Leveraging maven profiles

Have you considered the use of maven profiles for different deployment environments?
I came across this issue https://github.com/kubernetes/helm/issues/2620 that suggests storing common values in values.yaml and then overriding them with environment-specific values that are stored in an environment-specific file, e.g. prod-values.yml.
Would you consider an optionextraFiles that accepts a list of files with the overriding values?
Or, if possible, a generic, more flexible parameter extraOptions that passes a string to helm, e.g. -f prod-values.yml.
The process would look something like this:

In Maven pom.xml one would define profiles, e.g. dev, prod.
A chart folder would contain values.yaml, values-dev.yaml and values-prod.yaml for common, dev- and prod-specific values respectively.
Maven Helm plugin would be configured to pass the following string to helm:
<extraOptions>-f values-${project.ActiveProfiles[0]}.yaml</extraOptions>

Hi; thanks for using the microBean Helm Maven Plugin.
First, to address a couple of things in here: this plugin does not work by invoking helm.  So there's no -f option.
What you're suggesting is a simple matter of Maven profiles and configuration so in a limited sense is supported already.
The limitation that is the subject of another enhancement (#13) is that currently you can only supply values as a YAML string.  Obviously it would be nice to allow you to supply them as a file or URI.


Basic application

User story
As a user I want an application for my PC so that I can remotely control the car.
Acceptance criteria:

[ ] A PC application that can send the commands required for the Car Controls milestone which are forward, backwards, left, right and brake.

We decided to work with android studio and to create an mobile app instead of a PC application


Tech report pipeline

Merge branch 'main' into tech_report_pipeline
diff --git a/.github/linters/.python-lint b/.github/linters/.python-lint
index cde00ce..4e3b44a 100644
--- a/.github/linters/.python-lint
+++ b/.github/linters/.python-lint
@@ -467,4 +467,4 @@ valid-metaclass-classmethod-first-arg=mcs

 # Exceptions that will emit a warning when being caught. Defaults to
 # "Exception"
-overgeneral-exceptions=Exception
+overgeneral-exceptions=builtins.Exception
diff --git a/.github/workflows/code-static-analysis.yml b/.github/workflows/code-static-analysis.yml
index 372a4a1..cdc5f87 100644
--- a/.github/workflows/code-static-analysis.yml
+++ b/.github/workflows/code-static-analysis.yml
@@ -33,10 +33,10 @@ jobs:
         language: ['python']
     steps:
       - name: Checkout repository
-        uses: actions/checkout@v3
+        uses: actions/checkout@v4
       - name: Set up Python 3.8
         if: ${{ matrix.language == 'python' }}
-        uses: actions/setup-python@v4
+        uses: actions/setup-python@v5
         with:
           python-version: '3.8'
       - name: Install dependencies
@@ -48,11 +48,11 @@ jobs:
           # that includes the dependencies
           echo "CODEQL_PYTHON=$(which python)" >> $GITHUB_ENV
       - name: Initialize CodeQL
-        uses: github/codeql-action/init@v2
+        uses: github/codeql-action/init@v3
         with:
           # config-file: ./.github/codeql/codeql-config.yml
           queries: +security-and-quality
           setup-python-dependencies: false
           languages: '${{ matrix.language }}'
       - name: Perform CodeQL Analysis
-        uses: github/codeql-action/analyze@v2
+        uses: github/codeql-action/analyze@v3
diff --git a/.github/workflows/deploy-cloud-workflow.yml b/.github/workflows/deploy-cloud-workflow.yml
index c4b2d1c..c95f847 100644
--- a/.github/workflows/deploy-cloud-workflow.yml
+++ b/.github/workflows/deploy-cloud-workflow.yml
@@ -13,14 +13,14 @@ jobs:
     name: Deploy Cloud Workflow
     runs-on: ubuntu-latest
     steps:
-      - uses: actions/checkout@v3
+      - uses: actions/checkout@v4
       - id: 'auth'
         name: 'Authenticate to Google Cloud'
-        uses: 'google-github-actions/auth@v1'
+        uses: 'google-github-actions/auth@v2'
         with:
           credentials_json: '${{ secrets.GCP_SA_KEY }}'
       - name: Set up Cloud SDK
-        uses: google-github-actions/setup-gcloud@v1
+        uses: google-github-actions/setup-gcloud@v2
       - name: gcloud workflows deploy
         run: |
           gcloud workflows deploy data-pipeline \
diff --git a/.github/workflows/deploy-dataflow-flex-template.yml b/.github/workflows/deploy-dataflow-flex-template.yml
index 180b4fe..985694b 100644
--- a/.github/workflows/deploy-dataflow-flex-template.yml
+++ b/.github/workflows/deploy-dataflow-flex-template.yml
@@ -17,18 +17,22 @@ jobs:
     name: Deploy Dataflow Flex Template
     runs-on: ubuntu-latest
     steps:
-      - uses: actions/checkout@v3
+      - uses: actions/checkout@v4
       - id: 'auth'
         name: 'Authenticate to Google Cloud'
-        uses: 'google-github-actions/auth@v1'
+        uses: 'google-github-actions/auth@v2'
         with:
           credentials_json: '${{ secrets.GCP_SA_KEY }}'
       - name: Set up Cloud SDK
-        uses: google-github-actions/setup-gcloud@v1
+        uses: google-github-actions/setup-gcloud@v2
       - name: Build flex templates
         id: build_flex_template
         run: echo "BUILD_TAG=$(./build_flex_template.sh | tail -1)" >> $GITHUB_OUTPUT
         shell: bash
+      - name: Check BUILD_TAG
+        # Fail the run if the BUILD_TAG is empty
+        if: ${{ steps.build_flex_template.outputs.BUILD_TAG == '' }}
+        run: exit 1
       - name: Update Cloud Workflow build tag
         # yamllint disable rule:line-length
         run: sed -ri 's/^(\s*-\sflexTemplateBuildTag:)(\s".*"$)/\1 "${{ steps.build_flex_template.outputs.BUILD_TAG }}"/' data-pipeline.workflows.yaml
diff --git a/.github/workflows/linter.yml b/.github/workflows/linter.yml
index 4a7fefd..7f6a1d4 100644
--- a/.github/workflows/linter.yml
+++ b/.github/workflows/linter.yml
@@ -19,7 +19,7 @@ jobs:
     runs-on: ubuntu-20.04
     steps:
       - name: Checkout Code
-        uses: actions/checkout@v3
+        uses: actions/checkout@v4
         with:
           # Full git history is needed to get a proper list of changed files within `super-linter`
           fetch-depth: 0
diff --git a/.github/workflows/unittest.yml b/.github/workflows/unittest.yml
index de73ed1..2dd2955 100644
--- a/.github/workflows/unittest.yml
+++ b/.github/workflows/unittest.yml
@@ -18,9 +18,9 @@ jobs:
         python-version: ["3.8"]

     steps:
-      - uses: actions/checkout@v3
+      - uses: actions/checkout@v4
       - name: Set up Python ${{ matrix.python-version }}
-        uses: actions/setup-python@v4
+        uses: actions/setup-python@v5
         with:
           python-version: ${{ matrix.python-version }}
           cache: 'pip'
@@ -35,7 +35,7 @@ jobs:
           COVERAGE_FILE: ".coverage.${{ matrix.python-version }}"

       - name: Store coverage file
-        uses<EMAIL_ADDRESS>+        uses: actions/upload-artifact@v4
         with:
           name: coverage
           path: .coverage.${{ matrix.python-version }}
@@ -45,9 +45,9 @@ jobs:
     runs-on: ubuntu-latest
     needs: build
     steps:
-      - uses: actions/checkout@v3
+      - uses: actions/checkout@v4

-      - uses: actions/download-artifact@v3
+      - uses: actions/download-artifact@v4
         id: download
         with:
           name: 'coverage'
@@ -60,7 +60,7 @@ jobs:
           MERGE_COVERAGE_FILES: true

       - name: Store Pull Request comment to be posted
-        uses: actions/upload-artifact@v3
+        uses: actions/upload-artifact@v4
         if: steps.coverage_comment.outputs.COMMENT_FILE_WRITTEN == 'true'
         with:
           # If you use a different name, update COMMENT_ARTIFACT_NAME accordingly
diff --git a/data-pipeline.workflows.yaml b/data-pipeline.workflows.yaml
index 296da8b..7146865 100644
--- a/data-pipeline.workflows.yaml
+++ b/data-pipeline.workflows.yaml
@@ -22,7 +22,7 @@ main:
                   - project: ${sys.get_env("GOOGLE_CLOUD_PROJECT_ID")}
                   - region: "us-west1"
                   - flexTemplateRepo: "data-pipeline"
-                  - flexTemplateBuildTag: "2023-10-10_08-16-17"
+                  - flexTemplateBuildTag: "2023-12-04_13-07-52"
                   - flexTemplateBasePath: ${"gs://" + project + "/dataflow/templates/" + flexTemplateRepo}
                   - flexTemplateTemp: ${"gs://" + project + "-staging/dataflow"}

diff --git a/modules/transformation.py b/modules/transformation.py
index 8dd5c1c..4eee1bf 100644
--- a/modules/transformation.py
+++ b/modules/transformation.py
@@ -552,6 +552,7 @@ class HarJsonToSummary:
             "mp4",
             "flv",
             "f4v",
+            "wasm",
         ]
         # initialize the hashes
         for typ in typs:
diff --git a/modules/utils.py b/modules/utils.py
index cf3975d..b447e78 100644
--- a/modules/utils.py
+++ b/modules/utils.py
@@ -44,6 +44,7 @@ def get_ext(ext):
     return ret_ext

+# When adding to this make sure you also add to transformation.py aggregate_stats
 def pretty_type(mime_typ, ext):
     mime_typ = mime_typ.lower()

@@ -81,6 +82,8 @@ def pretty_type(mime_typ, ext):
         (typ for typ in ["flash", "webm", "mp4", "flv"] if typ in mime_typ), None
     ) or ext in ["mp4", "webm", "ts", "m4v", "m4s", "mov", "ogv", "swf", "f4v", "flv"]:
         return "video"
+    elif "wasm" in mime_typ or ext == "wasm":
+        return "wasm"
     elif "html" in mime_typ or ext in ["html", "htm"]:
         # Here is where we catch "text/html" mime type.
         return "html"
* Unmerged path requirements.txt
diff --git a/test/test_utils.py b/test/test_utils.py
index 54d7152..a744c1c 100644
--- a/test/test_utils.py
+++ b/test/test_utils.py
@@ -79,6 +79,7 @@ class Test(TestCase):
             ("flv", "video"),
             ("html", "html"),
             ("htm", "html"),
+            ("wasm", "wasm"),
         ]

         for given, expect in tests:


Revert non-active try-apply differentiation workarounds

Since TF-433 was fixed, we can remove all the workarkounds for (non-active) try-apply.
For example, calls to Array.map(_:) and Bool.&&.

cc @dan-zheng


Move morton3D and sortObjects out of TreeConstruction to DetailsUtils

Few questions:

Is DTK_DetailsUtils.hpp the right place for them?
Should they be in DTK or DTK::Details namespace?
Should we put generalize sortObjects to work with more types, and rename to sort?

