Temporarily disable deprecation enforcement

Summary of changes
Let's disable this temporarily for now, so we don't have surprises if we need quick fixes during the holiday season...
Pull Request Checklist

[ ] Changes have tests
[ ] News fragment added in newsfragments/.
(See documentation for details)

We can re-enable this after the holidays :P.
I just don't want people frustrated with PR's if any deprecation final date is due.


[OTHER]: System Requirements Explanation Guide

Does an issue already cover this?

[X] I have searched for any existing issues, and didn't find any.

Issue description.
For lesser beings such as my self.
Although i think i figured it out (downloaded GraalVM, changed java.exe in launcher to use java.exe from GraalVM in bin folder.) since i can see Faster Random in the modlist.

The guide is more for people who get the error about Faster Random not being able to enable the generator in their logs. Most of the time, everything works fine (I'm pretty sure the bundled JDK in the default non-server launcher works).
I could probably still clarify this stuff in the description to be clearer.

I have made some changes in the description to clarify who actually needs to follow them (as the default JDK from the Minecraft Launcher should work).


Optimize mesh indexing

Currently, the PRT encoder uses a single index for all vertex attributes (e.g. vertex normals):
https://github.com/Esri/palladio/blob/caf667602e0637923fd3606ba4a322d03cf3213a/src/codec/encoder/HoudiniEncoder.cpp#L62
This leads to duplicate points like in this case https://community.esri.com/t5/arcgis-cityengine-questions/palladio/m-p/1238219
Try to optimize this by using separate indices for vertex normals.

Merged to develop.


[WIP] ChartEditor: use react-chart-editor

@jackparmer This is just to show you how Falcon would look like with react-chart-editor.
See that I've made the Table view the default.
I'm also thinking of making the tree view as big as the code editor. So that the chart editor can use the whole width.
@nicolaskruchten I'm looking forward to the new API (it'd simplify this PR a lot).

Nice. It looks great. When you switch to the chart tab, should we
auto-minimize the table schema? react-chart-editor needs a good amount of
horizontal space and users might not now that they can collapse the table
schema sidebar.
On Tue, Mar 13, 2018 at 1:51 PM, Nicolas Riesco<EMAIL_ADDRESS>wrote:

@jackparmer https://github.com/jackparmer This is just to show you how
Falcon would look like with react-chart-editor.
See that I've made the Table view the default.
I'm also thinking of making the tree view as big as the code editor. So
that the chart editor can use the whole width.
@nicolaskruchten https://github.com/nicolaskruchten I'm looking forward
to the new API (it'd simplify this PR a lot).
[image: peek 2018-03-13 17-45]
https://user-images.githubusercontent.com/6199391/37359812-782f9a1c-26e6-11e8-9b3f-e48275e62271.gif
You can view, comment on, or merge this pull request online at:
https://github.com/plotly/falcon-sql-client/pull/405
Commit Summary

ChartEditor: WIP

File Changes

M app/components/Settings/Preview/Preview.react.js
https://github.com/plotly/falcon-sql-client/pull/405/files#diff-0
(24)
A app/components/Settings/Preview/chart-editor.jsx
https://github.com/plotly/falcon-sql-client/pull/405/files#diff-1
(134)
M package.json
https://github.com/plotly/falcon-sql-client/pull/405/files#diff-2
(6)
M webpack.config.base.js
https://github.com/plotly/falcon-sql-client/pull/405/files#diff-3
(7)
M yarn.lock
https://github.com/plotly/falcon-sql-client/pull/405/files#diff-4
(1015)

Patch Links:

https://github.com/plotly/falcon-sql-client/pull/405.patch
https://github.com/plotly/falcon-sql-client/pull/405.diff

—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/plotly/falcon-sql-client/pull/405, or mute the thread
https://github.com/notifications/unsubscribe-auth/ABx4apFPzoyZIzzO4peWgRudX5EiAO8Bks5teAcqgaJpZM4SpKgR
.

Awesome! New release coming soon with the new API /cc @VeraZab

@jackparmer I thought about autominimise, but I was concerned some users might find difficult to discover that they can make the schema view visible again. That's why I thought making the schema view as big as the code editor would be the solution.

That's why I thought making the schema view as big as the code editor
would be the solution.

Yeah, that sounds good to me.
On Tue, Mar 13, 2018 at 2:10 PM, Nicolas Riesco<EMAIL_ADDRESS>wrote:

@jackparmer https://github.com/jackparmer I thought about autominimise,
but I was concerned some users might find difficult to discover that they
can make the schema view visible again. That's why I thought making the
schema view as big as the code editor would be the solution.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/plotly/falcon-sql-client/pull/405#issuecomment-372764790,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ABx4ajQCXkpwdfd467hxHfFGJ06oBpm_ks5teAuwgaJpZM4SpKgR
.

@n-riesco just made a new release: https://www.npmjs.com/package/react-chart-editor
cc @nicolaskruchten

@jackparmer I've updated the PR. In this end I've gone for the option of hiding both the code editor and the table schemas view (it didn't make sense to hide the code editor while the table schemas view was still visible)
@nicolaskruchten @VeraZab As you can see in the screencast, I've got a problem with the initial plot size. Is there a way to set this size with the new API?

<EMAIL_ADDRESS>and<EMAIL_ADDRESS>should resolve the sizing issue!

@nicolaskruchten One thing, that is rather inconvenient with this workaround, is that I have to hard-code the height as style={{height: 400}}. I tried style={{minHeight: 400, height: '100%'}}, but  it wouldn't work (the height of <PlotlyEditor> would be less than 400px).

What's the easiest way for me to get this running locally so I can play with the CSS? The height/width thing is a big pain point with this project in general :(

@nicolaskruchten This works for me: https://github.com/plotly/falcon-sql-client/blob/master/CONTRIBUTING.md

@nicolaskruchten It turns out the issue isn't with the CSS. In fact,  style={{minHeight: 400, height: '100%'}} works if I'm careful to mount <PlotEditor> only when the parent node is visible (otherwise this.PlotComponent throws errors when window.getComputedStyle(gd).display === 'none).
I have something working, but I'll clean it and push it into the PR tomorrow.

@nicolaskruchten In principle https://github.com/plotly/falcon-sql-client/pull/405/commits/85afe3b32e402f794a472fda92d7b070398d5cf4 could be implemented inside react-chart-editor, but this solution isn't very efficient.
I think the place to deal with this issue is inside plotly.js (I don't know what the implications are, but ideally we should be able to tell plotly.js to ignore display: none; and draw the chart as if it was visible).

Seconded, this is a problem in the editor in general but I thought I'd more or less fixed it by firing window.resize after drawing. Clearly that's not late enough in the React loop to catch all cases. It's happening in Dash-land as well: https://plotly.slack.com/archives/C90K5TYP3/p1521599318000139

@nicolaskruchten thanks for reviewing https://github.com/n-riesco/plotly-database-connector/blob/04dd2463ccddf834b19ef4111cffa989bf7f7fa6/app/components/Settings/Preview/chart-editor.jsx . I've renamed gd back to plotlyJSON to make clear this isn't the DOM element.

@shannonlal I'm done with this PR. Would you review it, please?

@n-riesco Looking at this now

@shannonlal I've addressed all your comments except that about CSS (I'd rather address it after we devise a plan to tidy up the CSS in Falcon; see what I replied here).

Can this App connect clickhouse database ?
2018-05-09
zdg8882000
发件人：Nicolas Riesco<EMAIL_ADDRESS>发送时间：2018-05-08 23:43
主题：Re: [plotly/falcon-sql-client] ChartEditor: use react-chart-editor (#405)
<EMAIL_ADDRESS>抄送："Mr Zhao"zdg8882000<EMAIL_ADDRESS>@zhaodagang Falcon and react-chart-editor can be used without login.
react-chart-editor is based on the open-source library plotly.js.
If you create an account on https://plot.ly/ and login with Falcon, then you'll be able to upload your data and charts onto https://plot.ly/ .
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub, or mute the thread.


[Zoom] fails at authencation for meeting recording with password

Checklist

[X] I'm reporting a broken site
[X] I've verified that I'm running yt-dlp version 2021.12.27. (update instructions)
[X] I've checked that all provided URLs are alive and playable in a browser
[X] I've checked that all URLs and arguments with special characters are properly quoted or escaped
[X] I've searched the bugtracker for similar issues including closed ones. DO NOT post duplicates
[X] I've read the guidelines for opening an issue
[ ] I've read about sharing account credentials and I'm willing to share it if required

Region
No response
Description
Password-protected Zoom meeting recording cannot be downloaded. Not tested with recordings without password protection.
Verbose log
$ yt-dlp 'https://zoom.us/rec/share/redacted' --video-pass 'redacted' -v
[debug] Command-line config: ['https://zoom.us/rec/share/redacted', '--video-pass', 'redacted', '-v']
[debug] Encodings: locale UTF-8, fs utf-8, out utf-8, err utf-8, pref UTF-8
[debug] yt-dlp version 2021.12.27 [6223f67a8]
[debug] Python version 3.9.9 (CPython 64bit) - Linux-5.15.5-051505-generic-x86_64-with-glibc2.34
[debug] exe versions: ffmpeg n4.4.1-3-ge16ff82624-20211127 (setts), ffprobe n4.4.1-3-ge16ff82624-20211127, rtmpdump 2.4
[debug] Optional libraries: Crypto, mutagen, sqlite, websockets
[debug] Proxy map: {}
[debug] [zoom] Extracting URL: https://zoom.us/rec/share/redacted
[zoom] redacted: Downloading webpage
[zoom] redacted: Validating passcode
ERROR: [zoom] redacted: Wrong passcode: HTTP Error 401: Unauthorized (caused by <HTTPError 401: 'Unauthorized'>); please report this issue on  https://github.com/yt-dlp/yt-dlp . Make sure you are using the latest version; see  https://github.com/yt-dlp/yt-dlp  on how to update. Be sure to call yt-dlp with the --verbose flag and include its complete output. (caused by <HTTPError 401: 'Unauthorized'>); please report this issue on  https://github.com/yt-dlp/yt-dlp . Make sure you are using the latest version; see  https://github.com/yt-dlp/yt-dlp  on how to update. Be sure to call yt-dlp with the --verbose flag and include its complete output.
  File "/home/linuxbrew/.linuxbrew/Cellar/yt-dlp/2021.12.27/libexec/lib/python3.9/site-packages/yt_dlp/extractor/common.py", line 717, in _request_webpage
    return self._downloader.urlopen(url_or_request)
  File "/home/linuxbrew/.linuxbrew/Cellar/yt-dlp/2021.12.27/libexec/lib/python3.9/site-packages/yt_dlp/YoutubeDL.py", line 3458, in urlopen
    return self._opener.open(req, timeout=self._socket_timeout)
  File<EMAIL_ADDRESS>line 523, in open
    response = meth(req, response)
  File<EMAIL_ADDRESS>line 632, in http_response
    response = self.parent.error(
  File<EMAIL_ADDRESS>line 561, in error
    return self._call_chain(*args)
  File<EMAIL_ADDRESS>line 494, in _call_chain
    result = func(*args)
  File<EMAIL_ADDRESS>line 641, in http_error_default
    raise HTTPError(req.full_url, code, msg, hdrs, fp)

Have the same issue. The validate_passwd endpoint now seems to use some weird signature in the headers. Unlocking the video in browser and passing cookies does work around the issue.
I can provide a video URL and password if anyone wants to work on this

+1

Hey guys, I've also got a test link for this case.
Will gladly e-mail or DM link/password if needed, just let me know.

