ue4-docker build 4.27.0 --cuda=10.2 --no-engine FAILED！NEED HELP！

Output of the ue4-docker info command:
~$ ue4-docker build 4.27.0 --cuda=10.2 --no-engine
[ue4-docker build] COMMAND-LINE INVOCATION:
[ue4-docker build] ['ue4-docker', '4.27.0', '--cuda=10.2', '--no-engine']

[ue4-docker build] UNREAL ENGINE VERSION SETTINGS:
[ue4-docker build] Custom build:  No
[ue4-docker build] Release:       4.27.0
[ue4-docker build] Repository:    https://github.com/EpicGames/UnrealEngine.git
[ue4-docker build] Branch/tag:    4.27.0-release

[ue4-docker build] ADVANCED CONFIGURATION OPTIONS:
[ue4-docker build] excluded_components: {"ddc": false, "debug": false, "templates": false}

[ue4-docker build] LINUX CONTAINER SETTINGS
[ue4-docker build] Building GPU-enabled images compatible with NVIDIA Docker (CUDA 10.2 + OpenGL support).

[ue4-docker build] GENERAL SETTINGS
[ue4-docker build] Not excluding any Engine components.

Retrieving the Git credentials that will be used to clone the UE4 repo
Username: z657446063
Password:

[ue4-docker build] Image "adamrehn/ue4-build-prerequisites:cudagl10.2" exists and rebuild not requested, skipping build.

[ue4-docker build] Building image "adamrehn/ue4-source:4.27.0-cudagl10.2"...

FULL OUTPUT OF ue4-docker info GOES HERE
[ue4-docker build] Building image "adamrehn/ue4-source:4.27.0-cudagl10.2"...
[+] Building 2815.6s (12/17)
 => [internal] load build definition from Dockerfile                                                                                0.1s
 => => transferring dockerfile: 4.19kB                                                                                0.0s
 => [internal] load .dockerignore                                                                                0.1s
 => => transferring context: 53B                                                                                0.0s
 => [internal] load metadata for docker.io/adamrehn/ue4-build-prerequisites:cudagl10.2                                                                                0.0s
 => [ 1/13] FROM docker.io/adamrehn/ue4-build-prerequisites:cudagl10.2                                                                                0.0s
 => [internal] load build context                                                                                0.1s
 => => transferring context: 4.54kB                                                                                0.0s
 => CACHED [ 2/13] COPY --chown=ue4:ue4 git-credential-helper-endpoint.sh /tmp/git-credential-helper-endpoint.sh                                                                                0.0s
 => [ 3/13] RUN chmod +x /tmp/git-credential-helper-endpoint.sh && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite s  0.7s
 => [ 4/13] RUN git clone --progress --depth=1 -b 4.27.0-release https://github.com/EpicGames/UnrealEngine.git /home/ue4/UnrealEngine && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to di  1625.6s
 => [ 5/13] COPY --chown=ue4:ue4 patch-broken-releases.py /tmp/patch-broken-releases.py                                                                                0.0s
 => [ 6/13] RUN python3 /tmp/patch-broken-releases.py /home/ue4/UnrealEngine 0 && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this c  0.5s
 => [ 7/13] WORKDIR /home/ue4/UnrealEngine                                                                                0.1s
 => ERROR [ 8/13] RUN sudo apt-get update &&  ./Setup.sh -no-cache &&  sudo rm -rf /var/lib/apt/lists/* && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for la  1188.3s
------
 > [ 8/13] RUN sudo apt-get update &&   ./Setup.sh -no-cache &&         sudo rm -rf /var/lib/apt/lists/* && echo '' && echo 'RUN directive complete.
Updating dependencies:  38% (26698/64459), 4676.2/12124.3 MiB | 0.00 MiB/s...
#12 1188.2 Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-16550678/6983aadc7acc8284345bdf0819e57c9dc158a400': Error: ConnectFailure (Connection refused) (WebException)
#12 1188.2 Result: 1
------
executor failed running [/bin/sh -c sudo apt-get update &&      ./Setup.sh -no-cache &&         sudo rm -rf /var/lib/apt/lists/* && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '']: exit code: 1

Additional details:

Are you accessing the network through a proxy server? Yes/No
Yes。
(The rest of the issue description goes here. If you're reporting a problem with building container images, be sure to include the full output of the ue4-docker build command, including the initial output lines that display the command line parameters used to invoke the build. If you're making a feature request, you can remove the template contents entirely, since the ue4-docker info output and related information is only needed for helping diagnose and reproduce bugs.)

That URL (http://cdn.unrealengine.com/dependencies/UnrealEngine-16550678/6983aadc7acc8284345bdf0819e57c9dc158a400) is working okay for me here. Perhaps it was a temporary problem? Have you tried it again?
The downloads from http://archive.ubuntu.com/ were working, so it's unlikely but possible your proxy server was not operating correctly, but maybe it doesn't like Epic's CDN specifically.

I have not try it again, because the building time is too long for me, i think it is the proxy server's problem as you said being a temporary problem, and i went to the Epic official docs to find some infos, i found that ,in the newest 4.27 version, Epic offered a prebuild container image : 'docker pull ghcr.io/epicgames/unreal-engine:dev-4.27' can pull it,this supports pixelstreaming and can saving a lot of building time , but unfortunately ，this pull command doesn't work too, it gave me a : Error response from daemon: manifest unknown.  I don't know if the tag: unreal-engine:dev-4.27 has changed or not , or if till now , Epic maybe has removed the image... Sad😂.     Thanks for your replys.

@z657446063 the pre-built versions of the official container images aren't live on GitHub Container Registry yet, but hopefully that should be resolved soon.

If you try your attempt again, it should resume at the step
[ 8/13] RUN sudo apt-get update &&   ./Setup.sh -no-cache &&         sudo rm -rf /var/lib/apt/lists/* && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '':

so it shouldn't take more than 20 minutes to fail, if it's going to fail in the same place. You won't have to wait for the git clone etc. again.

@z657446063 the pre-built versions of the official container images aren't live on GitHub Container Registry yet, but hopefully that should be resolved soon.

Alright ,that is good ,firstly they gave me a way ,which lead me to nowhere and puzzled me...😂  Thanks for your answer!
And i tried to build a 4.27 container with Epic_Games/UE_4.27/Engine/Extras/Containers/Dockerfiles/linux
$ ./build.sh :
Build configuration
Unreal Engine Release: 4.27
Git Repository:        https://github.com/EpicGames/UnrealEngine.git
Git Branch/Tag:        4.27

docker build -t ghcr.io/epicgames/unreal-engine:runtime ./runtime
#1 [internal] load build definition from Dockerfile
#1 sha256:2a6ce0ca5e1841f04902ed27d302444b253095b29426c30506b14546ec59026c
#1 transferring dockerfile: 31B done
#1 DONE 0.0s

#2 [internal] load .dockerignore
#2 sha256:778fe1359bd1d4203c69ec01d2ec2812834c0d65d91f2acfe57e36c5dfafff4f
#2 transferring context: 2B done
#2 DONE 0.0s
#3 [internal] load metadata for docker.io/adamrehn/ue4-runtime:18.04-vulkan-noaudio
#3 sha256:67a6a388f24e9e33e9de70a0c24f458b05ae665e7063706f2b1577b7c5ff9df6
#3 ...
#4 [auth] adamrehn/ue4-runtime:pull token for registry-1.docker.io
#4 sha256:31f3496a32f66b90a709c315635864280d187e487fcaa0985175e532b050d66a
#4 DONE 0.0s
#3 [internal] load metadata for docker.io/adamrehn/ue4-runtime:18.04-vulkan-noaudio
#3 sha256:67a6a388f24e9e33e9de70a0c24f458b05ae665e7063706f2b1577b7c5ff9df6
#3 DONE 2.8s
#5 [1/1] FROM docker.io/adamrehn/ue4-runtime:18.04-vulkan-noaudio@sha256:9cec10ba22a04b2fe613b2e83dc8491270fecfebb8257a7a95c2ab16913c8f6c
#5 sha256:f062b7243fbdff77346f7aa5b6b117fe123f81697532bbbaac543b54c43f7be0
#5 CACHED
#6 exporting to image
#6 sha256:e8c613e07b0b7ff33893b694f7759a10d42e180f2b4dc349fb57dc6b71dcab00
#6 exporting layers done
#6 writing image sha256:8a1fa7e95e56a52c7d8520148a1d23c1c6fec067d48f48aa4dc952cac49d26dc done
#6 naming to ghcr.io/epicgames/unreal-engine:runtime done
#6 DONE 0.0s
Use 'docker scan' to run Snyk tests against images to find vulnerabilities and learn how to fix them

docker build -t ghcr.io/epicgames/unreal-engine:runtime-pixel-streaming ./runtime-pixel-streaming
#1 [internal] load build definition from Dockerfile
#1 sha256:97bed7b0e91f692827fbd7e8250d9625245d5852d1837f9982df8cf390585690
#1 transferring dockerfile: 32B done
#1 DONE 0.0s

#2 [internal] load .dockerignore
#2 sha256:2c3b7d97331c63a58b7868ba337ced2f045982d37078a7c1c2edeb5a3b90a19e
#2 transferring context: 2B done
#2 DONE 0.0s
#3 [internal] load metadata for docker.io/adamrehn/ue4-runtime:18.04-cudagl11.1.1
#3 sha256:3e0e24eb9dc633572c0691cce844b0b247fef6de8dcb540ac00d14e105848189
#3 DONE 0.5s
#4 [1/1] FROM docker.io/adamrehn/ue4-runtime:18.04-cudagl11.1.1@sha256:f5b19146946c966663afdc5f293d49f77320d252d66c40ac94176bd837e49849
#4 sha256:7685ec099f10dcd20454a53b6018d3b8b8c084a01bae56d4194a842a0401ecb0
#4 CACHED
#5 exporting to image
#5 sha256:e8c613e07b0b7ff33893b694f7759a10d42e180f2b4dc349fb57dc6b71dcab00
#5 exporting layers done
#5 writing image sha256:4b4a3fd981789cc1b028382f7be0ad9b52107662cad13d6971b13a57510efd66
#5 writing image sha256:4b4a3fd981789cc1b028382f7be0ad9b52107662cad13d6971b13a57510efd66 done
#5 naming to ghcr.io/epicgames/unreal-engine:runtime-pixel-streaming done
#5 DONE 0.0s
Use 'docker scan' to run Snyk tests against images to find vulnerabilities and learn how to fix them

echo '[build.sh] Building the unreal-engine image for Unreal Engine release' 4.27...
[build.sh] Building the unreal-engine image for Unreal Engine release 4.27...
docker buildx build -t ghcr.io/epicgames/unreal-engine:dev-4.27 --build-arg EXCLUDE_DEBUG=0 --build-arg EXCLUDE_TEMPLATES=0 --build-arg BASEIMAGE=nvidia/cudagl:11.1.1-devel-ubuntu18.04 --build-arg GIT_REPO=https://github.com/EpicGames/UnrealEngine.git --build-arg GIT_BRANCH=4.27 --build-arg BUILD_DDC=true --secret id=username,src=username.txt --secret id=password,src=password.txt --progress=plain ./dev
#1 [internal] load build definition from Dockerfile
#1 transferring dockerfile: 30B
#1 transferring dockerfile: 32B done
#1 DONE 0.0s

