node Pools to manage nodes of GKE Clusters
It's part of the story described in #327.
This PR:

Removes default GKE Cluster Node Pool (f6ffdbd)
Removes permissions for default Compute service account (934a1bc)

This PR should be merged only after gpii-ops/exekube#47, #327 and gpii-ops/exekube#48. See #327 for more details.

LGTM


Get gcc/g++ from $PATH instead of /usr/bin/cc, c++

Uses CMake's find_program to try and find gcc and g++ in the shell's search path.
We use kASA in an HPC cluster environment where the OS-installed compiler toolchain is quite old, so we need to load an Environment Modules module for GCC in order to get a reasonably recent version. This puts newer GCC binaries in the search path, but it seems CMake wasn't finding them without this extra help.
We've had this patch lying around for some years now, and documented it internally, but I forgot to do a PR for it. Today, I dusted it off and rebased against the current master branch. The other thing we'd patched locally was the name of the zlib shared library, so it would compile on macOS (which has .dylib extensions on shared libraries rather than .so.x.y.z). No matter, it looks like you've switched to using a static zlib, and that works fine on macOS as of my testing today.
If you'd prefer that I didn't mess with your .gitignore, please let me know and I'll undo that and force-push to this branch. I think zlib/zlibBuild should probably be .gitignored as well while we're at it, but of course I defer to your judgment there.
Cheers!

Thanks, Dr Weging. Schönes Wochenende!


On v0.2.0 rework branch: -A platform option passed to CMake for generators that don't support it

Noticed this trying to run a Ninja-based build on Windows with py-build-cmake.
py-build-cmake passes the -A x64 flag to cmake on Windows. This will lead to an error if using Ninja (or most other non-MSVC builders).
I found in the code that this happens in get_cmake_generator_platform. It seems indeed to be based on the OS and not on the generator.
According to the CMake docs (https://cmake.org/cmake/help/latest/variable/CMAKE_GENERATOR_PLATFORM.html), only Visual Studio generators and "Green Hills MULTI" generators support the -A flag.
Could another check be added to ensure the -A is only passed when using a VS generator?

Thanks for the report!
I've added a check in 2fba7c5404cc0cf2a68914b780ae52b404aafd32.


[TableCard] tooltip doesn't have text knob

Describe the bug
TableCard stories do not have tooltip knob
To Reproduce
Steps to reproduce the behavior:

Go to any TableCard story
Scroll down to knobs
See that the tooltip knob is missing

:tada: This issue has been resolved in version 2.36.2 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket:


Minus sign is not allowed as 1st character & pressing minus doesn't negate if cursor is not at the end

Hi,
In a negative number scenario, I want to start by entering minus sign followed by number, but this is not working as on 1st minus sign, it shows 0 and then I have to enter some number after that only I can enter minus sign.
Another problem is, if negative number is in input field and if I want to make it positive by hitting minus sign then my cursor must be at the end, if it is at the start or in mid then it is not working.
Please let me know if there is any workaround to handle this scenario.

---
Want to back this issue? **[Post a bounty on it!](https://www.bountysource.com/issues/29365843-minus-sign-is-not-allowed-as-1st-character-pressing-minus-doesn-t-negate-if-cursor-is-not-at-the-end?utm_campaign=plugin&utm_content=tracker%2F1022469&utm_medium=issues&utm_source=github)** We accept bounties via [Bountysource](https://www.bountysource.com/?utm_campaign=plugin&utm_content=tracker%2F1022469&utm_medium=issues&utm_source=github).

Created a pull request to fix this issue -
https://github.com/assisrafael/angular-input-masks/pull/148


Looking into making sure assertions are no imposing a penalty

@kddnewton when do we not want to be running assertions?


gem install fails

Hi,
I don't know why it fails but this looks dubious to me:
justin:~$ sudo gem install video_transcoding
[sudo] password for justin:
Fetching: video_transcoding-0.15.0.gem (100%)
ERROR:  Error installing video_transcoding:
        video_transcoding requires Ruby version >= 2.0.
justin:~$ ruby -v
ruby 2.4.0p0 (2016-12-24 revision 57164) [x86_64-linux-gnu]

@JMoVS Seeing as how I have exactly the same version of Ruby on macOS and it installs fine, I suspect there's something wrong with your RubyGems setup on Linux.
Can you try re-intalling Ruby and RubyGems?

well, it just so happens that I made a fresh windows 10 copy today to finally get my gist to really work (https://github.com/donmelton/video_transcoding/issues/115 @samhutchins may be able to confirm this). So yes, this is some artefact on my old machine. The fresh one doesn't show this behavior.

@JMoVS Thanks for bringing it to my attention. I suspect the artifact was some old or partially updated version of RubyGems. Let me know if you ever see this again.


fix(derive): Holocene channel replacement

Overview
Fixes an issue in the FrameQueue where the previous channel was not being fully drained, as the old lookback didn't account for previous [Frame; 2] windows not failing the same check as the first.
The specs state:

If a first frame is decoded while the previous frame isn't a last frame (i.e., is_last is false), all previous frames for the same channel are dropped and this new first frame remains in the queue.

Also fixes a small issue w/ the DERIVED_FRAMES_COUNT metric's accounting, where it was counting dropped frames.
Tests
Added a new test for this functionality @ test_holocene_replace_channel.

#583  👈
main

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Join @clabby and the rest of your teammates on  Graphite


[SECURITY]: Return JWT not in Body

Contact Details
No response
What happened?
do not return the JWT in Body
Version
v.2.4
Relevant log output
No response
Code of Conduct

[X] I agree to follow this project's Code of Conduct

This is not a security issue, bc it's state of the art to return the jwt in the body


Keyed collections

Related Bug Reports or Discussions
#943
Fixes #
N/A
Summary
Created new implementation for proxyMap and proxySet. Added benchmarks and a few new tests.
Check List

[ x ] pnpm run prettier for formatting code and docs

please create a new branch in this repo and open a new pr.


How to add listensers in webview_win_floating (onPageFinished)

I set Navigation delegate but getting this error in windows 11 pro.
A platform implementation for webview_flutter has not been set. Please ensure that an implementation of WebViewPlatform has been set to WebViewPlatform.instance before use. For unit testing, WebViewPlatform.instance can be set with your own test implementation.
'package:webview_flutter_platform_interface/src/platform_navigation_delegate.dart':
Failed assertion: line 47 pos 7: 'WebViewPlatform.instance != null'

I fix it and upload new version 2.2.4 to pub.dev
Please try it again with new version.


Update cluster-connect.md

In the context of the RBAC using AAD groups article, the reader is given an example to set up a clusterrolebinding based on the built-in "view" role in kubernetes, but that role actually doesn't allow listing nodes. Changing the example kubectl command to list pods instead.