I also have this problem.

I'm afraid I could not get the --cookies or --cookies-from-browser workarounds to succeed. yt-dlp still says the video is passcode-protected after loading cookies, and if also given the --video-password it still gets a 401 Unauthorized error.
Looks like Zoom has continued locking this stuff down, unfortunately.

Hello guys. This issue is still not resolved. I have a test link for this case:
https://albany.zoom.us/rec/share/RXk5WTaReORXYclUd-Bk5IpT5i3kAOoK5K2pHidbC3w_haExR660JiyCA2-VxXiN.EJV91re8ZeX8u6Bw
Please let me know and I'll e-mail password ASAP.

I'm afraid I could not get the --cookies or --cookies-from-browser workarounds to succeed. yt-dlp still says the video is passcode-protected after loading cookies, and if also given the --video-password it still gets a 401 Unauthorized error.
Looks like Zoom has continued locking this stuff down, unfortunately.
A browser extension (in a dedicated profile) was the solution for me this time, but I'd rather use yt-dlp of course.

same here

What was the browser extension? wondering how that works
On Thu, Jun 2, 2022 at 12:29 PM someziggyman @.***>
wrote:

I'm afraid I could not get the --cookies or --cookies-from-browser
workarounds to succeed. yt-dlp still says the video is passcode-protected
after loading cookies, and if also given the --video-password it still
gets a 401 Unauthorized error.
Looks like Zoom has continued locking this stuff down, unfortunately.
A browser extension (in a dedicated profile) was the solution for me this
time, but I'd rather use yt-dlp of course.
same here
—
Reply to this email directly, view it on GitHub
https://github.com/yt-dlp/yt-dlp/issues/2299#issuecomment-1145255313,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AAHLR2364B63S4V3YW47C2LVNEDQ5ANCNFSM5LVQKBRA
.
You are receiving this because you are subscribed to this thread.Message
ID: @.***>

What was the browser extension? wondering how that works

It wasn't an open-source extension, unfortunately. Time was important, so I chose the first option that worked.
The temporary browser profile no longer exists, but I think what I used was ZED. Unpacking its main.js file just now, I see some very basic code to turn the src of the first <video> element on the page into a link that can be right-clicked, and inject that HTML (then promote the paid "record meetings without attending" service that published the extension).
"Secret" sauce, manually prettified:
if (document.getElementsByTagName("video")[0]) {
    let zoom_link = document.getElementsByTagName("video")[0].src;
    zoom_link = new URL(zoom_link);
    my_link.href = zoom_link;
    my_link.innerHTML = link_text
}

Looking at the manifest also reminded me why I used the extension in a dedicated, temporary profile: It declares <all_urls> for both content scripts and host permissions. 🙄

If you are on Firefox, you can just Shift+right click to force the context menu, then just click "Save Video As..." as usual.
For Chromium browsers, I guess you could use some "enable right click" extensions, which should be less sketchy than the above option ^^

Willing to provide a link + password if anyone wants to work on this, just shoot me an email

Also very curious about a solution or temporary workaround?

right click save as works for me in Firefox.
You can also get the Absolute Enable Right Click
https://addons.mozilla.org/en-US/firefox/addon/absolute-enable-right-click/
extension if
Zoom misbehaves.

May require a shift-right click on the video to get the desired options
On Wed, Dec 7, 2022 at 6:40 PM Sagar Savla @.***> wrote:

right click save as works for me in Firefox.
You can also get the Absolute Enable Right Click
<
https://addons.mozilla.org/en-US/firefox/addon/absolute-enable-right-click/

extension if
Zoom misbehaves.
—
Reply to this email directly, view it on GitHub
https://github.com/yt-dlp/yt-dlp/issues/2299#issuecomment-1341852524,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AGI56LKHPK4INHT44KWIM73WME4BHANCNFSM5LVQKBRA
.
You are receiving this because you commented.Message ID:
@.***>

That file seems to allow downloading in the Web UI itself. Do you require downloading via yt-dlp?

is there any hope for this to work(get fixed) in near future

Unless you know how to, no...

Unless you know how to, no...

This is kinda old, and may not work, but:
https://github.com/Battleman/zoomdl

Manual workaround
In the meantime, a workaround for manually downloading the recordings:

Open the zoom link, enter the credentials, you should see the video player.
Open developer tools (F12 or Ctrl+Shift+I) and paste the following into the Console tab:

javascript:function enableContextMenu(aggressive = true) { void(document.ondragstart=null); void(document.onselectstart=null); void(document.onclick=null); void(document.onmousedown=null); void(document.onmouseup=null); void(document.body.oncontextmenu=null); enableRightClickLight(document); if (aggressive) { enableRightClick(document); removeContextMenuOnAll('body'); removeContextMenuOnAll('img'); removeContextMenuOnAll('td'); } } function removeContextMenuOnAll(tagName) { var elements = document.getElementsByTagName(tagName); for (var i = 0; i < elements.length; i++) { enableRightClick(elements[i]); enablePointerEvents(elements[i]); } } function enableRightClickLight(el) { el || (el = document); el.addEventListener('contextmenu', bringBackDefault, true); } function enableRightClick(el) { el || (el = document); el.addEventListener('contextmenu', bringBackDefault, true); el.addEventListener('dragstart', bringBackDefault, true); el.addEventListener('selectstart', bringBackDefault, true); el.addEventListener('click', bringBackDefault, true); el.addEventListener('mousedown', bringBackDefault, true); el.addEventListener('mouseup', bringBackDefault, true); } function restoreRightClick(el) { el || (el = document); el.removeEventListener('contextmenu', bringBackDefault, true); el.removeEventListener('dragstart', bringBackDefault, true); el.removeEventListener('selectstart', bringBackDefault, true); el.removeEventListener('click', bringBackDefault, true); el.removeEventListener('mousedown', bringBackDefault, true); el.removeEventListener('mouseup', bringBackDefault, true); } function bringBackDefault(event) { event.returnValue = true; (typeof event.stopPropagation === 'function') && event.stopPropagation(); (typeof event.cancelBubble === 'function') && event.cancelBubble(); } function enablePointerEvents(el) {  if (!el) return; el.style.pointerEvents='auto'; el.style.webkitTouchCallout='default'; el.style.webkitUserSelect='auto'; el.style.MozUserSelect='auto'; el.style.msUserSelect='auto'; el.style.userSelect='auto'; enablePointerEvents(el.parentElement); } function appendDownloadLink() { const videoSrc = document.querySelector(".player-view").querySelector("video").getAttribute("src"); const textNode = document.createTextNode("Right-clink on this link and press \"Save link as\""); const link = document.createElement("a"); link.append(textNode); link.href = videoSrc;const textRightZoomColumn = document.querySelector(".text-right.zm-col.zm-col-8"); textRightZoomColumn.appendChild(document.createElement("br")); textRightZoomColumn.appendChild(link); } enableContextMenu(); appendDownloadLink()

In the top right corner, you should see a text link appear that reads Right-clink on this link and press "Save link as"
Do what the link says :)

If it doesn't work, Zoom must've changed something, so see the technical explanation below.

Technical explanation:
There are three parts:

Zoom disables right clicks via event listeners - in theory, that's the only thing stopping you. I copy-pasted the script from this stackoverflow answer that enables right clicks. Once it's executed, you can right-click on the video player and press "Save video as".
The video link is extracted and added as a child element purely for convenience and in case Zoom does something with their web player that prevents the direct action "Save video as". In this case, you can modify the script to extract the video url from the correct (new) place, and it should work the same way as before.
The one-liner script you see above is a combination of 1 + 2, in one line for convenience.

Links:

First part of the script: stackoverflow.com/a/57741525/6395606
Second part of the script: gist.github.com/IgnatBeresnev/42ff42284408976240ec48a801dc1ef3

Faced with the same situation, I tried right-clicking and downloading the video directly, but I could not download it due to a 403 error, perhaps because Zoom had patched it.
So, I found the other way to download video with developer tools.
1. Open developer tools and check the video file with Status 206, Type Media.

2. Right-click the row and copy it with Copy -> Copy as cURL.

3. Paste the copied content into a text editor and modify -H 'range: bytes=A-B' to -H 'range: bytes=0-B'.

4. Finally, add --compressed --output FILE_NAME.mp4 at the end of the code and run the modified code in the terminal.

5. Success!

The workaround from the last two comments still works, but I also had to remove the:

If-Modified-Since
If-None-Match

headers from the copied curl request.

Just to add a data point here for the non-password protected case: I was able to use yt-dlp version 2024.11.04 to download a recorded Zoom meeting that does not require a meeting password. The recording was directly accessed via the private link, and downloading via the browser was disabled as there was no option to download and right click was blocked.
One note about manual right click workarounds: I tried these first with both chrome and firefox browser extensions, but it seems like they would always download the "view" format (you can see the formats available at the link via yt-dlp --list-formats). This was the camera stream, which seemed to come through blank with audio (maybe it was just blank, but either way not what I wanted).
However, with yt-dlp -f share I was able to download the screenshare+audio, which was what I wanted.
Final note: this only works with the share link, not with the direct link to the mp4. It seems like yt-dlp is able to extract the information it needs from the share link, but you probably have to provide a bunch of stuff manually to download the mp4 directly and I wasn't able to figure that out.


[docs] add information about installing libgomp

On the python instructions, add information about installing libgomp
because it may not be installed by default and is required for
lightgbm to run.
This is to address #4484

@AWSjswinney Thanks a lot for getting back to this issue!
We've recently moved all prerequisites to the installation guide to avoid a duplication and make intro guide clearer: #3378.
Also, this important note about libomp should be in the CLI version installation guide, not only in the Python one. I'll prepare a new PR today and ask you to review with the aim to not waste your time cleaning our docs.

Also, if I find the the time, I may test and submit a pull request myself.
https://github.com/microsoft/LightGBM/issues/4484#issuecomment-887731216

Closed in favor of #4520


Translate newsletter-68 into Japanese

Thanks @Ichiro0219 !
Are you checking the "Allow edits from maintainers" box when opening PRs? If you do that, we can do things like rebase on master or make minor edits without having to bother you.