#2 [internal] load .dockerignore
#2 transferring context: 2B done
#2 DONE 0.0s
#3 [internal] load metadata for docker.io/nvidia/cudagl:11.1.1-devel-ubuntu18.04
#3 ...
#4 [auth] nvidia/cudagl:pull token for registry-1.docker.io
#4 DONE 0.0s
#3 [internal] load metadata for docker.io/nvidia/cudagl:11.1.1-devel-ubuntu18.04
#3 ERROR: failed to copy: httpReadSeeker: failed open: failed to do request: Get "https://production.cloudflare.docker.com/registry-v2/docker/registry/v2/blobs/sha256/7b/7bf9a49a48b51c8b7caf97f28cbdcfe7a17e13905316f625ac689a7317c2d67d/data?verify=1631367616-wVTXgvfUgx46R8OQ5TVrLSfgs6M%3D": dial tcp <IP_ADDRESS>:443: i/o timeout

[internal] load metadata for docker.io/nvidia/cudagl:11.1.1-devel-ubuntu18.04:

error: failed to solve: failed to solve with frontend dockerfile.v0: failed to create LLB definition: failed to copy: httpReadSeeker: failed open: failed to do request: Get "https://production.cloudflare.docker.com/registry-v2/docker/registry/v2/blobs/sha256/7b/7bf9a49a48b51c8b7caf97f28cbdcfe7a17e13905316f625ac689a7317c2d67d/data?verify=1631367616-wVTXgvfUgx46R8OQ5TVrLSfgs6M%3D": dial tcp <IP_ADDRESS>:443: i/o timeout
There were two timeouts, no matter if i used a proxy server or not , don't know why...  Are there some wrong configurations or because of my bad web conditions, or missing something...?  Look forward to your kind reply/advice.