@dramasamy
Can you review the proposed changes?
When the changes are ready for publication, add a #sign-off comment to signal that the PR is ready for the review team to merge.
#label:"aq-pr-triaged"
@MicrosoftDocs/public-repo-pr-review-team

#sign-off


Inconsistent field naming

The documentation for fetchAndJoinCustomAudience shows the field user_bidding_signals in snake case. The respective field when accessed from the bidding JS is userBiddingSignals in camel case (which took weeks to figure out, see #90).
This is specifically causing problems, as we have to use two different representations for a custom audience in our system - one for CA management and a different one for bidding - and make sure we use the correct one in each instance.
All other fields that I checked are in snake case, as expected.

Hey @typerat. We're compiling a list of the fields that need to updated as you've pointed out and will hopefully have the change put in soon to use a singular case.


404 to "Packages, metadata, and frameworks"

The link behind "Packages, metadata, and frameworks" in note is not working anymore.

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

ID: 77079cd6-4aaf-f6d9-bbe8-22e7c710d4ac
Version Independent ID: 33bd5e27-8763-c387-15f1-9218a20d82c1
Content: MSBuild Toolset (ToolsVersion) - Visual Studio
Content Source: docs/msbuild/msbuild-toolset-toolsversion.md
Product: visual-studio-windows
Technology: msbuild
GitHub Login: @ghogen
Microsoft Alias: ghogen

@trivalik -- Trivalik, thank you for your feedback.  This issue is being addressed in issue #5773.


Use the simple-phpunit script in Travis and add PHP 7.1

This will fix the Travis build issues with PHP 7.
I upped the symfony/phpunit-bridge version requirement so we can use the simple-phpunit script that was added in 3.2.0, and updated the script config value.
While I was at it, I also added PHP 7.1 to the matrix (hopefully it's ok to do this in the same PR).

👍

@fabpot Apologies for pinging you, but it would be really great if you could merge this one as soon as you find a moment, as all the builds fail right now 😢 .

Thank you @skalpa.


[1.12.2] [FTB Continuum] Chisels and Bits Cannot Be Placed on Cables

Issue description:
When attempting to place any bit or structure on an RS cable, the placing fails
What happens:
Nothing
What you expected to happen:
As said on wiki, the bits can be used as facades.
Steps to reproduce:

Place a cable
Try to place any bit/structure from Chisels and Bits
Nothing happens

Version (make sure you are on the latest version before reporting):

Minecraft: 1.12.2
Forge: <IP_ADDRESS>05
Refined Storage: 1.5.34

Wontfix. MCMultipart has been removed anyway.

but why tho?

Is there currently an alternative for making cable fascades then? C&B was a nasty workaround, but at least it worked. Did I miss the inclusion of covers/fascades under some other name?


Total War Rome 2 weird Vram crashy

Split off from the Shogun 2 issue.
I have this save game where when i end the turn one of my fleets will get attacked by another fleet. If i go into this battle i will crash just as the loading is about to finish. Video memory on the card is not being maxed out system wide that i can see being only max at 3.2 - 3.3, but it seems to depend on how much is used since if i restart with fresh DE i might be able to get into the battle. Don't know if there is a short spike when loading into battles since when you get into the loading screen video memory actually drops to below 2GB system wide.
To make it not crash consistently i have to set my graphics down to High or below (Tested on R9 380) or go into settings and turn on Unlimited Video Memory option.
When the option is on you allow the game to use Swap memory and when it is off it will instead lower graphical details in the background.
With the option off this seems to work fine on Windows even on my card with 2GB vram as i can load into the battle even with options set to Extreme before the battle and it will say in the loading screen i am running low and is lowering the options. On Linux with dxvk it instead seems to crash when it's done loading if there isn't enough Vram.
When i tested on my R9 380 with 4GB i can get into the battle by for example setting the options to medium, and then after i get into the battle it will allow me to set them to Ultra or Extreme.
I tried to compile dxvk with the 32bit max limit changed to 0xFD000000 which shows as a bit above 4000MB ingame. This seems to get rid of the crash on my 4GB card.
But I'm guessing the issue is that it crashes at all when it should manage or lower the details like on windows and make it through.
Software information
Total War Rome 2 Very high, Ultra & Extreme graphics settings without Unlimited Graphics memory. (Depends on background Vram used i guess)
System information

GPU: R9 380 4GB / Nvidia 960 2Gb
Driver: Mesa 22.0.1 / 470.103
Wine version: Proton 7.0-2rc & experimental bleeding edge
DXVK version: 1.10.1 & master (bleeding edge)

Apitrace file(s)

Can make one on Windows if it's useful for such a issue.

Log files
Made with DXVK_LOG_LEVEL=trace on the nvidia 960
Rome2_d3d11.log
Rome2_dxgi.log

Crashed with WINED3D as well this was when trying to load a battle (that has a port).  I was able to get through the other battle that crashed.  Also attached the whole proton log.
Seems an unimplemented function called the crash for wined3d.

3079.501:0258:025c:trace:seh:dispatch_exception code=80000100 flags=1 addr=7B011197 ip=7b011197 tid=025c
3079.501:0258:025c:trace:seh:dispatch_exception  info[0]=6ce86000
3079.501:0258:025c:trace:seh:dispatch_exception  info[1]=6ce8625f
wine: Call from 7B011197 to unimplemented function d3dx11_42.dll.D3DX11LoadTextureFromTexture, aborting
3079.501:0258:025c:trace:seh:call_stack_handlers calling handler at 55D6BB98 code=80000100 flags=1
3079.501:0258:025c:trace:loaddll:build_module Loaded L"C:\\windows\\System32\\FaultRep.dll" at 23A60000: builtin
3079.501:0258:025c:fixme:faultrep:ReportFault 006BE2B0 0x0 stub
3079.501:0258:025c:trace:loaddll:free_modref Unloaded module L"C:\\windows\\System32\\FaultRep.dll" : builtin
3079.501:0258:025c:trace:seh:call_stack_handlers handler at 55D6BB98 returned 1
3079.501:0258:025c:trace:seh:call_stack_handlers calling handler at 00404070 code=80000100 flags=1
3079.501:0258:025c:trace:seh:call_stack_handlers handler at 00404070 returned 1
3079.501:0258:025c:trace:seh:call_stack_handlers calling handler at 7BC67B00 code=80000100 flags=1
wine: Unimplemented function d3dx11_42.dll.D3DX11LoadTextureFromTexture called at address 7B011197 (thread 025c), starting debugger...
3079.501:0258:025c:trace:seh:start_debugger Starting debugger L"winedbg --auto 600 1124"

Proton log with wined3d
steam-214950.log

Ok used winetricks and installed d3dx11_42 and set winecfg to native.  Was able to get into the battle... but then it crashed when I was about to win.  Got a GL out of memory error, followed by Exception access violation.
Also noticed earlier in the log that it said something about "Dynamic linking not implemented yet"
4230.815:0260:0264:fixme:d3d11:d3d11_device_context_VSGetShader Dynamic linking not implemented yet.
4230.815:0260:0264:fixme:d3d11:d3d11_device_context_PSGetShader Dynamic linking not implemented yet.