Maybe but only if it makes sense if/when search becomes its own package
Probably the details namespace
I would say make this change later when we have a need for a different type to be sorted.

@dalg24 I addressed your comments, and introduced DTK_DetailsSortUtils.hpp and DTK_DetailMortonCode.hpp. Both Morton code and sort utilities are inside Details namespace. I did not address the issue of changing the sortObjects interface at this point.

Codecov Report

Merging #489 into master will decrease coverage by <.01%.
The diff coverage is 100%.

@@            Coverage Diff             @@
##           master     #489      +/-   ##
==========================================
- Coverage   96.09%   96.09%   -0.01%
==========================================
  Files         118      120       +2
  Lines        8792     8790       -2
==========================================
- Hits         8449     8447       -2
  Misses        343      343

Impacted Files
Coverage Δ

...h/src/details/DTK_DetailsTreeConstruction_decl.hpp
100% <ø> (ø)
:arrow_up:

...s/Search/src/details/DTK_DetailsBatchedQueries.hpp
100% <100%> (ø)
:arrow_up:

...ackages/Search/test/tstDetailsTreeConstruction.cpp
98.72% <100%> (-0.01%)
:arrow_down:

packages/Search/src/DTK_LinearBVH_decl.hpp
100% <100%> (ø)
:arrow_up:

...ch/src/details/DTK_DetailsTreeConstruction_def.hpp
100% <100%> (ø)
:arrow_up:

...ckages/Search/src/details/DTK_DetailsSortUtils.hpp
100% <100%> (ø)

...kages/Search/src/details/DTK_DetailsMortonCode.hpp
100% <100%> (ø)

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 848944b...895f8a8. Read the comment docs.


Miscellaneous memory leak fixes

The changes in wlroot include a very minor leak in x11/backend.c (7bc2657) and a bug in tablet_manager_v2 (9f511ae).
The other commits to the examples include setting keymaps more securely (7105864), and removing pointers in multi-pointer (6af77e3).
Please let me know if some commits are better merged squashed (say, all the edits to examples).

Thanks!


Is the correct thing to include a --allow-dirty-manifest flag?

This was resolved by @amling in 7d7aa5d710dd0ef51aadee17eaf8028a3272fd0c


Move coordinator to separate folder on v1

What this PR does:
Applies following PRs on the v1 branch as well, so we have also coordinator files under dedicated folder:

https://github.com/stargate/stargate/pull/2463
https://github.com/stargate/stargate/pull/2478
https://github.com/stargate/stargate/pull/2491
applies some manual changes

@jeffreyscarpenter @tatu-at-datastax This was pretty easy to do. However, doing a merge test now showed a lot of conflicts. However, I think that can be resolved once and then we would be fine. Need to check that though.

Hmm, I think I am going to redo this one. I don't feel too confident here because I used the commits from main and applied them here.. Would feel more if I would do it still step by step directly on v1, confirming that there are no hidden changes..

Hmm, I think I am going to redo this one. I don't feel too confident here because I used the commits from main and applied them on v1.. Would feel more if I would do it still step by step directly on v1, confirming that there are no hidden changes..

Ok, I think that's a good idea, just in case. +1.


Bumblebee with legacy nvidia driver

Issue description
This is the first issue I fill on github, I hope I do it properly.
When I install bumblebee on my Intel/Nvidia laptop, it installs the latest nvidia driver when it should use "nvidiaLegacy340". I have no way of specifying the version of nvidia drivers to use in bumblebee.
One possible fix would be to add values in the enum "hardware.bumblebee.driver" to allow specifying the driver version and adapt the code accordingly.
Maybe this line should be modified to pass the driver version
Technical details

System: 17.09.1502.19879836d1 (Hummingbird)
Nix version: nix-env (Nix) 1.11.15
Nixpkgs version: 17.09.1502.19879836d1
Sandboxing enabled: build-use-sandbox = false
Relevant configuration:

  services.xserver.videoDrivers = [ "intel" ];
  hardware.bumblebee.enable = true;
  hardware.bumblebee.driver = "nvidia";
  nixpkgs.config.allowUnfree = true;

I also ran into the same issue and opened #59780 to fix it, but I always get the error reported by @SchrodingerZhu in #56729.
In #59780 @jD91mZM2 suggests setting this option:
boot.kernelPackages = pkgs.linuxPackages.extend (self: super: {
  nvidia_x11 = super.nvidia_x11_legacy390;
});

But that still seems to cause problems and/or use the newest driver in some cases.
I'll try to investigate further

Still important, stale bot

boot.kernelPackages = pkgs.linuxPackages.extend (self: super: {
  nvidia_x11 = super.nvidia_x11_legacy390;
});

With this I'm able to use nvidia acceleration using primusrun.
But only under root or sudo. But this seems to be a different unsolved problem.

But only under root or sudo. But this seems to be a different unsolved problem.

This could be fixed by adding user to video group tho I'm still getting
[ 3730.221820] [ERROR]Cannot access secondary GPU - error: [XORG] (EE) /dev/dri/card0: failed to set DRM interface version 1.4: Permission denied

but the error seems to be coming from socket.
I'm trying this on 20.09 on laptop which can only do legacy driver, no luck so far. Only managed to get prime.sync mode running but offload doesn't seem to be supported with legacy driver.

Still important.

Still important

Still important, because Nvidia PRIME is not supported or older cards. Though, for some PRIME can work without offloading using dedicated card all the time.


[Bug 🐞]: microVM nixOS is alpine linux

What happened?
I deployed a microVM, choosing NixOS as the OS option. But in terminal:
testmemproof:/etc/nix# cat /etc/*release
3.16.3
NAME="Alpine Linux"
ID=alpine
VERSION_ID=3.16.3
PRETTY_NAME="Alpine Linux v3.16"
HOME_URL="https://alpinelinux.org/"
BUG_REPORT_URL="https://gitlab.alpinelinux.org/alpine/aports/-/issues"
testmemproof:/etc/nix#

What did you expect?
That this would be a nixos machine
What browsers are you seeing the problem on?
No response
ZOS info
No response
Dashboard info
No response
weblets info
No response
Relevant log output
No response

Seems indeed this image would be better described as Alpine with Nix package manager inside. Build files are here.
If the nixos/nix Docker image would be what you're looking for, you can easily convert it to an flist to run as a micro VM using the Hub's converter function.


Mount front LED matrix

Current idea: use the front rack and slide in the LED matrix panel sliders and mount the Metro right behind the panel or supported by the extrusion using velcro (fast fix) May have to make the wire extender longer for the power/maybe ribbon cable but hopefully not.


Info

Can i get your discord server link i have a issue about something else regarding your projects.
Please share link.

I don't currently have a public discord server for you, although you can add me: iiPython#0768


source-highlighter not working

I tried a simple example with highlightjs and prettify and none worked. Looked through the repo and examples and I saw nothing related.
Is it supported?

Hey @abelsromero, it should be supported (at least for Highlight.js).
I will investigate 👀

@abelsromero Did you check https://github.com/Mogztter/asciidoctor-web-pdf/blob/master/examples/document/basic-example.pdf? Could you share a sample document that reproduce this issue?

Nice catch, it's a regression introduced in https://github.com/Mogztter/asciidoctor-web-pdf/commit/7397e3613a39576b166556c2a0245ae558c2b6c4.
Asciidoctor only assigns the syntax highlighter on the Document when the basebackend is html: https://github.com/asciidoctor/asciidoctor/blob/4284a176fac29bdde62288f13e7ebb18defeb9aa/lib/asciidoctor/document.rb#L1208-L1218
As you can see, we are currently using html5... I will fix this issue and add a test to make sure that we won't break it again.

@mojavelinux we might want to revisit this condition if (basebackend = attrs['basebackend']) == 'html' now that we have a proper API for syntax highlighter?
It seems a bit restrictive to set the syntax_highlighter attribute only when the basebackend is html no?

This is actually correct. The syntax highlighters assume they are producing HTML, so the basebackend must be html (which indicates the backend knows how to deal with HTML fragments).

The basebackend is not meant to be versioned, so it should be html.

This is actually correct. The syntax highlighters assume they are producing HTML, so the basebackend must be html (which indicates the backend knows how to deal with HTML fragments).

Got it.

The basebackend is not meant to be versioned, so it should be html.

👍🏻

@Mogztter thanks a lot! For what it's worth, I tested with the HEAD version and it's working now :+1:

Thanks for the validation.
I will probably release a new version soon since it's a pretty big regression 😬

I just released https://github.com/Mogztter/asciidoctor-web-pdf/releases/tag/v1.0.0-alpha.9


Export: add option to export textures into a folder

For the "glTF Separate" format, you can now pick a path relative to the location of the .gltf to put texture files in. Defaults to the empty path, ie. the same folder as the .gltf, so there's no change in the default behaviour.
Closes #759

Since the __add_image function needed to know the output path, this takes the suggestion from the TODO there and passes the export options to the constructor of the Exporter object.

Thank you @scurest  :)


OffsetSampleProvider - Can't "Take" and "LeadOut" in single operation?