Awesome, thanks!
Tested that the page renders and the links look correct.
Would be nice to rebase on master which has the latests localization logics.

I rebased on master.
Could you check it?

Thanks @Ichiro0219 !
Are you checking the "Allow edits from maintainers" box when opening PRs? If you do that, we can do things like rebase on master or make minor edits without having to bother you.

Thank you @jnewbery !
OK I will check the box next time.

Perfect. Thanks @Ichiro0219 . I'll wait for @bitschmidty to review this before merging.

Thank you! :tokyo_tower:


Issue with mongo and laravel 5.2.22 default auth

Hi Jens,
I'm having issues with Laravel's default auth and this mongo addin...what's driving me crazy is that it's actually writing/reading from Mongo, but Laravel's internal auth management isn't letting me log users in and out.
I'm getting:
ErrorException in Builder.php line 216: Argument 2 passed to Illuminate\Database\Query\Builder::__construct() must be an instance of Illuminate\Database\Query\Grammars\Grammar, null given, called in /var/www/html/project1/vendor/laravel/framework/src/Illuminate/Database/Eloquent/Model.php on line 1877 and defined  '/var/www/html/project1/vendor/laravel/framework/src/Illuminate/Database/Query/Builder.php', '216', array('connection' => object(Connection))) in Builder.php line 216
I've registered the Jenssegers\Mongodb service providers, and updated the default DB to mongodb.  I've also created a mongo database entry in database.php.
This occurs when using the builtin auth from laravel.

I'm going to close this, @gieroj's reply here saved the day.  Sorry to bug you!
https://github.com/jenssegers/laravel-mongodb/issues/702


Update Main.hs

Hey this is my pull to create the JSON files that my update to the agda mode package uses.  Not sure if you want this functionality but I told people in the description of the config to go  to your keymap repo so I figure we may as well have it up to date.

Thanks!
I'm going to deprecate TS files and generate JSON files only in the future.

awesome, sounds good
On Thu, Jan 31, 2019 at 10:07 PM Lua Ting-gian<EMAIL_ADDRESS>wrote:

Thanks!
I'm going to deprecate TS files and generate JSON files only in the future.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/banacorn/keymap/pull/1#issuecomment-459589786, or mute
the thread
https://github.com/notifications/unsubscribe-auth/AGFDv-nLmhxLepejyXbCBG1G35Hdu2GHks5vI692gaJpZM4aapIk
.


AIX hardware model should not be x86_64

I have been chatting on Puppet Community slack, asking about why my AIX tests aren't working (aren't running for AIX), and someone pointed me to https://github.com/mcanevet/rspec-puppet-facts/blob/010538181409b159c93e265a4648dd966ae77dfb/lib/rspec-puppet-facts.rb#L58-L66
This should have a case for AIX, but I am not sure what hardwaremodel needs to be set to. I was thinking  powerpc (uname -p) or isa fact based on what the other operating systems are using. However the "hardwaremodel" fact comes out as something like IBM,8284-22A which is pretty non-useful. It makes me think that either the hardwaremodel is hopelessly generic on other platforms or its incorrectly populated for AIX. Maybe we could just set the hardware model filter to something like /^IBM/ ?
I figured I would start here with a discussion before trying to throw code at it, cause I am soo green when it comes to rspec testing that I am not really sure how to even test this code. :)
NOTE: I recently submitted some facts for reference.
~tommy

FYI I also filed: https://tickets.puppetlabs.com/browse/FACT-1827

Looks like this has been fixed up (or at least worked around) by #71. Feel free to reopen if that is not the case.


Email does not tokenize when you lose focus

If I type in an email address input the input field, then click outside the input, the email address will not tokenize: http://cl.ly/image/3c1i1B2v3h16
If I hit TAB instead of clicking outside the box it works.  Any idea how to fix this?

I am having the same issue.
When I type anything and click outside, token is not created but when I hit tab it generates token.


New version v1.1.0

Hi! This is the friendly automated conda-forge-linting service.
I just wanted to let you know that I linted all conda-recipes in your PR (recipe) and found it was in an excellent condition.

Closed by PR https://github.com/conda-forge/psyplot-gui-feedstock/pull/3


Add secret code

greetings users of the internet
this is me ur friendly cheat code adder

Wiki: https://en.wikipedia.org/wiki/Konami_Code

LGTM


⬆<EMAIL_ADDRESS>

Bumps focus-trap from 2.4.5 to 6.0.1

focus-trap doesn't work as intended because of a change introduced to add a delay before autofocus. Here is the PR that introduces that change https://github.com/focus-trap/focus-trap/pull/51.

I have opened a PR on the focus-trap repo to fix the problem highlighted on the comment above. https://github.com/focus-trap/focus-trap/pull/154. Once this is merged we should be good to bump and merge this PR.

Please bump to<EMAIL_ADDRESS>and configure your traps with the new delayInitialFocus: false option. That should resolve your issue, and thanks for @sadick254's contribution to add the new option.

@stefcameron Thank you for facilitating the change. Really appreciate the work you are doing with focus-trap

@stefcameron Thank you for facilitating the change. Really appreciate the work you are doing with focus-trap

My pleasure!


Make ID generation per-worker make it lock-free

I would like to take this up @arpitbbhayani @JyotinderSingh @lucifercr07. Might need to learn a few things but it would help me gain more insights about the project

I would like to take this up @arpitbbhayani @JyotinderSingh @lucifercr07. Might need to learn a few things but it would help me gain more insights about the project

I believe you already have a few open issues assigned to you. Till then I would like to keep this open for others to pick up. Feel free to take this up once you're done with other tasks (and if this issue is available)

@JyotinderSingh any chance i can pick this up, in collaboration with someone else?
About to wrap up with another issue that's assigned to me

Can you assign it to me @arpitbbhayani .I would like to work on this .

@ayushsatyam146 go for it. assigned.
Few pointers

make sure there are no locks
the ID needs to be unique across worker threads
you might need to incorporate worker ID in the generated ID

@ayushsatyam146 can we work together on this?
Would love to understand a thing or two on this topic

Thanks @arpitbbhayani for the assignment. and @gauravrp I am up for some pair programming. HIt me up whenever you want

Hello @arpitbbhayani,
There has been no activity on this issue for the past 5 days.
It would be awesome if you keep posting updates to this issue so that we know you are actively working on it.
We are really eager to close this issue at the earliest, hence if we continue to see the inactivity, we will have to reassign the issue to someone else. We are doing this to ensure that the project maintains its momentum and others are not blocked on this work.
Just drop a comment with the current status of the work or share any issues you are facing. We can always chip in to help you out.
Thanks again.

I am still trying to figure this one out. I will give updates regarding this in the community call 😅

Hello @arpitbbhayani,
There has been no activity on this issue for the past 5 days.
It would be awesome if you keep posting updates to this issue so that we know you are actively working on it.
We are really eager to close this issue at the earliest, hence if we continue to see the inactivity, we will have to reassign the issue to someone else. We are doing this to ensure that the project maintains its momentum and others are not blocked on this work.
Just drop a comment with the current status of the work or share any issues you are facing. We can always chip in to help you out.
Thanks again.

I am currently working on a migration issue which I will wrap in a day or 2, after that I will actively work on this. Thanks for the patience.

https://github.com/DiceDB/dice/pull/1213


TagBot trigger issue

This issue is used to trigger TagBot; feel free to unsubscribe.
If you haven't already, you should update your TagBot.yml to include issue comment triggers.
Please see this post on Discourse for instructions and more details.

You may want to check your TagBot configuration to ensure that it's running, and if it is, check the logs to make sure that there are no errors.

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/111202

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/111499

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/111807

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/113489

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/113577

Triggering TagBot for merged registry pull request
This extra notification is being sent because I expected a tag to exist by now, but it doesn't.
You may want to check your TagBot configuration to ensure that it's running, and if it is, check the logs to make sure that there are no errors.


Notifications

Hey! This is great, I'm currently using it, and it works flawlessly with Waybar.
My only issue is that there are no notifications, so I don't know when I completed the work/rest time.
What would it take to add notifications when finishing each timer (work/rest)?

Hey! Glad to hear it's working well for you! I've added notifications, https://github.com/Andeskjerf/waybar-module-pomodoro/commit/83c8a16085c2036c435a226849d8a5d1a1e19e2a :)


Merging multiple "generate" files

Describe the solution you'd like
I am trying to build a rather complex infrastructure. This means that some submodules require different versions of the AWS provider. I am generating provider.tf using a generate block in the root terragrunt.hcl. I would like to be able to override or merge files in the submodules from the root modules.
** Example for Overriding **
In my root terragrunt.hcl I have the following generate block:
generate "providers" {
  path      = "providers.tf"
  if_exists = "overwrite_terragrunt"
  contents  = <<EOF
    terraform {
        required_version = ">= 1.0.0"
        required_providers {
            aws = {
                source = "hashicorp/aws"
                version = "~> 5.1.0"
            }
    }
}

provider "aws" {
    region = "us-east-2"
}

However, a submodule needs hashicorp/aws < 5.0.0.
I would like to be able to add a merge block to only change that one section.
** Example of output merging **
Suppose I am generating a boilerplate outputs.tf file but want to have it augmented by a secondary output file. I would like that file to be mergable.
Describe alternatives you've considered
Additional context

We handle this by reverse-looking-up the versions in a parallel config file in the submodule - e.g.
| - toplevel.hcl
| - default_versions.hcl
| - submodule1/
       | - terragrunt.hcl
       | - versions.hcl

Then in terragrunt.hcl
include "toplevel" {
  path = find_in_parent_folders("toplevel.hcl")
}

Then in versions.hcl
locals {
  aws_version = "5.0.0"
}

Then in toplevel.hcl
locals {
  versionshcl = try(read_terragrunt_config("./versions.hcl"), read_terragrunt_config(find_in_parent_folders("default_versions.hcl")))
}

generate "providers" {
  path = "providers.tf"
  if_exists = "overwrite"
  contents = <<EOF
...
version = "~> ${local.versionshcl.locals.aws_version}"

Finally in default_versions.hcl
locals {
  aws_version = "5.1.0"
}

Hope this helps

Thank you. That's a little more complicated than what I was expecting but it does solve my problem. I can use the pattern in other places as well. :)


Testing To Do list

Use jest framework for testing.
Create a test file ([..].test.js) for a file containing the add item and delete item functions that you want to test.
Take a look at each of these functions. Are they pure functions? If the answer is "yes" then writing tests for them should be straightforward. Some of those functions however will update localStorage and manipulate the DOM. For those, you will need to use mocks:
Mock a storage object to "imitate" localStorage operations (only if you are using jest < 24.x, in newer versions localStorage is mocked automatically).
Mock HTML to test if add/delete functions add or remove exactly one  element to/from the list in the DOM.
Make sure you group your tests using the describe() method.