@z657446063: When you paste text from your terminal output, put it between a pair of lines with

```

so that it formats correctly. Otherwise, things like # are treated as Markdown headers and random other things happens. I've edited your last comment for you to do this, so you can see what I changed there.

If you try your attempt again, it should resume at the step
[ 8/13] RUN sudo apt-get update &&   ./Setup.sh -no-cache &&         sudo rm -rf /var/lib/apt/lists/* && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '':

so it shouldn't take more than 20 minutes to fail, if it's going to fail in the same place. You won't have to wait for the git clone etc. again.

@z657446063: When you paste text from your terminal output, put it between a pair of lines with
so that it formats correctly. Otherwise, things like `#` are treated as Markdown headers and random other things happens. I've edited your last comment for you to do this, so you can see what I changed there.

Sorry for my mistake, when i commened it , i found there was something wrong🤣...  And I was going to try my attemp again to see if it will fail at that same place when : ue4-docker build 4.27.0 --cuda=10.2 --no-engine ,not using Epic's build.sh.  I just want to have a image supporting pixelstreaming, but it is not easy for me...😂

[+] Building 110.8s (8/17)
=> [internal] load build definition from Dockerfile                                                                                0.0s
=> => transferring dockerfile: 4.19kB                                                                                0.0s
=> [internal] load .dockerignore                                                                                0.0s
=> => transferring context: 53B                                                                                0.0s
=> [internal] load metadata for docker.io/adamrehn/ue4-build-prerequisites:cudagl10.2                                                                                0.0s
=> [ 1/13] FROM docker.io/adamrehn/ue4-build-prerequisites:cudagl10.2                                                                                0.0s
=> [internal] load build context                                                                                0.0s
=> => transferring context: 4.54kB                                                                                0.0s
=> CACHED [ 2/13] COPY --chown=ue4:ue4 git-credential-helper-endpoint.sh /tmp/git-credential-helper-endpoint.sh                                                                                0.0s
=> [ 3/13] RUN chmod +x /tmp/git-credential-helper-endpoint.sh && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite s  0.3s
=> ERROR [ 4/13] RUN git clone --progress --depth=1 -b 4.27.0-release https://github.com/EpicGames/UnrealEngine.git /home/ue4/UnrealEngine && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer   110.3s

[ 4/13] RUN git clone --progress --depth=1 -b 4.27.0-release https://github.com/EpicGames/UnrealEngine.git /home/ue4/UnrealEngine && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '':
#8 0.500 Cloning into '/home/ue4/UnrealEngine'...
#8 4.247 remote: Enumerating objects: 111207, done.
remote: Counting objects: 100% (111207/111207), done.
remote: Compressing objects: 100% (85465/85465), done.
error: RPC failed; curl 56 GnuTLS recv error (-9): A TLS packet with unexpected length was received.
#8 110.3 fatal: The remote end hung up unexpectedly
#8 110.3 fatal: early EOF
#8 110.3 fatal: index-pack failed

executor failed running [/bin/sh -c git clone --progress --depth=1 -b $GIT_BRANCH $GIT_REPO /home/ue4/UnrealEngine && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '']: exit code: 128
[ue4-docker build] Error: failed to build image "adamrehn/ue4-source:4.27.0-cudagl10.2".
This error emerged sometimes too...

[ue4-docker build] Building image "adamrehn/ue4-source:4.27.0-cudagl10.2"...
[+] Building 110.8s (8/17)
 => [internal] load build definition from Dockerfile                                                                                0.0s
 => => transferring dockerfile: 4.19kB                                                                                0.0s
 => [internal] load .dockerignore                                                                                0.0s
 => => transferring context: 53B                                                                                0.0s
 => [internal] load metadata for docker.io/adamrehn/ue4-build-prerequisites:cudagl10.2                                                                                0.0s
 => [ 1/13] FROM docker.io/adamrehn/ue4-build-prerequisites:cudagl10.2                                                                                0.0s
 => [internal] load build context                                                                                0.0s
 => => transferring context: 4.54kB                                                                                0.0s
 => CACHED [ 2/13] COPY --chown=ue4:ue4 git-credential-helper-endpoint.sh /tmp/git-credential-helper-endpoint.sh                                                                                0.0s
 => [ 3/13] RUN chmod +x /tmp/git-credential-helper-endpoint.sh && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite s  0.3s
 => ERROR [ 4/13] RUN git clone --progress --depth=1 -b 4.27.0-release https://github.com/EpicGames/UnrealEngine.git /home/ue4/UnrealEngine && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer   110.3s
------
 > [ 4/13] RUN git clone --progress --depth=1 -b 4.27.0-release https://github.com/EpicGames/UnrealEngine.git /home/ue4/UnrealEngine && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '':
#8 0.500 Cloning into '/home/ue4/UnrealEngine'...
#8 4.247 remote: Enumerating objects: 111207, done.
remote: Counting objects: 100% (111207/111207), done.
remote: Compressing objects: 100% (85465/85465), done.
error: RPC failed; curl 56 GnuTLS recv error (-9): A TLS packet with unexpected length was received.
#8 110.3 fatal: The remote end hung up unexpectedly
#8 110.3 fatal: early EOF
#8 110.3 fatal: index-pack failed
------
executor failed running [/bin/sh -c git clone --progress --depth=1 -b $GIT_BRANCH $GIT_REPO /home/ue4/UnrealEngine && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '']: exit code: 128
[ue4-docker build] Error: failed to build image "adamrehn/ue4-source:4.27.0-cudagl10.2".

This error emerged sometimes 。

error: RPC failed; curl 56 GnuTLS recv error (-9): A TLS packet with unexpected length was received.

Yeah, you're definitely having Internet or proxy problems there. Is there any way you can disable the proxy?

If you try your attempt again, it should resume at the step
[ 8/13] RUN sudo apt-get update &&   ./Setup.sh -no-cache &&         sudo rm -rf /var/lib/apt/lists/* && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '':

so it shouldn't take more than 20 minutes to fail, if it's going to fail in the same place. You won't have to wait for the git clone etc. again.

[ue4-docker build] Image "adamrehn/ue4-build-prerequisites:cudagl10.2" exists and rebuild not requested, skipping build.
[+] Buildingal] load build definition from Dockerfile                                                                                0.0s
 => => transferring dockerfile: 4.19kB                                                                                0.0s
 => [internal] load .dockerignore                                                                                0.0s
 => => transferring context: 53B                                                                                0.0s
 => [internal] load metadata for docker.io/adamrehn/ue4-build-prerequisites:cudagl10.2                                                                                0.0s
 => [ 1/13] FROM docker.io/adamrehn/ue4-build-prerequisites:cudagl10.2                                                                                0.0s
 => [internal] load build context                                                                                0.0s
 => => transferring context: 4.54kB                                                                                0.0s
 => CACHED [ 2/13] COPY --chown=ue4:ue4 git-credential-helper-endpoint.sh /tmp/git-credential-helper-endpoint.sh                                                                                0.0s
 => [ 3/13] RUN chmod +x /tmp/git-credential-helper-endpoint.sh && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite s  0.4s
 => [ 4/13] RUN git clone --progress --depth=1 -b 4.27.0-release https://github.com/EpicGames/UnrealEngine.git /home/ue4/UnrealEngine && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to dis  361.4s
 => [ 5/13] COPY --chown=ue4:ue4 patch-broken-releases.py /tmp/patch-broken-releases.py                                                                                0.0s
 => [ 6/13] RUN python3 /tmp/patch-broken-releases.py /home/ue4/UnrealEngine 0 && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this c  0.7s
 => [ 7/13] WORKDIR /home/ue4/UnrealEngine                                                                                0.3s
 => ERROR [ 8/13] RUN sudo apt-get update &&  ./Setup.sh -no-cache &&  sudo rm -rf /var/lib/apt/lists/* && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for lar  410.3s
------
 > [ 8/13] RUN sudo apt-get update &&   ./Setup.sh -no-cache &&         sudo rm -rf /var/lib/apt/lists/* && echo '' && echo 'RUN directive complete.
Updating dependencies:   3% (2909/64459), 404.3/12131.3 MiB | 0.00 MiB/s...
#12 409.9 Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-16552645/0a5b9160b28e33b2d48bd966e12cfa51b82ca4b6': Error: ConnectFailure (Connection refused) (WebException)
#12 410.0 Result: 1
------
executor failed running [/bin/sh -c sudo apt-get update &&      ./Setup.sh -no-cache &&         sudo rm -rf /var/lib/apt/lists/* && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '']: exit code: 1
[ue4-docker build] Error: failed to build image "adamrehn/ue4-source:4.27.0-cudagl10.2".

Unfortunately，i think there must be some problem when downloading from cdn with a proxy at setting up Mono stage。 And
can't resume it。
773.2s (12/17)
=> [intern

error: RPC failed; curl 56 GnuTLS recv error (-9): A TLS packet with unexpected length was received.

Yeah, you're definitely having Internet or proxy problems there. Is there any way you can disable the proxy?

If i disable the proxy，the speed would be slow，and this error is likely to happen 。error: RPC failed; curl 56 GnuTLS recv error (-9): A TLS packet with unexpected length was received.    I am getting CRAZY 。。。。。。。。。 Now the problem is that ，no matter if i use the proxy or not，i can't build the container ，indeed both at the early stage ，the process would interrupt。 Is there any way that i can build a right engine version to support the pixelstreaming ，not must be the 4.27， not even on Linux， if a windows container could do that。  I just want a right direction to go ahead。。。😂😂

The problems you're hitting (GitHub HTTPS and Epic's CDN) would affect any version you build, because these are core components of the system, and your Internet connection is, IMHO, super-faulty. Both of the errors you're seeing suggest something is badly wrong at a level well below the ue4-docker script.
If you're getting
error: RPC failed; curl 56 GnuTLS recv error (-9): A TLS packet with unexpected length was received.

with the proxy disabled, then it's not the proxy, it's your actual Internet connection that's the problem. Is there any chance you have some firewall or virus scanner that is interfering with your Internet traffic?
Have you tried installing Unreal from source on this machine outside a container? I expect you'd have the same problems with these steps, but if not, that suggests something in your Docker configuration might be at-fault, or something is interfering with the Docker NAT adapter itself.

The problems you're hitting (GitHub HTTPS and Epic's CDN) would affect any version you build, because these are core components of the system, and your Internet connection is, IMHO, super-faulty. Both of the errors you're seeing suggest something is badly wrong at a level well below the ue4-docker script.
If you're getting
error: RPC failed; curl 56 GnuTLS recv error (-9): A TLS packet with unexpected length was received.

with the proxy disabled, then it's not the proxy, it's your actual Internet connection that's the problem. Is there any chance you have some firewall or virus scanner that is interfering with your Internet traffic?
Have you tried installing Unreal from source on this machine outside a container? I expect you'd have the same problems with these steps, but if not, that suggests something in your Docker configuration might be at-fault, or something is interfering with the Docker NAT adapter itself.

I have shut down the firewall and the virus scanner , installing Unreal from source outside a container is very slow ( maybe 20kb/s) even though without the same problems emerging, 20kb is wrong., can't understand what's wrong with the Internet connection.  Must i build the dev container through the Internet while downloading the whole 4.27 Engine? if i have the 4.27 Engine downloaded , can i build the container locally by it?

The problems you're hitting (GitHub HTTPS and Epic's CDN) would affect any version you build, because these are core components of the system, and your Internet connection is, IMHO, super-faulty. Both of the errors you're seeing suggest something is badly wrong at a level well below the ue4-docker script.
If you're getting
error: RPC failed; curl 56 GnuTLS recv error (-9): A TLS packet with unexpected length was received.

with the proxy disabled, then it's not the proxy, it's your actual Internet connection that's the problem. Is there any chance you have some firewall or virus scanner that is interfering with your Internet traffic?
