No link to view CGA genome from jobs page

There is no link to the genome landing page from the job page for genomes that were annotated in the Comprehensive Genome Analysis service.  You have do double click on annotation, and then the view icon is visible in the next page.  There should be a view icon in the vertical green bar of the first page when the annotation is highlighted from the jobs page

This is a GUI issue to make the view links to the annotation job visible from the CGA page.

Check the tutorial to see how I had to do it.  Its not intuitive at all.
On Thu, Jul 12, 2018 at 9:42 AM, olsonanl<EMAIL_ADDRESS>wrote:

This is a GUI issue to make the view links to the annotation job visible
from the CGA page.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/PATRIC3/patric3_website/issues/2024#issuecomment-404516400,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AK8ZdKLJn-SuyqGL81lo38MRaj2n_5QJks5uF1JigaJpZM4VIUdE
.[image: Web Bug from
https://github.com/notifications/beacon/AK8ZdGqcNuizKbbdItwYERdua3KcLeq5ks5uF1JigaJpZM4VIUdE.gif]

Yup. It should get fixed.

From: ARWattam<EMAIL_ADDRESS>Sent: Thursday, July 12, 2018 9:39 AM
To: PATRIC3/patric3_website
Cc: Olson, Robert D.; Assign
Subject: Re: [PATRIC3/patric3_website] No link to view CGA genome from jobs page (#2024)
Check the tutorial to see how I had to do it. Its not intuitive at all.
On Thu, Jul 12, 2018 at 9:42 AM, olsonanl<EMAIL_ADDRESS>wrote:

This is a GUI issue to make the view links to the annotation job visible
from the CGA page.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/PATRIC3/patric3_website/issues/2024#issuecomment-404516400,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AK8ZdKLJn-SuyqGL81lo38MRaj2n_5QJks5uF1JigaJpZM4VIUdE
.[image: Web Bug from
https://github.com/notifications/beacon/AK8ZdGqcNuizKbbdItwYERdua3KcLeq5ks5uF1JigaJpZM4VIUdE.gif]

—
You are receiving this because you were assigned.
Reply to this email directly, view it on GitHubhttps://github.com/PATRIC3/patric3_website/issues/2024#issuecomment-404535528, or mute the threadhttps://github.com/notifications/unsubscribe-auth/ACDXIq4oWn7iROaGRO7uEwahSEEu2s4Aks5uF1-cgaJpZM4VIUdE.

@zreyn @nconrad I guess this is due to the missing type while we're activating view button. If so, we should be able to fix it quickly. Can one of you check?

I'm looking into this.  The issue I'm running into is that the genome id is not in the metadata of the annotation job result object.  It is in the metadata of the children objects (which is how the blue 'eye' button gets it's path).
So, I see two options:

We make a separate call to the workspace manager to get the child objects' metadata and sift through it to get the genome id to populate the link.
We bubble up the metadata at some earlier stage in the objects' lifecycle.

I prefer option 2 because option 1 may misbehave when the workspace call is slower than the user to click that button.

Option 2 would also fix #1658

@dawenx Please add links to the following at the top right.

FullGenomeReport.html
Genome overview page

I think I got this one fixed in my local dev and I just wanted to confirm before I go ahead to check in. I followed @mshukla1 and added icons/links on top right (see below screenshot). Note that this is slightly different from @ARWattam 's original request, i.e., adding an icon to vertical green bar for genome overview page.

View button (for genome overview page) and Report button (w/ a different icon) for full genome report are added. this fix is in PR 915.

@ARWattam i know it has been for a while, but this issue has been fixed. please verify it on alpha and close the ticket if you are OK with it.


超时报错

================================= 开始填报出校备案 选择出校/入校    Done 选择校区    Done 填写邮箱    Done 填写手机号    Done     habitation, district, street, capture, path, wechat, argconf.SENDKEY)   File "/home/runner/work/PKUAutoSubmit_online/PKUAutoSubmit_online/func.py", line 298, in run     fill_out(driver, campus, mail_address, phone_number, reason, detail, destination, track)   File "/home/runner/work/PKUAutoSubmit_online/PKUAutoSubmit_online/func.py", line 198, in fill_out     write_reason(driver, reason)   File "/home/runner/work/PKUAutoSubmit_online/PKUAutoSubmit_online/func.py", line 105, in write_reason     (By.XPATH, f'//li/span[text()="{reason}"]')))   File "/opt/hostedtoolcache/Python/3.7.12/x64/lib/python3.7/site-packages/selenium/webdriver/support/wait.py", line 89, in until     raise TimeoutException(message, screen, stacktrace) selenium.common.exceptions.TimeoutException: Message:
fetch之后还是报错x

出入校事由选项填错了x


I want to compare two structpb.Value using reflect.DeepEqual.
It's giving false if I try to print one of the structpb.Value before comparing them.
https://go.dev/play/p/yedwyZQzAP1
It's working fine if we don't have a print statement before comparing both.
https://go.dev/play/p/x9WhvnjvoPJ
And if we print both structpb.Value, then also code gives equal on comparison.
https://go.dev/play/p/iBB6l8mBXcs
I'm aware proto.Equal is able to compare them regardless of printing. But wanted to understand if this is a bug that after using print statement, code is giving false for comparison.
What did you see happen?
https://go.dev/play/p/yedwyZQzAP1
true
false
What did you expect to see?
https://go.dev/play/p/yedwyZQzAP1
true
true

this appears to be a question about protobuf's internal representation.
Unlike many projects, the Go project does not use GitHub Issues for general discussion or asking questions. GitHub Issues are used for tracking bugs and proposals only.
For questions please refer to https://github.com/golang/go/wiki/Questions

https://github.com/golang/protobuf/issues/1339

Thanks a lot @seankhliao for pinging this 🙌🏼 , Though the answer is still unclear over there, I'll try to dig deep into this.
Also, it would be really great if you could share some tips/reference to find existing similar GitHub issues so that I can follow before raising any issue next time. Anything apart from searching keywords related to issue on google?


Feature request: Service Account support

As I understand how Doppler now works is that a service token gives access to a single branch config, this way tokens and branch config locations are tightly coupled without any need from the user to specify where the branch config is located.
This way the operator knows where to fetch the secrets. Service accounts however can be used to fetch secrets from many configs. I suspect we need to configure through the DopplerSecret where to fetch the config/secrets from but this would require changes, is this assumption correct?

Hi @a-nldisr! Actually, this is already supported! We added in #23 back in August, but didn't widely advertise it because using Personal Tokens can be dangerous from a permissions perspective. Now that Service Account Tokens are available though, we've updated our docs to show this new format. Here's an example:
apiVersion: secrets.doppler.com/v1alpha1
kind: DopplerSecret
metadata:
  name: dopplersecret-test # DopplerSecret Name
  namespace: doppler-operator-system
spec:
  tokenSecret: # Kubernetes service token secret (namespace defaults to doppler-operator-system)
    name: doppler-token-secret
  project: your-project-name-here
  config: your-config-name-here
  managedSecret: # Kubernetes managed secret (will be created if does not exist)
    name: doppler-test-secret
    namespace: default # Should match the namespace of deployments that will use the secret


if we deosn't config IP when startup fescar server .maybe it return you computer'name .