Required Changes ♻

[ ]  Your tests are not running successfully. Seems you didn't install jest: check the screenshot below:

After installing jest, I ran npm run test and was hit with failing tests: Screenshot.

Please fix the issues and submit your project once more.
Check the comments under the review.
Optional suggestions
Every comment with the [OPTIONAL] prefix is not crucial enough to stop the approval of this PR. However, I strongly recommend you to take them into account as they can make your code better.
Cheers and Happy coding!👏👏👏
Feel free to leave any questions or comments in the PR thread if something is not 100% clear. Please, remember to tag me in your question so I can receive the notification.
Please, do not open a new Pull Request for re-reviews. You should use the same Pull Request submitted for the first review, either valid or invalid unless it is requested otherwise.
As described in the Code reviews limits policy you have a limited number of reviews per project (check the exact number in your Dashboard). If you think that the code review was not fair, you can request a second opinion using this form.

Hey , Thanks for the review  , But tests are being done successfully on my side

.

Required Changes recycle

[ ]    Your tests are not running successfully. Seems you didn't install jest: check the screenshot below:

After installing jest, I ran npm run test and was hit with failing tests: Screenshot.

Please fix the issues and submit your project once more.
Check the comments under the review.
Optional suggestions
Every comment with the [OPTIONAL] prefix is not crucial enough to stop the approval of this PR. However, I strongly recommend you to take them into account as they can make your code better.
Cheers and Happy coding!clapclapclap
Feel free to leave any questions or comments in the PR thread if something is not 100% clear. Please, remember to tag me in your question so I can receive the notification.
Please, do not open a new Pull Request for re-reviews. You should use the same Pull Request submitted for the first review, either valid or invalid unless it is requested otherwise.
As described in the Code reviews limits policy you have a limited number of reviews per project (check the exact number in your Dashboard). If you think that the code review was not fair, you can request a second opinion using this form.

Hey , Thanks for the review , But tests are being done successfully on my side  .

Hi @rebel216. Nice to hear that.
You can always verify that particular commit before criticizing 😄

I wasn't criticising bro :) . But made another commit to ensure that the problem is not on my end 👍


fixed composition evolutionary search

Describe the bug
I run a fixed composition evolutionary algorithm and upon starting a worker, it throws an error that
ModuleNotFoundError: No module named 'simmate.toolkit.structure_prediction'
To Reproduce
run.yaml
workflow_name: structure-prediction.toolkit.fixed-composition
composition: Rb3O

subworkflow_kwargs:
    command: mpirun -n 8 vasp > vasp.out
    compress_output: true

directory: output
tags: Rb3O

bash
simmate workflows run-cloud run.yaml

Then in a submit.sh script
simmate engine start-worker --tag=Rb3O

Error
2023-04-20 20:39:01 INFO     Configuring database and workflows 🛠
2023-04-21 00:39:08 INFO     Configuration complete 🚀

=====================================================================
   _____                  __        _      __         __
  / __(_)_ _  __ _  ___ _/ /____   | | /| / /__  ____/ /_____ ____
 _\ \/ /  ' \/  ' \/ _ `/ __/ -_)  | |/ |/ / _ \/ __/  '_/ -_) __/
/___/_/_/_/_/_/_/_/\_,_/\__/\__/   |__/|__/\___/_/ /_/\_\\__/_/

=====================================================================

                    INFO     Starting worker with tags ['Rb3O']
                    INFO     Running WorkItem with id 1528
                    INFO     Starting
                             'structure-prediction.toolkit.fixed-composition'
                    INFO     Setting up evolutionary search for Rb3 O1
                    INFO     Generating fingerprints for past structures...
                    INFO     Done generating fingerprints.
                    INFO     Finished setup
                    INFO     Assigned this to FixedCompositionSearch id=2.
Traceback (most recent call last):
  File "/home/WarrenLab/miniconda3/envs/scotts_13_2/lib/python3.11/site-packages/simmate/engine/execution/worker.py", line 181, in start
    result = fxn(*args, **kwargs)
             ^^^^^^^^^^^^^^^^^^^^
  File "/home/WarrenLab/miniconda3/envs/scotts_13_2/lib/python3.11/site-packages/simmate/engine/workflow.py", line 171, in _run_full
    results = cls.run_config(**kwargs_cleaned)
              ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/home/WarrenLab/miniconda3/envs/scotts_13_2/lib/python3.11/site-packages/simmate/apps/evolution/workflows/fixed_composition.py", line 129, in run_config
    search_datatable._check_singleshot_sources(directory)
  File "/home/WarrenLab/miniconda3/envs/scotts_13_2/lib/python3.11/site-packages/simmate/apps/evolution/models/fixed_composition.py", line 185, in _check_singleshot_sources
    from simmate.toolkit.structure_prediction.substitution import (
ModuleNotFoundError: No module named 'simmate.toolkit.structure_prediction'
                    WARNING  Task failed with the error shown above.

                             If you are unfamilar with error tracebacks and find
                             this error difficult to read, you can learn more
                             about these errors here:
                              https://realpython.com/python-traceback/

                             Please open a new issue on our github page if you
                             believe this is a bug:
                              https://github.com/jacksund/simmate/issues/

2023-04-21 00:39:09 INFO     Completed WorkItem

Versions

Operating System: Rocky 8.7
Python version: 3.11.2
Simmate version: 0.13.2

Additional details
No response

In my rush to graduate, I didn't have time to build up a stable infrastructure, so I don't have any unittests for the evolutionary search app. A bunch has changed since v0.12, so I'm not surprised simple imports are broken. Plus there are important bugs like #309. I'd be hesitant to use this app unless you're willing to debug and open a new PR. For now, I'm going to put warnings in the documentation for those that might even attempt a run.
@SWeav02 or @scott-materials do either of you have time to help build unittests and such for this? This goes back to my comment here:

As a side note, the fact that this bug snuck through is a good sign that we need to revamp unittests! I've been slacking on these bc of time constraints... So the coverage of my unittests has also dropped significantly over the last 5 or so months. I have a more complete test suite that requires vasp installed, but I don't run it as frequently now that I don't have my ubuntu desktop. @SWeav02 @scott-materials we should meet soon to discuss unittests and 'github runners' that can help catch these random bugs.

This makes sense!  Sam can do the unit tests once his effort shifts more to the evolutionary algorithms.


Chart page property table should contain all relevant properties

We have been discussing how to make complex charts more accessible. We have been looking for a possible fix with Vincent and Florian.
When writing a complex chart, the main issue is finding the relevant Plotly js properties. The reason why these properties are hard to find is that the link for the Plotly doc is only at the bottom of the chart page and the property table is too crowded

Generally the user does not scroll that far and can not find what he needs.
The fix we propose is to dispatch each relevant property into the pages of each specific chart. For example the line chart page should have the layout property in its table:

An idea could be to add a collapsible section that would show properties that are applicable, and not the ones that are not irrelevant.


TableSchema instead of Schema in TokensTable.php

Strict (2048): Declaration of Muffin\Tokenize\Model\Table\TokensTable::_initializeSchema() should be compatible with Cake\ORM\Table::_initializeSchema(Cake\Database\Schema\TableSchema $schema) [ROOT/vendor/muffin/tokenize/src/Model/Table/TokensTable.php, line 117]

    "require": {
        "php": ">=5.6",
        "cakephp/cakephp": "3.4.*",
        "mobiledetect/mobiledetectlib": "2.*",
        "cakephp/migrations": "~1.0",
        "cakephp/plugin-installer": "*",
        "friendsofcake/bootstrap-ui": "0.6.2",
        "friendsofcake/crud-users": "^0.3.3",
        "friendsofcake/crud-view": "^0.4.3",
        "friendsofcake/search": "^2.4",
        "josegonzalez/cakephp-queuesadilla": "^0.4.2",
        "markstory/asset_compress": "^3.2",
        "muffin/tokenize": "^1.0",
        "josegonzalez/cakephp-mail-preview": "^0.0.1"
    },
    "require-dev": {
        "psy/psysh": "@stable",
        "cakephp/debug_kit": "~3.2",
        "cakephp/bake": "~1.1",
        "cakephp/cakephp-codesniffer": "2.*"
    },

nvm, this didn't work

This is fallout from this change in core 5 months ago: https://github.com/cakephp/cakephp/commit/703260adac96694d1bc41f779c8535a16acb116c


feat: allows code cli to serve locally cached server when update service unreachable and also lets the update check interval to be adjusted

This closes #202967

@RitamM16 please read the following Contributor License Agreement(CLA). If you agree with the CLA, please reply with the following information.
@microsoft-github-policy-service agree [company="{your company}"]

Options:

(default - no company specified) I have sole ownership of intellectual property rights to my Submissions and I am not making Submissions in the course of work for my employer.

@microsoft-github-policy-service agree

(when company given) I am making Submissions in the course of work for my employer (or my employer has intellectual property rights in my Submissions by contract or applicable law). I have permission from my employer to make Submissions and enter into this Agreement on behalf of my employer. By signing below, the defined term “You” includes me and my employer.

@microsoft-github-policy-service agree company="Microsoft"

Contributor License Agreement

@microsoft-github-policy-service agree

@connor4312 It looks like your revision  to @RitamM16 PR, removes the ability to specify 0 for the update interval which disables the update checker, if I'm following correctly.
The behavior I'm seeing now is that I can start the server and it will used cached version when it first starts. However, in an hour when the update checker runs, I'm stuck with The latest version of the Visual Studio Code Server is downloading, please wait a moment error loop, while  running offline. It doesn't appear to fallback to cached version at that point. Am I missing something on how this should work?


Patch for caliper +cuda~shared spack build

The static libraries for cupti are not installed with the CUDA toolkits on LC, so we have to use the shared libraries.

Are you going to upstream this to Caliper?

Are you going to upstream this to Caliper?

I'll create a pull request and see what they say.

Are you going to upstream this to Caliper?

I'll create a pull request and see what they say.

https://github.com/LLNL/Caliper/pull/418

Codecov Report

Merging #673 (0492a4d) into develop (4c19ba9) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff            @@
##           develop     #673   +/-   ##
========================================
  Coverage    95.85%   95.85%
========================================
  Files          133      133
  Lines         8589     8589
========================================
  Hits          8233     8233
  Misses         356      356

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 4c19ba9...0492a4d. Read the comment docs.

Are you going to upstream this to Caliper?

I'll create a pull request and see what they say.

LLNL/Caliper#418

Caliper merged in that pull request!


Bugfix

Coverage remained the same at 79.753% when pulling e58984921b6f27cc2cc92fae02485dfc6bdb3205 on bugfix into 07f44948aea88594edbe2e012130efc20b92308a on master.