4611.259:0260:0264:warn:seh:OutputDebugStringA "d3d call failed (0x8876086c) : D3DERR_INVALIDCALL\n"
4611.259:0260:0264:trace:seh:dispatch_exception code=40010006 flags=0 addr=7B012B4F ip=7b012b4f tid=0264
4611.259:0260:0264:trace:seh:dispatch_exception  info[0]=00000033
4611.259:0260:0264:trace:seh:dispatch_exception  info[1]=6d40a1d0
4611.259:0260:0264:warn:seh:dispatch_exception "d3d call failed (0x8876086c) : D3DERR_INVALIDCALL\n"
4611.259:0260:0264:trace:seh:call_stack_handlers calling handler at 7B0826F0 code=40010006 flags=0
4611.259:0260:0264:trace:seh:__regs_RtlUnwind code=40010006 flags=2
4611.259:0260:0264:trace:seh:__regs_RtlUnwind eax=00000000 ebx=00000000 ecx=40010006 edx=006be668 esi=006be618 edi=006be668
4611.259:0260:0264:trace:seh:__regs_RtlUnwind ebp=006be158 esp=006be150 eip=7b082686 cs=0023 ds=002b fs=0063 gs=006b flags=00000206
4611.259:0260:0264:trace:seh:__regs_RtlUnwind calling handler at 7BC573B0 code=40010006 flags=2
4611.259:0260:0264:trace:seh:__regs_RtlUnwind handler at 7BC573B0 returned 1
4611.259:0260:02c0:err:d3d:wined3d_debug_callback 0xb500590: "GL_OUT_OF_MEMORY in glMapBufferRange(map failed)".
4611.259:0260:02c0:err:d3d:wined3d_context_gl_map_bo_address Failed to map bo.
4611.259:0260:02c0:err:d3d:wined3d_debug_callback 0xb500590: "GL_OUT_OF_MEMORY in glMapBufferRange(map failed)".
4611.259:0260:02c0:err:d3d:wined3d_context_gl_map_bo_address Failed to map bo.
4611.259:0260:0264:trace:seh:dispatch_exception code=c0000005 flags=0 addr=55D6956A ip=55d6956a tid=0264
4611.259:0260:0264:trace:seh:dispatch_exception  info[0]=00000001
4611.259:0260:0264:trace:seh:dispatch_exception  info[1]=00000180
4611.259:0260:0264:warn:seh:dispatch_exception EXCEPTION_ACCESS_VIOLATION exception (code=c0000005) raised
4611.259:0260:0264:trace:seh:dispatch_exception  eax=29a3d1ac ebx=55a42800 ecx=00000060 edx=00000060 esi=29a3d14c edi=00000180
4611.259:0260:0264:trace:seh:dispatch_exception  ebp=006be81c esp=006be758 cs=0023 ss=002b ds=002b es=002b fs=0063 gs=006b flags=00010293
4611.259:0260:0264:trace:seh:call_stack_handlers calling handler at 55D6BB98 code=c0000005 flags=0
4611.262:0260:0264:trace:loaddll:build_module Loaded L"C:\\windows\\System32\\FaultRep.dll" at 64900000: builtin
4611.262:0260:0264:fixme:faultrep:ReportFault 006BE1D0 0x0 stub
4611.262:0260:0264:trace:loaddll:free_modref Unloaded module L"C:\\windows\\System32\\FaultRep.dll" : builtin
4611.262:0260:0264:trace:seh:call_stack_handlers handler at 55D6BB98 returned 1
4611.262:0260:0264:trace:seh:call_stack_handlers calling handler at 00404070 code=c0000005 flags=0
4611.262:0260:0264:trace:seh:call_stack_handlers handler at 00404070 returned 1
4611.262:0260:0264:trace:seh:call_stack_handlers calling handler at 7BC67B00 code=c0000005 flags=0
wine: Unhandled page fault on write access to 00000180 at address 55D6956A (thread 0264), starting debugger...
4611.262:0260:0264:trace:seh:start_debugger Starting debugger L"winedbg --auto 608 1056"

Here is api trace... although I could never load a campaign map.  It makes the game run incredibly slow and practically unresponsive... so not sure if I did something wrong I used the 32 bit binaries as according to the guide and info on like this is a 32 bit game.
https://drive.google.com/file/d/1xwELmS5cFWZXLRuGG77BGfhiJKPWG40d/view?usp=sharing

If it makes the game run slow it means you have done it right 😁

If it makes the game run slow it means you have done it right 😁 When it crashes in the loading screen with dxvk i haven't seen that it really wrote anything interesting in the proton log, like it did for shogun 2 dx9. but will double check later.

Ok cool. Couldn't get into the actual campaign map I waited like 15 minutes so I want sure if that was going to be a problem. Thought I'd have to play to the point of loading a battle or something to provide enough data... Really hope there is a solution for this game is one of my favorites and I play with friends lol. Would love to finally nuke windows.

If you want to try and see if the raised vram limit makes a difference then you can try this build. It should show around 4GB ingame. Tho still the actual issue is that it crashes at all so it isn't a proper fix even if it works.

Not sure if I installed it wrong, but that build did not increase the video memory in game, it still showed 3072 (I even deleted the game preference file as they store it in there it seems).  dxgi.log shows DXVK version 1.10.1.  I updated the prefix, then used the bash script to install.  It had the modified flag on the d3d files so it looked liked the install worked.  I did enable the DXVK_HUD and did noticed a spike in vram right at the crash  coming out of a battle back to the main loading screen (nothing notable in the proton log this time).  When it was running fine Vid mem heap 0 was sitting around 2800 with 2600-2700 used, when it crashed heap 0 jumped above 3k.

Hmm strange, i just double checked and it shows around 4G for me. Tho i just backup my proton 7.0-2 dxvk files and shove the newly compiled ones in there instead.
Don't know if it would have an impact.

Interesting. I have no problems launching it.
PROTON_USE_WINED3D=1

but I installed d3dx11_42 and the d3dcompiler_42

I can run it fine through proton i thought you were using regular wine. Are you using proton?

I can run it fine through steam/proton i thought you were using regular wine. Are you using proton?

Yes proton

Ah.
How are you installing into the proton prefix with the script? Just pointing WINEPREFIX at it? Only ever used it for default wine install :grin:

Yep, guess I could just move the DLLs manually lol

By manually btw i mean put them into steamapps/common/Proton 7.0/dist/lib64/wine/dxvk/ for what ever proton and bit version i am testing.

By manually btw i mean put them into steamapps/common/Proton 7.0/dist/lib64/wine/dxvk/ for what ever proton and bit version i am testing.

Ok I see. Yes now I have 4gb for video memory showing

That did make a significant improvement. I was able to play longer without crashing.  I did get to a point where the game froze (didn't just crash / shut off), but I forgot to enable logging however.

Interesting.
Do you have a felling if it was the same issue or a different?

Not sure.  I'm wondering if Fsync/Esync is playing a role here or another bug/regression in wine.  When using proton 4.11 with the installed dlls mentioned above with wine tricks and running with wined3d I seem to have a stable experience .  I'm going to try running your dxvk version and disabling fsync, then esync.