I'm trying to take the first 6 seconds or so of an audio clip, and then add a couple minutes of silence after it.  When I run this code the resulting wav file is only 6 seconds long instead of 2:06:
 offsetSampleProvider.Take = endAudioTimeTimespan.Duration();
 offsetSampleProvider.LeadOut = silenceToAddToEnd.Duration();

WaveFileWriter.CreateWaveFile16(newWavFile, offsetSampleProvider);

If I break this into 2 separate AudioFileReader operations (take samples, create wav file, read wav file, add silence) it works as expected.

yeah, that's a bug. I'll check in a fix soon

Thanks for looking at this Mark, but it looks like the latest code has an issue using LeadOut by itself now.  For example, adding a LeadOut of 1:10 to a 2:43 wav file produced a wav of 1:14.  When I reverted to the previous OffSetSampleProvider code it produced the correct length (3:53)

doh, think I can see what it is. Need another unit test. Will try to get this fixed soon

Thanks again Mark!  Another thought that just occurred to me - perhaps I should just chain multiple OffsetSampleProviders together.  That's how I have it implemented now and all is good.  NAudio is a phenomenal tool and I'm grateful for your help.

yes that works too, but its nice to flush out any remaining bugs in OffsetSampleProvider so thanks for reporting


Duplicate ID

I have an array of services that uses  and the more href has the same ID. line-clamp-show-more-button. I am using version 2.0.0.

Same goes for the line-clamp-show-less-button id. Are there any plans on addressing this issue? Rendering the same component multiple times is not an uncommon thing to do.
I'm open to making a PR for this as well.

Including multiple instances of the same ID throughout a web page is problematic for accessibility, especially if the elements need to be referenced by ARIA attributes such as aria-labelledby and aria-controls. We should generate unique IDs for each instance of ember-line-clamp on the page and/or provide the ability to specify custom ID values. Currently, usage of this addon gets flagged as an a11y violation by axe-core's duplicate-id-active check.

Fixed by https://github.com/lstrrs/ember-line-clamp/pull/95


Allow users to switch between dispatch "contexts" in a way similar to kubectl

Feature Request
Currently there is a single default config location for dispatch ~/.dispatch/config.json.  Everytime a new dispatch instance is installed that file is overwritten.  While we do support pointing to separate config locations, this is cumbersome.
Detailed Description

Context

Possible Implementation

A simple solution is to name the config by the dispatch host, and maintain a separate file in the ~/.dispatch directory which indicated which config is current.  We can use the dispatch CLI for managing this file
dispatch config list
# list all available configs
dispatch config set <config name>
# writes the current config to ~/.dispatch/current (or something)
dispatch config delete <config name>
# delete the ~/.dispatch/<config name>.json file

Complexity

[x] Low - Simple enhancement or bug fix, no architectural changes or refactoring
[ ] Medium - Change requires some thought, but is relatively isolated
[ ] High - Significant architectural change or large refactor

Fixed.


Custom model gives bad bounding boxes

Greetings!
I tried running this project with my custom model and it seems to work somewhat fine, it detects the objects (2 classes) but it does not show bounding boxes on my mobile.
The reason is that it gives irrealistic width, height values for the object which cannot be seen on the mobile screen(2220x1080) as seen in the picture below:

The original model seems to work fine:

This is the part where I added the debug messages in PhoneARCamera:

Another thing that bugs me is that the position values are negative with my custom model but it still places the anchor to the object in real life, so it can certainly detect it, but something is off. Any idea why this might be?

Have you tried checking your custom anchors that you generated and correctly importing these for inference?


Config files

Hi,
I am trying to use "X-101-FPN | DCN Cascade Mask | GC(c3-c5, r4)", but I am getting errors. I think that's due to using a wrong config file. Would you let me know which config file corresponds to that model?
Thanks!

@roozbehm
Hi thanks for your heads up.
All model links have been updated. Please try it again and feel free to re-open this issue if bug still exits.


generalization of degord2spec

This should also take care of the multi-species case - maybe something like degordcat2spec but I will need some more thoughts on that. Mission self-assigned.

Issue closed by merging #24


Some cleanup before launch

Please review @jestoniyap @kevin-ingenuity
I want to make sure I didn't remove any critical files.

@aaustin all good to me


Validate co-ordinates for groups

As we have seen a lot of the entries have incorrect co-ordinates listed.
Usually, they have the co-ordinates for another settlement with the same name. Eg two cities in US with same name but in different states, sometimes same names but in different countries.
We've fixed a bunch as they were brought to our attention but I want to proactively validate all the entries.

good well done


BUG - mne coreg issues

I'm observing odd behavior in mne coreg on a clean install on a macbook.

sys.info
(mne-trunk) a483e75df2f6:~ bloyl$  python -c "import mne; mne.sys_info()"
Platform:      Darwin-18.7.0-x86_64-i386-64bit
Python:        3.7.5 (default, Oct 25 2019, 10:52:18)  [Clang 4.0.1 (tags/RELEASE_401/final)]
Executable:    //anaconda3/envs/mne-trunk/bin/python
CPU:           i386: 8 cores
Memory:        16.0 GB

mne:           0.19.2
numpy:         1.17.4 {blas=mkl_rt, lapack=mkl_rt}
scipy:         1.3.1
matplotlib:    3.1.1 {backend=MacOSX}

sklearn:       0.21.3
numba:         0.46.0
nibabel:       2.5.1
cupy:          Not found
pandas:        0.25.3
dipy:          1.0.0
mayavi:        4.7.1 {qt_api=pyqt5, PyQt5=5.13.2}
pyvista:       0.22.4
vtk:           8.1.2

The issue is that head surfaces aren't rendering and points (fids, dig etc) are only sometimes visible depending on how the view is rotated etc.
Interestingly this only happens when called this way. mne coreg
If the subjects dir is supplied, mne coreg -s sample -d ~/mne_data/MNE-sample-data/subjects,  it seems to work correctly.
Here is a gif showing the issue with mne coreg

and a screenshot of is working with mne coreg -s sample -d ~/mne_data/MNE-sample-data/subjects

I've witnessed the same behavior on my Mac too using 0.19 and, I believe, master.

I could not replicate.
can it be a pb with the fsaverage folder you have? in the first case
it's fsaverage and with full command line you use sample
$ python -c "import mne; mne.sys_info()"
Platform:      Darwin-18.7.0-x86_64-i386-64bit
Python:        3.7.5 (default, Oct 25 2019, 10:52:18)  [Clang 4.0.1
(tags/RELEASE_401/final)]
Executable:    /Users/alex/miniconda3/bin/python
CPU:           i386: 4 cores
Memory:        8.0 GB
mne:           0.20.dev0
numpy:         1.17.3 {blas=mkl_rt, lapack=mkl_rt}
scipy:         1.3.1
matplotlib:    3.1.1 {backend=MacOSX}
sklearn:       0.21.3
numba:         0.46.0
nibabel:       2.5.1
cupy:          Not found
pandas:        0.25.3
dipy:          1.0.0
mayavi:        4.7.1 {qt_api=pyqt5, PyQt5=5.13.2}
pyvista:       0.22.4
vtk:           8.1.2

I don't get the same problem, but I do get some wacky behaviors in terms of when distances are reloaded and so forth. I can look into this at some point. In the meantime use the workaround of closing and reloading directly with mne coreg -s whoever -d subjects_dir_wherever

This is a known VTK issue having to do with how they create OpenGL contexts without depth buffers (!) on some systems. Closing as we "just" need to wait for VTK 9 to land.


Elevenlabs-langchain API should integrate very important parameter 'voice'

Feature request
The langchain API integration Elevenlabs should accomodate the very important parameter voice.
Motivation
Without the voice parameter, the Elevenlabs langchain integration is unusable because play() switches the voice randomly with every execution.
Your contribution
I tracked down the releveant code in the Elevenlabs-langchain integration API down to this section:
def _run(
        self, query: str, run_manager: Optional[CallbackManagerForToolRun] = None
    ) -> str:
        """Use the tool."""
        elevenlabs = _import_elevenlabs()
        try:
            speech = elevenlabs.generate(text=query, model=self.model)
            with tempfile.NamedTemporaryFile(
                mode="bx", suffix=".wav", delete=False
            ) as f:
                f.write(speech)
            return f.name
        except Exception as e:
            raise RuntimeError(f"Error while running ElevenLabsText2SpeechTool: {e}")

[[docs]](https://api.python.langchain.com/en/latest/tools/langchain.tools.eleven_labs.text2speech.ElevenLabsText2SpeechTool.html#langchain.tools.eleven_labs.text2speech.ElevenLabsText2SpeechTool.play)    def play(self, speech_file: str) -> None:
        """Play the text as speech."""
        elevenlabs = _import_elevenlabs()
        with open(speech_file, mode="rb") as f:
            speech = f.read()

        elevenlabs.play(speech)

[[docs]](https://api.python.langchain.com/en/latest/tools/langchain.tools.eleven_labs.text2speech.ElevenLabsText2SpeechTool.html#langchain.tools.eleven_labs.text2speech.ElevenLabsText2SpeechTool.stream_speech)    def stream_speech(self, query: str) -> None:
        """Stream the text as speech as it is generated.
        Play the text in your speakers."""
        elevenlabs = _import_elevenlabs()
        speech_stream = elevenlabs.generate(text=query, model=self.model, stream=True)
        elevenlabs.stream(speech_stream)

The calls to elevenlabs.generate and elevenlabs.play must be extended with the voice parameter.
After this change, the langchain calls run, play, and importantly, stream_speech, could be made analogue the calls from the ElevenLabs API, e.g. seen in this repo:
  prediction = agent_chain.run(input=user_input.text)
    audio = generate(
        text=prediction,
        voice="Adam",
        model="eleven_monolingual_v1"
    )

It's still valid and relevant as ever to fix this issue. Without it, the API from ElevenLabs is not usable!

I'm also needing this feature

please reopen, otherwise the Elevenlabs API is unusable!


Problem converting CRAM back to BAM

Hi to all,
I have converted a BAM to a CRAM using CRAMtools and then indexed the output:
java -jar ~/local/software/cramtools/cramtools-3.0.jar cram -I in.bam -O out_cramtools.cram -R ../genomic_seqs.fa --capture-all-tags --lossy-quality-score-spec \*8 java -jar ~/local/software/cramtools/cramtools-3.0.jar index -I out_cramtools.cram
When I try to convert the CRAM back to BAM, using the code:
java -jar ~/local/software/cramtools/cramtools-3.0.jar bam -I out_cramtools.cram -R genome.fa -O fromCram.bam ,
I get the following error:
Exception in thread "main" java.lang.reflect.InvocationTargetException 	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) 	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) 	at java.lang.reflect.Method.invoke(Method.java:497) 	at net.sf.cram.CramTools.invoke(CramTools.java:91) 	at net.sf.cram.CramTools.main(CramTools.java:121) Caused by: java.lang.RuntimeException: java.io.FileNotFoundException: http://www.ebi.ac.uk/ena/cram/md5/b1586c23c97346546f29c99dff4db429 	at net.sf.cram.ref.ReferenceSource.getRegion(ReferenceSource.java:201) 	at net.sf.cram.Cram2Bam.main(Cram2Bam.java:218) 	... 6 more Caused by: java.io.FileNotFoundException: http://www.ebi.ac.uk/ena/cram/md5/b1586c23c97346546f29c99dff4db429 	at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1836) 	at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1441) 	at java.net.URL.openStream(URL.java:1038) 	at net.sf.cram.ref.ReferenceSource.loadFromPath(ReferenceSource.java:320) 	at net.sf.cram.ref.ReferenceSource.findBasesByMD5(ReferenceSource.java:366) 	at net.sf.cram.ref.ReferenceSource.getRegion(ReferenceSource.java:197) 	... 7 more
From what I understand is that CRAMtools is detecting a mismatch between the MD5 of the chromosome present in the header of the CRAM file and the MD5 of the chromosome in the genome.
I would appreciate any help.