Coverage remained the same at 77.941% when pulling 373a91d4a3b38defb1a599b3a185a3cc627d992a on bugfix into 84a8ea2d3ab656445602e31a0aff8357ce22134b on master.


feat(material-experimental): add option to filter checkbox harnesses by name

Adds an option to the checkbox harnesses that allows developers
to filter harnesses by checkbox names. This is helpful because
developers can not filter checkboxes by name using CSS selectors
because the name input binding is not bound to the host DOM element.
Similar to https://github.com/angular/components/pull/16609#discussion_r308323723

apply merge ready after updating comment


[question] does this plugin have auto formatting and indent size to 2?

im in a cpp file:
#include <cmath>
#include <iostream>

using namespace std;

int main() {

  cout << "hello wordl!" << endl;

  return 0;
}

i have installed coc-prettier and i have set "prettier.tabWidth": 4 in coc-settings.json and i still get indent size of 2 spaces when i save the cpp file.
it seems that the plugin(coc-clangd) automatically indents the c and cpp file.
any ideas? thanks.

Yes, clangd uses ClangFormat engine for formatting and defaults to LLVM Style Guide (2 spaces indent width). You could adjust the style you're most comfortable with through .clang-format configuration file. The easiest way to make the style "global" is to put .clang-format into your home directory or anywhere in the common root of your projects (see https://github.com/clangd/coc-clangd/issues/39 for reference).
If you have other questions or this doesn't solve your issue, please let me know and feel free to reopen the bug.

i guess my .clang-format file should look this if i want indent size to be 4:
IndentWidth: 4

right?

i guess my .clang-format file should look this if i want indent size to be 4:
IndentWidth: 4

right?

Yes, correct, that would be enough!

wow. it works. thank you so much!

another question:
is there a way to put this in ~/.config/clang-blabla ?
because i want the home dir to be more cleaner.

Unfortunately, I don't think this is possible. See https://github.com/clangd/coc-clangd/issues/39 for more details on the config "globalness".

i dont see a solution in that thread. thanks anyway.

Clangd ignores the .clang-format file and resorts to default style for some reason. The exact same file work just fine when called via nvim-lsp

wut?

we were talking about global config file for clang formatter


Mouse icon not showing

When hovering button, the mouse doesn't change to the clickable icon.
Try hovering an Elevated Button (Flutter) and some container child of Flutter Touch Ripple effect.
The behaviour is different.

@lcsvcn thanks for reporting / feedback. we will include this in recent release


Ensure the code respects PSR-2 syntax

Ensure the code respects PSR-2 syntax. The code can be fixed before each PR by simply running bin/php-cs-fixer fix: https://github.com/webonyx/graphql-php/commit/07718f1d764815b1aa273c9358f68a049eddf6bb
Fix code: https://github.com/webonyx/graphql-php/pull/136/commits/d2363aefd1136262788bc29a5fff2e9e959ed029

Note:
Other fixers can be added, see https://github.com/FriendsOfPHP/PHP-CS-Fixer/blob/master/README.rst

Coverage decreased (-1.04%) to 93.517% when pulling d2363aefd1136262788bc29a5fff2e9e959ed029 on lucasmichot:feature/master/psr2 into 141afc1cf7353753b0313e9ea17eea2560ded12d on webonyx:master.

Coverage decreased (-1.1%) to 93.451% when pulling d2363aefd1136262788bc29a5fff2e9e959ed029 on lucasmichot:feature/master/psr2 into 141afc1cf7353753b0313e9ea17eea2560ded12d on webonyx:master.


rebuild schema

rebuild schema
Rebuild the schema with changes in the diff below, using yarn gen-schema from aiconfig/typescript dir

rebase


train time

Hi,@ChopinSharp
If use the default parameters,train on the 1080TI,How long does it take to train different data sets？

Should be no more than 24h as I remember.

Thanks for your reply! That's great！


GCN labels

Can you clarify model_default terms used in GCN litterature code ?

I saw edge_attributes here, but edge_weights is used elsewhere.

Yes we had attributes there once, but that was a modification to GCN, not the original GCN, so that is why we changed it.
I renamed the defaults accordingly.


Remove logout button and add logout header

This code contains also minor code optimizations.

Codecov Report

Merging #604 into ui will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##               ui     #604   +/-   ##
=======================================
  Coverage   86.86%   86.86%
=======================================
  Files          62       62
  Lines        3381     3381
=======================================
  Hits         2937     2937
  Misses        305      305
  Partials      139      139

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update a20dd43...498c706. Read the comment docs.


Fix duplication of alias name in IndexSettings

Fixes the name in the type.

@philkra No, this need a manual backport as part of another branch I have in flight


Proof of Concept CI Build Workflow

Hey Folks 👋
Just posting this PR as an example of something I was hoping to see was of interest to the modding community and figured I had to start somewhere. Essentially one of the big challenges in software development is tracing back the end binary back to the source code that generated it. This code is a functional example that builds KitchenLib from source and uploads the results. See My fork run for a completed run (Artifacts at the bottom).
There are a few tricks that make this work and how it would be better with some changes:

Uses dotnet 5.x to build but still targets 4.7.2 like the project suggests.
Uses the steam-totp action to get your SteamGuard password so you can properly login to steam. Easier, but less secure method is to not use SteamGuard. If anything you'd create a steam account with only PlateUp on it for example. (not ideal, see below)
Uses the popular project DepotDownloader to login to steam and download the necessary PlateUp files for compilation. It'd be nicer if PlateUp devs could make the DLLs available without login, so we can just grab them from some public endpoint and not need auth (or they could share some auth with us).
Added the Lib.Harmony Nuget package because otherwise I'd have to perform a separate download from steam workshop.
Have not been able to test the resulting dll file that I built here, so confirmation that works would be helpful.

Future Thoughts
If this was of interest, I'd consider integrating Cosign for blob signing on the files in order to allow other advanced users to trace back provenance to this workflow with Github signing tokens.
If this end up being desirable for more folks, I can likely turn this into a more reusable workflow for other projects. In any case, no worries if its not of interest, just let me know what you think 👍

This has been on my radar for a bit now too so I'm definitely interested. Ideally we can upload to steam workshop directly, which would likely involve creating a steam account with just PlateUp.

This has been on my radar for a bit now too so I'm definitely interested. Ideally we can upload to steam workshop directly, which would likely involve creating a steam account with just PlateUp.

Yea, that was also my next thought as well. I kind of wanted to understand your release workflow. Perhaps using git tags with a version would trigger a build and then an upload to Steam workshop? where maybe push events just trigger a build? Its highly configurable of course.

Wow, yeah that's pretty much what we discussed internally. push events trigger builds, and a more manual trigger for uploading to workshop. There's some technical challenges as it would involve pushing our Unity AssetBundler and assets into github and invoking the bundler before build.

The goal is the migrate the assets into GitHub as well. What this would mean is that anyone who has cloned the repo would be able to build the asset bundle locally instead of having to grab it from the latest workshop release. Hence the changes in the csproj I made a little bit ago.
This is a great foundation. We would have to opt for the manual release strategy due to the need for the PlateUp! team to review builds before they are shipped. As such, we wouldn't need to commit the asset bundle or have an automated build step for it.

This is a great foundation. We would have to opt for the manual release strategy due to the need for the PlateUp! team to review builds before they are shipped. As such, we wouldn't need to commit the asset bundle or have an automated build step for it (we still would commit the Unity project itself, just not the built asset bundle).

Makes sense to me.
Yea, I think the idea is in the short-term, workflows can be automated to compile the code into a binary + bundles and have the blobs signed (like the dll files for sure). Then once approved by PlateUp devs, the binary is the one directly uploaded (manually or otherwise) to the Workshop since after the signing takes place, it doesn't matter much whats done with it since one can always validate that binary was signed by keys on behalf of the workflow (see verification). Anyone can then validate the binary hasn't been tampered with since it was built by nature of the hash + signature which is not stored in a place that can be modified and also no one except Github/Sigstore has the private keys.

Apologies I'm slow checking back on this, but I suppose this depends a little on if @StarFluxGames is interested in doing it for this project in particular, and if we have a mechanism to use a PlateUp only steam account or some other mechanism supported by PlateUp devs where they could distribute the necessary dlls to allow for mod compilation here.

Hi there,
I haven't had a chance to really look into this PR as of yet, just to confirm this is essentially a system to automatically push releases to Github and Workshop?

Hi there,
I haven't had a chance to really look into this PR as of yet, just to confirm this is essentially a system to automatically push releases to Github and Workshop?

Essentially yes. Its more of a proof of concept in the direction to accomplish a few things:

Compile the C# projects on Github infrastructure (avoiding the need for an individual to do it on their machine)
Upload the resulting output artifacts to Github
(Not in this PR, but would like to add if we want to do this). Implement a signing process using Cosign that uses Github based keys to perform the signing so that no individual has the private keys either.

The uploading to workshop isn't implemented here, but that could happen as well. I'd just need some pointers on which tooling is needed for that and also what it is driven by (I'd probably recommend git tag or Github Release creation).
I can write some docs on 3) above for other developers to perform the verification so that folks downloading mods from the workshop can verify the mod was compiled via this workflow.

Hi there,
I haven't had a chance to really look into this PR as of yet, just to confirm this is essentially a system to automatically push releases to Github and Workshop?

Essentially yes. Its more of a proof of concept in the direction to accomplish a few things:

Compile the C# projects on Github infrastructure (avoiding the need for an individual to do it on their machine)
Upload the resulting output artifacts to Github
(Not in this PR, but would like to add if we want to do this). Implement a signing process using Cosign that uses Github based keys to perform the signing so that no individual has the private keys either.

The uploading to workshop isn't implemented here, but that could happen as well. I'd just need some pointers on which tooling is needed for that and also what it is driven by (I'd probably recommend git tag or Github Release creation). I can write some docs on 3) above for other developers to perform the verification so that folks downloading mods from the workshop can verify the mod was compiled via this workflow.

1 - I don't quite see the need to compile on Github, are there any issues you can point out with compiling on individual machines?
2 - So long as we can control what gets uploaded rather than having every build uploaded.
3 - Guessing this is just to sign the .dll file, and allow users the confirmation that it is a legitimate build?

We will have some internal discussions regarding this with the team.

Hi there,
I haven't had a chance to really look into this PR as of yet, just to confirm this is essentially a system to automatically push releases to Github and Workshop?

Essentially yes. Its more of a proof of concept in the direction to accomplish a few things:

Compile the C# projects on Github infrastructure (avoiding the need for an individual to do it on their machine)
Upload the resulting output artifacts to Github
(Not in this PR, but would like to add if we want to do this). Implement a signing process using Cosign that uses Github based keys to perform the signing so that no individual has the private keys either.

The uploading to workshop isn't implemented here, but that could happen as well. I'd just need some pointers on which tooling is needed for that and also what it is driven by (I'd probably recommend git tag or Github Release creation). I can write some docs on 3) above for other developers to perform the verification so that folks downloading mods from the workshop can verify the mod was compiled via this workflow.