Worth a try. It's not unheard that some games have stability issues with fsync

Well disabling F/Esync, installing the DLLs that I used with proton 4.11(d3dcompiler_42 & d3dx11_42) and using your 4gb dxvk build & proton ge 7-15.  I just played over an hour and a half with no crashes playing several battles.

Eh ma gewd!
Easy peasy :grin:
Still need a proper fix for the crash somewhere tho as it isnt a proper fix for GPU's with less vram. Tho dunno if dxvk even is the culprit.

Ya. Is have to test without your build. I'm thinking esync was the culprit accessing memory out of order.

So I tried creating a new build of dxvk v2.1 with the increased vram as I've seen others still having issues (seems to mainly be NVIDIA).  But it doesn't seem to be reporting it around the 4gb with the increase I did.  Do you know if there was additional changes made to how dxvk reports memory back to the game?  See my fork below.  I made the same change you did to the dxgi_adapter.cpp file
https://github.com/patmann03/dxvk

@patmann03 Hi there.
Your change seems to work fine for me. Here is Rome 2 with dxvk compiled from your fork.

And without

No updates. Haven't checked this in a while and no specific work have been done i believe, tho i can take a peek again.
There shouldn't be issues if you turn on Unlimited Video Memory

Logs from benchmark crash running at Extreme preset with Unlimited Video Memory turned on. Though happens regardless.
rome2_dxgi.log
rome2_d3d11.log

This now works out of the box on master


Inheritance issue

Hi,
I just came across a pretty odd issue If I have class inheritance in between my jobs. Let's say I have 2 job classes that are pretty similar, but that I want to run on different queues for priority reasons, I'll make a generic class from which both inherit, and override the queue_as method.
However, if I implement a constant_retry in the mother class, to have it in only one place, I receive those exceptions instead of the retries:
A NoMethodError occurred in background at 2015-12-18 05:28:20 UTC :

undefined method `should_retry?' for nil:NilClass

/srv/http/admin/releases/ab3ca489c158d09f6a4109956c1c3dbd5590e449/vendor/bundle/ruby/2.2.0/gems/activejob-retry-0.5.1/lib/active_job/retry.rb:94:in `rescue_with_handler'

Checking manually, the backoff strategy is indeed not available in the child classes. Any idea how we could inherit retry strategy from the mother class ?

I never really thought about how this would interact with inheritance, but this kind of thing normally involves some horrible workarounds. The issue here is that, if we have:
class AJob < ActiveJob::Base
  include ActiveJob::Retry
  constant_retry ...
end

class BJob < AJob; end
class CJob < AJob; end

then BJob.new.class == BJob, when the retry settings live on AJob. I know it is possible to set up a hook so that when BJob inherits from AJob it would copy the necessary class variables over, but can't remember exactly how... I'm no longer actively working on this gem, but PRs are very welcome if you have time! This PR on gocardless/statesman implements this feature.

+1

#38 should fix this - although it means that subclasses can't remove ActiveJob::Retry, unless they do something like include ActiveJob::Retry.new(strategy: :constant, limit: 1). @tdeo /@charlesdg - I'd be very grateful if you could check that this fix does work for you!

That indeed fixes the issue for me. Thanks

Awesome! I'll get it on RubyGems in a minute...

Released in 0.6.1


UHF-9113: Drupal 10 support

UHF-9113

What was done

Fix code removed in Drupal 10: https://www.drupal.org/node/3265357.

How to install

Make sure your instance is up and running on latest dev branch.

git pull origin dev
make fresh

Update the Helfi Platform config

composer require drupal/helfi_platform_config:dev-UHF-9113-drupal-10-support

Run make drush-updb drush-cr

How to test

[ ] Check that this feature works
[ ] Check that code follows our standards

Other PRs

Link to other PR

Codecov Report

Merging #49 (d3ea638) into main (b460507) will not change coverage.
The diff coverage is n/a.

:exclamation: Current head d3ea638 differs from pull request most recent head 570ce6a. Consider uploading reports for the commit 570ce6a to get more accurate results

@@            Coverage Diff            @@
##               main      #49   +/-   ##
=========================================
  Coverage     70.83%   70.83%
  Complexity      177      177
=========================================
  Files            20       20
  Lines           679      679
=========================================
  Hits            481      481
  Misses          198      198

Files
Coverage Δ

src/Plugin/Block/MobileMenuFallbackBlock.php
7.14% <ø> (ø)

:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more

This was fixed in https://github.com/City-of-Helsinki/drupal-module-helfi-navigation/pull/48.


Can't overlay modals

Hi,
I have a modal to edit some itens in my application, and inside this modal I have a remove button which calls another modal service in the scope of the previous modal controller to present a confirmation dialog.
How can I keep the previous modal open and only close both modals if the confirmation button is clicked, but closing just the confirmation modal if cancel button is clicked? Why is my first modal closed when the new one (child) is called?

At the moment the service only supports ones modal at a time (if you are using bootstrap) as this is a limitation of the bootstrap modal itself I'm afraid. So you'll have to fork and hack it to make it work!


Allow specifying CF_DOCKER_PASSWORD when pushing CF Apps based on Private Registry Docker Images

Currently the Cloud Foundry task in VSTS does not have a means for the user to specify the Private Docker Registry Username (although we can use the manifest to specify that) and the private Docker Registry Password when pushing apps.
More information can be found at: https://docs.cloudfoundry.org/devguide/deploy-apps/push-docker.html#private-repo
We are having to get around this by creating a custom VSTS Agent image with the CLI Installed. It however, needs us to do a lot of work to enable many of the other great features this task offers out of the box.

@krmeda  Based on my testing you can to create a secret variable named  CF_DOCKER_PASSWORD and the task will have access to the repo.


Handling optimizations in generator

I'm trying to add some custom constraints over the instances generated automatically and these constraints include an optimization statement. Currently the generator simply selects the first model derived without making sure it has the optimal cost value.
Is there anything equivalent to clingo's --outf=1 flag available already? I can't seem to find anything currently. the API docs say it's not supported directly, i.e. it would have to be implemented on the Python side of things.

As a quick workaround, you can simply edit the solve options in the generator yourself, i.e., simply edit
https://github.com/potassco/asprilo/blob/generator/generator/generator/generator.py#L24-L27
I'll add an option to cleanly redefine those options via command line pars in the next days.

I won't add official support for (arbitrary) optimization statements other than the manual way suggested above for the time being due the related performance impact in general.
Without a clear use case, I won't add  support for other instance output formats similar --outf.


Feature: add API method: updateFeature(, )

GMP.maps.myMap.json.all -> all shapes
GMP.maps.myMap.json.groups -> by Group
GMP.maps.myMap.json.groups[idPropertyName]

I think is better if we just allow crossfilter dimensions for any of the properties.

This is important to get done for 0.4.0


enable request options

Overview
Allows the user to query the graph using the different request options
Notes
There are a few things that are not covered in this PR.

User feedback when the Run Query button is clicked and the request has been created and awaiting the response
Clearing the request body automatically
Notifying the user when the request has successfully/unsuccessfully completed

@thewahome  regarding the things that are not covered in this PR, is there anything I can do to unblock you?