Have you tried installing Unreal from source on this machine outside a container? I expect you'd have the same problems with these steps, but if not, that suggests something in your Docker configuration might be at-fault, or something is interfering with the Docker NAT adapter itself.

I have shut down the firewall and the virus scanner , installing Unreal from source outside a container is very slow ( maybe 20kb/s) even though without the same problems emerging, 20kb is wrong., can't understand what's wrong with the Internet connection，but the Image （"adamrehn/ue4-build-prerequisites:cudagl10.2" exists and rebuild not requested, skipping build.               ） had been built successfully 。     Btw ，must i build the dev container through the Internet while downloading the whole 4.27 Engine? if i have the 4.27 Engine downloaded , can i build the container locally by it?

If you have a local git clone, you could fire up git daemon or similar and use that as a custom repo source, but I don't think there's a similar trick for the UE4 dependencies.

Alright，thank you all the same。 I think maybe because the Unreal 4.27 is the newest release ，there are something different which are not compatible with the current docker version ，maybe including the network part ， because the ：Image （"adamrehn/ue4-build-prerequisites:cudagl10.2" exists and rebuild not requested, skipping build.）was built successfuly ，it seems there was no reason when building the image "adamrehn/ue4-source:4.27.0-cudagl10.2" the network got wrong。

adamrehn/ue4-build-prerequisites:cudagl10.2 doesn't contain any Unreal, it's pulling in the non-Epic prerequisites, i.e. Visual Studio, .NET Framework, etc. adamrehn/ue4-source:4.27.0-cudagl10.2 is the image that pulls the Unreal source code and their Prerequisites (Setup.bat or Setup.sh).
So I expect if you built 4.26.0, it would fail the same way, since you're not actually failing running any Unreal code, you're failing in a git clone, and a curl operation, both regular HTTPS activity.

Yes，i think i am getting clearly and closer with your idea‘s help。I will focus on the git clone and regular network conditions。

I examined my docker config and some commands to see if there was something wrong， why i can see the ’docker info‘，but the ’ue4-docker info‘ like others，  like this
ue4-docker info
Traceback (most recent call last):
  File "/usr/local/bin/ue4-docker", line 8, in <module>
    sys.exit(main())
  File "/usr/local/lib/python3.8/dist-packages/ue4docker/main.py", line 112, in main
    COMMANDS[command]["function"]()
  File "/usr/local/lib/python3.8/dist-packages/ue4docker/info.py", line 42, in info
    _formatSize(shutil.disk_usage(rootDir).free)
  File "/usr/lib/python3.8/shutil.py", line 1258, in disk_usage
    st = os.statvfs(path)
FileNotFoundError: [Errno 2] No such file or directory: '/var/lib/docker'

longtek@DESKTOP-8FSMRI0:~$ docker info
Client:
 Context:    default
 Debug Mode: false
 Plugins:
  buildx: Build with BuildKit (Docker Inc., v0.6.1-docker)
  compose: Docker Compose (Docker Inc., v2.0.0-rc.2)
  scan: Docker Scan (Docker Inc., v0.8.0)

Server:
 Containers: 0
  Running: 0
  Paused: 0
  Stopped: 0
 Images: 7
 Server Version: 20.10.8
 Storage Driver: overlay2
  Backing Filesystem: extfs
  Supports d_type: true
  Native Overlay Diff: true
  userxattr: false
 Logging Driver: json-file
 Cgroup Driver: cgroupfs
 Cgroup Version: 1
 Plugins:
  Volume: local
  Network: bridge host ipvlan macvlan null overlay
  Log: awslogs fluentd gcplogs gelf journald json-file local logentries splunk syslog
 Swarm: inactive
 Runtimes: io.containerd.runc.v2 io.containerd.runtime.v1.linux runc
 Default Runtime: runc
 Init Binary: docker-init
 containerd version: e25210fe30a0a703442421b0f60afac609f950a3
 runc version: v1.0.1-0-g4144b63
 init version: de40ad0
 Security Options:
  seccomp
   Profile: default
 Kernel Version: <IP_ADDRESS>-microsoft-standard-WSL2
 Operating System: Docker Desktop
 OSType: linux
 Architecture: x86_64
 CPUs: 8
 Total Memory: 15.63GiB
 Name: docker-desktop
 ID: YGUD:7WHE:RD3Z:SUGK:D2AX:4YKF:F2Q7:JIZY:7HYL:SCEP:6T4X:NMPL
 Docker Root Dir: /var/lib/docker
 Debug Mode: false
 Registry: https://index.docker.io/v1/
 Labels:
 Experimental: false
 Insecure Registries:
  <IP_ADDRESS>/8
 Live Restore Enabled: false

WARNING: No blkio throttle.read_bps_device support
WARNING: No blkio throttle.write_bps_device support
WARNING: No blkio throttle.read_iops_device support
WARNING: No blkio throttle.write_iops_device support

Are you running this against a remote Docker instance? ue4-docker info is trying to check the free space on the file system where Docker Root Dir in your docker info output lives, i.e. /var/lib/docker; but it apparently doesn't exist where ue4-docker info is running.
I guess it's possible that if that directory exists but the user running ue4-docker info doesn't have access to it, then we'd see this failure, but I'd have expected a different error message in this case.

Oh, this is Docker Desktop with WSL2, I see. So in-effect it's remote. Interesting no one's raised this before now.
And that might also explain your network problems, I've seen a lot of reports of issues and speed problems with containers running under Docker Desktop with WSL2, particularly if you have VPN connection or firewalls/virus scanners interfering. See for example https://github.com/microsoft/WSL/issues/4901.

Speeds on WSL seem to be about 10-20 kb/s wheras windows download speed seem to be correlating to my ISP spec of 100/10 Mbps or above.

Yes, you are absolutly right，i didn't even say i am running a Docker Desktop on Windows 10 and a WSL2 Ubuntu 20.04.3 LTS but you have see it ！ And ，indeed i have a VPN on Windows。 I think that is the key point as you said，and i have learned a new subject about the net speed on the WSL  through you 👍！ I will have a try at microsoft/WSL#4901.  Thanks again！

I'm thinking about adding output of uname -a to ue4-docker configuration banner...

That's a good idea. And while you're poking it it, perhaps ue4-docker info can fail more gracefully when the 'Docker Root Dir' doesn't exist or can't be read.
It'd be nice if it could notice that it's talking to a daemon over a non-local socket, but I suspect Docker Desktop still looks like a local socket to the client, because it proxies the connection to the daemon. We could detect that the OSType and/or Architecture do not match, and skip that check verbosely, but failing gracefully is probably sufficient, particularly if we can see in the diagnostic that it was WSL2, and docker info tells us it's Docker Desktop.

We actually already have logic that's supposed to detect when we're using Docker Desktop in Linux containers mode and disable the disk space check accordingly, I'm not sure why it's getting tripped up by the WSL2 backend: https://github.com/adamrehn/ue4-docker/blob/v0.0.90/ue4docker/info.py#L38-L45

That logic fails when the user is running ue4-docker inside WSL2, because it's still Linux on the client, but it's a different namespace from where the Docker daemon is running, so rootDir can't be used, but there's no good way to tell that.

Oh, I see, so ue4-docker is running inside the WSL2 VM rather than communicating with it from the host system. I've not worked with WSL2 a lot outside of the typical Docker Desktop workflow, am I correct in understanding that there are three potential ways that it might be used:

Docker Daemon from Docker Desktop + Docker Client on host OS (typical Windows client OS workflow)
Docker Daemon manually installed in a WSL2 distro + Docker Client in that same distro (equivalent to regular Linux workflow)
Docker Daemon from Docker Desktop + Docker Client manually installed in a WSL2 distro (this scenario?)

Yeah, it's the third scenario we saw here. Docker Desktop optionally exposes /var/run/docker.sock to other WSL2 distros via a cross-namespace bind-mounted directory, so they can use the docker CLI to talk to the same instance that you'd get from outside WSL2.
I think, but am not sure, that also adds the docker CLI binary to the path, so you may not have to manually install it.
Because of the way WSL2 works and how Docker Desktop interacts with it, this is literally the "Docker-out-of-Docker" use-case you can also see on CI systems, i.e. docker run -v /var/run/docker.sock:/var/run/docker.sock, which would show the same problem.

After a try at microsoft/WSL#4901，eg from https://www.townsy.io/wsl2-how-to-fix-download-speed/ ，and other method like shutting down Windows Realtime Protection and a long building time ，i have succeed building a 4.27 image， like this
。
I want to run a UE4 4.27 pixelstreaming demo in containers，i know i have to build two containers ，one SignallingWebServer container，and the UE4 project demo support pixelstreaming ，but when i built the SignallingWebServer with docker build command，there was something wrong like this
docker build Dockerfile -t signalling-server
[+] Building 0.0s (1/2)
 => ERROR [internal] load build definition from Dockerfile                                                                                0.0s
 => => transferring dockerfile: 36B                                                                                0.0s
------
 > [internal] load build definition from Dockerfile:
------
failed to solve with frontend dockerfile.v0: failed to read dockerfile: error from sender: walk Dockerfile: not a directory
longtek@DESKTOP-8FSMRI0:/mnt/d/Epic_Games/UE_4.27/Engine/Extras/containers/Dockerfiles/linux/signalling-server$ ls
Dockerfile
longtek@DESKTOP-8FSMRI0:/mnt/d/Epic_Games/UE_4.27/Engine/Extras/containers/Dockerfiles/linux/signalling-server$

there is only one Dockerfile in the signalling-server directory ，it look like this ：
FROM adamrehn/ue4-source:4.27.0 AS source
FROM node:10
Copy the signalling server source code from the Unreal Engine development image
COPY --from=source /home/ue4/UnrealEngine/Engine/Samples/PixelStreaming/WebServers/SignallingWebServer /opt/SignallingWebServer
Install the dependencies for the signalling server
WORKDIR /opt/SignallingWebServer
RUN npm install .
Expose TCP port 80 for player WebSocket connections and web server HTTP access
EXPOSE 80
Expose TCP port 8888 for streamer WebSocket connections
EXPOSE 8888
Set the signalling server as the container's entrypoint
ENTRYPOINT ["/usr/local/bin/node", "/opt/SignallingWebServer/cirrus.js"]

Yes, you are absolutly right，i didn't even say i am running a Docker Desktop on Windows 10 and a WSL2 Ubuntu 20.04.3 LTS but you have see it ！ And ，indeed i have a VPN on Windows。 I think that is the key point as you said，and i have learned a new subject about the net speed on the WSL through you 👍！ I will have a try at microsoft/WSL#4901. Thanks again！

After a try at microsoft/WSL#4901，eg from https://www.townsy.io/wsl2-how-to-fix-download-speed/ ，and other method like shutting down Windows Realtime Protection and a long building time ，i have succeed building a 4.27 image， like this
image。

I want to run a UE4 4.27 pixelstreaming demo in containers，i know i have to build two containers ，one SignallingWebServer container，and the UE4 project demo support pixelstreaming ，but when i built the SignallingWebServer with docker build command，there was something wrong like this

docker build Dockerfile -t signalling-server
[+] Building 0.0s (1/2)
 => ERROR [internal] load build definition from Dockerfile                                                                                0.0s
 => => transferring dockerfile: 36B                                                                                0.0s
------
 > [internal] load build definition from Dockerfile:
------
failed to solve with frontend dockerfile.v0: failed to read dockerfile: error from sender: walk Dockerfile: not a directory
longtek@DESKTOP-8FSMRI0:/mnt/d/Epic_Games/UE_4.27/Engine/Extras/containers/Dockerfiles/linux/signalling-server$ ls
Dockerfile
longtek@DESKTOP-8FSMRI0:/mnt/d/Epic_Games/UE_4.27/Engine/Extras/containers/Dockerfiles/linux/signalling-server$

there is only one Dockerfile in the signalling-server directory ，it look like this ：

FROM adamrehn/ue4-source:4.27.0 AS source

FROM node:10

Copy the signalling server source code from the Unreal Engine development image
COPY --from=source /home/ue4/UnrealEngine/Engine/Samples/PixelStreaming/WebServers/SignallingWebServer /opt/SignallingWebServer

Install the dependencies for the signalling server
WORKDIR /opt/SignallingWebServer
RUN npm install .

Expose TCP port 80 for player WebSocket connections and web server HTTP access
EXPOSE 80

Expose TCP port 8888 for streamer WebSocket connections
EXPOSE 8888

Set the signalling server as the container's entrypoint
ENTRYPOINT ["/usr/local/bin/node", "/opt/SignallingWebServer/cirrus.js"]

docker build Dockerfile -t signalling-server

That's the wrong syntax. The parameter passed is the directory, not the name of the Dockerfile. You probably want
docker build . -t signalling-server

when you're in the /mnt/d/Epic_Games/UE_4.27/Engine/Extras/containers/Dockerfiles/linux/signalling-server directory.

Upset again，after i changed the "registry-mirrors":[] option in the docker Desktop's Settings , the docker Desktop stucked and crashed like this
 and the docker can't startup again，is there anything i can do about this to restart the docker？
Why i changed the "registry-mirrors":[]， it is because when i run ‘docker build . -t signalling-server’ ，i got a error ：Get https://production.cloudflare.docker.com/registry-v2/docker/registry/v2/blobs/sha256/13/13efce2de9076d5e1f80373bd5ffa86743c91d74451a68cb63f9df9c08b0c054/data?verify=1592982438-zaYzzEYNl5or1tUf06eawIWZFQM%3D: dial tcp <IP_ADDRESS>:443: i/o timeout ，
so i search for something to deal with it ，and i got a way to change the "registry-mirrors":[] ， but it crashed。。。

Upset again，after i changed the "registry-mirrors":[] option in the docker Desktop's Settings , the docker Desktop stucked and crashed like this