Are the sequences in files genomic_seqs.fa and genome.fa the same?
To check a sequence md5:
samtools faidx <fasta file> <sequence name> | tail -n +2 | tr -d '\n' | tr [a-z] [A-Z] | md5sum

I have just installed samtools-1.7 and tried again to convert CRAM back to BAM.
Segmentation fault still appears so here the strace output file for debugging. Thanks for helping
strace.rosalind.samtools.log

Thanks.  Do you have gdb installed too?  If so "gdb samtools core" (assuming it dumped core, which the strace implies it did) followed by "where" within gdb will give a function stack trace pointing to the exact line of code that crashed.
Is your BAM file public at all? If so we can debug it here.

For your information, the segmentation fault error in samtools1.3 does not produce a dumped core. Here the file by strace for debugging.
strace.rosalind.samtools1.3.log
samtools 1.5 & 1.7 give segmentation fault with core dumped but without core files.

Hi @jkbonfield , any luck to understand the problem?
If not I will try f I can send to you a test CRAM file

Sorry no.  I looked at the strace output and it really isn't helpful for debugging.  A test cram file showing the problem or a gdb stack trace would be best.  Thanks.

Ok, can you please give your e-mail address? I will deposit the file on FTP server from which you can download and test.

Thanks for the data to reproduce this with.  As you see above I now have a PR to "fix" this, in as far as fix means reject the cram as invalid.
I added this as an issue at htsjdk here: https://github.com/samtools/htsjdk/issues/1088


Can't open pdb file ...\packages\sqlite-net-pcl.1.4.118\lib\netstandard1.1\SQLite-net.pdb

I'm trying to build a Windows Phone 8 project from command line using MSBuild. Using Visual Studio 2015 everything seems to be working ok, but from command line I get the following error:
_GenerateAppxSymbolPackage:
Can't open pdb file <redacted>.mobile\packages\sqlite-net-pcl.1.4.118\lib\netstandard1.1\SQLite-net.pdb

I fails creating the debug symbols and subsequently errors out at the CreateAppStoreContainer step due to the missing .appxsym.
This is the command line i use to kick of the build:
"C:\Program Files (x86)\MSBuild\14.0\bin\amd64\MSBuild.exe" /target:<redacted>_WindowsPhone8 /p:Configuration=Release "/p:Platform=Any CPU" /m /p:DebugSymbols=false /p:DebugType=None <redacted>.mobile.sln

Please let me know if what more information you need or maybe I'm doing it wrong?
FWIW the Windows 10 UWP build works fine from command line...

I think when using Visual Studio to add the nuget package it adds the wrong reference. It adds lib\netstandard1.1 when it should add lib\portable-net45+wp8+wpa81+win8+MonoAndroid10+MonoTouch10+Xamarin.iOS10?!

Yeah darn. The PDB file is the new portable format - perhaps VS 2015 can't understand it. I would have assumed it would just ignore it then. I guess I could remove it?

other pdbs seem to work ok though? Im not to familiar with msbuild so I can only guess but I have a hunch your question was rethorical?

Yeah the format changed but the extension remained the same. Unfortunately I use mono to build everything and can't generate the old format. I'll strip them out.

Thanks Frank!

Please reopen this issue because the problem is still there - as a workaround, set debugtype to "pdbonly" in csproj file when you create the nuget package.

Same problem here.


Chat: fix abort message loading state

Part of https://linear.app/sourcegraph/issue/CODY-2149/feedback-bring-the-stop-button-back-again#comment-4c363fea

Notify the webview when aborting a message submission operation to indicate there is no message in progress
Update the priorAssistantMessageIsLoading prop to check if there is a message in progress, not just if the previous message was loading

Test plan

Ask Cody a question
Hit ESC to abort the request during the context fetching step
Verify the loading state disappeared on abort:

https://github.com/sourcegraph/cody/assets/68532117/a553602a-3772-484d-b1ea-3c559eef430a

This looks related to https://github.com/sourcegraph/cody/pull/4580?

This looks related to #4580?

@keegancsmith Yup! Tim asked me to fix it in a separate PR: https://linear.app/sourcegraph/issue/CODY-2149/feedback-bring-the-stop-button-back-again#comment-4c363fea


Channel Names Being Lost in BasicMumbleProtocol

Channel names are being lost when the ChannelState message doesn't include a name.
The solution is very simple - just check that the property is specified before you replace it.
In the ChannelState function in BasicMumbleProtocol.cs, change...
c.Name = channelState.name;
To
if (channelState.nameSpecified)      c.Name = channelState.name;

I don't currently have the source checked out in Git, so I can't push an update up at the moment.

You're absolutely right.
In a broader sense there are probably little bugs like this all over the place. One of the changes I made last time I was working on Mumble# was to auto generate all the packet classes (such as channel state) from the protocol buffer specification. Previously I had been writing them by hand and didn't have the utility properties such as nameSpecified so I've probably missed out checks like this all over!

fixed in PR #47 I used the now available protobuf's ShouldSerialize to fix those kinds of issues in ChannelState, PermissionQuery and ServerSync (I didn't spot any other implemented protocol message receptions with such possible problems)


Debug messages appeaering with 0.5.2 -> 0.6.0 update

Seems requests-cache is using root logger and prints debug info with logging.info, should use logging.debug at least:
$ ./plex_trakt_sync.sh cache
INFO: Patching requests.Session with class: type
INFO: Initializing backend: sqlite
INFO: Initializing DbPickleDict with serializer: <class 'module'>
INFO: Using a secret key to sign cached items is recommended for this backend
INFO: Initializing DbDict with serializer: <class 'module'>
INFO: Using a secret key to sign cached items is recommended for this backend
redirects: 0
responses: 1539

seems current workaround is to limit this module logging:
# somewhere in application startup
logging.getLogger('requests_cache').setLevel(logging.WARNING)

I bumped most of the logging messages down to debug level.
Also, this library only logs to the requests_cache logger, not the root logger, and doesn't configure any logging handlers by default.

For posterity, the log level was changed in https://github.com/reclosedev/requests-cache/pull/225

@JWCook I might have used the wrong terminology, but logs from this library started to appear on the console in my project, as it logs levels above info to the terminal.
here's how that app configures it's logger:

https://github.com/Taxel/PlexTraktSync/blob/0.6.42/plex_trakt_sync/logging.py

What info do you want to see in stdout? INFO+ messages from just your own application, or messages from all libraries your application uses?

@JWCook not interested in seeing any messages from requests-cache at all. but it's acceptable if requests-cache uses debug log level, as terminal uses only levels with >= INFO.
maybe requests-cache debugging should be feature flag, i.e it needs to be enabled first via some environment variable or method or class constant.
to re-iterate: for my application, it's fine if requests-cache does not emit any messages above 'debug' log level by default.

There is already a standardized way to configure logging, and it's all in the stdlib logging module. What the logging config in your link is saying is "show me logging messages from everything, regardless of where it came from." That's what logging.basicConfig() does, it just configures the root logger. Any other library you're using that has logging.info statements will then show up, and there is nothing unique about requests-cache in that regard.
If what you want is to only see messages from your own application, then only configure the logger for your application. In your case, that logger would be logging.getLogger('PlexTraktSync').

@JWCook in that application trakt and plex debug entries are also logged (on purpose) to application file log (not terminal).
the only breaking change was that 0.5.x used no logging and 0.6.0 used info log level, so these end up in the console (terminal).
but I think you changed info -> debug. I have not verified were all log calls changed or just a few.


Make node materials compatible with prepass

Also adds a new PrePassTextureNode in NME to use prepass textures in node materials
Closes #13718

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FYI - the failure of the vis-tests is on me, I am working on a fix.

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FYI - the failure of the vis-tests is on me, I am working on a fix.

ok cool because I struggled to fix them 😄
also unless I'm doing something wrong, doc seems to be outdated :  http://localhost:1338/tests/validation is now a 404

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Visualization tests for webgl2 have failed. If some tests failed because the snapshots do not match, the report can be found at
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also unless I'm doing something wrong, doc seems to be outdated : http://localhost:1338/tests/validation is now a 404

Yes, you should look at https://github.com/BabylonJS/Babylon.js/blob/master/buildSystem.md#running-specific-tests for the new way of running the visualization tests.
Also, let us know when you think the PR is ready to be reviewed!

So this PR adds 2 things :

Node materials can now render to prepass

https://github.com/BabylonJS/Babylon.js/assets/3762615/3e311b6c-7213-4ff8-a9eb-30d06770c63c
https://github.com/BabylonJS/Babylon.js/assets/3762615/7f7c4713-216b-40fc-9f3d-3a2a234c6b93
PG : http://localhost:1338/#SB5I67#21
Note that you have to explicitely enable the prepass outputs on the FragmentOutput node, and of course provide your own value.