1 - I don't quite see the need to compile on Github, are there any issues you can point out with compiling on individual machines?
2 - So long as we can control what gets uploaded rather than having every build uploaded.
3 - Guessing this is just to sign the .dll file, and allow users the confirmation that it is a legitimate build?

The main benefits are two parts: a) A good CI setup allows for a shared known good working environment for all devs in a project. You avoid the "It works on my machine" problem. This workflow is the "known good". b) The issue with individuals doing it, is you place trust in the individual who compiles it. With this workflow + the signing in 3), you can cryptographically verify that the files on the workshop came from the exact source code in this repo. You can't technically do that today. Obviously, I'm not trying to suggest anyone would do that. Its just removes the need for anyone to have to rely on it. Now you can prove to anyone who asks. Including the PlateUp Devs if they really wanted to verify it.

Yea, so currently it just uploads to Github's internal artifact store. Not the workshop. This is completely configurable however. You can choose anything that fits your workflow.

See some context in 1) above, but essentially yes. By performing the signing with private keys that no developer here owns, an advanced user can be certain that the files they have (from the workshop for example) can be traced back to the exact source code here that generated it and it wasn't tampered in between.

I will say though, these things don't come without cost. I noted some of the challenges in my initial post above so they aren't trivial. I'm happy to also help maintain these workflows if desired, but obviously its great if more people understand and adopt them if its valuable to the community.
Also feel free to hit me up on the modding Discord if you want to chat over there with text chat vs Github. Username is rich7690


Unity 2021.2.10 - error in android build process

Firebase adds files automatically to Assets/Plugins/Android/res/values/..., as a result, I have the error when trying to create a new android build.
Error building Player: Exception: OBSOLETE - Providing Android resources in Assets/Plugins/Android/res was removed, please move your resources to an AAR or an Android Library. See "AAR plug-ins and Android Libraries" section of the Manual for more details.
Unity 2021.2.10
Firebase Unity SDK 8.8.0

@Yaski Firebase Unity plugin contains External Dependency Resolver. Possibly that is the issue related to that nested plugin. If so, I guess need to put a new External Dependency Resolver into the Firebase Unity plugin package.

Actually for us this was caused by having our own version on my_backup_rules.xml etc under a res folder.
FireBase used Android Library implementation which is supported on 2021.2.
I'd suggest checking the other /res/ folders

Hi @IvanMurzak,
A few questions:

Is this something that can be reproduced with a quickstart?
Have you tried the latest SDK to see if the issue persists?
What other SDKs are you importing?

Thanks!


Add Range.createContextualFragment to mock.js

The test doesn't work properly on Web Browser.
So, I add document.createRange and Range.createContextualFragment to tests/mock.js.

This needs rewritten against the current next (which is much farther and includes stylistic changes to the mock, thus the merge conflict).
The relevant tests do pass in browsers. The version in Mithril proper uses the document global directly, not the mock's version.

If you can make a version that can parse from html-parser's output on Node and another that can convert a real DOM to the mock, that would be better in the long term.

Closing for now.
There's also one other hitch I've realized: both in Node (with htmlparser2) and in browsers, you have to recursively convert the result into what the mock understands. Otherwise, you have errors, and lots of them (particularly against current next).


Fix regression in socket_options.

Resolves #1165.

Codecov Report

Merging #1166 into master will not change coverage.
The diff coverage is 100%.

@@          Coverage Diff           @@
##           master   #1166   +/-   ##
======================================
  Coverage     100%    100%
======================================
  Files          21      21
  Lines        1972    1975    +3
======================================
+ Hits         1972    1975    +3

Impacted Files
Coverage Δ

urllib3/poolmanager.py
100% <100%> (ø)
:arrow_up:

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update d29272a...73dc350. Read the comment docs.


Animation resource showing up multiple times in editor

When attaching an animator component to any node said animator creates an empty animation (resource):

After saving the project Internal.json contains said animator and its corresponding animation:

If the project is then reloaded again multiple animation resources start showing up:

saving and reloading repeatedly leads to more and more animation resources showing up in editor as well as in Internal.json:

Please test. Make sure, that the ids of the animations match especially the key and the idResource-field. There were inconsistencies due to an older loading algorithm

Ok, animations still seem to multiply but more slowly, but I found out why:
While the ComponentAnimator (not the Animation) gets reconstructed (during deserialization of the Graph) a new ComponentAnimator is created with an empty constructor call. Calling ComponentAnimator constructor without parameters leads to the creation of a new Animation which then registers it self to the project. So each time the Graph  gets deserialized we ended up creating an additional new Animation.


Custom HD Asset Support

Based on KH PC Patch Manager and also worked on by DA, this allows KH2.IdxImg to include custom HD assets for most filetypes when repacking.
Supported filetypes include mdlx, imd, imz, or the latter two within a bar file. Some files are not supported such as a.fm, map, or any bar file containing a pax subfile.

The tests are failing, can you check locally which test needs updating and fix it pls. Also if you have added functionality that isn't covered by the existing tests please consider adding tests for those. :)

Redundant with #570 .


Implement support for cascading/recursive ordered sends

We should be able to call ordered (or P2P) sends within a function also invoked by ordered (or P2P) sends. This will enable running sagas of ordered sends spanning multiple subgroups. Two concrete cases where this functionality is useful:

Update multiple shards of a subgroup in one shot (with transactional guarantees or otherwise)
Initiate ordered send in a subgroup of servers on behalf of a client who makes a P2P query to one of the servers

The following steps are intended to complete this feature:

Provide access to the group pointer in user subgroup classes. This was solved in issue #43. A bug related to this is just recently fixed in commit 11280ed.
Resolve the deadlock that results in calling ordered sends recursively. It's not clear what the fix should be, but it may involve creating a new thread somewhere that can try the send asynchronously allowing the current threat to complete the function execution and release all locks.
Provide a fault-tolerant "hand-off" in case a failure affects one of the sagas.

If a p2p_query trigger an ordered_query to a subgroup, which does not include the sender of the p2p_query, the ordered_query will also be blocked. Actually, this is how an object store client accesses the service provided by the replica nodes. I have a set up to reproduce this error.

Ultimately this interacts with RPC.  Let's say we want to enable this flow:
Machine 1 makes RPC to machine 2.
Machine 2 receives RPC and performs (blocking) query to subgroup g1
Subgroup g1 receives query and sends subquery to group g2 (which contains Machine 2)
subquery returns
query returns
RPC returns.
If we want this to happen, then the thread that's executing the receiver-side of the RPC on Machine 2 cannot be the same thread that expects to receive a subsequent send/query; it is in user-code, which is in turn (transitively) blocking on a subsequent query to the same machine.  I suspect we'll want to fork off a thread for the user-code side of the RPC, hand that thread control of the RDMC buffer, and then remove that RDMC buffer from the round-robin until the user code has returned it to us.  Does this make sense?

How about a pool of precreated threads (to avoid last second delays on the critical path) and they each would pull one request at a time from the FIFO, do it, then cycle?  So with a pool of five we can’t deadlock until we have a cycle of length six....


Add finding meeting query method (ignoring optional attendees)

Because some test cases are given, I just implemented the method to pass those tests.


Unable to use auth Action with GKE Workload Identity

TL;DR
I am running self-hosted GitHub Actions runners in GKE. The GKE runner cluster has Workload Identity enabled. I am mapping Actions runners to kubernetes service accounts that map to GCP IAM service accounts in the same project and hoping to get an access_token token to use in later Jobs. However, I get an error for invalid audience when trying this.
I was hoping to be able to do this:
    - id: 'auth'
      name: 'Authenticate to Google Cloud'
      uses: 'google-github-actions/auth@v1'
      with:
        workload_identity_provider: 'cluster-name.svc.id.goog'
        service_account<EMAIL_ADDRESS>
Expected behavior
I was hoping this would allow me to obtain a token I could then use to auth against things like GCR:
      - name: Authenticate with gcr.io
        uses: docker/login-action@v2
        with:
          registry: gcr.io
          username: oauth2accesstoken
          password: ${{ needs.gcp-auth.outputs.auth-token }}

Observed behavior
Currently, I can query the metadata service within my Actions runner GKE cluster to obtain an token with a timeout of one hour per the service accounts bound to my runner pods and use it to auth against other google services manually.
Action YAML
jobs:
  gcp-auth:
    runs-on: runner-1
    outputs:
      auth-token: ${{ steps.auth.outputs.access_token }}
    permissions:
      contents: 'read'
      id-token: 'write'
    steps:
      - name: 'Authenticate to Google Cloud'
        id: 'auth'
        uses: external-actions/auth@v1
        with:
          token_format: access_token
          workload_identity_provider: 'cluster-name.svc.id.goog'
          service_account<EMAIL_ADDRESS>  buildx:
    needs: gcp-auth
    runs-on: runner-1
    steps:
      - name: Checkout
        uses: actions/checkout@v3
      - name: Set up Docker Buildx
        uses: external-actions/setup-buildx-action@v2
      - name: Authenticate with gcr.io
        uses: external-actions/login-action@v2
        with:
          registry: gcr.io
          username: oauth2accesstoken
          password: ${{ needs.gcp-auth.outputs.auth-token }}

Log output
"error_description":"Invalid value for \"audience\". This value should be the full resource name of the Identity Provider.

Additional information
No response

Hi @kevholmes Workload Identity Federation is separate from GKE Workload Identity. Querying the metadata server directly (or using gcloud) is the correct approach for what you're doing.


Can not run a nano server container on Windows10(Build14936);Info:The JSON document is invalid. (0xc037010d).

When I try to run the nano server container on Windows10 with command below in the PowerShell,an error occured.
【docker run -it microsoft/nanoserver cmd】
【C:\Program Files\Docker\docker.exe: Error response from daemon: container 9f2b64b04eac871767cd4014352ca921824676def806b4
14a0c9570b0a5c3076 encountered an error during Start failed in Win32: The JSON document is invalid. (0xc037010d)】
I have tried several times,but it did not work.What should I do?Please help me,thanks!

What is the output of docker version and docker info?
Do you have all Windows updates installed, especially KB3194496?

Thank you for your answer！
docker info:

docker version:

I think I have installed KB3194496,because my OS version is  newer than Version1607 .It is a InsiderPreview version.Is it the bug of this version?

And there is the error message:

Getting the same error since today's morning while running docker run -it microsoft/windowsservercore cmd:
PS C:\WINDOWS\system32> docker run microsoft/windowsservercore cmd
C:\Program Files\Docker\docker.exe: Error response from daemon: container e493d0e5490b1e714c94e89907ff5268b1aa2677d58305
19ca6220c4cf9e3b0a encountered an error during Start failed in Win32: The JSON document is invalid. (0xc037010d).