 and the docker can't startup again，is there anything i can do about this to restart the docker？
Why i changed the "registry-mirrors":[]， it is because when i run ‘docker build . -t signalling-server’ ，i got a error ：Get https://production.cloudflare.docker.com/registry-v2/docker/registry/v2/blobs/sha256/13/13efce2de9076d5e1f80373bd5ffa86743c91d74451a68cb63f9df9c08b0c054/data?verify=1592982438-zaYzzEYNl5or1tUf06eawIWZFQM%3D: dial tcp <IP_ADDRESS>:443: i/o timeout ，
so i search for something to deal with it ，and i got a way to change the "registry-mirrors":[] ， but it crashed。。。

The easiest way to revert the configuration change would be to reset to factory defaults, although I think that would erase the container images you've built so it's probably not what you want. I don't know how to access the configuration file inside WSL2, you might need to ask the Docker community. (It might be worth contacting them anyway to file an issue about the crash you're seeing.)
On a separate note:

there is only one Dockerfile in the signalling-server directory, it look like this:
FROM adamrehn/ue4-source:4.27.0 AS source
FROM node:10

I see that you've modified the initial FROM directive to point to the ue4-source image rather than ghcr.io/epicgames/unreal-engine:dev-${UNREAL_ENGINE_RELEASE} as exists in the release Dockerfile. It's worth pointing out that although this will work fine for the Cirrus signalling server since it consists entirely of files that are copied unmodified from the source tree, these container images are not equivalent and it is in fact the ue4-minimal image which is equivalent to the official development image.

Yes，i really don't want to reset it to factory defaults. I will go to the Docker community to see if i can find some ways to restart the Desktop.    And as you noted,i modified the soure of the Engine ,because i succeed at building ue4-source:4.27.0 ,but failed at building the Official version，so far i just want to run a pixelstreaming Demo in containers，as you pointed it might be enough for me now。    And still i want to know if there were some exactly methods to solve the ERROR ：Get https://production.cloudflare.docker.com/registry-v2/docker/registry/v2/blobs/sha256/13/13efce2de9076d5e1f80373bd5ffa86743c91d74451a68cb63f9df9c08b0c054/data?verify=1592982438-zaYzzEYNl5or1tUf06eawIWZFQM%3D: dial tcp <IP_ADDRESS>:443: i/o timeout ， not just modifying the "registry-mirrors":[] ，which directly gives me a Crash and bringing me another problem。  Thanks for  your  reply  and  advices  ， helps  a  lot 。

dial tcp <IP_ADDRESS>:443: i/o timeout

This is still a problem with your network or Internet connection. That's an IP address for production.cloudflare.docker.com that you're timing out connecting to.

dial tcp <IP_ADDRESS>:443: i/o timeout

This is still a problem with your network or Internet connection. That's an IP address for production.cloudflare.docker.com that you're timing out connecting to.

Alright ，i think i have come to the final step now：
  ，i have a UE4 pixelstreaming project demo：ps-test ，a signalling-server ；
the signalling-server running like this ：

but the ps-test can‘t run with a log like this ：

And i think i have installed a new nvdia driver supporting for WSL and native windows as they say：

but it seems like not work （may be something wrong which i don't konw）。
I want to know if i can package a project using Opengl not the Vulkan when building the demo image with some option
like ”-opengl“ in the dockerfile ， now my dockerfile like this ：
#ARG RELEASE
FROM adamrehn/ue4-source:4.27.0 as builder

# Clone the source code for the example Unreal project
COPY --chown=ue4:ue4 .  /tmp/project

# Enable the Pixel Streaming plugin in the example Unreal project
#RUN sed -i 's|"Modules"|"Plugins": [{"Name": "PixelStreaming", "Enabled": true}],\n\t"Modules"|' /tmp/project/FirstPersonCxx.uproject

# Package the example Unreal project
RUN /home/ue4/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
	-clientconfig=Development -serverconfig=Development \
	-project=/tmp/project/PSTest.uproject \
	-utf8output -nodebuginfo -allmaps -noP4 -cook -build -stage -prereqs -pak -archive \
	-archivedirectory=/tmp/project/dist \
	-platform=Linux

# Copy the packaged project into the Pixel Streaming runtime image
FROM ghcr.io/epicgames/unreal-engine:runtime-pixel-streaming
COPY --from=builder --chown=ue4:ue4 /tmp/project/dist/LinuxNoEditor /home/ue4/project

# Set the project as the container's entrypoint
ENTRYPOINT ["/home/ue4/project/PSTest.sh", "-RenderOffscreen", "-Windowed", "-ForceRes", "-ResX=1920", "-ResY=1080", "-PixelStreamingIP=<IP_ADDRESS>", "-PixelStreamingPort=8888"]

@z657446063 I've never tested running GPU accelerated Linux containers under WSL2, but my understanding is that Vulkan is not yet supported. OpenGL isn't an option since it was removed from the Unreal Engine a few versions ago. If you want to perform rendering in a container then you will need to use a bare metal installation of Linux, or else a virtual machine with GPU passthrough.

I believe this can be closed.


Add a way to enable NRN_PRCELLSTATE inside nrnivmodl-core

I would also suggest adding a CMake flag for this, so when we build CoreNEURON we don't have to run nrnivmodl to use prcellstate with the mechanisms already inbuilt in CoreNEURON (hh for example)


Initial implementation of the authorizations endpoints

This is the implementation of the authorization features and authorization endpoints according to the REST Contract in
https://github.com/DSpace/Rest7Contract/blob/master/features.md
https://github.com/DSpace/Rest7Contract/blob/master/authorizations.md
DONE:

general infrastructure to support pluggable AuthorizationFeature
Sample Features withdrawn, reinstate, cclicense
complete features endpoint and integration tests
single authorization endpoint and integration tests
merge with changes from the master (the switch from int to string for the type create logical conflict)
implement the search method in the authorization endpoint and related ITs
add ITs for the first sample features
Contract update PR: https://github.com/DSpace/Rest7Contract/pull/103

The reason for the change done in IndexableObject is unclear to me
https://github.com/DSpace/DSpace/blame/31b960d4e109b1220c14563137e3473c80513b0f/dspace-api/src/main/java/org/dspace/discovery/IndexableObject.java#L30
it seems to duplicate the behaviour assigned to the getTextType() method
https://github.com/DSpace/DSpace/blame/31b960d4e109b1220c14563137e3473c80513b0f/dspace-api/src/main/java/org/dspace/discovery/IndexableObject.java#L62
but in the same refactoring the default implementation was dropped
https://github.com/DSpace/DSpace/commit/4c9a30bb14e2a6926ecef89efcb8f08721fafce2#diff-cfc1cee1748a5c0e0deb076482e6d69bL43
and moved in the single IndexableXXXX interface making it harder to maintain and easy to put out of sync (for instance here https://github.com/DSpace/DSpace/commit/4c9a30bb14e2a6926ecef89efcb8f08721fafce2#diff-632df1a30eeb34813b0048edba1e7db0R48 it is now hardcoded instead than be retrieved from the Constants class).
@KevinVdV can you summarize the reason for this change to me or link me to the relevant previous conversations? why we need to introduce a new way to name our classes other than the Constants that were already in place in Constants.typeText? does it make sense to reintroduce a getIntType() method?

thanks @KevinVdV for point me to the previous discussions. I don't completely agree with the change done, especially with the use of the SimpleName to identify the object but ok, that's it and we can always discuss that again later if needed and time allowed.
The authorizations endpoint was already planned to deal with any sort of objects, this is already stated in the contract and I'm still convinced that we need it.
Unfortunately the AuthorizeUtil only implement a limited number of "features" check, most of the checks where done in the Servlet/Controller in the previous version with duplication between JSPUI and XMLUI, in any case we will need now for everything. Is the user authorized to delete a workspaceitem? is the user authorized to edit the workspaceitem? we need this information on the angular side to show or not a button without hardcoding in the client the raw logic around configurations and resource policies. Make sure that the authorization endpoint works with all type of objects (and different primary key types) has requested lot of (written) tests so I really prefer to save that instead than have to recover them later.
So I'm working on solving the conflict retaining the FindableObject but removing the need to add additional ID to the Constants class and instead using the class name aka the new getType()

hi @benbosman thanks for your initial feedback. I don't have an use case in mind right now that require to completele remove "core" feature maybe what is needed is that some feature will return always false if a dspace.cfg property is set (for instance if an institution doesn't want to use the request a copy). Anyway, if we want to allow an autowired  component to be disabled the SpringBoot Conditional annotation should help us
see for instance this article https://reflectoring.io/spring-boot-conditionals/
about the GenericType suggestion the current contract says that a feature can support multiple object types so it is not necessary tied to a single object but we can of course revisit this decision if needed (here or in a future PR)

@abollini : Thanks for the quick updates. I only have one minor code review feedback remaining here https://github.com/DSpace/DSpace/pull/2663#discussion_r383365632
I'll also run some tests on this to make sure it's working for me, but the code looks good!

@abollini : We discussed the question about RestAddressableModel.getUniqueType() (type = [category].[type]) vs RestModel.getType() (type = [type]) today.  @artlowel , @benbosman and I agree that either format for "type" is fine, as long a we are consistent across the entire REST API.
So, if we prefer [category].[type], then ideally, this should be returned by RestModel.getType() (or you could replace that getType method everywhere it is used.)   This need not be done all in this PR, but if this PR changes the format to [category].[type] for this one new endpoint, then we need to have a followup PR which changes all other endpoints to match that same format (and ensures we only have a single getType() method).

@abollini : it looks like Travis CI is throwing a compilation error on this PR where the same method exists twice. Here's the error:
[ERROR] /home/travis/build/DSpace/DSpace/dspace-server-webapp/src/test/java/org/dspace/app/rest/builder/CommunityBuilder.java:[104,29] method withAdminGroup(org.dspace.eperson.EPerson...) is already defined in class org.dspace.app.rest.builder.CommunityBuilder

hi @tdonohue yes the compilation error was trivial, the oddity here is that it was due to a wrong automatic merge of git that Travis due to build the PR. Indeed, the branch itself have had not failure. Anyway, I have now pulled from the master and solved the error manually

@abollini thanks for the updates, most of my feedback was resolved. I've updated a few things but marked most as resolved.
I didn't see the JUnit tests yet, and there's some feedback from Kevin and Tim including the [category].[type] related feedback.
Once that's processed, I will also test the branch again

hi @benbosman thanks for reviewing that, I will check in more details tomorrow. The test for the new service has been introduced here with this commit: 616323a887a32136e1a00ad7db0964ee76278bcf

Thanks @abollini I missed that class but it looks good

@benbosman @tdonohue @KevinVdV all the feedback above have been processed as far as I know, the only missing one could be https://github.com/DSpace/DSpace/pull/2663#discussion_r389393360 but I really don't know how to process it

@abollini I can see only one comment from me for which I can't see the code: https://github.com/DSpace/DSpace/pull/2663#discussion_r393640006
And did you create the JIRA ticket for https://github.com/DSpace/DSpace/pull/2663#issuecomment-595315019 already?
I've tested this branch locally, and didn't see any problems, I think this is almost ready now (but I haven't reviewed whether the feedback from Tim or Kevin has been resolved, only what I had discovered)

@tdonohue everything have been addressed now, Travis has had a temporary hangoff now it should work. The reason why you don't see result in your search is because your are searching for the anonymous user as no eperson param is specified in your request. It should look like that
http://localhost:8080/server/api/authz/authorizations/search/object?uri=http://localhost:8080/server/api/core/items/d1fb08bd-a514-492c-83c2-09eae0bec044&eperson=335647b6-8a52-4ecb-a8c1-7ebabb199bda


1.0.7 POST body for server side routes help

I can't find a working example / documentation how to get to the POST body of a server side route
Router.route('/api', {where: 'server'}).post(function(){
})

My problem was the missing/wrong Content-Type: application/x-www-form-urlencoded in the POST request.


SouthCentralUs - Batch - Unable to get PaginatedFiles

Starting this week, we are having challenges getting PaginatedFiles from the REST api.  Is there a possibility something changed on the REST API?
Example:  https://southcentralus.api.cognitive.microsoft.com/speechtotext/v3.0/transcriptions/dba7389b-207b-4c0f-ab5a-710f0861a57e/files

@kleindev There should be no change on existing API versions. In our logs I see some requests for that URL that look successful. What is exactly the problem that you have? Can you also share the "apim-request-id" header that you get in the response?

Closed since no further info provided. Please open a new issue if more support is needed.


Seeing two items for Ruby extension in Extensions view

Does this issue occur when all extensions are disabled?: Yes

VS Code Version: 1.78 Insiders
OS Version: Windows 11

Steps to Reproduce:

Open Extensions view