Node materials can read from prepass depth/world normal/world position

https://github.com/BabylonJS/Babylon.js/assets/3762615/36231c16-4fb4-4aa0-b2e5-b92debf1e410

PG : http://localhost:1338/#SB5I67#24
This will allow for some cool effects. However you have to be careful of the rendering order if you want some meshes to write their info before or after the node material.
General note on this PR
Some things in this PR are hacky : PrePass, and even the whole rendering pipeline, are very rigid right now - in terms on what to render, and on which target texture(s).
The main reason why this is hacky is because you can't read from textures in a framebuffer bound for writing, so I had to create a "write framebuffer" that shares the color texture with the prepass texture, so the node material can render with an enabled prepass, while still reading prepass textures.
I think it would be very beneficial to implement or extend the current rendering manager. The idea would be to have a low-level class at the engine level that knows what to render, what textures the current draw needs to read, and on which texture it needs to write for the current step in the pipeline.
Ideally, this rendering manager would have an API to add steps in the pipeline so we can somehow script to achieve advanced effect.
This would centralize and factorize all our needs for a customized pipeline : depth peeling, depth prepass, geometry buffer, prepass, subsurf scattering, etc...
Because right now everything is hard coded and we have a lot of if (depthPeelingRenderer.isEnabled) { bindFramebuffer(...) }. Instead we could have something like
renderingManager.addStep(entryPoint, readMap, writeMap, fn) where entryPoint is a hook in the pipeline, like 'beforeOpaque', readMap and writeMap are records that associate textures with their names in the shader, and fn is a function that will be called with the current rendering context, and that will be responsible for the actual rendering.
The renderingManager would create the necessary framebuffers, and bind them at the right time, so we don't have to worry about it in the code.
Of course this is just an idea, if this seems interesting to you guys, I'm very open to discuss it and help draft the specs and implementation.

Great PR!
However, I'm a bit worried about the PrePassTextureBlock...
Most of the code added to the PrePassRenderer class (which is complicated enough as it is!) is to support this functionality, and I'm not sure it's worth it: do you have any use cases for reading prepass textures in the same pass as writing to them? We can't do it right now (with standard / PBR materials), and nobody has asked for it so far, so I'd like to be sure we really need this feature before adding more complexity to the PrePassRenderer.

I agree 100% that writing to the special prepass textures (depth,normal, etc) while reading from them is useless for us, at least at this point. The cool new use cases are:

be able to read from geometry textures, for example to make a neat water shader that gets more opaque with depth
be able to write to geometry texture, to be compatible with effects like SSAO2

That said, if prepass is enabled we still need to render the color info to the color prepass texture, or we could have the following situation :

Mat 1 is rendering to prepass, to write geometry info for SSAO
Mat 2 is reading from prepass, so we disable prepass and write to the canvas framebuffer
SSAO reads from geometry info, and then composes with the prepass color texture => Mat2 color is missing and overwritten !

So even if we disable every other input in prepass, we still need to write to a RTT with at least the color texture in index 0. That was the purpose of noPrePassDefaultRT.
But your remark that it adds complexity to the prepass renderer, which is already complex, is completely true.
That's why I added my laïus about making a low-level class that would engineer framebuffers for us (and handle webGPU as well)

I think we should add reflectivity texture support in this PR, in order to support SSR. In fact, SSR support in node materials was the primary reason for creating this issue!
Another concern is that users may wonder what these new FragmentOutputBlock inputs are:

I think we should try to give them visual clues. For example:

(PrePass should probably be below the line, but I'm no CSS expert...)
cc @PatrickRyanMS who will probably have better ideas!

I agree 100% that writing to the special prepass textures (depth,normal, etc) while reading from them is useless for us, at least at this point. The cool new use cases are:

be able to read from geometry textures, for example to make a neat water shader that gets more opaque with depth
be able to write to geometry texture, to be compatible with effects like SSAO2

I understand (incidentally, your second example is what your PG does), but to do this, 99% of the time you'll have a first pass that generates the geometric texture(s), and another pass that uses them (either a rendering pass or a post-process). Having materials that write to geometry textures and others that read them in the same pass seems to be a niche case?

That said, if prepass is enabled we still need to render the color info to the color prepass texture, or we could have the following situation :

Mat 1 is rendering to prepass, to write geometry info for SSAO
Mat 2 is reading from prepass, so we disable prepass and write to the canvas framebuffer
SSAO reads from geometry info, and then composes with the prepass color texture => Mat2 color is missing and overwritten !

It's always the same case, where in a given pass, some materials write in the geometry texture(s) while others read from them.
I propose that at present, in a given pass, we only allow writing in the geometry texture(s) and not reading from them. If certain materials need to read from these textures, then this must be done in an additional pass.
cc @sebavan. Perhaps we can arrange a call if it's easier to discuss this topic?

We discussed the subject with @sebavan and came to the following conclusion:

We think it would be better to make a separate node (like PrePassOutputBlock) instead of adding the new entries to the existing FragmentOutputBlock. This way, we won't clutter up the existing fragment block, and we won't have to find a suitable user interface!
It should be the user's responsibility to call RenderTargetWrapper.setTexture with a texture that has already been "incremented ref" if necessary.
we shouldn't support having both writers and readers for geometry textures in the same pass. At the moment, only post-processes can use these textures, so the PrePassTexture block should only be enabled for NME's "Post-Process" mode. This means we'd have to remove all code that's no longer needed.

For the last point, we should improve (one day, not in this PR!) the pre-pass renderer so that it's possible to activate it at the RTT level. This way, we could have an RTT pass that generates the geometry textures, followed by another pass with materials that consume the textures. When this becomes possible, we'll be able to allow the PrePassTexture block to be used with normal node materials, not just post-process node materials (but we still won't allow reads and writes on geometry textures in the same pass).
What do you think?

We discussed the subject with @sebavan and came to the following conclusion:

We think it would be better to make a separate node (like PrePassOutputBlock) instead of adding the new entries to the existing FragmentOutputBlock. This way, we won't clutter up the existing fragment block, and we won't have to find a suitable user interface!
It should be the user's responsibility to call RenderTargetWrapper.setTexture with a texture that has already been "incremented ref" if necessary.
we shouldn't support having both writers and readers for geometry textures in the same pass. At the moment, only post-processes can use these textures, so the PrePassTexture block should only be enabled for NME's "Post-Process" mode. This means we'd have to remove all code that's no longer needed.

For the last point, we should improve (one day, not in this PR!) the pre-pass renderer so that it's possible to activate it at the RTT level. This way, we could have an RTT pass that generates the geometry textures, followed by another pass with materials that consume the textures. When this becomes possible, we'll be able to allow the PrePassTexture block to be used with normal node materials, not just post-process node materials (but we still won't allow reads and writes on geometry textures in the same pass).
What do you think?

I agree with the 2 first points, but in my opinion the 3rd is too restrictive.
My incentive to look into this topic was to make a foam effect for a water shader.
For instance I did that with NME and my PR :

I'm writing depth for the terrain material, and reading it in the water material, to compute the depth difference and thus know when I'm on the shore.
For that use case, I agree that we don't need to read and write from the same pass, as long as we distinguish the opaque and transparent pass. Before this PR, on the prepass level, everything is considered as 1 pass, and the framebuffer was bound only once. Maybe this could change ?

This can be achieved by enabling the depth renderer and using the texture generated in the water shader...
It's not quite as performant, as there's an additional rendering of the terrain by the depth renderer (but at a lower cost, as the shader is very simple), but at least it's possible.
To tell the truth, what bothers me is that we're tasked with reviewing the pre-pass renderer at some point before 7.0, to see what can be changed/improved. If we add new code today, then, because we can't make breaking changes, we'll be stuck and will have to support it even after the refactoring.

For that use case, I agree that we don't need to read and write from the same pass, as long as we distinguish the opaque and transparent pass. Before this PR, on the prepass level, everything is considered as 1 pass, and the framebuffer was bound only once. Maybe this could change ?

Perhaps that's something we can think about for the refactoring...

This can be achieved by enabling the depth renderer and using the texture generated in the water shader...
It's not quite as performant, as there's an additional rendering of the terrain by the depth renderer (but at a lower cost, as the shader is very simple), but at least it's possible.
To tell the truth, what bothers me is that we're tasked with reviewing the pre-pass renderer at some point before 7.0, to see what can be changed/improved. If we add new code today, then, because we can't make breaking changes, we'll be stuck and will have to support it even after the refactoring.

For that use case, I agree that we don't need to read and write from the same pass, as long as we distinguish the opaque and transparent pass. Before this PR, on the prepass level, everything is considered as 1 pass, and the framebuffer was bound only once. Maybe this could change ?

Perhaps that's something we can think about for the refactoring...

What if I make the noPrePassDefaultRT invisible to the user, this way we don't have to ensure backwards compatibility as there is no API change ?
Also we can (and should) change the API of the PPR to get to the interesting stuff : instead of accessing the MultiRenderTarget like this (in SSAO2) :
effect.setTexture("depthSampler", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);
we should just be able to access the underlying textures with : getTexture(Constants.PREPASS_DEPTH_TEXTURE_TYPE).
WDYT ?

What if I make the noPrePassDefaultRT invisible to the user, this way we don't have to ensure backwards compatibility as there is no API change ?

I used "backwards compatibility" to mean that if we add the support now, we will have to support it as a feature forever, it was not related to an API change.

Also we can (and should) change the API of the PPR to get to the interesting stuff : instead of accessing the MultiRenderTarget like this (in SSAO2) :

I agree, but again, I would not want to make any non-trivial changes to the pre-pass renderer now, knowing that in a few months we may have to refactor the code quite a bit.

What if I make the noPrePassDefaultRT invisible to the user, this way we don't have to ensure backwards compatibility as there is no API change ?

I used "backwards compatibility" to mean that if we add the support now, we will have to support it as a feature forever, it was not related to an API change.

Also we can (and should) change the API of the PPR to get to the interesting stuff : instead of accessing the MultiRenderTarget like this (in SSAO2) :

I agree, but again, I would not want to make any non-trivial changes to the pre-pass renderer now, knowing that in a few months we may have to refactor the code quite a bit.

Got it, so what if we move the framebuffer operations on the node material level ?
It would leave the prePassRenderer unchanged, and we would forge a destination RTT only if needed when binding/unbinding the node material (in case a prePassTextureBlock is present and the feature is supported) ?

Got it, so what if we move the framebuffer operations on the node material level ?

I don't think low-level operations like this should appear in any material (node material or otherwise).
So, to sum up my position, I would remove the code that handles this case from the PR and revisit it when we deal with the pre-pass renderer redesign in a few months. In the meantime, at least for your use case, a workaround is to enable the depth renderer to get the depth buffer as a texture that can be used in a node material.
What do you think @sebavan?

Yup fully aligned with @Popov72 on this one as the extra complexity might be a lot to deal with in a few months.

Yup fully aligned with @Popov72 on this one as the extra complexity might be a lot to deal with in a few months.