OracleNIO/ByteBuffer+ReadOracleBytes.swift:92: Fatal error

Is there an existing issue for this?

[X] I have searched the existing issues

OracleNIO version
Main
Database version
12.2
Operating system and version
macOS 15
Swift Version
swift 6
Describe the bug
We have trouble querying a view from our database. The view contains some specific oracle functions and some of the sources for this view is also another view. So it's a cascaded system, which caused no problems when queried in other DBMS.
When using the OracleNIO component via Swift and programmatically loop through the results, we receive the following Exception "OracleNIO/ByteBuffer+ReadOracleBytes.swift:92: Fatal error". We suspect, that because of the complex view-structure there is a synchronization problem. Because when querying a simple view but with over 1mil rows, the data is collected correctly.
Do you have any suggestions what we could try? Is there a parameter or option we can/should set in OracleNIO when establishing the database connection?
Steps To Reproduce
No response
Outcome
No response
Additional context
No response

Are you sure you're on the latest commit on main? Alternatively use 1.0.0-beta.3. The issue you're facing should've been fixed with #75
Let me know if it works after updating.

yes latest main, with 1.0.0-beta.3 it works

Glad to hear that, the latest commit on main is the same as 1.0.0-beta.3, so it works too. Maybe SPM didn't update correctly. Anyway this is fixed, thanks for reporting!


Improve pattern recognition in UseLetInEveryBoundCaseVariable.

This rule was previously flagging uses of let/var that don't
apply (such as let x as Y). This commit also includes
improvements to drill through optional patterns (e.g.,
case let .foo(x)?) and now handles tuple patterns as well
(e.g., case let (x, y)).
Fixes SR-11773.

cc @dylansturg


Merge master to chore/fix-readme-head

What:

Why:

How:

Checklist:

[ ] Documentation
[ ] Tests
[ ] Ready to be merged
[ ] Added myself to contributors table

:tada: This PR is included in version 1.0.0 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket:


feat: 🎸 use Normal priority only for API

webhook and jobs created when a requested cache entry is missing are the only ones with Priority.NORMAL. All the jobs created by administrative tasks (/force-refresh, /backfill, backfill job...) will use Priority.LOW.

Codecov Report
Patch coverage: 66.66% and project coverage change: -2.06 :warning:

Comparison is base (dc60455) 91.57% compared to head (0f5cc37) 89.51%.

Additional details and impacted files
@@            Coverage Diff             @@
##             main    #1470      +/-   ##
==========================================
- Coverage   91.57%   89.51%   -2.06%
==========================================
  Files          75      158      +83
  Lines        4841     8062    +3221
==========================================
+ Hits         4433     7217    +2784
- Misses        408      845     +437

Flag
Coverage Δ

jobs_cache_maintenance
99.08% <ø> (?)

jobs_mongodb_migration
84.02% <ø> (?)

services_admin
86.07% <66.66%> (?)

services_api
87.33% <ø> (?)

services_worker
91.57% <ø> (ø)

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

Impacted Files
Coverage Δ

...ervices/admin/src/admin/routes/dataset_backfill.py
50.00% <0.00%> (ø)

services/admin/src/admin/routes/force_refresh.py
64.10% <100.00%> (ø)

... and 81 files with indirect coverage changes

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Do you have feedback about the report comment? Let us know in this issue.


Minor issues

Two minor issues I found in the last beta 4:
-When I start unhiding games in the previous versions the skin go automatically to hidden games. In this version that doesn't happen. I am not sure if it is the way to work, but just in case I let here. Also, If I have hidden:true filter active and I start hidden games, it doesn't go to games unhidden neither.
-A minor visual issue. When I set the default size width and height the slots are not aligned for a little bit:

It isn't anything important in any case.

When I start unhiding games in the previous versions the skin go automatically to hidden games. In this version that doesn't happen. I am not sure if it is the way to work, but just in case I let here. Also, If I have hidden:true filter active and I start hidden games, it doesn't go to games unhidden neither.

I refactored the code relating to filtering during the recent GUI overhaul and during that process I figured it would be best to not suddenly throw the user to another screen. My thought process at the time was that perhaps the user had applied some filters to find a specific set of games, which may have included hidden ones as well. One solution could be to check if any of the games in the current set of filtered games are hidden, if not then show all hidden games. Thoughts on that solution?

A minor visual issue. When I set the default size width and height the slots are not aligned for a little bit:

This is due to the Python script, which is responsible for building a part of the skin, doing some float division and then doing some rounding when converting the result to an integer. The slot meters (i.e. text and banners) are using relative positioning 1) to make it easier to do animations involving the entire skin, and 2) to offload as much of the logic as possible to the C/C++ parts of Rainmeter instead of doing everything in Lua and telling Rainmeter what to do. I'll change the defaults to even numbers that don't have this issue (i.e. numbers that can be divided by 2 without leaving a remainder). It is best to use something like 320 or 322 instead of 361 or 363. Technically all of the texts are also be slightly off-center when using odd numbers.

About that last issue I think the problem is that any row add 1 pixel extra, because each banner have the black line of the previous banner, and one added. I don't explain very well, but I think in the image this will be clarifying:

EDIT: While I am writing this message you write a answer.
About the first answer: I think that could be a great solution. Just to clarify, the idea is when are hidden games on the current filter show only the hidden games that are on that filter, excluding games that aren't hidden (or vice versa in case that are using unhidder), and if there is no one show all hidden games, no? I want to clarify that because other option I think is to show all games of that filter, hidden or not, if there is only one hidden game in that filter, but I think this is unnecesary because you can't hide a game that are already hide, so I think is better only show hidden games that have that filter.
About the second answer I write more information in this post, I don't know if the answer is the same so just in case I let that part write.

Both issues should be fixed now in beta 5. Slots should be aligned properly for all possible values of slot widths and heights. Toggling the hide/unhide games state now initially tries to remove all hidden/visible games from the current list of filtered games and if there are no games left, then shows all visible/hidden games.

Perfect, that's cool, thanks you so much again!!


fix: extract circuit

remove value from output for final extract circuit
complete full NIVC test

value  isn't a public output though. It's private and it won't cause issue with the NIVC IO I'm pretty sure. Was it failing?


Add the correct upstream image

Singed off by @jnpacker

Setup the new 2.3 image as the primary.

/cc @Randy424 @hanqiuzh

/lgtm


Stuck while trying to login using the Android app

Describe the problem
I tried to connect to my netbird instance from the Android app. I pressed the button and upon seeing the login-page(browser window) i switched to my password manager to copy my password. After returning to the netbird app the browser window was gone and i needed to wait for a long time (~60-120s) until i got a "deadline exceeded" error.
Expected behavior
The app should be able to detect that the browser window was closed prematurely or (even better) the browser window should survive changing to another app and back.
Another workaround could be shortening the deadline or adding a button to cancel the sso login.
Screenshots

I have the same issue. Even if I enter the credentials correctly I still need to switch to a different app for two factor auth. This bug requires me to use a setup key.

same issue here as well. I created a user without 2fa and this still happens so it's not the switching to another app that is doing it.

same here

I have the same problem with the Android App v0.0.19 on Android 14, when trying to log into my instance using a Google account.
Like @igin, the problem is triggered when the phone automatically switches from the browser view to the Google 2FA screen. The only workaround I have found is to log into my account in my browser before and check "remember this device", so that Netbird does not ask for 2FA when logging in.