Search for "ruby"

Clicking on either extension items brings up the same Extensions detail page.
Does not repo on 1.77.1 Stable

This seems to be an issue in MP - API returning the same extension twice

CC @isidorn


OTW Update Aeotec Stick 700

Checklist

[ ]  I am not using Home Assistant. Or: a developer has told me to come here.
[X] I have checked the troubleshooting section and my problem is not described there.
[X] I have read the changelog and my problem is not mentioned there.

Deploy method
Docker
Z-Wave JS UI version
8.16.2
ZwaveJS version
10.21.0
Describe the bug
First during update i've got the same bug like this issue #5360 (https://github.com/zwave-js/node-zwave-js/issues/5360)
Same go to windows, install Simplicity Studio... same device not found.
Back to HA, test boot Loader mode>Save
And use OTW, select firmware file "zwave_ncp_serial_api_controller_BRD4206A" (version 7.19.2)
Updating controller firmware, please wait 0% not update % but behing my stick appear
after 20mins always 0%
Hesitate to stop or close HA Page.

To Reproduce
Update OTW with bootloader On
Expected behavior
Close "X" or end detection/progression.
Additional context
No response

That's still not a driver log. Please read the posted link again.

Sorry
zwave-js-ui-store (1).zip

An other without NVM backup :
zwave-js-ui-store.zip

The bootloader on your stick is aborting the update with error 0x18. This is a question for the manufacturer, but probably means you're trying to flash a firmware that isn't compatible or not actually an update:

https://siliconlabs.my.site.com/community/s/article/z-wave-700-otw-of-controller?language=en_US
2. If getting error 0x50 or 0x18 during firmware update, please make sure:
a. bootloader and encryption keys have already been flashed into the device via SWD interface before you perform the OTW/OTA update.
b. GBL file should have an increased firmware version comparing the one that the device is currently running.


ISPN-10224 Fix session protection

https://issues.jboss.org/browse/ISPN-10224

@danberindei already been backported


Allow random slug

Button in Save As popup

Not much point to this - we already pop up the save dialog anyway.


Set sensible default for include

Thanks for updating this plugin to TS.
According to the current changelog the default for include is ['*.svg']. According to the code the default is ['*.ts', '*.js']:
https://github.com/sionzee/rollup-plugin-inline-svg/blob/a95f1c9e93ed2044913fd7f4bb114e7151402cc5/src/index.ts#L6
I don't understand the latter default.
Just ['*.svg'] is OK, but I think ['**/*.svg'] makes more sense, otherwise only files in the root directory are processed.

Hi @Frank3K, I partially agree with you.
The correct variant is **/*.ts. The include option is a filter for files that will be transformed. For example, where to look for the .svg imports and replace them with inlined content.
I will update the changelog and fix the default value to default to **/*.ts + **/*.js

Thanks for your fast reply.
I'm not sure I understand how the include should be used. When I override it (such that the default is not used), it throws. Configuration:
			InlineSvg({
				include: ['**/*.ts', '**/*.js'],
			}),

Error
Error: rollup-plugin-inline-svg: file <some-path>\index.ts is not a valid svg. The root element is not a svg tag.

I was wrong, and you are right 👍 . I reviewed the code, and it is supposed to replace .svg files for modules. I would notice it during coding and probably get back here with apologies and a fix.
Your code:
InlineSvg({
  include: ['**/*.svg'],
}),

is definitely right and I'm sorry for the confusion.

Hi @Frank3K,
I fixed all your reported issues in 3.0.1.
Thank you for reporting the issues, and I hope it will resolve all your problems.
I wish you happy coding.

@sionzee Thanks for fixing. Could it be that the new code is not present in the npm package? It looks like it contains the compiled old code.

@Frank3K It seems you are right. Weird, I will rebuild it and release it as 3.0.2 in a few minutes.


Quickfix for RWD in Services tab

Just a quick hotfix to have a somewhat usable Services page when on smaller screens.

A proper RWD implementation will follow later (captured in MARATHON-1060).

Reviewer: @jfurrow

LGTM!

This looks good! I do think we might want the filter bar to be available (in some other fashion) for smaller screens so I created this to track it: https://mesosphere.atlassian.net/browse/DCOS-6944


handle execute ready results after removing itself

For #418
@ngaut @BusyJay

LGTM

PTAL @ngaut

LGTM


zfsbackup: unstable-2020-09-30 -> unstable-2021-05-26

Description of changes

Things done

Built on platform(s)

[x] x86_64-linux
[ ] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

[ ] For non-Linux: Is sandbox = true set in nix.conf? (See Nix manual)
[ ] Tested, as applicable:

NixOS test(s) (look inside nixos/tests)
and/or package tests
or, for functions and "core" functionality, tests in lib/tests or pkgs/test
made sure NixOS tests are linked to the relevant packages

[x] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[x] Tested basic functionality of all binary files (usually in ./result/bin/)
22.11 Release Notes (or backporting 22.05 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module
[ ] (Release notes changes) Ran nixos/doc/manual/md-to-db.sh to update generated release notes

[x] Fits CONTRIBUTING.md.

Restricting platforms to linux breaks the darwin builds. Is there a reason not to build on darwin?

Ah, ok! It is, with OpenZFS on OS X.
Thanks for your quick response. I found it helpful to know why this change was made.
I'm fairly confident zfsbackup should work on MacOS, but I haven't actually used it yet. I also don't see anything about MacOS in the description or documentation of zfsbackup. It's probably fine to leave this linux only — at least until someone has tested it on a darwin platform. Perhaps this might be documented, next time there's a version bump… until I use the tool or find out I can't/shouldn't I don't feel strongly about it.


Vertical scrollbar of FlatList not correctly vertically aligned

As reported in https://github.com/facebook/react-native/issues/26610 but now following the issue template as discussed with @safaiyeh and @hramos
Description:
The vertical scrollbar of a FlatList does not always render correctly to the right side of the screen. See all the screenshots in this issue.
For me. This happened even when I slimmed down my code into a <FlatList /> with only <Text />. It only happened though when my list was longer than the height of the screen. The scrollbar then suddenly moves to the left. The longer the list, the further the scrollbar moves to the left.
Also another condition for me. Upon a fresh first render of my <FlatList />, this behaviour appeared. When navigating away, effectively unmounting this component, and back, the scrollbar is suddenly OK. Close and open the app: The scrollbar is at the wrong position again.
React Native version:
info Fetching system and libraries information...
System:
    OS: macOS 10.14.6
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
    Memory: 2.26 GB / 32.00 GB
    Shell: 3.2.57 - /bin/bash
  Binaries:
    Node: 12.12.0 - /var/folders/_9/nh0gc1bs08qd9p3kqshr3f0h0000gn/T/yarn--1581784553520-0.7678366513125479/node
    Yarn: 1.19.1 - /var/folders/_9/nh0gc1bs08qd9p3kqshr3f0h0000gn/T/yarn--1581784553520-0.7678366513125479/yarn
    npm: 6.11.3 - ~/.nvm/versions/node/v12.12.0/bin/npm
    Watchman: 4.9.0 - /usr/local/bin/watchman
  SDKs:
    iOS SDK:
      Platforms: iOS 13.2, DriverKit 19.0, macOS 10.15, tvOS 13.2, watchOS 6.1
  IDEs:
    Android Studio: 3.5 AI-191.8<IP_ADDRESS>91312
    Xcode: 11.2.1/11B500 - /usr/bin/xcodebuild
  npmPackages:
    react: 16.9.0 => 16.9.0
    react-native: 0.61.5 => 0.61.5

Steps To Reproduce

Create a <FlatList /> with <Text /> items in it
Make sure the list is longer than the screen
Check the first render of this list, scroll

Expected Results
Scrollbar should stick to the right of the screen.
Snack, code example, screenshot, or link to a repository:
Screenshots and more information can be found here: https://github.com/facebook/react-native/issues/26610

https://github.com/react-native-community/react-native-webview/pull/1077

Copying these additional details from the other issue in hopes it helps others:

This bug only occurs on iOS 13
This bug only occurs when a FlatList or ScrollView is scrolling into an "inset" area

The current workaround with the most 👍 is adding the prop scrollIndicatorInsets={{ right: 1 }} to your FlatList or ScrollView. (thanks @sbycrosz)


[bug]: Stopped working after video card replacement

Is there an existing issue for this?

[X] I have searched the existing issues

OS
Linux
GPU
cuda
VRAM
6GB
What happened?
When installing for the first time, I had a GTX 960 4gb video card and everything worked. The other day I installed gtx 1660 6gb and now, when generating, I always get an error that there is not enough video card memory. Why does this happen?
p/s/ free gpu mem doesn't help. Moreover, 960 worked without --free_gpu_mem
Screenshots
No response
Additional context
No response
Contact Details
No response

Hi, it's been a while since I last checked this, but there was a compatibility issue with the gtx 16XX series. According to this issue https://github.com/invoke-ai/InvokeAI/issues/775 the problem seems to have been resolved, but there may have been some sort of regression.
What version of invoke are you using?

Hi, it's been a while since I last checked this, but there was a compatibility issue with the gtx 16XX series. According to this issue #775 the problem seems to have been resolved, but there may have been some sort of regression.
What version of invoke are you using?

InvokeAI 2.2.5.
Yes, apparently this is somehow connected with the 16x version of the video card, since the previous 960 gtx worked fine, although there was less memory there.
Moreover, I note that the InvokeAI version for Windows works fine. Ubuntu also has other SD toolkits installed. For example "automatic" it works well on both Ubuntu and Windows.
I think this is related to how InvokeAI works in Ubuntu.


Cannot import this plugin

Version: 4.20
I followed the instructions here: https://github.com/Koderz/RuntimeMeshComponent/wiki/Installing-the-RMC-from-GitHub
Added the four dependencies as shown here: https://github.com/Koderz/RuntimeMeshComponent/wiki/Making-the-RMC-available-to-your-project-in-CPP
And still, "Cannot open include file: 'RuntimeMeshCore.generated.h' No such file or directory"?
I put my plugin files to the plugin folder in ue4, along with other plugins

Apparently I have to create a Plugins folder in my project instead of engine files like others in the Internet have said...


session_in/out not reset in mbedtls_ssl_session_reset()

Problem: mbedtls_ssl_session_reset(), specifically the underlying ssl_session_reset_int(), does not reset the pointers mbedtls_ssl_context::session_in and mbedtls_ssl_context:session_out, but it does free and NULLify the mbedtls_ssl_context::session to which they map after a successful handshake. This leaves them dangling and e.g. makes a subsequent call to mbedtls_ssl_get_max_frag_len() fail with a segmentation fault (see here for the failing access).
Further accesses: There is another entirely unrestricted access to session_out in mbedtls_ssl_get_record_expansion(), i.e. not even guarded by a check that session_out != NULL (moving the subsequent check transform_out != NULL prior to the access would solve the matter).
Apart from that, there don't seem to be further critical accesses to session_in/out: There is an access in ssl_encrypt_buf(), but this is guarded by transform_out != NULL, and transform_out is properly reset in mbedtls_ssl_sessoin_reset(). The same holds for the access in mbedtls_ssl_write_record(). There are similar accesses to session_in in ssl_decrypt_buf() and ssl_prepare_record_content() which are non-critical because they are guarded by a check that transform_in != NULL.

ARM Internal Ref: IOTSSL-2467


Creating CStrings required to use xlib::XCreateIC

The fact that as far as I can tell, something like the below is required in order to call xlib::XCreateIC and have it work correctly is inconvenient, and took some time for me to figure out.
 xlib::XCreateIC(xw.xim,
                             CString::new(xlib::XNInputStyle).unwrap().as_ptr(),
                             xlib::XIMPreeditNothing | xlib::XIMStatusNothing,
                             CString::new(xlib::XNClientWindow).unwrap().as_ptr(),
                             xw.win,
                             CString::new(xlib::XNFocusWindow).unwrap().as_ptr(),
                             xw.win,
                             0 as *mut libc::c_void);

But after doing a bit of research, I couldn't find a nice way to do const CStrings so I can understand why it is this way, in retrospect.

Fair enough. I wasn't worried about the heap allocations since the code I'm porting calls this function once at startup. But for a different application it could definitely be a problem.
That solution seems reasonable to me, given the constraints.
I see the docs are auto-generated. Given that these extra constants differ from the original set, it seems like a good idea to add an example like the one you gave to the docs. I don't know how easy the current generation code makes that though.

On Mar 8, 2017, at 9:56 AM, Daggerbot<EMAIL_ADDRESS>wrote:
This was an oversight on my part when adding string constants without a '\0' at the end. We shouldn't have to create a CString, allocating memory on the heap, just to use these constants. The best fix I can currently think of that doesn't introduce breaking changes would be something like:
pub const XNInputStyle_0: &'static [u8] = b"inputStyle\0";
xlib::XCreateIC(xw.xim, xlib::XNInputStyle_0.as_ptr() as *const _, ...);
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or mute the thread.