@xingfudeshi the source code NacosRegistryServiceImpl
` @override
public void register(InetSocketAddress address) throws Exception {
validAddress(address);
// address.getHostName() ? why isn't it addr.getHostAddress().
getNamingInstance().registerInstance(PRO_SERVER_ADDR_KEY, address.getHostName(), address.getPort(),
getClusterName());
}`
i don't know why does write it like this ? in the windows ,start up fescar.bat we will get address.getHostName() value is computer name ,but slievrly run code by IDE ,get value is IP address.
this is my code InetAddress address = InetAddress.getLocalHost(); System.out.println(address.getHostName()); // your computer's name
So I get a value, this is my computer name. The source code for fescar is address.getHostName(). I think this should be addr.getHostAddress(). Because when starting the fescar server, we don't need conifg ip and fescar should automatically get our server IP.

duplicate issue #647


pull request for e2e test at 12/19/2016 23:26:17

:white_check_mark: Validation status: passed
For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.


Global event listeners and speech input handlers

Does this affect the legacy HoloToolkit (master) or the Mixed Reality Toolkit (mrtk_release)?
HoloToolkit 2<IP_ADDRESS>
Describe the bug
I'm not sure this is a real bug, but I would like to discuss this issue.
A speech global listener that is also a button will be a global listener also for all click events.
To Reproduce
Create an object that has a component which implements IInputClickHandler.
Attach a SpeechHandler to it and set it to be a global listener.
The click handler is also global and responds to any click in the scene.
Expected behavior
Be a global speech handler but not a global click handler.
Actual behavior
Object responds to all events globally.
Unity Editor Version
2018.2.2f1
Mixed Reality Toolkit Release Version
HoloToolkit 2<IP_ADDRESS>
Additional context
When a button is required to also have a voice command to trigger it, and the button might be instanced during the runtime of the scene.
We solved the problem by separating the global speech handler, making it a child of the button and connecting the speech events to the triggering of the button.
This solution is a bit messy.
It also makes me wonder about how events are handled in relation to focused objects and if it is the responsibility of the event system or the event receiver to check if the object is being focused.
If I'm not mistaken usually in unity if you want to check for a mouse click or keyboard status its usually the object's responsibility to check "focus".
I would love to hear your opinion and why you chose the way you did.

Unfortunately, by adding itself as a global listener all a component does is simply say: "give me first crack at ALL events from now on!"
A lot of things believe they should be global listeners when actually they'd operate more considerately as fallback handlers :)

Yeah, and unfortunately there's not a way to specify a specific component as the event is routed on via GameObject reference.

Thank you guys for the information and help!
I'm wondering what is the benefit of a system that is designed this way?
Is there a way for us to change it or propose something to mitigate this?
Thanks again!

Based on this issue, I would be interested to hear your opinions about an update to the event system where global listeners are seperated by the handler type, so an object can be a global listener on one handler and not on another (for example voice commands vs. click).
As far as I understand how the system is designed we could update the global listeners list to be a dict where the key is the type.
Is that something you people believe makes sense?
Thanks!

It's not our event system, it's Unity's. It's the event system that they use to drive the UI.
imo, the best practice here is to add a new GameObject as a child or sibling and add the components to each.
I am researching ways to be able to target specific components but it would still be expensive as it'd incur a GetComponent<T>() call.

By 'event system' I think the OP is probably talking about the toolkit's handling of the raised events, but yes that is essentially a light wrapper around Unity's event system.
I think this comes back to the earlier point that components registering themselves as Listeners/Handlers do so by GameObject (which they must do under the Unity system), and whether it might be beneficial to change to component registration in vNext. And that's not to say abandon the current implementation entirely: rather just provide a bespoke alternative to ExecuteEvents.Execute & .ExecuteHierarchy, though I can't imagine it would be a simple as that :)
Returning to the OP's original example, I was recently reminded that each event's eventData carries with it the source that raised the event, which the handling components could examine to determine whether or not they should activate.

Correct me if Im wrong, but registering for global events is happening in the InputManager class to a local list of GameObjects (globalListeners List).
This list is then iterated locally in the HandleEvent template.
Why cant we index the global listeners in the local list by handler type, and in the HandleEvent template function index the global listeners based on event type.
// Send the event to global listeners             for (int i = 0; i < globalListeners.Count; i++)             {                 // Global listeners should only get events on themselves, as opposed to their hierarchy.                 ExecuteEvents.Execute(globalListeners[i], eventData, eventHandler);             }

I'll see what I can do.
Maybe register them my UnityEngine.Componet instead of GameObject?
I think it'll work as long as we can easily get the game object reference from that base component type.

Returning to the OP's original example, I was recently reminded that each event's eventData carries with it the source that raised the event, which the handling components could examine to determine whether or not they should activate.

Yup and in vNEXT we added an additional check to make sure the input action is the same as well.

Thanks @StephenHodgson! Please let me know if there is anything I can help with.

Okay the first problem I ran into was we might get double events called on Global Handlers that are registered twice. If we register as a Component, it's possible that there could be more than one on a single game object.

Okay I think I should make a few things clear here.
Global Listeners -> Input where focus/gaze is not required
You can have multiple input handler components on a single GameObject.
If you register a single GameObject to receive events even tho it's not focused, then it will get those events no matter which handler implementation you decided to add. A single component could have lots of handler interfaces or just one or two. (Ideally you'd likely want to implement them in a way that makes sense for related functionality). That event gets fired on the single GameObject and the event will go to any handler that has that interface implemented.
If we were to register by component, then we would fire the same event on the same GameObject more than once, which is not desired. It matters because the Global Listeners don't check if the event has been consumed or not. As a Global Listener it is expected that you'll get an event even if it's been consumed.
Now if you'd like to send an event to a GameObject that doesn't have focus you can use the modal input stack, which lets you push a GameObject (that may or may not have focus). This modal input will also check to make sure that the event was not consumed.
Overall I think the way it's currently setup works great. To kinda come full circle on the topic of this thread, you'll want to create a separate GameObject with a "focused" handler and a different GameObject with a "unfocused" handler that is registered as a global listener. You can still wire these up with a common parent GameObject, but likely you'll need to keep them on separate GameObjects so the event isn't fired to the "Focused" handler.

Just going to reiterate that itsy not possible to route events to specific components. Only specific GameObjects. Also this Unity's event system, so that would be something we would have to ask unity to change.