I had the same issue on my Phone and found out that it is releated to the passwordless in combination with the firefox browser. Switched to the password and 2FA login method and everything works fine.

Have the same issue.
Client: Android, Netbird v0.0.23, Firefox as default browser, KeePassDroid
Server: self-hosted, Zitadel.
Workaround:

Open Netbird URL in Firefox directly.
Login.
Open Netbird Application.
Login in Netbird. Firefox has saved session, so everything you'll need is to choose user.

This theoretically should work for every mobile OS/browser, because browser saves login session.

worked for me to login on the browser and then the app, for me as well.

Same issue but I can't use the browser to login first. We use DUO as an IDP, and we set every endpoint has to be trusted, requiring us to open the DUO app while login.


fix(gcs): always build in GCS support

this PR removes the conditional build tag for GCS support

we can remove https://github.com/deis/registry/blob/master/Dockerfile#L5 after merging this

@kmala I'll do that in this PR

@kmala sorry I misunderstood what you said in your last comment. I've added https://github.com/deis/registry/issues/35 to track that removal.


Pass revision through to webhook properly

Seems this was missed, leading to #22511 adding an empty revision

cc @esnible


[FABC-912] Remove label and pin from logs

Type of change

Bug fix

Description
Redacts label and pin from bccsp initialization logs
Related issues
FABC-912

I threw a panic into ConfigureBCCSP and ran the tests; nothing failed. Further evidence that tests don't run with the pkcs11 tag.

Assuming #176 gets merged, I'd like to have this rebased on top of that so we can see the tests run in CI.
That work?

@MErgifyio backport release-1.4

@Mergifyio backport release-1.4


Switch to tab (from omnibox)

This is possible on desktop browsers and on Firefox. This helps prevent users from accidentally opening a duplicate tab.
Here's the Chromium issue: https://bugs.chromium.org/p/chromium/issues/detail?id=1043372

Related to chromium, feature not available in chromium yet , when the feature will be implemented in chromium it will be "automatically" added in Kiwi


Poetry support

Description
The requirements.txt + pip is, IMHO, outdated. Instead, Poetry should be used, for proper package management.
Implementation
No poetry project
Automated poetry init when running cookiecutter https://github.com/cookiecutter/cookiecutter-django.
Existing poetry project
Base:
cat base.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs poetry add

Local:
cat local.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs poetry add -D

Production:
cat production.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs -n1 poetry add -E production

Rationale
Why should this feature be implemented? Random article that I found.

This is quite similar to #1988 except this is restricting the problem (lock your dependencies) to a specific solution (Poetry). I really like Poetry and use it in my personal project, so that would be really nice to have, but since there are at least 2 other strong alternatives (pip-tools/pipenv), I suggest to keep the discussion there.
One thing that would really help in adopting Poetry is the dependency group feature coming up in version 1.2 (currently in alpha).
A challenge in adopting more advanced package mangers like this is keeping the cookiecutter template up to date. Currently, we use PyUp but we would need to confirm whether it works with Poetry and if we can use templated pyproject.toml.
If it's not supported, we could run the commands you suggest in post-generation hook to generate the pyproject.toml from the existing requirements files... A similar approach could be used for other package managers.

Has anyone tried using poetry with large projects? Or just the base cookiecutter-django template? As much as a lock file is useful, poetry's super slow, especially larger projects. I wouldn't be opposed to offering multiple package managers (ie an option to use pip, poetry, etc).

Has anyone tried using poetry with large projects
I don't see how this is relevant, as the packages required by cookiecutter aren't that many. Making it not so large, imho. If it was relevant, I'd say poetry is more than capable, as I have had projects with 70+ packages run just fine with poetry.

poetry's super slow
What do you need speed for in a development scenario?

package managers (ie an option to use pip, poetry, etc).
Poetry uses pip, but yes, there are other package managers that try to compete with poetry. I don't use them, but they should be supported. I don't see how this is relevant, as adding support should be simple.

Furthermore, I have already moved all my dependency management in my cookiecutter project to Poetry. Even if support is never added, it is incredibly easy to port a project from requirement.txt to poetry; annoying, but easy.

Has anyone tried using poetry with large projects

I don't see how this is relevant, as the packages required by cookiecutter aren't that many. Making it not so large, imho. If it was relevant, I'd say poetry is more than capable, as I have had projects with 70+ packages run just fine with poetry.

It's a precursor to the speed issue. Also, regardless of the number of packages, when working in a large team that constantly changes the toml file and we're all using docker, caching becomes an issue as well. But I digress; poetry should be an option anyway.

poetry's super slow

What do you need speed for in a development scenario? Not that it matters, but poetry is not slow.

So I don't have to wait several minutes to add a package? Apologies, but not everyone has better-than-McDonalds wifi (and personally when I want to get a new feature in but it requires a new package, I don't want to shift focus temporarily to a bug for 5 minutes before shifting my focus back to working on the new feature). Poetry's dependency resolver is the slowest portion, and there are several GitHub issues in the poetry repo of arguments on how to fix it. I enjoy poetry update as it removes the need for something like dependabot, but having to wait 3-5 minutes to add a package, 7 minutes to upgrade a crucial package that's core to several others like PyJWT, and 10 minutes to update (on average across multiple repos) is a deal breaker for me at the moment.

package managers (ie an option to use pip, poetry, etc).

Poetry uses pip, but yes, there are other package managers that try to compete with poetry. I don't use them, but they should be supported. I don't see how this is relevant, as adding support should be simple.
Furthermore, I have already moved all my dependency management in my cookiecutter project to Poetry. Even if support is never added, it is incredibly easy to port a project with requirement.txt to poetry; annoying, but easy.

Yea, it's annoying, and that's why I'm not objecting to adding an option since poetry is like the python3 in the python 2->3 transition. And it's relevant since I'm assuming an issue like this would sprout a PR that more than likely would ignore the other package managers. cookiecutter-django is kinda opinionated and only mainly supported by one maintainer, but more options is nice and usually forgotten.

This seems to be a very passionate subject for you, I really didn't mean to hit a nerve. I just wanted to keep the discussion limited to ways to add support, and not discuss Poetry's limitations in terms of speed. Those that use Poetry are already familiar with its speed.
Opinion:

The toml file argument sounds like a team of devs working without a centralized plan. Nonetheless, poetry is a bad fit for this kind of workflow. The toml file shouldn't change frequently. Most of the packages should be defined during poetry init.
Having a slow Wi-Fi slows down everything, not just Poetry. This limitation should be solved not just for efficiency and speed, but overall happiness. Slow internet during development is dissatisfying, and can lead to burn-out.
You can still write code while Poetry is updating. Being able to work while something is installing/compiling/computing is a skill that should be developed. My biggest culprit these days is docker and Kubernetes, it takes a long time for these systems to get ready for use, I can't expect my boss to be OK with me waiting 15 minutes without doing anything during this time.