GLBC ingress controller troubleshooting information is out of date, and unclear after v1.3 changes

The troubleshooting section of the readme for the GLBC ingress controller states that one should look at the controller pod's logs for troubleshooting information. According to the information in #1733, as of v1.3, the L7 controller runs on master, not as a regular pod. Google, of course, does not allow access to master on GKE clusters.
First, this means that the GLBC ingress controller documentation should be updated to reflect its current status. And secondly, how am I recommended to get logs from the ingress controller to troubleshoot potential issues with it if I cannot access it? Or is there some other method now recommended for troubleshooting it? I'm currently receiving a 502 bad gateway error when trying to access services/pods via ingress which are, as far as I can tell, conforming exactly to the standards set in documentation. I thought getting these logs would help me rule out any issues on the controller's end, but I've found I can't get to it at all.

we should be surfacing more through the events: https://github.com/kubernetes/contrib/issues/1369, but in the meanwhile, can you run kubectl describe on the ingress? can you give me the ingress/service etc for a repro? your service needs to be type=NodePort and you need to serve a health check on / or a readiness probe eg:
https://github.com/kubernetes/contrib/tree/master/ingress/controllers/gce#health-checks
https://github.com/kubernetes/contrib/blob/master/ingress/controllers/gce/examples/health_checks/README.md


More parallelization

Use zargs to parallelize all pip-compile operations, and any project-isolated pip-sync operations. Maybe some other things like pipcheckold, if the output is or can be made human friendly.

Closed by 98852b1fb98e010065a0d938cee6d678bda5885a


feat: add [icon] prepend_rules and append_rules in theme.toml

Add prepend_rules and append_rules for merging custom icon rules with default rules. But didn't wrote about this feature in docs, can do it tomorrow.
Also removed TODO warnings in keymap.rs.
Is it okay that I use rustfmt in separate commit, should i squash it somehow?

I see, my rustfmt somehow differs

Yazi uses rustfmt nightly, since stable doesn't support some new features

Thanks for the PR, merged!


click cooldown

Would only be a suggestion, but wouldn't it be practical to make a cooldown for the ClickableItems.

To prevent features from being spammed due to autoclickers.

A new feature to set custom cooldowns for specific ClickableItems.

Built in the next update

The request was a cooldown, not a delay.
I didn't want to do an action later, just that you can't spam an action.


Added Depth Estimation project

@SunitRoy2703 Here's the PR to the depth estimation project, as we discussed earlier.

@SunitRoy2703 I have made the proposed changes in the README.

@SunitRoy2703 I have made the proposed changes in the README.

Awesome @shubham0204!
I'll go through the code one more time and come back to you in 1-2 days

I have added the download.gradle file to download the TFLite model from TF Hub.


October 20 - Tips, Tricks, and Tools for Keeping up With All Things Azure

Event Information

Category
Details

Reactor Topic
Cloud Development

Stream Topic
Learn about different Azure services

Stream Date
October 20, 2020

Stream Time
4pm PT

Stream Duration
60 minutes

Title
Tips, Tricks, and Tools for Keeping up With All Things Azure

Description
With over 200 services available in the Azure Marketplace, and new ones being released all the time, it's easy to feel overwhelmed when trying to keep up. Join Azure MVP, Gwyneth Peña as she dives into tips and tricks on how you can keep up to date with new services that interest you, without feeling like you're falling behind or losing out. If you want to follow along, make sure you have an Azure account. If you don't have an account yet, head to http://azure.microsoft.com/free to sign up.

Speaker
Gwyneth Pena (@madebygps) and Meaghan Lewis (@meaghanlewis)

Moderator
none

SharePoint ID
8004

Additional Resources:

Event Checklist
10 Weeks Prior

[x] Reactor Content Team (RCT) or Speaker opens a new issue for an upcoming stream filling in the Event Information table. Both RCT and Speaker are marked as assignees.
[x] RCT and Speaker discuss details of the event in the comments of this issue. RCT adds a confirmed-event label and global-twitch-event tag to the issue and adds event to the Global Live Streams project. Issue will appear in the Upcoming Streams column
[x] Speaker adds a ready-for-marketing-edit label so the RCT can review title and description

8 Weeks Prior

[x] RCT does a review of title and description and removes the ready-for-marketing-edit label
[x] RCT moves the issue to the Ready for SharePoint column
[ ] RCT informs the Reactor Marketing Team of the new event information
[ ] RCT provides speaker with assets (e.g. slides, overlays) and the survey data for the event
[ ] RCT moves the issue to the MONTH Streams Prep column (according to the month it will be streamed in)

2 Weeks Prior (Done in /microsoft/Reactors)

[ ] Speaker opens a PR with the new content for the stream on the customer-facing Reactor repository and adds the content-development and global-twitch-event tag to the PR.
[ ] Speaker adds to the same PR a modification to the online-event-resources directory to include their stream information.
[ ] Speaker adds the RCT assigned to the issue as the reviewer when it is ready for review/merge
[ ] RCT reviews, approves, and merges the changes

1 Week Prior

[ ] Speaker and Moderator test setup for streaming (instructions coming soon)
[ ] RCT checks in with the speaker and moves the issue to the Ready to Stream column

During and After Stream

[ ] Speaker and Moderator run the stream
[ ] RCT submits recording to be uploaded to the Reactor YouTube and to be made available on LearnTV
[ ] RCT moves issue to the Stream Complete column

👋   @madebygps, just created this issue to plan out details for the Azure stream on: https://www.twitch.tv/microsoftdeveloper. Could you add in a description of what you think will be covered in this stream in the comment above?
Don't worry about the checklists. My team and I will make sure you have everything you need to get setup.

Please let me know if this needs more detail.
Description
There are over 200 services in Azure, with new ones coming out frequently. It's easy to feel overwhelmed when trying to keep up. Join Azure MVP, Gwyneth Peña as she dives into how you can keep up to date with new services that interest you, without feeling like you're falling behind or losing out.

Thanks @madebygps! I think that description looks great. Maybe one sentence to add at the end:
If you want to follow along, make sure you have an Azure account. If you don't have an account yet, head to http://azure.microsoft.com/free to sign up.

@meaghanlewis  & @madebygps  what do you think about this demandgen  edit?
Tips, Tricks and Tools for Keeping up With All Things Azure
With over 200 services available in the Azure Marketplace, and new ones being released all the time, it's easy to feel overwhelmed when trying to keep up. Join Azure MVP, Gwyneth Peña as she dives into tips and tricks on how you can keep up to date with new services that interest you, without feeling like you're falling behind or losing out. If you want to follow along, make sure you have an Azure account. If you don't have an account yet, head to http://azure.microsoft.com/free to sign up.

@mebaumb that works for me!

Hi @mebaumb we're going to need to cancel this stream due to Gwyneth's request. Hopefully we'll able to do this sometime in November, but for now, could you go ahead and make sure this gets cancelled? Thank you.

Stream is cancelled in Dynamics.


guard against race condition

this prevents a race condition in #9332 — if someone were to call iterator.next() twice, it would return the same promise. In practice this isn't an issue because we're using for await, but it could potentially bite us in future

This assumes that when there's nothing left in the array that we are done, but the producer could still push things before being done. I think we need to push defer() into the array in both push and next if needed, and an index keeps track of the current value that needs to be fullfilled, which is used next to know which existing defer to fulfil and whether or not to push a new defer() into the array; and done needs to resolve all pending promises.

Tried implementing that, got quite unwieldy, and when I tried to add tests I realised that unless you manually call iterator[Symbol.asyncIterator]() yourself (which... don't) you can't call next() repeatedly without waiting for the relevant promises to resolve anyway (i.e. you can only consume an async iterator via for await), so this race condition probably doesn't actually matter. So I vote for closing this PR

Though in the course of reading through MDN I realised we're using terminology incorrectly — the thing we currently call iterator is actually an iterable; the thing returned from iterable[Symbol.asyncIterator]() is the iterator. Brilliant work, whoever named all this stuff

👍 closing this then


Consider to protect include "RTE_components.h" with RTE

Consider adding
#ifdef _RTE_

to https://github.com/ARM-software/CMSIS_6/blob/main/CMSIS/RTOS2/Source/os_systick.c#L28C1-L28C28
See #200 for reference

@RobertRostohar, any concerns?

We should add the #ifdef _RTE_ to be consistent and in line with explanations in #200.


Revert "chore: configure Renovate master issue"

Reverts mike-north/ember-sharable#108
@rarkins I tried this out and like the "bulk apply label" approach much better. If you want to set up a call to chat about my experience with renovate I'd be happy to share. As someone who's trying to keep ~100 libraries up-to-date and well-maintained, these kinds of tools are really important to me

@mike-north 	I sent you an email

@mike-north did you get my email? I sent it to the one listed in your github profile


Create neu

The University has two website addresses: neu.edu and northeast.edu.

@fzc621 Would you mind to change a description of the university in the file neu.txt to "Northeastern University at Boston"?
The issue is that there is another Northeatern University in the repository, which is based in Shenyang, China. The name is absolutely the same, and we need to differenciate one university from the other.
Please make the change and I'll merge the request immediately. Thank you!

@philipto I have changed the description. Thank you!

@fzc621 Pull request merged. I am sorry for a delay with merging it. Thank you!


Respect store immutability choices when adding a new record in succes…

I'm using sockets to transmit resource creations on createSuccess. I was noticing that these were not immutable objects causing all sorts of funky stuff to happen. This fixes that issue.

Thanks

Published 1.0.1


Added new Marketplace contribution page/section

Publishing general information for contributors about the types of contributions accepted into the web marketplace and what criteria must be met to be considered.

/update-branch

@neflyte - Are you open to taking over this developer documentation PR I started a few months ago? This PR contains outstanding reviewer feedback that hasn't yet been incorporated, and it likely needs a full review before it can be published. Given how long ago this PR was created, it's likely also quite behind in terms of the master branch.
This PR intends to introduce a new section that describes the Mattermost Marketplace, the types of contributions accepted into the web marketplace, and what criteria must be met to be considered.
The Integrations Product Manager, Sandy, is an excellent person to chat with further about this new page.

This PR has been replaced with #1154

Closing this PR in favour of https://github.com/mattermost/mattermost-developer-documentation/pull/1154


do not touch agents created by another master

currently it looks like only the AMI is checked for the re-used of agents.
But the same AMI might by used by another master.
better check the master URI which is already a tag of the agent ec2s?

won't fix


Newsletter sending old articles after upgrade

I am running Telescope at http://news.omegawriters.com. I recently upgraded to the latest version of Telescope (Cloudinary release...). After doing that, Telescope started sending out old news items in the newsletter instead of the most recent ones. I've attached a PDF of the latest email that Telescope sent out for us.
I tried restarting the server. Does anyone have any suggestions?
OmegaNewsletter.pdf

Is this still happening on a regular basis, or did it only happen a couple times? Telescope should only pick up posts that are more recent than the last email campaign that was sent out.

Just to be safe I'll limit the posts that are picked up for the newsletter to the ones from the past week, no matter the date of the previous newsletter campaign.

Sorry, missed the first question. It has happened three times since the upgrade so far.

FYI, we are still having problems with this a month later.

Have you updated to the latest version of Telescope? What if you play around with the code here?
https://github.com/TelescopeJS/Telescope/blob/master/packages/telescope-newsletter/lib/server/campaign.js#L4-L19

Ok, hadn't seen any activity in this issue, so I hadn't tried updating. Doing that now. I'll let you know how it goes!

Hey, @cuberoot! Telescope has changed a lot in the past months, and there is a new React-based version, Telescope Nova (intro video). If you know Crater, it runs on the latest version.
The Legacy version is no longer supported. I'm closing this issue.
I invite you to check the new version, it's awesome!
Happy hacking! 🚀
Ps: by the way, don't hesitate to join the Slack to ask any question, you are welcome! 👍


Hotfix - Renamed createMuiTheme import into createTheme