I did a quick test to see how feasible it would be to register the global listeners by component instead of GameObject.
When multiple components with the same GameObject were registered they would fire the event twice on the same GameObject because Unity's Event Messaging system sends the events via GameObject.
ExecuteEvents.Execute<ICustomMessageTarget>(targetGameObject, null, (x,y)=>x.Message1());

@StephenHodgson thanks for the clarification, I am aware of how the event system works, and that's why its causing my problem. We also solved the problem exactly how you suggested when we 1st encountered it. Yet I still believe you are misunderstanding what I wish to do.
@PJBowron I believe you misunderstood what  I meant as well.
What I wish to change is how we register and invoke global listeners. I do not wish to change the whole event system.
I wish to change the way global listeners are stored. From a list of game objects, to a dictionary of <handler type or event type, list of components or objects>.
this way a global listener will only invoke the game object if it matches the event type that it registered as a global listener for.

I personally find it hard to believe that global listeners should be "only handler component" on game object by design. Why is that intended behavior? why should I split my hierarchy to 2 objects when I wish to have them trigger the same thing on the same object?

I think there may be some crossed wires somewhere 😄  Let me try and get us all on the same page (updated to included Bazilikum's latest):
The current implementation:

is using Unity's event system, which we can't expect them to change for us;
uses Unity's ''ExecuteEvents.Execute'', etc, to route events to GameObjects;
cannot route an event to a component, even if we register listeners by component, due to the syntax requirements of the ExecuteEvents methods;

What I am suggesting is a slightly modified implementation for vNext, which:

retains the majority of the current event implementation in terms of how events get raised and sent to HandleEvent for processing;
does not use ExecuteEvents.Execute, etc, to route events;
stores listeners/handlers as components rather than GameObjects;
for a given event, iterates the component list and obtains the interfaces they implement, routing the event directly to those components in an appropriate way;

I think that covers everything. If there's something I've misrepresented or a reason that we couldn't swap the use of the ExecuteEvents methods for something bespoke, please help me out! 😄

I personally find it hard to believe that global listeners should be "only handler component" on game object by design. Why is that intended behavior? why should I split my hierarchy to 2 objects when I wish to have them trigger the same thing on the same object?

I'm only saying that it's a limitation of Unity's event system. And that's not always the case.
You'll only want to use two game objects if you're mixing band matching focused vs unfocused event handler's.
Only put handler's that don't require focus on their own game objects and handler's that require focus on a different one. You can put as many handler's of the same focus requirement on the same game object.

Hey guys,
I am sorry for this confusion, but it seems I am doing a terrible job of explaining my proposal, as I have the feeling that either i am missing something extremely obvious, or I have failed explaining myself.
I'm gonna start with writing a list of aumptions on my side, please let me know if any of them are wrong:

InputManager.cs is part of the toolkit and maintained by it.
Global listeners are stored in a list in the InputManager.
Global listeners are called using the template function HandleEvent which is declared in the inputManager.
ExecuteEvents.Execute(...) is called inside the InputManager HandleEvent function on the whole list of GlobalListeners for any event.
Its up the the implementation on the GlobalListener anyway to decide if it marks the event used or not (based on the check in the HandleEvent function after calling the event on all the global listeners to check for used)

Please let me know if any of those assumptions are wrong.

Okay so far...

Awesome, thanks! :)
So if we look at the 2 parts that are related to global listeners that are part of the toolkit:

Registering and Removing
public void AddGlobalListener(GameObject listener)      {          globalListeners.Add(listener);      }
public void RemoveGlobalListener(GameObject listener)      {          globalListeners.Remove(listener);      }

Calling
for (int i = 0; i < globalListeners.Count; i++)          {              // Global listeners should only get events on themselves, as opposed to their hierarchy.              ExecuteEvents.Execute(globalListeners[i], eventData, eventHandler);          }
Can we make the GlobalListeners list to a Dictionary of <EventType, list of GameObjects> and then register the global listeners (part 1) as an object list based on event type?
Then when we call them (part 2), we only call the relevant gameobject based on the event type.
It will require a bit of maintenance on the global listeners dictionary but might perform better as we wont iterate on all global listeners at every event.

Do you have a code snippet for us to see of the possible change?

does not use ExecuteEvents.Execute, etc, to route events;

I'm fairly certain that will break the uGUI support.

@StephenHodgson That's Unity's UI? Is that not handled differently? If I hover over or click a unity button I don't hit a breakpoint set in HandleEvent. Should that happen?

With the mouse or with motion controllers?

Can we make the GlobalListeners list to a Dictionary of <EventType, list of GameObjects> and then register the global listeners (part 1) as an object list based on event type?
Then when we call them (part 2), we only call the relevant gameobject based on the event type.

@Bazilikum Yeah you lose me a little here too 😄
Short answer is yes, they could be stored/registered like that, but you're saying you would still trigger the (admittedly shorter) list of matched gameobjects using ExecuteEvents.Execute on each? What would this gain?
Even implemented like this, if you had two click handlers on an object, one focusable, one global, and you called Execute on the gameobject because it was registered in the global list for that event type, Execute would still send the event to both click handlers.

Execute would still send the event to both click handlers.

Yep, that's what I found out when I tried to prototype it out real quick.

Bulk closing older HTK bug. Please reopen if you can repro this issue in MRTK v2.
Thanks!
Yoyo


Revert "sage: remove duplicated pkgconfig"

See https://github.com/NixOS/nixpkgs/pull/116594#issuecomment-803279189.
cc @omasanori @timokau @7c6f434c

Oh, sorry about that.

No problem, thanks for merging!


Update to ART 1.13.1

This pull request merges the updates of ART 1.13.1 to branch main.

Codecov Report

Merging #2033 (0ac4cd0) into main (66a2d09) will decrease coverage by 58.61%.
The diff coverage is 34.78%.

:exclamation: Current head 0ac4cd0 differs from pull request most recent head 8e60a6a. Consider uploading reports for the commit 8e60a6a to get more accurate results

:mega: This organization is not using Codecov’s GitHub App Integration. We recommend you install it so Codecov can continue to function properly for your repositories. Learn more

@@             Coverage Diff             @@
##             main    #2033       +/-   ##
===========================================
- Coverage   83.97%   25.36%   -58.61%
===========================================
  Files         290      290
  Lines       25437    25444        +7
  Branches     4573     4576        +3
===========================================
- Hits        21360     6455    -14905
- Misses       2899    18736    +15837
+ Partials     1178      253      -925

Impacted Files
Coverage Δ

...feature_adversaries/feature_adversaries_pytorch.py
13.76% <0.00%> (-77.07%)
:arrow_down:

art/attacks/evasion/pixel_threshold.py
18.84% <0.00%> (-72.47%)
:arrow_down:

...cks/poisoning/perturbations/audio_perturbations.py
0.00% <0.00%> (-86.00%)
:arrow_down:

art/defences/preprocessor/cutmix/cutmix.py
18.66% <ø> (-53.34%)
:arrow_down:

art/defences/preprocessor/cutmix/cutmix_pytorch.py
17.33% <ø> (-57.34%)
:arrow_down:

.../defences/preprocessor/cutmix/cutmix_tensorflow.py
17.10% <ø> (-55.27%)
:arrow_down:

art/defences/preprocessor/cutout/cutout.py
24.52% <ø> (-73.59%)
:arrow_down:

art/defences/preprocessor/cutout/cutout_pytorch.py
22.64% <ø> (-75.48%)
:arrow_down:

.../defences/preprocessor/cutout/cutout_tensorflow.py
24.44% <ø> (-73.34%)
:arrow_down:

art/defences/preprocessor/mixup/mixup.py
32.50% <ø> (-62.50%)
:arrow_down:

... and 228 more


Another BIG suggestions thing(new items only this time)

New Items
Armor
Winged Hussar Armor & Weapons
Barsaebic Ayleid Armor
Rormasu Armor
Argonia Apparel Integration SPID This mod distributes both the Barsaebic & Rormasu armor into the world
Nordic Steel Helmet
Weapons
Valermos
Valermos - Dagger Require base Valermos mod
Violet Bloody Blades
Blades of Chaos
Zaklinak's Weapon Pack
Phoenix Staff

I've updated your original suggestion post with everything above, so we can keep it all in one place :)


That's really just a bit of makeup to warm me up. The Attachment class is a placeholder, I just wanted to put these constants somewhere because it always bothered me I could never find what the heck the numbers were. It could hold much more, worst case a good chunk of Attachments.subs.php in a static way.
I was thinking of a couple of things:

drop the storing of the thumbnails in the db (just rely on a prefix to the file name and GTFO),
maybe move the uploaded avatars out of the way (that as far as I remember is a good chunk of annoying code to deal with),
if not too messy, maybe go back to when there was one way to store attachments, just not a single directory, I'd say by months is usually good enough and easy to deal with?

What do you think @Spuds ?

WooHoo More attachment fun 👍

Not storing the thumbs in the db ... I feel this makes sense.  I think the code still does a fileexists after the db call so why not just look for the attachment hash + _thumb.  Should save some overhead I think.

I abused the avatar code in a recent commit (no more uploads as attachments, removing all those db calls).  Moved all of the avatar upload code out of profile into its own class, and more so just unraveling that messy code.  It really did not do what it claimed to do.  Anyway any improvements there are welcome.

You mean drop the auto directory options and just make it year/month going forward.  That should simplify several areas.  I feel some of the current options are a bit confusing and make the UI difficult to follow.

Dealing with attachments is more of an headache than I remembered. :laughing:

yep, apparently they are already saved with "thumb" but stil lalso in the db with the whole id thingy... confusing.
I saw, didn't notice at first!
yep, I wanted to do it a while ago but gave up. The only downside is that we'd have to reprocess all the attachments during the upgrade... that may become a bit time consuming...

Codecov Report

Merging #3580 (6bc508f) into development (d3bbbb4) will decrease coverage by 4.13%.
The diff coverage is 0.00%.

:exclamation: Current head 6bc508f differs from pull request most recent head 2dcbd0d. Consider uploading reports for the commit 2dcbd0d to get more accurate results

@@                Coverage Diff                @@
##             development    #3580      +/-   ##
=================================================
- Coverage          30.52%   26.39%   -4.14%
+ Complexity         15723    15534     -189
=================================================
  Files                423      439      +16
  Lines              74098    75286    +1188
=================================================
- Hits               22616    19868    -2748
- Misses             51482    55418    +3936

Impacted Files
Coverage Δ

sources/ElkArte/Attachments/Download.php
0.00% <0.00%> (ø)

sources/ElkArte/Controller/Attachment.php
26.78% <0.00%> (+16.56%)
:arrow_up:

sources/subs/Attachments.subs.php
15.36% <ø> (-2.24%)
:arrow_down:

sources/ElkArte/Errors.php
0.00% <0.00%> (-100.00%)
:arrow_down:

sources/ElkArte/Modules/Mentions/Post.php
0.00% <0.00%> (-100.00%)
:arrow_down:

sources/ElkArte/Modules/Mentions/Display.php
0.00% <0.00%> (-100.00%)
:arrow_down:

sources/ElkArte/Notifiers/AbstractNotifier.php
0.00% <0.00%> (-100.00%)
:arrow_down:

...urces/ElkArte/UrlGenerator/Standard/ParseQuery.php
0.00% <0.00%> (-100.00%)
:arrow_down:

...rces/ElkArte/ScheduledTasks/Tasks/WeeklyDigest.php
0.00% <0.00%> (-100.00%)
:arrow_down:

...rces/ElkArte/Modules/Mentions/AbstractMentions.php
0.00% <0.00%> (-90.91%)
:arrow_down:

... and 352 more

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 773df0f...2dcbd0d. Read the comment docs.

It's an interesting matter that I learned many things from here. Everyone is so co-operative and I would love get the latest news update.


Set superMethodLensesEnabled to default to on.

In the last release of metals there were some massive improvements
to the speed of this feature. This used to be turned off due to
performance issues, which we no longer need to worry about.

@jsatk btw you may want to do this in coc-metals as well. We do it in VS Code too.

@jsatk btw you may want to do this in coc-metals as well. We do it in VS Code too.

Will get to it today or tomorrow. Thanks for the heads up.


L1 and L2 norms (Euclidean and taxicab lengths)

Description
We should have L1 and L2 norm functions in the Stan language.  They have to be implemented in the math library first, which is what this PR is for.  We want the functions, but ideally we want custom derivatives.
real norm1(vector x);
real norm1(row_vector x);

real norm2(vector x);
real norm2(row_vector x);

The definitions are:
norm1(x)  =def=  sum(abs(x))
norm2(x)  =def=  sqrt(sum(square(x)))

The derivatives are:
d/dx norm1(x) = signum(x)
d/dx norm2(x) = x / norm2(x)

[ ] implement norm1 and norm2 in the Stan Math library with autodiff test framework tests
[ ] replace other uses that calculate vector lengths with norm2

[ ] unit_vector constrain
[ ] ???

Current Version:
v4.1.0

@tvrsimhan any update on this issue? Thanks.

@tvrsimhan the stan math docs have some examples to get started with as well
https://mc-stan.org/math/getting_started.html

Ah sorry, was too quick to close. #2636 addressed the first point of the issue, the second one is still open. Reopening.


Provide example with more than one stub sharing a single channel

With all of our examples just having channels used by one stub each it's not clear to all developers that channels are intended to be shared among stubs.

I'd like to bump this post GA, none of the other wrapped languages have a multiple stub/single channel example right now.

Fix coming in pull request 7417.

Multiplex example added in pull request 7417.