Hope we can move on. Thank you

I don't use poetry. I've tried it a few times, but I haven't studied it deeply to the point that my company and I have adopted it, so I don't have an opinion on how good or not the use of poetry is in the real world. I don't know where the corn hurts.
I have two concerns:

Will adding poetry increase project complexity and add more workload to maintainers?

How will the automatic dependency update look like? Dependabot for python dependencies is not an option. dependabot is not able to correctly parse our requirements files as they contain Jinja2 syntax. Instead of dependabot, we use PyUp. PyUp is able to correctly parse files with Jinja2 syntax because years ago one of the creators of PyUp was also a maintainer of this project.
PyUp doesn't support pyproject.toml yet.

Question: Would a step-by-step tutorial teaching how to migrate to poetry a project generated via cookiecutter-django help alleviate the problem?

These concerns are legitimate indeed. I will try my best to alleviate the two mentioned here.

The questionnaire during the initialization of a cookiecutter django project should stay mostly the same. Moreover, the arguments from the existing CLI can be passed directly into poetry init, docs here.
Auto update is very easy with poetry: poetry update.

To answer the final question, I think it will be a rubber band on a problem with an easy solution that doesn't add any load on maintenance. In any case, a method to go from requirement.txt files to pyproject.toml, I would refer you to the first post in the issue.

hit a nerve

Sorry, I just don't write very professionally or respectfully so excuse me 😅 Will work to improve plus thanks for suggestions!
I'm just concerned we're fully replacing the requirements files with poetry. I'd rather make it an option than fully replace if that makes what I previously said clearer.

auto update

We can work around this. Anytime an update occurs with PyUp, we can push a commit to the pyup branch that changes the TOML file's Python requirements. It should be trivial as we just read line by line in the TOML file (hopefully there are no differences in package naming syntax that I'm unaware of). Especially since it's our template, we'll know beforehand what "sections" are included in the TOML file so there's no chance to screw up over arbitrary section names.

I think we should not underestimate that the template has a number of combinations with which one may use poetry, pip (or something else): non-docker vs docker, Heroku vs other. We need to integrate each package manager with the various places, which means to have the appropriate branches everywhere is needed:
{% if cookiecutter.package_manager == "poetry" %}
poetry install
{% else %}
pip install -r requirements/local.txt
{% endif %}

Then, when the template needs to be updated (package/python version, Docker version, Poetry version....) or added (new package), maintainers will sometimes have to test each separate package manager to deploy to prod, this takes time, which I wouldn't call "close to no extra load on maintenance".
To make maintenance easier, we'll definitely to add an extra job in the CI workflow dedicated to that (what happens if dependencies can no longer be resolved after an update?).

Auto update is very easy with poetry: poetry update

Again, this might work great with the generated project, but it doubt that it'll work in the context of the template (Jinja tags all over the place might make the toml invalid, I think).

I think for the template, it might be easier if we run a post-gen hook that runs poetry install rather than save a huge lock file for the template. All that's left is the TOML file itself.

I'd like to make a quick test script. If anyone can make a quick pyproject.toml and a lock file where there are multiple groups/envs (ie local and prod), that'd be great. Thanks! It doesn't need to have everything, but stuff like psycopg2 in all it's forms for prod and local would be helpful.

as example cool cookiecutter django project with poetry (with docker/+compose)

can someone pls make this poetry version.  In my opinion, a simple solution would be the post-gen hook idea where we first generate the necessary requirements, paste them into a pyproject.toml file, and generate a lock file if use_poetry=True.
is there anything I'm missing here? I don't think it's a good idea to be making jinja template comments in the lock file itself due to huge numbers of dependencies.

Description
The requirements.txt + pip is, IMHO, outdated. Instead, Poetry should be used, for proper package management.
Implementation
No poetry project
Automated poetry init when running cookiecutter https://github.com/cookiecutter/cookiecutter-django.
Existing poetry project
Base:
cat base.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs poetry add

Local:
cat local.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs poetry add -D

Production:
cat production.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs -n1 poetry add -E production

Rationale
Why should this feature be implemented? Random article that I found.

For local and production need to grep to exclude -r options
cat local.txt | grep -E '^[^# ]' | grep -vE "^\-r" | cut -d= -f1 | xargs poetry add -D

cat production.txt | grep -E '^[^# ]' | grep -vE "^\-r" | cut -d= -f1 | xargs -n1 poetry add -E production

Description
The requirements.txt + pip is, IMHO, outdated. Instead, Poetry should be used, for proper package management.
Implementation
No poetry project
Automated poetry init when running cookiecutter https://github.com/cookiecutter/cookiecutter-django.
Existing poetry project
Base:
cat base.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs poetry add

Local:
cat local.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs poetry add -D

Production:
cat production.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs -n1 poetry add -E production

Rationale
Why should this feature be implemented? Random article that I found.

For local and production need to grep to exclude -r options
cat local.txt | grep -E '^[^# ]' | grep -vE "^\-r" | cut -d= -f1 | xargs poetry add -D

cat production.txt | grep -E '^[^# ]' | grep -vE "^\-r" | cut -d= -f1 | xargs -n1 poetry add -E production

cat requirements/base.txt | grep -E '^[^# ]' | cut -d= -f1 | xargs poetry add
cat requirements/local.txt | grep -E '^[^# ]' | grep -vE "^\-r" | cut -d= -f1 | xargs poetry add --group dev
cat requirements/production.txt | grep -E '^[^# ]' | grep -vE "^\-r" | cut -d= -f1 | xargs -n1 poetry add -E production

I have updated above to include requirements directory 📁 in the command for ease of copy/paste.
I also changed -D to be --group dev to avoid the warning the pops up. That is all.

I wrote my own script to do the reverse and then realized that poetry already has an export command:
Source: https://python-poetry.org/docs/cli/#export
Example: poetry export -f requirements.txt --output requirements.txt
This can be used to automatically generate the requirements files for backwards compatibility. :)

I also want to mention the relevant PyUp issue: https://github.com/pyupio/pyup/issues/332


Incorrect Rendering of Google Style Docstrings in Pylance

Google Style Docstrings with multiple arguments and exceptions are no longer rendered correctly by Pylance. When there are two or more parameters or exceptions documented in the docstring, each should be rendered on a separate line. This stopped working correctly when version 2024.8.0 of "Python extension for Visual Studio Code" was installed. (More details provided in the environment section.)
Environment Data

Python Language Server support (Pylance) Extension Version: 2024.8.0, 2024.8.1, 2024.10.0 (Older versions function as expected)
Python Version: 3.12.3
Operating System: Windows_NT x64 10.0.19045

Visual Studio code Version:
Version: 1.91.1 (user setup)
Commit: f1e16e1e6214d7c44d078b1f0607b2388f29d729
Date: 2024-07-09T22:06:49.809Z
Electron: 29.4.0
ElectronBuildId: 9728852
Chromium: 122.0.6261.156
Node.js: 20.9.0
V8: 12.2.281.27-electron.0
Repro Steps

Use Visual Studio Code to write a Python function with a Google Style Docstring that includes multiple arguments and exceptions. (See the example code below)
Install either of these "Python language support extensions:
Ensure the Python: Language Server is set to Pylance.
Hover over the function name to view the docstring rendering.