Hello everyone, this is my first pull request on an open source repository. I want to contribute starting from easier tasks and gradually increase the difficulty to learn something new.
This PR solves the error in console caused by deprecated import because in Material-UI the createMuiTheme function was renamed to createTheme.

Summary by CodeRabbit

Refactor: Updated the createMuiTheme function to createTheme in the Dashboard component. This change ensures compatibility with the latest version of Material-UI, providing a smoother and more reliable user interface experience.

createTheme is the newer name, createMuiTheme is deprecated https://github.com/elyra-ai/elyra/pull/1885. You are correct createTheme() is used to apply different default styles to the Mui components
makeStyles() is a good way to make custom css classes for your new components or the Mui components.
Adding context

Thank you for your contributionGRenziITDM @GRenziITDM
Your contribution matters and thank you again for your time to this contribution. Considering this as an first Hacktober Fest'23 Issue


Latest changes: FHI-aims

The unit is eV.

tests/data/fhiaims/Fe_scf_spinpol/out.out
assert sec_method.threshold_energy_change.magnitude == 1.602177e-24
The value is 1e-5 eV converted to Joules.


Windows: Implement DeviceEvents

Fixes #467
All variants other than Text have been implemented. While Text can be implemented using ToUnicode, that doesn't play nice with dead keys, IME, etc.
Most of the mouse DeviceEvents were already implemented, but due to the flags that were used when registering for raw input events, they only worked when the window was in the foreground.
This is also a step forward for #338, as DeviceIds are no longer useless on Windows. On DeviceEvents, the DeviceId contains that device's handle. While that handle could ostensibly be used by developers to query device information, my actual reason for choosing it is because it's simply a very easy way to handle this. As a fun bonus, this enabled me to create this method:
DevideIdExt::get_persistent_identifier() -> Option<String>

Using this gives you a unique identifier for the device that persists across replugs/reboots/etc., so it's ideal for something like device-specific configuration.
There's a notable caveat to the new DeviceIds, which is that the value will always be 0 for a WindowEvent. There doesn't seem to be any straightforward way around this limitation.
I was concerned that multi-window applications would receive n copies of every DeviceEvent, but Windows only sends them to one window per application.
Lastly, there's a chance that these additions will cause antivirus/etc. software to detect winit applications as keyloggers. I don't know how likely that is to actually happen to people, but if it does become an issue, the raw input code is neatly sequestered and would be easy to make optional during compilation.

(I need to make sure I remember to re-export DeviceIdExt from glutin)

get_persistent_identifier

This can be implemented on Linux using udev_device_get_sysattr_value with "idVendor", "idProduct", and "serial", on the device node obtained by XIGetProperty on the "Device Node" atom. Would be pretty sweet to have as a portable API.

@Ralith thanks for the info. That sounds like a fun thing to implement, so I'll add it to my to-do list.


Added client and server certs on agent and fluent-bit pods

This should not be merged now
Description of changes:
Added client and server certs on agent and fluent-bit pods
Manual Testing:

Installed the helm on a eks cluster
verified the secrets, volumemounts with default helm functions certs and cert manager
Tested the agent server API from fluent-bit pod passing the certs in curl command

By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

Created another PR https://github.com/aws-observability/helm-charts/pull/106


[do-not-merge] wrappers; tests; serdes...

 Thank you for your submission, we really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.


Int/Int64 issue with ByteString wrappers

Using %wrapper "monad-bytestring" (or monadUserState-bytestring) results in a compiler error:
templates/wrappers.hs:347:9:
    Couldn't match type ‘Int’ with ‘Int64’
    Expected type: AlexInput → Int64 → Alex Token
      Actual type: (AlexPosn, Char, ByteString.ByteString, [Char])
                   → Int → Alex Token
    In a stmt of a 'do' block: action (ignorePendingBytes inp) len
    In the expression:
      do { alexSetInput inp';
           action (ignorePendingBytes inp) len }
    In a case alternative:
        AlexToken inp'@(_, _, _, n') _ action
          -> do { alexSetInput inp';
                  action (ignorePendingBytes inp) len }
          where
              len = n' - n

This seems to be caused by the definitions
data AlexReturn a
  = AlexEOF
  | AlexError  !AlexInput
  | AlexSkip   !AlexInput !Int
  | AlexToken  !AlexInput !Int a

and
alexMonadScan = do
  inp@(_,_,str,n) <- alexGetInput
  sc <- alexGetStartCode
  case alexScan inp sc of
    AlexEOF -> alexEOF
    AlexError ((AlexPn _ line column),_,_,_) -> alexError $ "lexical error at line " ++ (show line) ++ ", column " ++ (show column)
    AlexSkip  inp' len -> do
        alexSetInput inp'
        alexMonadScan
    AlexToken inp'@(_,_,_,n') _ action -> do
        alexSetInput inp'
        action (ignorePendingBytes inp) len
      where
        len = n'-n

together with ByteString using Int64 for lengths.

Btw, I can't seem to reproduce this. In fact, the tests from the testsuite,

https://github.com/simonmar/alex/blob/master/tests/tokens_monad_bytestring.x and
https://github.com/simonmar/alex/blob/master/tests/tokens_monadUserState_bytestring.x

seem to compile just fine...

I can't seem to be able to reproduce this problem in a smaller sample - I'll just write it off as a problem restricted to the given project and close this issue.
Sorry for the inconvenience.


High Level Architecture with intent of modularity

Employee portal today hooks to coloredcow.com.
HR, Finance should be modular and extensible.

No further updates on this. Closing. All additional discussions will be tracked separately.


Can we optimize performance of SHADE in PyFerret using CELL_ARRAY approach?

Reported by steven c hankin on 7 Nov 2013 23:35 UTC
If Cairo offers the ability to rescale an image using different scale factors for the X and Y axes (changing the aspect ratio), then it should be possible to produce Ferret SHADE outputs much faster as long as the axes of the field are regularly spaced.  Just create the image in memory at the same nx and ny size as the underlying 2D array, and then rescale it to fit into the plot axis rectangle of the output window.
Migrated-From: http://dunkel.pmel.noaa.gov/trac/ferret/ticket/2103

Comment by karl.smith on 8 Nov 2013 05:29 UTC
Cairo (and Qt, for that matter) support a transformation matrix that incorporates rotation, scaling, shear, and translation.
See http://cairographics.org/manual/cairo-cairo-matrix-t.html#cairo-matrix-t
which give the equations:
x_new = xx * x + xy * y + x0;
y_new = yx * x + yy * y + y0;
Typically this is viewed as matrix multiply (x, y, 1) with:
xx   yx    0
xy   yy    0
x0   y0    1
(For Qt, one uses a QMatrix (deprecated) or QTransform; see http://qt-project.org/doc/qt-4.7/qtransform.html but realize the default Qt4 under RHEL5 is Qt 4.2.1 - no QTransform)

Comment by steven.c.hankin on 31 Dec 2014 22:43 UTC
Using the approach outlined in this ticket could potentially make Ferret SHADE and FILL outputs an order of magnitude faster and the output metafiles similarly smaller.  We have seen recently (RIBBON plot discussions) that the number of graphics calls is a critical performance consideration.  The reason that the GKS CELL ARRAY call was not used (back in the day) is that it supported neither transparent cells, nor non-uniform scaling along an axis.
Ideally, this enhancement of producing a raster output as a single graphics operation would be applicable to 3-argument graphics as well
yes?  FILL/IMAGE  temp, xcoord, ycoord
   or
yes?  FILL/FAST   temp, xcoord, ycoord

It isn't clear whether the QTransform would have the power to represent this (friggin amazing if so), but we could potentially use the ESMF routines to implement the needed generality ourselves.

Comment by karl.smith on 23 Jan 2015 17:19 UTC
Cairo 1.12 (the latest version as of this writing; RHEL6 uses 1.8) allows creation of an intricate "ink source", that is then applied through the path "stencil" to the actual drawing surface.  They potentially could be used to create a single ribbon-plot ink source used with a single multi-line path to create a ribbon plot in one drawing call.
See the cairo_patthern_create_mesh function:
http://cairographics.org/manual/cairo-cairo-pattern-t.html#cairo-pattern-create-mesh
and the subsequent cairo_mesh_* functions.

Comment by steven.c.hankin on 27 Jan 2015 02:06 UTC
It looks to me like the number of individual calls that are needed to set up the Cairo "pattern" through this API is similar to what we do now.  For example, for a RIBBON plot each uniform-colored line segment would require a separate call to Cairo, in order to define the colors running between those two endpoints.  These are not calls to the low level graphics;  instead they are calls to the Cairo pattern creator, so there may be a performance boost, but the odds of great improvement by going this way seem fairly low.
==>  Also per group meeting today Karl is exploring the possibility that pyFerret may use Qt only, and allow us to eliminate Cairo from the code base altogether.  If so the Cairo-based solutions for the type of speed up discussed here would become moot.


Update customer-lockbox-overview.md

Removing preview tag for GA features: approver role for subscription scoped requests and alternate email notifications.

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

#sign-off

This draft is ready to be reviewed and merged as well.


Foward kwargs in send_mail

And rename arguments to match django send_mail incase of future updates.

Merged in 43f23a600e04e0d478e2d57849782d00bf4c92bf + parent. Thanks!

Do I need to update changelog/release notes or is that done in release-prep?

@mgd020 that was done in e09a56f

Ta! This branch is merged/closed now anyway.
On Monday, 7 December 2015, Dan Braghis<EMAIL_ADDRESS>wrote:

@mgd020 https://github.com/mgd020 that was done in e09a56f
https://github.com/torchbox/wagtail/commit/e09a56f51c20d65b4a6472d6fce29edf8628fe30
—
Reply to this email directly or view it on GitHub
https://github.com/torchbox/wagtail/pull/1981#issuecomment-162466411.


URL Shortener Microservices Issues

Hi -
I was working on the "APIs and Microservices Projects - URL Shortener Microservice" project today and experienced difficulties getting the project to connect to the MongoLabs service used in this section of the curriculum.
After a lot of digging, I eventually found out that the Mongoose version in the project boilerplate is out of date and doesn't connect with MongoLabs. The free tier requires a newer version of Mongoose.
It looks there is already a pull request out there to get this fixed:
https://github.com/freeCodeCamp/boilerplate-project-urlshortener/pull/15
It would be nice to see this get merged in as it caused a lot of issues while I was working on this project.

Hi @bobmatyas, thank you for creating this issue. You're right that a lot of the backend and API projects need their dependencies updated. I'm in the process of going through these projects and overhauling what I can.

@scissorsneedfoodtoo Awesome, I'm glad to hear it! Thanks for looking into it.

@bobmatyas, thank you again for bringing this to our attention. We can close this now that https://github.com/freeCodeCamp/boilerplate-project-urlshortener/pull/15 was merged.


Use real docker images in examples.

Replaced by https://clusterhq.atlassian.net/browse/FLOC-245

We are moving our development planning to JIRA. This issue is now being tracked at https://clusterhq.atlassian.net/browse/FLOC-245. You are welcome to file additional issues in GitHub if that's easier for you.

We are moving our development planning to JIRA. This issue is now being tracked at https://clusterhq.atlassian.net/browse/FLOC-245. You are welcome to file additional issues in GitHub if that's easier for you.

We are moving our development planning to JIRA. This issue is now being tracked at https://clusterhq.atlassian.net/browse/FLOC-245. You are welcome to file additional issues in GitHub if that's easier for you.


updated requirements

in process of getting requirements captured and migrated (from v1).

need to create issue about Assurance Levels

Discussed at ToIP : Early merge and continue moving on in future PRs. This comments will be addressed in future PRs.


Add modal example

Summary
Add examples for Modal component in RNTester for:

onDismiss (iOS)

Note: there may be an issue with onDismiss (#29455 )

onShow
hardwareAccelerated (Android)
statusBarTranslucent (Android)

Changelog

[General] [Add] - Added examples for Modal component in RNTester
Test Plan

@rickhanlonii The only failing test is test_ios_unit_frameworks_hermes which was failing on master!

Thanks for working on this :)
Just checking, did you test on iOS as well? (since the diff makes some iOS specific changes, and I don't see that in your test plan)

Thanks for working on this :)
Just checking, did you test on iOS as well? (since the diff makes some iOS specific changes, and I don't see that in your test plan)

@PeteTheHeat Yup, I've tested it on iOS as well.


add coding files which are not in there folder to their respective folder

@arin2002 please assign me this task.

ok @MayankUghade

I organised the files and created proper folders for each data structure and Algorithm in C++, but the tags are not assigned to me . Can you please look into this @arin2002.

ok sure check now @Deepti0512

hii @arin2002 ,pls assign this to me

@ashish5433 ok