Looks like something's broken in the latest Windows 10 update. I'm on Version 1607 (OS Build 14936.1000).

Is there some fix or workaround for this? I'm still running into the same issue.

@PatrickLang Sounds like something is broken on the latest insider flight in HCS incompatibility with the daemon. Is this known and being tracked internally?

Yes, this is a known problem on 14931 and 14936. This should be fixed in a future Windows Insider build. I see Windows Insider - Fast has a newer build, so I'm asking if that fixes it. I'll post back when I know more.

Closing - known issue on older builds.


Actually pass down ServiceNodePortRange so it is used

I had forgotten to actually pass the ServiceNodePortRange down from the flags.
Also fix default range to match what we've documented (off-by-one)

LGTM

@justinsb Could you please rebase this?

Rebased


Updated comments to specify the position of points

Updated comments to specify the position of points on the face for 68 points generated by the face landmark detector.

Cool.  Thanks for the PR :)


Skip GHCR push if using a fork

Fixes an issue noted in https://github.com/dependabot/dependabot-core/pull/4524/files#r775637616
These changes skip over the GHCR push step for branches and the core CI image if the PR is against a fork of Dependabot-Core.
The matrix suite of tests should still run okay since the images are built locally.
❓ It would be helpful to test this against a fork PR prior to merging. Is there any way to do that?

Closed in favor of https://github.com/dependabot/dependabot-core/pull/4569


Moved Dwolla to 'In Progress' for 2FA

https://twitter.com/dwolla/status/611186245029482496 Here is the tweet as evidence of our work on 2FA. We will be rolling out the feature in the near future

@vaibhav430 Please remove Gemfile.lock from your commit.

Sorry about that, hopefull this is better

It's not better. :) Now you are deleting all the content from the file. What we need is for you not to modify that file at all.

Sorry, I am a Git noob

Still modifies Gemfile.lock

Closing in favor of #1197


Functions associated with typeclasses are not exported

if I have in Data/Functor.vix
module Data.Functor exposing ( Functor
                             , map
                             , List
                             , Nil
                             , Cons
                             , mapArray
                             )

class Functor f where
  map : forall a b. (a -> b) -> f a -> f b

mapArray : forall a b. (a -> b) -> Array a -> Array b
mapArray f (MkArray n (Ref v)) = MkArray n (Ref (mapVect n f v))

instance Functor Array where
  map f arr = mapArray f arr

and in  Main.vix I have
id : forall a. a -> a
id x = x

helper : forall a. Array a -> Array a
helper = map id

then it fails with
Type error
Main.vix:7:10: error: Not in scope: map
helper = map id
         ~~~~

If I move helper to Data/Functor.vix, however, it works fine, so it seems to be not exported correctly.

Thanks for reporting, I'll look into it!


add functional and RBAC tests for group global role binding

This PR adds functional and RBAC tests for group global role binding.

3 functional tests
15 rbac tests

Prerequisite:

Enable Auth in the Rancher setup
Optional: searching nested group enabled

It supports three Auth providers:

activeDirectory
freeIPA
openIdap

tests can be run with or without searching in nested groups.
It introduces the following global variables

RANCHER_AUTH_USER_PASSWORD
RANCHER_AUTH_PROVIDER
RANCHER_NESTED_GROUP_ENABLED

LGTM

LGTM


Expand out "open in google cloud shell" tutorial steps via https://cloud.google.com/shell/docs/open-in-cloud-shell

finish the tutorial via the example guides in other issues like #27 and #7

20240406: Closing issue during retrofit/rebase of this TEF V1 based/modified repo to TEF V4 standards
This issue may participate in the LZ refactor after rebase
Query on all issues related to the older V1 version via the tag
https://github.com/GoogleCloudPlatform/pbmm-on-gcp-onboarding/labels/2024-pre-tef-v4


How much hard disk space is required, How long is the training

Training a new model does not require much disk space in addition to storing data sets. Training time varies greatly on different PCs. Please refer to our papers for training time on our PC and its hardware equipment.

Training... 200g hard disk is almost full

Could you try setting the 'for_try' option in style_transfer/config.py to 'False'? The training process will produce additional outputs, e.g. cluster visualization and intermediate transfer results. And setting 'for_try = True' will result in a very high output frequency and quickly flood your disk.
We're sorry for the inconvenience and we'll provide a more user-friendly config.py with detailed information on training in the future.


adding fried avocado taco recipe. This closes issue #4

please review my changes and if you agree, merge them :)

Thanks! I will squash them into one commit.


Adding %ProgramFiles%\KDiff3\bin\kdiff3.exe to the available KDiff3 paths

Fixes https://github.com/VerifyTests/DiffEngine/issues/267

thanks :)

this is now deployed


bug with ERROR: duplicate key value violates unique constraint "post_pkey"

an issue with creating first and other elements


To implement the business Logic to represent the flow in sequence

[x] From the response retrieved from /v1/update-flow-visualization-page , formulate sequence object ,

source -> destination if the responseCode is 204
source --> destination if the responseCode is not equal to 204

trace-indicator shall be in the right of the source.
An example could be ,
  'Note right of TypeApprovalRegister: 1.1.1\n' +
  'TypeApprovalRegister->RegistryOffice: /v/regard-updated-approval-status\n' +
  'Note right of RegistryOffice: <IP_ADDRESS>\n' +
  'RegistryOffice-->CurrentController: /v/embed-yourself';

Fixed in the PR https://github.com/openBackhaul/RequestSequenceRepresentation/pull/38 , hence closing this issue.


How to know when Map loads

I am using react-simple-maps in a react hook function, so I do not have ComponentDidMount. If I try and useEffect, the useEffect calls before the map loads, is there a state I can pass to useEffect as a dependency to show when map loads?

There should be a prop on <Geographies /> called onGeographyPathsLoaded . That should do the trick for you.

Thanks for that @zimrick here is an example I made up demonstrating this feature which is not listed in docs.
https://codesandbox.io/s/137mkv6l24

@zimrick onGeographyPathsLoaded seems to be missing in the new version, can you confirm if it's there or not?

@alkshendra-SEQ I confirm that onGeographyPathsLoaded does not exist anymore in v1.0.0-beta.0.
But why ?


RST formatter generates HTML document with it's own html/head tags

For example, here what I have in my page:
<!DOCTYPE html>
  <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>12 Forks</title> <meta name\
="viewport" content="width=device-width, initial-scale=1.0"> <link href="/css/bootstrap.min.css" rel="stylesheet" media="scree\
n"> <link href="/css/custom.css" rel="stylesheet" media="screen"> <link rel="alternate" href="/rss.xml" type="application/rss+\
xml" />

 12 Forks

 Blog

 About

 Download

  <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">

                                                                                <link rel="stylesheet" href="default.css" type="text/css" />
<title>Rationale</title>

Rationale

GitHub is great, but sometimes it is difficult to estimate if there are some valuable code in project's forks. Especially f\
or popular project like xxx.

This script builds a report with all non merged forks and their commit messages. This allows to read or grep through and fi\
nd if there are something useful.

Pay attention to the second DOCTYPE html PUBLIC occurrence.

@PuercoPop I've fixed this bug today. Will send a pull-request soon.

Here is a pull: https://github.com/kingcons/coleslaw/pull/115

I've been looking into this issue and saw that rst plugin imports the symbol write-part from docutils and docutils.writer.html (which signals simple-program error on CCL).


No scene JSON file when exporting from Unity, Can't import in Unreal.

Hey,
I've been trying to migrate a scene from Unity to Unreal. I am using the recommended versions for both engines and following along with the tutorial videos you posted. When exporting from Unity I only get a folder with JSON files of the meshes and no scene JSON file like in the video. I do have a scene file inside the folder with the meshes, but upon attempting to import the scene JSON file into Unreal - Nothing happens. All I can see is that I get an error that states :
"JsonLog: Warning Prefab import is currently disabled"
Please let me know if there is any possible fixes.
Thanks in advance

@BrayanMinkov Hi. I need to know more information. Unity version, unreal version, your operating system. If you can share test data, that would be even better, as I'd be able to take a look at it.

I have the same issue, unity version is 2018.3.0f2... I don't think the UE4 version matters as the problem is with the exporter(Unity), but UE version is UE4.26.2 or UE4.24.3... The JSON, doesn't appear... only the folder with json files in it... Please help, I'll be active until issue resolved.

Windows 10

When I click "Begin Export" in Unity, it exports the Folder only, however when I go to windows "Quick Access" Panel I see the json file with the same name, but when I open it... It says "Theses files could not be found and will not be loaded"... then I click "Open File location" on the json and it goes to the folder with json files, but no json there... So maybe it's being created but removed/deleted after... please help

I am trying to export this project - https://assetstore.unity.com/packages/3d/environments/fantasy/top-down-fantasy-forest-rts-moba-182144#description

Forgot I opened this problem, sorry about that.
So what I managed to figure out is that having game objects with scripts or other code/logic attached to them can mess up the export and give you an empty folder. After I removed all those I got a good export but couldn't get it imported into Unreal 5 (don't remember the exact reason for that).
What I ended up using is Unity's option to export a scene as an FBX (I believe it's in the "file" tab). Which I later imported into Unreal 5. It's a pretty messy alternative, but it works for migrating meshes.
Hopefully, that helps.

@BrayanMinkov Hi. I need to know more information. Unity version, unreal version, your operating system. If you can share test data, that would be even better, as I'd be able to take a look at it.

Thanks for reaching back to me! I was too deep into the project and completely missed this. I managed to find an alternative, I posted a comment on it.
Thanks again <3


Construct a build system

Construct a build system similar to https://nx.dev/ or https://hardhat.org/ which covers basic usage of a framework

[x] create a project: https://github.com/ckb-js/kuai/pull/38
[ ] create a workspace: a project could consist of multiple dapps and each dapp should work in its own workspace: hold on until MVP is ready
[x] create a config file: https://github.com/ckb-js/kuai/pull/38
[ ] task/plugin system @homura @PainterPuppets https://github.com/ckb-js/kuai/issues/13

[x] inject dapp templates
[x] #8
[ ] run tests
[ ] compile
[ ] deploy
[ ] build a docs website for the project

Are these features enough as a build system for the early stage? @homura @felicityin @yanguoyu

These features I think are enough, but maybe run a ckb node could be launch a local node and network switcher, new developers could just rely on testnet, which would reduce the cost of setting up an environment such as an explorer etc.

These features I think are enough, but maybe run a ckb node could be launch a local node and network switcher, new developers could just rely on testnet, which would reduce the cost of setting up an environment such as an explorer etc.