To imitate algebraic effects with an procedural, interpreted language

I'd like to have your comment about how much I can imitate algebraic effects with an imperative, interpreted language.
Currently in my mind is a perform keyword, prefixing to an expression, so if I resolve function (or procedure, more precise for a procedural language) calls in it, against the call stack, instead of the lexical context of the direct enclosing function/procedure, I kinda feel it implements a sort of algebraic effect call, given the language having pattern matching feature for a calling-site, to dispatch or propagate (to outer frames on the call stack) the effect call.
What's your comment about this idea?

I do not fully understand what you are proposing - just effect calls or also their handling? When handling, how are you delimiting and resuming the continuation? Also, are you considering multi-shot continuations (where you resume them more than once?)

Thanks for your attention and sorry I was vague.
I have had a little further discussion at https://www.reddit.com/r/ProgrammingLanguages/comments/gmhr8a/dynamic_effects_system/ , and come up with a prototyping implementation with my procedural dynamic language Edh, the idea can be technically demonstrated with this repl session log:
Đ:
Đ: export mattersLot = Symbol('mattersLot')
mattersLot
Đ:
Đ: {
Đ|  1:
Đ|  2:   method effectsConsumer (data) {
Đ|  3:
Đ|  4:     # put 'dataType' into current procedure scope
Đ|  5:     dataType = type(data)
Đ|  6:
Đ|  7:     # put 'dataType' into effect namespace,
Đ|  8:     # so a called effect method can pull it by `behave`,
Đ|  9:     # kinda like a callback mechanism but for effects
Đ| 10:     effect dataType = dataType
Đ| 11:
Đ| 12:     # `perform` pulls out an effect method (could be other values as well),
Đ| 13:     # from effect namespace
Đ| 14:     perform @mattersLot
Đ| 15:       # then we call it from here with some args
Đ| 16:       ('the data is of ' ++ dataType)
Đ| 17:
Đ| 18:   }
Đ| 19:
Đ| 20:
Đ| 21:   method effectsStaker () {
Đ| 22:
Đ| 23:     # define an effect method into effect namespace
Đ| 24:     effect method @mattersLot(msg) {
Đ| 25:       console.print( 'It matters a lot: ' ++ msg )
Đ| 26:
Đ| 27:       # `behave` can pull effects (either methods or other values) from
Đ| 28:       # the effect caller, while `perform` can only pull effects from
Đ| 29:       # outer stack relative to where the effect method is defined
Đ| 30:       console.print( 'No doubt the data is of ' ++ behave dataType )
Đ| 31:     }
Đ| 32:
Đ| 33:     # now we do it:
Đ| 34:     effectsConsumer(3)
Đ| 35:     effectsConsumer(Symbol('awesome'))
Đ| 36:
Đ| 37:   }
Đ| 38:
Đ| 39: }
effectsStaker
Đ:
Đ:
Đ: effectsStaker()
It matters a lot: the data is of DecimalType
No doubt the data is of DecimalType
It matters a lot: the data is of SymbolType
No doubt the data is of SymbolType
Đ:

Seems I chose direct call instead of continuation passing in this implementation, and after these work, I some how start feeling this implementation a free-form callback mechanism as in traditional imperative languages like JavaScript/Python etc, i.e. callback functions are not passed as explicit arguments, but reside within the call stack context.
I haven't decided whether to try a continuation passing implementation as well. My ideas so far with this implementation regarding the interesting concerns:

delimiting and resuming the continuation

Currently it carries alway-resume semantic. In this implementation, effectful procedures are still vanilla procedures, so to discontinue the effect caller's execution, an effect handler procedure can throw an exception of specific type, to be caught at the same stack frame where it's defined, or at other frames as appropriate. This construct greatly lacks the elegance where exception handling get implemented as an effect, but pragmatically works at least.

multi-shot continuations

Yet I'm going to leverage some other established constructs instead of implement it as an effect. Edh has a goroutine like construct atop GHC's lightweight threads, and event sink for broadcast channel.
An effect-handler controlled multi-shot may work like this:
effect generator liveNodes() {
  producer checkNodes(outlet) {
  	# mark end-of-stream anyway this producer procedure terminates,
    # this also terminate any for-loop against the sink
    defer ackNodes <- nil

    # contact each known node, this should really be dynamically
    # determined, but hard-coded here for simplicity of demo
    go {
      contactNode(1)
      outlet <- 1
    }
    go {
      contactNode(2)
      outlet <- 2
    }
    go {
      contactNode(3)
      outlet <- 3
    }

    # wait 3 seconds as for a timeout constraint
    for _ from console.everySeconds(3) do { break }
  }

  # tell node# of each node responded in time
  # a producer procedure returns to here the event sink as its outlet
  for nodeNum from checkNodes() do yield nodeNum
}

method announceLiveMsg(msg) {
  for nodeNum from perform liveNodes() do
    console.print('Announcing ' ++ msg ++ ' to node #' ++ nodeNum)
  }
}

An effect-caller controlled multi-shot may work like this:
effect generator knownNodes() {
  # this should really be dynamically determined, but hard-coded
  # here for simplicity of demo
  yield 1
  yield 2
  yield 3
}

method announceLiveMsg(msg) {
  intime = true
  for nodeNum from perform knownNodes() do go {
  	contactNode(nodeNum)
    case intime of true ->
      console.print('Announcing ' ++ msg ++ ' to node #' ++ nodeNum)
  }
  # use 3 seconds as for a timeout constraint
  go for _ from console.everySeconds(3) do { intime = false; break }
}

I may be missing something, but what you are suggesting does not seem algebraic. The first example looks like very much like dynamic binding, and the second one relies on coroutines. Both of these are features that handlers can simulate, but are not equivalent to it (e.g. it is missing full control over the continuation).

Yes, Edh is an imperative procedural language no way to support continuation (though Edh runtime interpreter itself is written heavy in continuation passing style Haskell), but wrt algebraic effects I still see some sorta similarities there.
I implemented Eff's better_state example:
let better_state initial = handler
  | y -> (fun s -> (y, s))
  | effect Get k -> (fun s -> (continue k s) s)
  | effect (Set s') k -> (fun _ -> (continue k ()) s')
  | finally f -> f initial
;;

with better_state 30 handle
  let x = perform Get in
  perform (Set (2 * x));
  perform Get + 10
;;

in Edh:
Đ: {
Đ|  1:   # convention: retrieve the state which is an int
Đ|  2:   Get = Symbol('Get')
Đ|  3:   # convention: set the state, should be an int
Đ|  4:   Set = Symbol('Set')
Đ|  5:
Đ|  6:   method better_state (initial) {
Đ|  7:     # this anonymous class procedure constructs an object instance,
Đ|  8:     # serving as the state storage
Đ|  9:     # the magic method __init__ receives construction args
Đ| 10:     class _ method __init__ (act) {
Đ| 11:       this.s = initial
Đ| 12:       effect method @Get () this.s
Đ| 13:       effect method @Set (s') this.s = s'
Đ| 14:       return (act(), this.s)
Đ| 15:     }
Đ| 16:   }
Đ| 17:
Đ| 18:   better_state (30) (
Đ| 19:     # this nullary procedure simulates a niladic computation
Đ| 20:     {method _ () {
Đ| 21:
Đ| 22:       let x = perform @Get ()
Đ| 23:       perform @Set (2 * x)
Đ| 24:       perform @Get () + 10
Đ| 25:
Đ| 26:     }}
Đ| 27:   )
Đ| 28: }
( 70, 60, )
Đ:

Do you feel some similarity?