All right, I'll update this PR right away, and use the depth renderer for my water shader 👍
Please guys let me know when you look at the prepass refactoring, I would be more than interested to participate in that !

Please guys let me know when you look at the prepass refactoring, I would be more than interested to participate in that !

Of course!

New PG url : http://localhost:1338/#WW65SN#1

@CraigFeldspar Do you think all the changes are in and we can review the new changes?

@CraigFeldspar Do you think all the changes are in and we can review the new changes?

almost there, prepass texture reads are still failing in NME PostProcess mode, I need to look into that

postprocess prepasstexture reads PG : http://localhost:1338/#WB27SW#312

Waiting for your "go" before reviewing.

Waiting for your "go" before reviewing.

Tests have passed so it's ready !

Waiting for your "go" before reviewing.

Tests have passed so it's ready !

Just run formatting to be fully compatible :-)

Great, only a few more comments!
Also:

I think we should add reflectivity texture support in this PR, in order to support SSR. In fact, SSR support in node materials was the primary reason for creating this issue!

Using node materials with SSR will be the main use of this new feature, so I think we should add it right from the start. But perhaps you'd like to merge this PR first and add support for "reflectivity" in another PR?

Yes that would be great to get this code in first, then adding reflectivity will be an easy and short PR


Fix variable forward for variadic in Windows build

Description of the Change
Windows build fails due to "Args are not unpacked" error, but it works with decltype(args), which serves the same purpose.

Benefits
Successful Windows build

Possible Drawbacks
None

Note
Build of python bindings fails due to CI update, so there is an error displayed. The code itself builds fine.

jenkins/branch fails due to missing python 3 in CI, which should be fixed in another pull request, so that it will be possible to test python bindings on Windows. Shared model build works.
jenkins/pr-head fails due to the following nondeterministic test:
https://github.com/hyperledger/iroha/blob/aa96e9eb6079586cf775fb87279dabd9206a1fb7/test/integration/acceptance/transfer_asset_test.cpp#L285-L292
Transactions can be received by OS in any order, so this should be also fix in another pull request.


Improve initial debug / run experience

Currently setting up debugging is not an easy task for new users. Due to that we decided to create this issue where we can discuss how to make it easier for users to start debugging / running their programs.
A first proposal:

Replace the debug icon in the activity bar to be the play icon. This should make it easier for users to discover that they can also run their program via the debug flow. It can be either a simple play icon, or a play icon that would somehow show that you can also debug (e.g. small "bug" sitting in the corner of the play icon).
CallStack, Variables and Watch Expression view do not really have much value while a user is not debugging. Due to that we will only show them while the user is debugging and we get extra space which we can use for rendering a wizard-like UI, e.g. buttons like the one in the explorer:

These "buttons" could cover these use cases:

Run Current File   (or Run Active File)
Debug Current File (or Debug Active File)
Configure
Install Additional Debuggers (maybe not needed)

While showing the button UI we would not show the launch config drop down and the gear icon (because this duplication would be confusing).
fyi @chrisdias @misolori @fiveisprime

Here's an initial mockup that has the proposed items. I also though we could replace the "configure" button with the gear that's already used for configuration?

I like it.  Do we need "You have no launch configurations." text?  I suspect the term "launch configurations" doesn't mean anything to many folks, so maybe something that is descriptive of what you can do rather than what you don't have would be more helpful.  I don't have a good suggestion for text right at this moment though :)

I agree that the text isn't very descriptive, though I'm not sure what other text would be helpful. I did have another idea where we could prompt the user to create one, but I'm not sure if that would be useful as launch configurations are a new concept for most users:

Another thing worth mentioning is that "...current file" isn't always accurate. I have a model open and launch the debugger with no config and the express app is correctly launched rather than trying to exec my model.js.
The language can be much friendlier, something like "Run this app."
Can the editor be smart about what's in the workspace? For example, package.json tells us a lot about the app including the name and the type of app (along with how to run it, but I believe that's already detected). We can determine if this is an app or module.. or maybe a combination of things if there are multiple pacakge.json files. If I have an Angular app and a Function app (with the Functions extension installed) show both of those. I actually have this kind of app here: https://github.com/fiveisprime/apm
The root ./package.json is the Angular app named "apm" and there's also ./functions/package.json named "functions". Show me each "app" along with what debugger is able to run it:

Run "apm" (Node.js)
Run "functions" (Azure Functions)
Run all (okay, maybe this is risky 🤣 )

I realize this will get out of control if we try to handle every case so maybe the debuggers can contribute this. They would need to contribute the markers to "announce" they can run something in the current workspace.
Doing this may prevent users from ever having the directly deal with launch.json unless they really need to do some custom shenanigans. I don't think that's a goal of ours though so maybe I'm creeping a little.

Thanks you for your feedback, however we have already discussed both these concers at the UX meeting last week.
I should have a working version this week and then you could provide more feedback!

Thanks again for the feedback. Here's a very first rought version of this and I would love to get feedback.
This new view I call the start view. So please note:

The Start view is shown when you do not have a launch configuration and while you are not debugging. Which means as soon as you setup launch.json, or start debugging the other views come in its place
@weinand and me decided to call the actions Debug Code and Run Code. @fiveisprime unfortunetly we do not have extension contributions which would allow us to know what will they launch (potentially giving a better name). Debug App and Run App also sound great, but do not fit all use cases
I put the Debug action first, since that felt more honest (all our UX that appears is tuned towards debugging not running)
Feedback on the text would be very welcome. Current one is "You have not yet configured launching. For a more complete debug and run experience create a launch.json"
@weinand has suggestions to introduce more text, but I am a bit worried that it might scare off users
Title area has the folowing text Debug: Start and does not show the actions to avoid duplication

In case somebody is hot to try it out in action, here's the PR.
https://github.com/microsoft/vscode/pull/85398
Also fyi @eamodio @joaomoreno @sana-ajani

FYI @qubitron

I like it. It would be cool to be able to contribute an action to it too. Something that you might not have seen yet is that with the new node DA, we have the ability to start arbitrary node processes in debug mode more easily, for example it has a "debug terminal" where vscode will attach to any node process started in that terminal. So we need to figure out how to expose that capability, and a button for "start debug terminal" might be cool.

I have mixed feeling about the  Code prefix, since that's our product name, especially capitalized. Maybe simply Debug and Run? Maybe prepend some icons to the button labels?
 How about:

There are no configured launch configurations. For configuring the Debug and Run experience, create a launch.json file.

Thanks for the feedback.
I will improve the text. And for now we will go just with Debug and Run.
I am also thinking of renaming the viewlet from Debug to Debug & Run.
After discussion in the standup we came to the conclusion that it would be nice to make this a contributable menu, and that all extensions can contribute there. We would have to enforce when context on top of these contributed commands just so the view does not end up being a jungle. For example when activeFile is python add the python commands.
An open question is how these contributed commands would look like, would it also be a blue button, or is there a ... affordance which when clicked shows all the contributed commands.
However making this view extensible I just created a seperate issue and we can continue the discussion there https://github.com/microsoft/vscode/issues/85548
I think it is fine to show these 2 + 1 (debug, run, configure) commom commands for every debugger, and that via these contributable commands every debugger can customise the experience.
Another feedback was that even if I have a launch.json it might not be useful to show variables, watch, call stack while not debugging. I fully agree with this, however I would also tackle this independently from this issue
fyi @jrieken @aeschli

I don't think you even need to say "There are no configured launch configurations", I think it is implied.
How about simply To specify how to run and debug your code, create a launch.json file.

I wanted to add that the majority of users we see in user studies ignore the side bar and look to the menu items, they gravitate towards text and the menu bar says "Debug".
So we should probably take a look at how the menu bar is used as part of this.

Based on the feedback I have polished the view and this is the state of things now:

Renamed the viewlet from Debug to Debug and Run
Changed wording as suggested
introduced a context key debugUx which can be default or simple. The extensions can use this context key when contributing views and actions.
Renamed the Debug: Start Without Debugging to Debug: Run (Start Without Debugging) in the command palette and just Run in the top menu.

@qubitron are the users in your user study first time users? If yes, that would explain why they look at the top menu, since we have noticed that brand new users use the menu bar as a way to explore the product. The menu bar can be renamed, however for now I have just done the action rename 4) I did not rename the top level item for width concerns. For follow up on this can you please create a new issue
There were ideas to add text before the buttons as well that would explain the state better. For now I did not add this, to not have too much text and scare of users. However I am open for suggestions.

I like where this is headed, we should run this through user tests to get feedback.
@isidorn to answer your question yes, these are first time users to VS Code.
Visually for the Debug menu I think it would look better to have Run be the first item, then followed by Start/Stop/Restart debugging, though I also see why it makes sense for Start Debugging to be first in the list.
fyi @luabud @anapo14

I really like the changes, but I think the view title should be Run and Debug as it feels more natural (because you run and debug -- like in the To specify how to run and debug you code...).
Also I agree with @qubitron, I think the Run menu item should be first. Also imo the Run button should be first too.

After some great feedback from @weinand we fine tuned the experience (especially for corner cases). Here are some examples:

User has a folder opened and has a Python file opened

User has a folder opened but no editor opened, or has some file which no debugger exists for (for example a .json file)

User has no folder opened but has a Python file opened

User has no folder opened and has no file opened

Feedback is very welcome!

We can rename the view to be Run and Debug - this makes sense to me. I will also update the messages from my previous post.
We will not change the order of the menu items to not screw up muscle memory of users who are used to the current ordering. Also keeping the order makes it clear for the user that Run is actually Start Without Debugging from before.

@isidorn 👍 on both! Maybe for the Run menu option -- call it Run Without Debugging?
Also minor, but maybe replace To further configure the... with To customize the...?

Run Wihtout Debugging sounds like it may scare new users. I like the simple Run. But I know @weinand had a similar suggestion
Yes! I like the customise wording suggestion. Shorter and cleaner.
Further suggestions on wording very welcome!

Yeah, true. Run is simple and clear.

I'm not sure I like the * with Python suffix. Part of me likes it as it can be helpful for new users, but how would it work for multi-root folders - where you could have multiple languages? Or just a folder with more than 1 language?
What happens if you have a launch.json configured -- how will that change this experience? For example, it would be cool if there was a way to signal from a specific launch config that it should show up as a button. Or maybe at least, a signal that a specific launch config is the default "debug" and/or default "run" config?
Also maybe the buttons should go along with the menu labels? So Start Debugging and Run?