In hardhat, connecting to which network is specified by a --network option on starting, and all available networks are added in the configuration as
module.exports = {
  defaultNetwork: "rinkeby",
  networks: {
    hardhat: {
    },
    rinkeby: {
      url: "https://eth-rinkeby.alchemyapi.io/v2/123abc123abc123abc123abc123abcde",
      accounts: [privateKey1, privateKey2, ...]
    }
  }
}

https://hardhat.org/hardhat-runner/docs/config#available-config-options
I think specifying a network with a cli option is flexible enough, with that I can schedule tasks for various chains simultaneously. At least, it's good for CI as follows:
jobs:
  test:
    run: ... --network local
  prod:
    run: ... --network testnet

Shall we need to add building, sign, and broadcast a transaction to the plugins? For developers to test the deployed contract on the chain. Or will it be in other packages?

task/plugin system

[ ] deploy

What kind of contract to be deployed? Is it defined by Nervos or Kuai?

task/plugin system

[ ]  deploy

What kind of contract to be deployed? Is it defined by Nervos or Kuai?

A Contract model could have it's source code, and contract.deploy should send a transaction to deploy it onto the chain, similar to the work in hardhat
async function main() {
  const [deployer] = await ethers.getSigners();

  console.log("Deploying contracts with the account:", deployer.address);

  console.log("Account balance:", (await deployer.getBalance()).toString());

  const Token = await ethers.getContractFactory("Token");
  const token = await Token.deploy();

  console.log("Token address:", token.address);
}

Shall we need to add building, sign, and broadcast a transaction to the plugins? For developers to test the deployed contract on the chain. Or will it be in other packages?

I think supporting these functions via plugins will make the workflow uniform. BTW every plugin should be a package and necessary packages will be bundled and imported by default.

task/plugin system

[ ] compile

Does a contract defined by Kuai need to be compiled? If yes, does a mockchain or vm need to be provided?

task/plugin system

[ ]  compile

Does a contract defined by Kuai need to be compiled? If yes, does a mockchain or vm need to be provided?

Sure, at this stage we will keep using Capsule for works of contracts but taking it over by JavaScript/TypeScript is one of our goals
Ref: https://github.com/ckb-js/topics/pull/5/files#diff-b335630551682c19a781afebcf4d07bf978fb1f8ac04c6bf87428ed5106870f5R374
A local node with flexible accessibility is desirable but out of our ability for now so we will start with a normal node.

For me, the basic project structure could be like
.
├── README.md
├── _cache                     # cache artifacts of building for performance
├── build                      # built files
├── dapps                      # dapp workspaces
│   └── dapp_1
│       └── src
├── docs                       # docs to be deployed on GitHub
├── jest.config.ts             # configuration of tests
├── kuai.json                  # configuration of this project
├── libs                       # lib workspaces
│   └── lib_1
│       └── src
├── node_modules
├── package.json
├── tools                      # tools for custom generators, plugins, tasks
│   ├── generators
│   ├── plugins
│   └── tasks
├── tsconfig.base.json
├── tsconfig.dev.json
└── tsconfig.prod.json

The commands I'd like to have are as follows:

create-project: create the most basic project structure, with an interactive workflow to pick a generator for the very first dapp/lib. It could have the following options

name
generator: front-end, backend, contract, library
git

generate: run a generator to create a dapp, the following generator are required

front-end
backend
contract
library

run: run a task to finish a specific work, like build, test, deploy, docs, publish, clean, etc.
run-many: run multiple tasks simultaneously
list: list dapps, libs, generators, tasks, and plugins

Tasks it may have

build: build front-end/backend applications or compile contracts
test
deploy: deploy the contract onto the chain
docs: generate docs
version: bump version
publish: publish to npm
clean: remove built artifacts and caches
format: check format or fix format
node: run a local ckb node

For me, the basic project structure could be like
.
├── .editorconfig              # general configuration for editors, https://editorconfig.org/
├── .env.example               # dotenv
├── .eslintrc                  # eslint configuration, https://eslint.org/
├── .git                       # git
├── .gitignore                 # gitignore
├── .prettierignore            # patterns to be ignored by prettier
├── .prettierrc                # prettier configuration, https://prettier.io/
├── README.md
├── _cache                     # cache artifacts of building for performance
├── build                      # built files and deployed info
├── dapps                      # dapp workspaces
│   └── dapp_1                 # a dapp, could be a front-end/backend/contract application
│       └── src
├── docs                       # docs to be deployed on GitHub
├── jest.config.ts             # tests configuration
├── kuai.json                  # project configuration
├── libs                       # lib workspaces
│   └── lib_1
│       └── src
├── node_modules
├── package.json
├── tools                      # tools for custom generators, plugins, tasks
│   ├── generators
│   ├── plugins
│   └── tasks
├── tsconfig.base.json
├── tsconfig.dev.json
└── tsconfig.prod.json

Maybe we can rename _cache to .cache, most of time users will not care about it.
I feel confused why tsconfig is needed in different environments. And on the other hand, i think kuai.json may be in different environments.
Where is the contract code?

For me, the basic project structure could be like
.
├── .editorconfig              # general configuration for editors, https://editorconfig.org/
├── .env.example               # dotenv
├── .eslintrc                  # eslint configuration, https://eslint.org/
├── .git                       # git
├── .gitignore                 # gitignore
├── .prettierignore            # patterns to be ignored by prettier
├── .prettierrc                # prettier configuration, https://prettier.io/
├── README.md
├── _cache                     # cache artifacts of building for performance
├── build                      # built files and deployed info
├── dapps                      # dapp workspaces
│   └── dapp_1                 # a dapp, could be a front-end/backend/contract application
│       └── src
├── docs                       # docs to be deployed on GitHub
├── jest.config.ts             # tests configuration
├── kuai.json                  # project configuration
├── libs                       # lib workspaces
│   └── lib_1
│       └── src
├── node_modules
├── package.json
├── tools                      # tools for custom generators, plugins, tasks
│   ├── generators
│   ├── plugins
│   └── tasks
├── tsconfig.base.json
├── tsconfig.dev.json
└── tsconfig.prod.json

Is the project structure for kuai? Maybe we can rename _cache to .cache, most of time users will not care about it. I feel confused why tsconfig is needed in different environments. And on the other hand, I think kuai.json may be in different environments.

This is the project structure generated by kuai, just as we call create-react-app app_name and a new directory named app_name is created.
The directory for cache is named _cache instead of .cache because it's a temporary directory, a name starts with . just means an invisible path/file.
Individual tsconfig.json is not mandatory, but it would be kind for some cases. For example, the build for production doesn't need to cover tests
kuai.json is something like nx.json in nx system(https://nx.dev/reference/nx-json), or hardhat.config.js in hardhat(https://hardhat.org/hardhat-runner/docs/config#available-config-options), it's used as the common configuration of the project, like wallets, networks, dependency graph, path alias, etc.

Some open-source projects may help us:

The complete solution for node.js command-line interfaces. https://github.com/tj/commander.js
A collection of common interactive command line user interfaces. https://github.com/SBoudrias/Inquirer.js
Better display for notifications in the terminal. https://github.com/chalk/chalk

There's another package to rule them all, https://github.com/google/zx, but I'm not saying it's good for every project.

Tasks it may have

build: build front-end/backend applications or compile contracts
test
deploy: deploy the contract onto the chain
docs: generate docs
version: bump version
publish: publish to npm
clean: remove built artifacts and caches
format: check format or fix format
node: run a local ckb node

the  design of the node subcommand, the ckb node started by docker
there will be kuai/docker package to provide functions of docker, like hardhat-docker or @electron/get
usecases might look like
> kuai node run --port(option) xxx --config(option) xxx -d(option)

Started HTTP and WebSocket JSON-RPC server at http://<IP_ADDRESS>:xxxx/

Accounts
========

Account #0: 0xf39Fd6e51aad88F6F4ce6aB8827279cffFb92266 (10000 ETH)
Private Key: 0xac0974bec39a17e36ba4a6b4d238ff944bacb478cbed5efcae784d7bf4f2ff80

看不懂英语


Automated cherry pick of #11492

Cherry pick of #11492 on release-7.5.
/cc  @mylonsuren
NONE

Will try to auto merge this PR once all tests and checks are passing. This might take up to an hour.

Trying to auto merge this PR.

Pull Request successfully merged
SHA: f913573f280d9eb59df7f5f180d0758674fbafa8


[Bug] Flink bounded source with checkpoint missing last snapshot commit

Search before asking

[X] I searched in the issues and found nothing similar.

Paimon version
Paimon 0.9 snapshot
Compute Engine
Flink
Minimal reproduce step
If use flink bounded source which like jdbc or other, with checkpoint enabled,flink do not commit last snapshot commit.
I review the source code find org.apache.paimon.flink.sink.CommitterOperator caused it.

I do not know why their should skip commit snapshot if flink streaming mode enable checkpoint.
What doesn't meet your expectations?
Missing last commit
Anything else?
No response
Are you willing to submit a PR?

[X] I'm willing to submit a PR!

@tsreaper  @JingsongLi
Please having a look.

@tsreaper @JingsongLi Please have a look.

I remove the condition, to fix the problem. But I look at the code, the conditions here seem to be intended, so I don't know if I should do this

Flink 1.14?

Flink 1.14?

No, Flink 1.18.1

As I know, flink 15+ version has support checkpointing with finished tasks (https://flink.apache.org/2022/07/11/flip-147-support-checkpoints-after-tasks-finished-part-one/#support-checkpointing-with-finished-tasks). so commit will be executed once in notifyCheckpointComplete. And this was true in my tests.


build from source fails if GO111MODULE is not explicitly turned off

Describe the bug
build from source fails if GO111MODULE is not explicitly set to off
To Reproduce
Make sure GO111MODULE is not explicitly set to off and follow the instructions in README in verbatim
export GO111MODULE=""
go get -v -d github.com/ava-labs/gecko/...
cd $GOPATH/src/github.com/ava-labs/gecko

-bash: cd: .../go/src/github.com/ava-labs/gecko: No such file or directory

Expected behavior
cd $GOPATH/src/github.com/ava-labs/gecko should work
Operating System
osx
By submitting this issue I agree to the Terms and Conditions of the Developer Accelerator Program.

explicitly disabling go modules seems to work GO111MODULE=off go get -d -v github.com/ava-labs/gecko/...

Hey @hnfgns thanks for creating an issue.
We're switching to go modules shortly so this will be resolved then :)

Resolved by #183


GPT based business type analysis

Since GPT is in its core a language model, it will be most useful for us, if we use it as such. One use case for this is to let GPT predict the business type, after providing it with the website text or the Google Maps reviews.
Note
We already have business type analysis through the Google Maps API, so when we have first results, the qualities of both information sources should be compared (i.e. does it make sense to have them both?). This comparison is not part of this backlog item though.
Done?

Given the extracted website text, GPT is run, returning the estimated business type.
There is a way to automatically extract the website text from an URL (this was probably already part of #51 but I'm not sure).

See #195 instead