I'm not sure how finally would work in Eff, here's Edh's version:
Đ: {
Đ|  1:   # convention: retrieve the state which is an int
Đ|  2:   Get = Symbol('Get')
Đ|  3:   # convention: set the state, should be an int
Đ|  4:   Set = Symbol('Set')
Đ|  5:
Đ|  6:   generator better_state (initial) {
Đ|  7:     yield {
Đ|  8:       # this anonymous class procedure constructs an object instance,
Đ|  9:       # serving as the state storage
Đ| 10:       # the magic method __init__ receives construction args
Đ| 11:       class _ method __init__ (act) {
Đ| 12:         this.s = initial
Đ| 13:         effect method @Get () this.s
Đ| 14:         effect method @Set (s') this.s = s'
Đ| 15:         return (act(), this.s)
Đ| 16:       }
Đ| 17:     }
Đ| 18:     return initial
Đ| 19:   }
Đ| 20:
Đ| 21:   final'result = for handler from better_state (30) do
Đ| 22:     block'result = handler (
Đ| 23:     # this anonymous nullary procedure simulates a niladic computation
Đ| 24:     {method _ () {
Đ| 25:
Đ| 26:       let x = perform @Get ()
Đ| 27:       perform @Set (2 * x)
Đ| 28:       perform @Get () + 10
Đ| 29:
Đ| 30:     }}
Đ| 31:   )
Đ| 32:
Đ| 33:   console.print(final'result=final'result, block'result=block'result)
Đ| 34: }
  block'result=( 70, 60, )
  final'result=30
Đ:

There is similarity in the fact that they both dynamically bind Get and Set to state-manipulating functions, but they are different in how they do it. Eff uses handlers to replace Get and Set with higher-order functions that pass around the state as a parameter, whereas Edh binds them to object accessors. Both can simulate state, but are fundamentally different. You can consider more examples which interact with the continuation in a more involved way - for example try to simulate non-deterministic or probabilistic choice handlers and see if you can get a similar program there.

You are right, just a tiny bit I would like to clarify:

Edh binds them to object accessors

Not to object accessors actually, perform will search the call stack, check presence of the designated (alphanumeric or symbolic) key in each frame's scope until the first hit. No object semantics involved during resolution of effects.

I phrased that badly. I meant accessing properties of an object. If I understand correctly, in this.s and this.s = s', this is an object and s is its property? The search of the call stack searches for Get and Set symbols whereas the s property is bound to the object?

Um, yes, you are totally correct.
Then I understand you better now, agree on all you said about the differences.
I understand algebraic effects is the classic in delimiting impure operations from pure computations, and works with powerful type systems pretty well.
Then I still think my implementation differentiate itself from traditional imperative procedural languages, like Python/JavaScript/Go, but I can't think of a better name for it, maybe dynamic  scoping via effects identifiers ?

In a sense I'd say: effect tracking by composing Monads is lexical scoping, while effect tracking by algebraic effects handlers is dynamic scoping. In the same sense if you compare C function calls with Edh effect calls.

Yes, you could say something along those lines about monads and handlers.


[Bug]: Strengthen URL validation rules and error messages on Library URL input

Is there an existing issue for this?

[X] I have searched the existing issues

Description
The current validation rules on the Library URL input field are weak and allow users to trigger installations with an invalid URL. The generic error message also misleads users into thinking that the library is unsupported.
An appropriate error message should be shown for the following cases:
1. Invalid URLs
eg :

import googleSearch from<EMAIL_ADDRESS>
Expected behavior: The install button should be disabled and an error message should be shown Please enter a valid URL
2. URLs with trailing special characters
eg :

https://cdn.auth0.com/js/auth0-spa-js/2.0/auth0-spa-js.production.js"
Expected behavior:  All trailing special characters and empty spaces should automatically be removed before commencing the library installation

**3. URLs that do not host a JS script **
eg :

https://www.jsdelivr.com/package/npm/crypto-js

Expected behavior:  The URL source should be scanned for available hosted scripts and an error popup should be shown The URL does not point to a JS library script. Please make sure that the URL points to a library's index file(usually ends with .min.js)
Steps To Reproduce

Hit the plus button next to the Library section
Try installing a library with one of the invalid URLs mentioned above
Notice that the installation starts and a generic "Library unsupported" error is thrown

Public Sample App
No response
Issue video log
No response
Version
Cloud

@ramsaptami @AnandiKulkarni could you run a more exhaustive test to find other URL validation issues and add them to the list above?

Designs for error state

Assuming 50% of installation failures can be prevented using better validation rules
Stats

Stat
Values

Reach
110

Effort (months)
0.5

@bharath31 Some issues with the requirements here
a. 1 and 3 cannot be done without downloading the libraires and executing it
b. 3 is not straight forward as some libraries can even return HTML. There is no clear way of figuring out whether whether URL hosts a JS script
c. There are some characters that are disallowed to be added in a url however it is high effort. Arun mentioned that a one click download UI is something we may do in V2 and that would have a higher impact than this.
So doesn't make sense to pick up these tasks.


[Playwire] Support for "//config..." urls

Some websites offer Playwire videos only by referencing the video URL as "//config...." rather than the full qualified "http://config..." to the same video.
The extractor should also support URLs missing the leading "http".

Please provide an example URL so that we can test it.

For some reason its working now.
I got the link from this site: http://www.cinemablend.com/new/First-Joe-Dirt-2-Trailer-Teaser-Stupid-Greatness-70874.html
$ youtube-dl -v "//config.playwire.com/25130/videos/v2/3519514/zeus.json"
[debug] System config: []
[debug] User config: []
[debug] Command-line args: [u'-v', u'//config.playwire.com/25130/videos/v2/3519514/zeus.json']
[debug] Encodings: locale UTF-8, fs utf-8, out UTF-8, pref UTF-8
[debug] youtube-dl version 2015.04.09
[debug] Python version 2.7.9 - Darwin-14.3.0-x86_64-i386-64bit
[debug] exe versions: ffmpeg 2.6.1, ffprobe 2.6.1
[debug] Proxy map: {}
[Playwire] 3519514: Downloading JSON metadata
[Playwire] 3519514: Downloading XML
[debug] Invoking downloader on u'http://cdn.phoenix.intergi.com/25130/videos/3519514/video-hd.mp4?hosting_id=25130'
[download] Destination: Joe Dirt 2 Beautiful Loser Teaser Trailer-3519514.mp4
[download] 100% of 8.55MiB in 00:06

Thank you

Playwire embeds will be supported in the next version. Thanks for the report.