Agreed I'm not sure the "with Python" adds much here for the implementation complexity it might bring. I could also see it being confusing "what do you mean with Python? how do I use python to debug something?"

Just a clarification:
Today VS Code does not support generic "Run" functionality!
What we currently support is the optional "noDebug" attribute of launch configurations:
VS Code's "Run" is basically the same as "Debug" but with a "noDebug": true added to the launch configuration.
If a debug adapter supports this hint, it will launch the debuggee but disables debugging.
If a debug adapter ignores the hint, "Run" is identical to "Debug".
If a debug extension is not smart enough to work without a launch config, neither "Debug" nor "Run" will work.
VS Code does not know whether a debug adapter obeys the "noDebug" hint. So the VS Code debug UI will switch to debug mode and show a debug toolbar in any case.
With these details in mind, I'm a bit reluctant to make "Run" a prominent first-class-citizen in the VS Code UI. Today you never know whether "Run"

works at all
is the same as "Debug".

I suggest to treat "Run" more as a variant of "Debug". That's the reason why I prefer "Run without debugging".
Before we can make "Run" a prominent first-class-citizen, we need to improve the extension API/Debug Adapter Protocol so that a debug extension can clearly state that a "real Run" is supported. In this case we should consider to make VS Code show a different UI, e.g. one without a debug toolbar.
/cc @isidorn

This makes perfect sense. As a follow up item to improve the run experience I have created https://github.com/microsoft/vscode/issues/85759
And I agree, for now let's go with the safer "Run Without Debug".
Also for the name of the viewlet we will keep the Debug and Run. We can change the order to Run and Debug when we improve the Run Experience and when we get an icon which will resamble running also (currently we will use the bug icon).
@qubitron with Python does not introduce any implementation complexity. Based on the active file VS Code knows which adapter is interested in it, if there is only one adapter then vscode will use the title Run With {Label}
@eamodio for now we are not showing this view if you have a launch.json setup. Once we decide to open that door we can continue the discussion in that direction. Start Debugging and Run I do no like as a pair, it should be Start Debugging and Start Running. I prefer the simple Debug and Run.
Thanks all for feedback!


Downgrade to Python3.9

Currently pyproject.toml dependency lists python3.10
Metavision is only compatible with 3.8, 3.9 in ubuntu20, and 3.9, 3.10 in ubuntu22. Downgrade to 3.9 would cover these cases.
Downgrade will break glob with root_dir parameter, which is only added in python3.10

Closing with #79


Small improvements to the kudo init command and docs

What this PR does / why we need it:
This was the main motivation for this PR https://github.com/kudobuilder/kudo/compare/av/init-small-improvements?expand=1#diff-c74faa6263971005d609e60d78ff0f8eL171 I think the message is no longer true and we should be skipping all already exists errors now, correct? The rest is just small wording improvements.

for public record... in slack channel we discussed the value and challenge of "update"... which is to say if the object exists to update to the latest version.   The issue is there could be running operators which don't work with the newer version and we may need to migrate from one ver to another.    Our current thinking for this PR is to do nothing if exists and to install if it doesn't exists.  frankly this could have issues as well as we could have init'ed originally with 0.7.0 and delete a crd record which we want to restore as we moved to 0.8.0.   The current solution is definitely naive and needs to be revisited.   We agreed to land this with the change that the current error message for existing controller should be removed and be consist with the other resources.
Created this issue for tracking the future:  https://github.com/kudobuilder/kudo/issues/891


Sign up for October meeting (10/5) here!

See here for details: http://computeranonymous.org/us_seattle.html#meetings
(6pm-9pm, Reuben's Brews on 14th Ave NW, Ballard.)

:+1:

🍻
BTW, the main page still shows Outlander as the location.

Yeah, that page can take hours to update. :/
On Mon, Oct 5, 2015 at 4:12 PM dtolmie<EMAIL_ADDRESS>wrote:

🍻
BTW, the main page still shows Outlander as the location.
—
Reply to this email directly or view it on GitHub
https://github.com/ComputerAnonymousSeattle/computer/issues/28#issuecomment-145695373
.

https://github.com/ComputerAnonymousSeattle/computer/issues/29


Make it an open source project instead of ending support

Is your feature request related to a problem? Please describe
No response *from Microsoft*
Describe the solution you'd like
Please I really need it for my daily tasks!😭
Describe alternatives you've considered
No response
Please specify the version of Windows Subsystem for Android
2311.40000.5.0

yes @xhan65

yes, what a pitty

plus 999999999

yes

yes please

yes,please

yes, and also i heard someone on reddit says that closed-source software needs licensing to work, this is true, but missing, we can entirely switch closed-source projects to open-source and then choose a free license, and reduce cost and gain trust, why do they end support in such a good app?

yes,please


RFC: Process for repository ownership changes

Link to readable presentation

Also pinging the current WG leads for feedback on this RFC: @ameowlia @rkoster @beyhan @Gerg @pivotal-marcela-campo @paulcwarren @gcapizzi @georgethebeatle @jochenehret

LGTM

@LeePorte @stephanme @dsboulder @loewenstein I'm making a motion for the Final Comment Period on this RFC to start. Please reply or react to this comment to vote asynchronously, and we can also discuss and vote in the upcoming TOC meeting.

@LeePorte @stephanme @dsboulder As a reminder, please vote on the motion to start the week-long Final Comment Period for this RFC. Only @loewenstein and I have voted to approve the motion so far.

We now have a quorum of TOC approvals to start the Final Comment Period. I'm re-requesting review from @cloudfoundry/toc for approvals to accept the RFC. My vote is to approve, since I can't request myself to review my own PR.
Everyone else, if you've been waiting to weigh in, now's your chance!

By the way, the week-long Final Comment Period ends on May 10th, 7:30 am PDT / 10:30 am EDT / 15:30 pm BST / 16:30 pm CEST.


Test dataset arrangement issues

Hi @davide-coccomini ,
I have arranged the folders as depicted below

deep_fakes
dataset
test_set
...manipulated_sequences : fake videos
...original_sequences : the original videos
Now, I am working on FaceForensic data for only 5 videos (I intended to run the pre-trained model)
With help of extract_crop.py I managed to crop the faces from the manipulated Videos.
My Queries:

What would the Original folder contain and where would that be present  in this scenario of my file structure?
The command that I ran is
!python3 test.py --model_path "cross_efficient_vit.pth" --config "configs/architecture.yaml" --dataset "FACEFORENSICS" --workers 2 --batch_size 1

I changed the code for test.py : below the code snippet is present
def get_method(video, data_path):
temp = os.path.join(data_path, "manipulated_sequences").split('../')[-1]
#methods = os.listdir(os.path.join(data_path, "manipulated_sequences"))
methods = os.listdir(temp)
print(methods)
temp1 = os.path.join(data_path, "original_sequences").split('../')[-1]
#methods.extend(os.listdir(os.path.join(data_path, "original_sequences")))
methods.extend(os.listdir(temp1))
methods.append("DFDC")#Why should DFDC be added as I work with FACEFORENSIC data
methods.append("Original")
selected_method = ""
for method in methods:
if method in video:
selected_method = method
break
return selected_method
Please help!

Hi.

The original folder derives from the structure of FaceForensics++ which has also an Original folder with the original videos from which the manipulated ones are obtained. If you want to use also them to test (you should do since otherwise working with only fake videos a classifier that always classifies "FAKE" would have perfect accuracy) you have to put the "Original" folder in the same directory as the others (Face2Face, NeuralTextures etc.).

The "get_method" function is used to obtain the method of the current video (Face2Face, NeuralTextures, ..., Original, DFDC) from the file path. This function is used for both DFDC and FaceForensics++ dataset so it is needed to check DFDC too.

Can you please tell me where would the cropped images from the manipulated videos be present in the file structure during testing?

I did arrange the folders as per your suggestion and executed  the command:
python3 test.py --model_path "cross_efficient_vit.pth" --config "configs/architecture.yaml" --dataset "Deepfakes" --workers 2 --batch_size 1 --max_videos 0
This is the console output:
Namespace(batch_size=1, config='configs/architecture.yaml', dataset='Deepfakes', efficient_net=0, frames_per_video=30, max_videos=0, model_path='cross_efficient_vit.pth', workers=2)
Loaded pretrained weights for efficientnet-b0
Loaded pretrained weights for efficientnet-b0
100%|██████████████████████████████████████████| 10/10 [00:00<00:00, 102.31it/s]
extIOWrapper name='Deepfakes_cross_efficient_vit.pth_labels.txt' mode='a' encoding='UTF-8'>
Predicting |###                             | 1/10Traceback (most recent call last):
File "test.py", line 275, in
video_pred = video_faces_preds[0]
IndexError: list index out of range

I traced the program and saw that there is no such file Deepfakes_cross_efficient_vit.pth_labels.txt.
Can you please help? @davide-coccomini @mesnico

I did arrange the folders as per your suggestion and executed the command:
python3 test.py --model_path "cross_efficient_vit.pth" --config "configs/architecture.yaml" --dataset "Deepfakes" --workers 2 --batch_size 1 --max_videos 0
This is the console output:
Namespace(batch_size=1, config='configs/architecture.yaml', dataset='Deepfakes', efficient_net=0, frames_per_video=30, max_videos=0, model_path='cross_efficient_vit.pth', workers=2)
Loaded pretrained weights for efficientnet-b0
Loaded pretrained weights for efficientnet-b0
100%|██████████████████████████████████████████| 10/10 [00:00<00:00, 102.31it/s]
extIOWrapper name='Deepfakes_cross_efficient_vit.pth_labels.txt' mode='a' encoding='UTF-8'>
Predicting |### | 1/10Traceback (most recent call last):
File "test.py", line 275, in
video_pred = video_faces_preds[0]
IndexError: list index out of range
�[?25h
I traced the program and saw that there is no such file Deepfakes_cross_efficient_vit.pth_labels.txt.
Can you please help? @davide-coccomini @mesnico
Please look into the test.py of cross-efficient-vit line 242-278

This issue is being solved as the Original folder must contain the images cropped from original_sequence. Checking the empty tensor in line after 258 in test.py for batch size = 1 would fix the problem.
All issues are been solved!
Thanks a lot @davide-coccomini


Code changes to update references of the Identifiers

@paulvanbrenk @mhegazy Could you please review these code changes? I will update the PR with tests soon.