Expected Behavior:
Each parameter in the Args section and each exception in the Raises section should be displayed on a separate line.
Actual Behavior:

When using Example 1:

The parameters and exceptions are not displayed on separate lines, making the docstring harder to read.

When using Example 2:

The parameters are rendered correctly, each on a separate line.
The exceptions in the Raises section are still not rendered correctly.

Example Code:
Both examples follow the Google Style Guide. (Screenshots for how Pylance renders these docstrings are provided below)
Example 1: Produced Fully Incorrect rendering of standard Google Style Docstring

Note: Pylance used to render this docstring correctly

def add(a: int, b: int) -> int:
    """Add two numbers and return the result.

    Args:
        a: The first number
        b: The second number

    Returns:
        The sum of the first and second numbers.

    Raises:
        ValueError: Double digit numbers are not supported
        TypeError: A parameter is not type int
    """

Example 2: Produced partially incorrect rendering of standard Google Style Docstring
def add(a: int, b: int) -> int:
    """Add two numbers and return the result.

    Args:
        a (int): The first number
        b (int): The second number

    Returns:
        The sum of the first and second numbers.

    Raises:
        ValueError: Double digit numbers are not supported
        TypeError: A parameter is not type int
    """

###Attached Images:

Fully Incorrect rendering of standard Google Style Docstring:

Partially correct rendering wit

h alternative format (only exceptions still incorrect): [Second Image]

Thanks for the issue. You're likely in the experiment for the new restructured text support. You can disable this and go back to the old rendering with:
"python.analysis.supportRestructureText": false

Thank you so much. Unselecting that check box did indeed solve the problem described in the above ticket. I left a screenshot here for anyone else that comes across this thread.

I came to report another issue with RST support.
It seems like it might not be related.
Let me know if you would like me to create a distinct issue for it.
With RST support true:

With RST support false:

Code:
import asyncio

asyncio.TaskGroup()

Thank you so much. Unselecting that check box did indeed solve the problem described in the above ticket. I left a screenshot here for anyone else that comes across this thread.

You can also just put the full path of the param in the search to only get 1 result.

Thanks I'll create another issue. That's a separate problem. asyncio.Task_Group should be parsed as just plain text and we're not detecting it. It doesn't have REST or google doc strings in it.

This issue has been fixed in prerelease version 2024.7.101, which we've just released. You can find the changelog here: CHANGELOG.md


Release Workflow has outdated environment variable setting

Bug Report
This type of environment setting is out of date:
run: echo ::set-env name=PACKAGE_VERSION::$(echo $VERSION | poetry version | cut -c23-27)
Switch to updated version
https://github.com/microsoft/electionguard-api-python/blob/3c9154b091bbe88a5aa478d8f1eb593484fbef51/.github/workflows/release.yml#L73

Looks like something I can help with - reading up on the github deprecation notice.


Documentation doesn't mention inherited members

The documentation generated by jsii-pacmak does not include references to inherited members that were not overridden. This makes the documentation appear a little confusing and makes discovery of a full API surface more complicated.
For example, the s3.Bucket class inherits most of it's interesting members from s3.BucketRef, but this is not entirely obvious (particularly to a newcomer). The documentation should include inherited members as part of a class' documentation in one way or another.

I agree, we should include the full docs for inherited members!

Does that mean we'll also show all Construct members for all that extend Construct, such as BucketRef?

Yes, ideally indicating where these methods came from...


⚠ Bofrost.at has degraded performance

In a872fdc, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1533 ms

Resolved: Bofrost.at performance has improved in 405e9d9.


FFI: Change SendInfo to return in nanoseconds instead of timespec

Motivation
Currently, we are returning a timespec in the SendInfo struct from the FFI interface. To construct that timespec we are copying over the bytes from a Rust Instant to the timespec struct. This runs into undefined behaviour since Instant is an opaque type and might not have the same layout as timespec. We have noticed this being a problem where Quiche is returning us timespecs with the nanosecond part being multiple days.
Modification
This PR changes the way we return the "write at" information by changing it to a "write in" property. This allows wrapping libraries to use their native Instant types to get the current time and then add the returned nanoseconds value to it. This also aligns the interface with how we expose timeout information through the FFI layer.
Result
We are no longer running into undefined behaviour.
cc @normanmaurer

Returning the amount of nanos sounds like a step backwards, the caller has to convert it to a timestamp at the earliest point possible anyway, because code that runs will otherwise affect the timing itself.

I understand your position here but there is no way to convert an Instant safely to a timespec as far as I know since the Instant type is opaque. We could change the internals of Quiche away from Instant and to something else but that just feels wrong. Furthermore, going to nanos here aligns it very nicely with the timeout methods where users also have to convert it to a point in time.

but there is no way to convert an Instant safely to a timespec as far as I know since the Instant type is opaque.

I also couldn't find such a way, unfortunately.

Furthermore, going to nanos here aligns it very nicely with the timeout methods where users also have to convert it to a point in time.

The Rust API recently started providing a timeout_instant method. I guess in order to address this issue.

Curious what folks think about changing SendInfo to not use Instant in the first place: #1409. SendInfo would contain the amount of time after "now" (whenever the SendInfo was generated) that the packet should be sent. This avoids FFI issues and allows the app to use whatever clock it wants

Curious what folks think about changing SendInfo to not use Instant in the first place: #1409. SendInfo would contain the amount of time after "now" (whenever the SendInfo was generated) that the packet should be sent. This avoids FFI issues and allows the app to use whatever clock it wants

As I said above, I think this would a step backward. In the FFI case, it seems unavoidable, but in Rust it isn't. You can already use whatever clock you want by calculating other_timekeeping::now() + (send_info.send_at - Instant::now()), but by returning an Instant, it does not matter how long you take to process it, it's valid forever.

Did we have any "outcome" here ? Without a fix we cant implement pacing when using the C api

Another valid way to solve this is to remove the at field altogether and let quiche do the pacing. The API is already there, quiche can communicate timeouts to the user of the API. What's the advantage of the at field? Does it help because there's kernel support on Linux?

FTR, we just merged https://github.com/cloudflare/quiche/pull/1483 which should fix the immediate problem of invalid timespec values. That said, I think it would still be useful to move away from Instant, though it should be on both the Rust as well as C sides (e.g. using Duration in the Rust API) like what Eric was doing in https://github.com/cloudflare/quiche/pull/1409 (though not sure what the status of that PR is), but need to think about what the consequences will be.

Thanks for the update. Going to close this PR then