Help user decide which options to set when env vars are involved

When a user requests a command's help docs, they often want to know which options they need to provide on the command line. They base this decision on what will happen if they do NOT specify the option. The --help should help the user make that decision taking into account environment variables. Explicit is better than implicit.
Currently the output of the help command does not indicate whether an environment variable will be used, nor the value that the option will get from this env var (if it applies), if the option is not given on the command line.
The following code uses all 4 combinations of default values and env vars, both of which are critical in deciding whether an option needs to be given on command line:
import click

@click.command('example')
@click.option('--aaa')
@click.option('--bbb', default='my-default-val', show_default=True)
@click.option('--ccc', envvar='SOME_ENV_VAR', show_default=True)
@click.option('--ddd', default='my-default-val', envvar='SOME_ENV_VAR', show_default=True)
def cmd_mycommand(aaa, bbb, ccc, ddd):
    """some help"""
    print('aaa', aaa)
    print('bbb', bbb)
    print('ccc', ccc)
    print('ddd', ddd)

cmd_mycommand()

For a user to decide which options they need, the help should inform them of which env vars are tied to a command's options. This is easily automated. Here is an example of output of --help that would do this, for the above example:
$ SOME_ENV_VAR=other-default-var python ../test.py --help
Usage: test.py [OPTIONS]

  some help

Options:
  --aaa TEXT
  --bbb TEXT  [default: my-default-val]
  --ccc TEXT  [default: other-default-val (from SOME_ENV_VAR)]
  --ddd TEXT  [default: other-default-val (without SOME_ENV_VAR set: my-default-val)]
  --help      Show this message and exit.

In the above "default" could be replaced by "fallback" value, "if not specified", whatever, the above output is just one of many ways of wording and structuring the information.
I'd be happy to submit a proof of concept of this via a PR.

Sorry, I'm not seeing a significant difference from your previous request. The only thing "default" in help text means is the default value. Not the current value. The stuff in brackets is meant to be very short hints about using the CLI, not the current state of the CLI. That said, you could probably get something like this by overriding get_help_record or another formatting-related method.

If you look carefully, It is not the current value, it is the value if the user does not specify the option on the command line, very different.
In any case, I will look into get_help_record().

The value was provided by an env var rather than the command line, but to Click those mean the same thing. Just like a value on the command line, an env var does not change default, which remains whatever it was set to in the code.

Taking a step back:

I understand "the world according to click". I'm not disputing what that is.
I'm saying it would be useful to see additional info about env vars in the help output. You're answering that such info would not be useful because click gives this or that meaning to "default".

Ticket is not about "default" (although I may have written it in a way that suggests that). It's about automating output of info that is already there in the click model.
I'll check whether I can implement myself without patching click.


shorthands.flex(1) should produce flex: 1 1 0% instead of flex: 1 1 0px

When you set a css property to flex: 1 in any of the major browsers the result isflex: 1 1 0%. But the griffel shorthand shorthands.flex(1) produces flex: 1 1 0px.
What's maybe even weirder is that the standard actually defines that flex: <positive-number> is the equivalent of flex: <positive-number> 1 0;. But somehow all browser vendors decided that this is just wrong and produce flex: 1 1 0% as mentioned above.
Either way following reality or following the standard griffel produces an incorrect output. Ideally it should follow how the major browser vendors do it to have the same developer experience as specifying flex: 1, because otherwise this can be a real pitfall.

https://github.com/w3c/csswg-drafts/issues/5742

@stefan-schweiger shorthands.flex() have been deprecated as CSS shorthands are supported natively, check #531 😉


Webpack support for FeathersJS V3.x

Hello, since V3.x, FeathersJS is shipped as ES6 code (see Feathers migrating guide). Thus, we need a way to instruct webpack to transpile FeathersJS.
Versions
Angular CLI: 1.7.3
Node: 6.10.3
OS: darwin x64
Angular: 5.2.9
... animations, common, compiler, compiler-cli, core, forms
... http, language-service, platform-browser
... platform-browser-dynamic, router

@angular/cdk: 5.2.4
@angular/cli: 1.7.3
@angular/flex-layout: 5.0.0-beta.14
@angular/material: 5.2.4
@angular-devkit/build-optimizer: 0.3.2
@angular-devkit/core: 0.4.8
@angular-devkit/schematics: 0.3.2
@ngtools/json-schema: 1.2.0
@ngtools/webpack: 1.10.2
@schematics/angular: 0.3.2
@schematics/package-update: 0.3.2
typescript: 2.6.2
webpack: 3.11.0

Repro steps
Just add anywhere in angular app : import * as feathers from '@feathersjs/feathers'
I don't still test this, but sure it will not work in the browser because it doesn't support ES6.
Observed behavior
Browser javascript error (for browser that don't support ES6) while parsing FeathersJS in ES6 code.
Desired behavior
Angular build should transpile FeathersJS node module if it exists
Mention any other details that might be useful (optional)
I know i can use "eject" from angular-cli to customize Webpack config. But i don't want to loose benefits of angular-cli and learn deep webpack config.

Usually the package maintainer is the one responsible for shipping the correct versions of their library. package.json allows you to specify separate fields for different ES versions.
If, however, you prefer to customize your build, I'd recommend you to give ngx-build-plus a try. No need to eject.


chore: migrate AWS SDK for JavaScript v2 APIs to v3

Summary
This PR migrates AWS SDK for JavaScript v2 APIs to v3 using aws-sdk-js-codemod.
$ npx<EMAIL_ADDRESS>-t v2-to-v3 e2e/utils/artifacts.js

Ticket Link
From AWS SDK for JavaScript v2 README:

We are formalizing our plans to make the Maintenance Announcement (Phase 2) for AWS SDK for JavaScript v2 in 2023.

PR similar to https://github.com/mattermost/mattermost/pull/25301
Checklist

[ ] Added or updated unit tests (required for all new features)
[ ] Has UI changes
[ ] read and understood our Contributing Guidelines
[ ] completed Mattermost Contributor Agreement
[ ] executed npm run lint:js for proper code formatting

Device Information
N/A
Screenshots
N/A
Release Note
NONE

Hello @trivikr,
Thanks for your pull request! A Core Committer will review your pull request soon. For code contributions, you can learn more about the review process here.

cc active contributor @devinbinnie


Fixed Bugs in my extension

I have noticed that in my delivered version, there were several errors regarding the consideration of the file extension. I have corrected these errors, so the file-extension gets fully observed. Sorry for that.

Hi,
Thank you, but I just finished fixing these minor problems (and some others as well), so I will not merge this commit.
Regards,
László


Relocates zoom.us

This means that the user has one less password to type
Solves https://github.com/pivotal/workstation-setup/issues/132

Thank you!!