Fixes #

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Added code changes for handling local variables and parameters in functions, methods and constructors. Yet to add test cases. Updated the PR for early feedback.

a couple more notes:

paramterProperties should always be marked as referenced, e.g.

class C {
    constructor(public a: number){}
}

typeof queries should not trigger this marking, e.g.

function foo(a: number, b: typeof a) { b ++; } // a should be flagged as unused


Onnx parser errors

Hi all, i used the onnx parser succesfully on mobilenetv2-1.0. Now i'm trying to use it with other onnx files but it fails, as the following image shows:

It seems like the weights are missing but i checked and they are included in the onnx files.
Any suggestion please? Thanks.

Hi @GAnto85 our ONNX support is quite basic, most likely your model is using features in ONNX that are not supported by our parser. Have you checked the documentation in the ONNX parser directory? It should list exactly what features are tested and known to be working.

Hi Matthew, i've seen the readme file with the supported functions. The parser is getting stuck at the first convolution, which is a normal 3x3, same as mobilenet first convolution.

Ah, just a thought, this could be due to "raw data" - which version are you using? Is it a version that includes this patch? https://review.mlplatform.org/#/c/ml/armnn/+/1024/

Wow, thank you so much. I replaced those lines in the code and now it works perfectly without those 2 fields.
The only problem left is the low compatibility with the most used nets due to the absence of operators. I was wondering if i could manually try to add some easy operator such as "concat" at least.

Thanks @GAnto85 that would be super helpful. Please read the contributor guide (linked to from the Readme.md) and if you would like you can join the armnn-dev mailing list to discuss your changes.

Closing this old issue as the originally reported problem has been fixed. Hope things are going well @GAnto85.


Workspace overview (WIP)

This is a mockup of how the workspace UX could be refactored. I came to this idea while thinking about how the user would bring up a workspace overview. This would make the UX for adding/deleting workspaces similar to that of kube resources (like namespaces) and the overview for a workplace would simply be the familiar details page. Customization of the workspace overview would also be a familiar experience for the extension developer as it would be analogous to adding kubeObjectDetailItems.
There could also be a quick link to the current workspace's details/overview on the dashboard somewhere.
https://user-images.githubusercontent.com/40840436/104137183-feb65b00-5368-11eb-9484-df261c6ec614.mov
Todo:

[ ] implement business logic (use existing) for adding/deleting/editing/activating workspaces
[ ] figure out why the ItemListLayout only fills about a third of the width (css? argh)
[ ] flesh out the details/overview content (sortable/searchable list of clusters, editable description etc)
[ ] add extension api support for details/overview customization

fixes #1864

@jim-docker I agree that this is much better UI/UX for workspaces but it does not really fix #1864 . I think we need an another PR for "a workspace overview".

@jim-docker I agree that this is much better UI/UX for workspaces but it does not really fix #1864 . I think we need an another PR for "a workspace overview".


2061 Possible Solution And Successful Tests

A Bugfix was added, and also a new test for the solution
The solution was implemented in the SwaggerAnnotationIntrospector adding a new validation in the hasIgnoreMarker method, when there's a Hidden field and the constructor is treated with a JsonCreated it mark the Constructor as ignored. So, when it try to remove the property it doesn't have any trouble to do it.

@pjfanning that's just for a specific flavor of tests so I think it's OK?

@fehguy https://projectlombok.org/download.html describes what you need to install on various IDE environments. Potential contributors would need to know about lombok and how to use it in their IDE. Unless the test is specifically about supporting lombok, I would suggest it is better not to introduce the dependency.

@pjfanning yes that is ugly.  So if you do not do this, what happens in your IDE?

@fehguy the IDE won't compile the particular class with the lombok annotations with the IDE modifications

@ralphdoe, per comments from @pjfanning could you please keep your fix but remove the dependency on Lombok and the test that depends on it?

Replaced by #2251


:wrench: Fix travis CI settings

Codecov Report

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  Lines             ?       41
  Branches          ?        0
=========================================
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  Misses            ?       14
  Partials          ?        0

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Adding invalid MLE event handler and unknown dataset method def.

Coverage decreased (-0.2%) to 27.176% when pulling 6523ecf75beae081111e9adf66759733b90819fd on shpark76:master into 66dd83f165fd20c3acb285277c069364b4cd015e on linkedin:master.


Feature: add tests for 'Control'

The spec mentions that .acl files should only be accessible for a webId with "Control" access, but there are no tests to validate that.

Another check is that the Link header to the .acl is only sent when the user has Control grants.

Another check is that the Link header to the .acl is only sent when the user has Control grants.

is it in the actual spec
NSS do not do the check

Oof this is a while ago. It was mentioned in the chat that this was the case. I think the reasoning was this part of the spec:
acl:Control

is a special-case access mode that gives an agent the ability to view and modify the ACL of a resource.

This was understood to also imply that if one does not have Control, they would not need to know where the .acl file resides either.


Blade and Soul UE3 - Not Render Textures in v1.9

Software information
Blade and Soul UE3
Settings: optimize everything, only set the maximum on visibility objects and textures.
I share files to see the cause of the problem.
In version 1.7.3 to 1.8.1 it works correctly.
But in the new version 1.9 is where this error is generated
System information

GPU: Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz 6 Cores
Driver: AMD RADEON 21.6.1 - <IP_ADDRESS>-210617a1-368764E-RadeonSoftware
Wine version: none
DXVK version:  Vulkan Driver Version 2.0.183, Vulkan API Version 1.2.174

Apitrace file(s)
BNS APITRACE.zip
Log files
Client_d3d9.log

Please try current master (this build).
Also, your apitraces are more or less empty DirectDraw traces for some reason, rather than D3D9, i.e. rather useless.

@doitsujin
The build you gave me worked perfectly, is it version 1.9?

@doitsujin
is there any way to use the dedicated memory of the gpu to more than 50%?
Some configuration or it is already a problem of the executable (game).
Example in this game only uses 10% of memory but uses 80% of GPU in threads. But is there a way with the "dll" or some configuration to force the use of the memory of the gpu?

It will use as much VRAM as the game requests. We can't just arbitrarily move stuff around as that would either break the game or make it very slow.
It's not really surprising that UE3 games designed in a time where most GPUs only had 2GB of VRAM, don't manage to use all 8GB.

@K0bin @doitsujin
Thank you for responding and waiting for future updates.
Have a great day team .....


How to change notifications

Hi,
How would it be possible to change the bootstrap notifications by Toastr js
Thanks!!

Well, you can implement that notification on your own. we have not explored that. but it should be very easy.


GOBBLIN-1052: Create a spec consumer path if it does not exist in FS …

…SpecConsumer
Dear Gobblin maintainers,
Please accept this PR. I understand that it will not be reviewed until I have checked off all the steps below!
JIRA

[x] My PR addresses the following Gobblin JIRA issues and references them in the PR title. For example, "[GOBBLIN-XXX] My Gobblin PR"

https://issues.apache.org/jira/browse/GOBBLIN-1052

Description

[x] Here are some details about my PR, including screenshots (if applicable):
Create a spec consumer path if it does not exist in FS SpecConsumer

Tests

[x] My PR adds the following unit tests OR does not need testing for this extremely good reason:
Trivial change.

Commits

[x] My commits all reference JIRA issues in their subject lines, and I have squashed multiple commits if they address the same issue. In addition, my commits follow the guidelines from "How to write a good git commit message":

Subject is separated from body by a blank line
Subject is limited to 50 characters
Subject does not end with a period
Subject uses the imperative mood ("add", not "adding")
Body wraps at 72 characters
Body explains "what" and "why", not "how"

@autumnust please review.

@autumnust Addressed your comments.


Consider providing the configs in Plugin Configuration (PHP) format too

What are you trying to do?
Setting Formie up for the first time, I was keen to use the provided tailwind config to get me started, but define it at the plugin configuration level rather than in my templates.
What's your proposed solution?
It would be useful to provide a sample of the formie.php themeConfig for tailwind (and for bootstrap too) within this repo that can be copy pasted rather than manually reformatting the twig one to php.
Additional context
No response

Fair enough! It’s not too much work to translate Twig to PHP. Will add it to my list

Amazing thanks @engram-design - one thing i wasn't sure when i was translating was if there was a comparable of doing these bits in the php themeConfig
 buttonWrapper: {
            attributes: {
                class: [
                    'flex justify-start -mx-2',
                    "{{ buttonsPosition == 'right' ? 'justify-end' }}",
                    "{{ buttonsPosition == 'center' ? 'justify-center' }}",
                    "{{ buttonsPosition == 'left-right' ? 'justify-between' }}",

Just added those config files
As for those, they're exactly the same. They still need to be Twig strings and are evaluated in Twig.


How to bundle it?

I try to configure all of three recommended bundlers in README, but i have always some errors.
For example:
Could not resolve "gi://Gdk"

If you are using a bundler you will have to configure it to not bundle the "gi://" imports. I know that in esbuild you can mark imports as "external" via a config option or via plugins. I do not know how to do that in other bundlers.
Alternatively you could use this build tool I've created specifically for building react for gjs.

I don't see instruction how to use it,can you explain this for me?
PS: czy jest sens pisać tu i po angielsku? Jeśli ten projekt ma kanał na matrix to chętnie się dołącze.

Also: I tried using this script, same result.
"bundle": "esbuild ./src/index.ts --bundle --platform=node --outfile=./dist/dupa.js --external:gi://Gdk?version=3.0 --external:gi://Gtk?version=3.0 --external:gi://Gio --external:gi://Gtk --external:system",

You can use a * token to match all imports starting with gi://. Something like that: esbuild  ./index.ts "--external:gi://*". If this doesn't work I'd suggest using the esbuild's node binding to write a build script like this example (taken from esbuild docs):
import * as esbuild from 'esbuild'

await esbuild.build({
  entryPoints: ['app.jsx'],
  bundle: true,
  outfile: 'out.js',
})

If the imports are correctly marked as external you definitely shouldn't get that error.

So I have:
"bundle": "rm -rf ./dist && rm -rf ./bundled && tsc && esbuild ./dist/index.js --bundle '--external:gi://*' --external:system --outfile=./bundled/react-gjs-renderer.js",
This is a bundled project, but is this the right way to create a bundled version and use it in your applications?


Change plot_spr_illustration() to use MCMC so values match assessment

Need to extract F-at-age for final year in the load_extra_mcmc() function for this.

Done, in the upgrade to package/bookdown (commit 7e3d56f798390f51c5a914ff07a2225ce8e6c0ad)