FIX: Threshold boldref resampled values to be non-negative

https://neurostars.org/t/negative-data-following-multi-echo-optimal-combination-in-fmriprep/20698
The simplest place to do this seemed to be post-resample, pre-merge. This way it applies to single-echo and multi-echo data identically, with no possibility of missed branches during workflow construction.
I chose to make a simple Python interface rather than use fslmaths just because I didn't want to reason about possible type coercion.
Should we be doing this in all resampling workflows?

Hello @effigies! Thanks for updating this PR. We checked the lines you've touched for PEP 8 issues, and found:

In the file fmriprep/interfaces/maths.py:

Line 40:100: E501 line too long (103 > 99 characters)

@mgxd Switched to a clipping interface.
@oesteban We use MultiApplyTransforms, which definitely doesn't threshold. I would rather keep it explicit than patch.
Should we also be thresholding after MultiApplyTransforms when resampling to T1w and template?


docs: fix persistence_postgres.ipynb

According to the make start-postgres command in the context, execute docker compose, and the configured port is 5441.

remove unuse import

thank you!


fix(marks): check config is not nil

Whilst trying to disable one of the handlers in my config I encountered this error. I don't know the root cause as I'm not familiar with the code base but it appears the config object might be being re-assigned to nil somewhere. I'm able to reproduce this consistently in my config using the following setup:
    use({
      'lewis6991/satellite.nvim',
      config = function()
          require('satellite').setup({
           handlers = {
              gitsigns = {
                enable = false,
              },
            },
            excluded_filetypes = {
              'packer',
              'neo-tree',
              'norg',
              'neo-tree-popup',
              'dapui_scopes',
              'dapui_stacks',
            },
          })
      end,
    })

Error detected while processing WinScrolled Autocommands for "*":
Error executing lua callback: ...er/start/satellite.nvim/lua/satellite/handlers/marks.lua:61: attem
pt to index upvalue 'config' (a nil value)
stack traceback:
        ...er/start/satellite.nvim/lua/satellite/handlers/marks.lua:61: in function 'update'
        ...ack/packer/start/satellite.nvim/lua/satellite/render.lua:49: in function 'render_handler
'
        ...ack/packer/start/satellite.nvim/lua/satellite/render.lua:105: in function 'render_bar'
        .../site/pack/packer/start/satellite.nvim/lua/satellite.lua:224: in function 'show_scrollba
r'
        .../site/pack/packer/start/satellite.nvim/lua/satellite.lua:443: in function <.../site/pack
/packer/start/satellite.nvim/lua/satellite.lua:440>

There might very well be a better solution for this but checking a table exists before accessing it didn't seem like too harmful a solution and prevents quite a blocking issue since it happens on winscrolled so is somewhat unavoidable

Thanks.
Just note this plugin is very WIP, so expect things to change/break a lot. At the moment I'm mostly trying to figure out the interfaces and overall architecture so this runs performently.

@lewis6991 no worries, the README is pretty clear about the state of the plugin, but it works pretty well generally for me, other than the odd quirk I've raised issues for 👍🏾


ViewPostIme pointer 0,1 and onTap/onPressed not working on specific android physical device

After upgrade my flutter version to 2.0 (2.0.3/2.04), if I'm using specific physical device (Samsung A8 and A6+), every time I touch on the screen, I'm getting this messages on terminal, and the onTap event is completely not working.
D/ViewRootImpl@MainActivity: ViewPostIme pointer 0
followed by
D/ViewRootImpl@MainActivity: ViewPostIme pointer 1
Can someone help me? I've several apps afflicted by this issue.
MY LOGS:

flutter doctor -v
[✓] Flutter (Channel stable, 2.0.4, on macOS 11.2.1 20D74 darwin-x64, locale en-GB)
    • Flutter version 2.0.4 at /Users/umbertogrimaldi/flutter
    • Framework revision b1395592de (11 days ago), 2021-04-01 14:25:01 -0700
    • Engine revision 2dce47073a
    • Dart version 2.12.2

[✓] Android toolchain - develop for Android devices (Android SDK version 31.0.0-rc2)
    • Android SDK at /Users/umbertogrimaldi/Library/Android/sdk
    • Platform android-30, build-tools 31.0.0-rc2
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 12.4, Build version 12D4e
    • CocoaPods version 1.10.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)

[✓] VS Code (version 1.55.0)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.21.0

[✓] Connected device (4 available)
    • SLA L02 (mobile)             • R4BBB17A17500798                     • android-arm    • Android 7.0 (API 24)
    • AOSP on IA Emulator (mobile) • emulator-5556                        • android-x86    • Android 9 (API 28) (emulator)
    • iPhone 12 Pro (mobile)       • 219DD62F-D57D-4CF5-BC1C-877E3122699F • ios            • com.apple.CoreSimulator.SimRuntime.iOS-14-4 (simulator)
    • Chrome (web)                 • chrome                               • web-javascript • Google Chrome 89.0.4389.114
    ! Error: UMBERTO’s iPhone is not connected. Xcode will continue when UMBERTO’s iPhone is connected. (code -13)

pubspec.yaml

environment:
  sdk: ">=2.6.0 <3.0.0"

dependencies:
  flutter:
    sdk: flutter
  flutter_localizations:
    sdk: flutter
  app_settings: ^4.1.0
  auto_size_text: ^2.1.0
  connectivity: ^3.0.3
  cupertino_icons: ^1.0.0
  custom_refresh_indicator: ^0.9.0
  device_info_plus: ^1.0.0
  firebase_analytics: ^7.1.1
  firebase_core: ^1.0.3
  firebase_crashlytics: ^2.0.0
  firebase_dynamic_links: ^0.8.0
  firebase_messaging: ^9.0.0
  flutter_app_badger: ^1.2.0
  flutter_cache_manager: ^2.1.2
  flutter_exif_rotation: ^0.4.1
  flutter_secure_storage: ^4.1.0
  html: ^0.15.0
  http: ^0.13.0
  image_picker: ^0.7.3
  intl: ^0.17.0
  json_annotation: ^4.0.0
  json_serializable: ^4.0.3
  mime: ^1.0.0
  optimized_cached_image: ^2.0.0
  package_info: ^2.0.0
  permission_handler: ^6.1.0
  provider: ^5.0.0
  share: ^2.0.1
  shared_preferences: ^2.0.5
  shimmer: ^1.1.2
  span_builder: ^0.1.0
  url_launcher: ^6.0.2

dev_dependencies:
  flutter_test:
    sdk: flutter
  build_runner: ^1.0.0

flutter:
  uses-material-design: true
  generate: true
  assets:
    - lib/assets/
    - lib/assets/graphics/
    - lib/assets/images/

Hi @umbertogrimaldi
Can you please provide your flutter run --verbose (running on the same device) and a minimal complete reproducible code sample?
Thank you

Ei @pedromassangocode, I'm sorry for replaying you too late.
After struggling a lot to solve the problem I found what was causing the problem itself (on Samsung devices only in my case).
So for those who are experiencing the same behaviour check if you have in your code
GestureBinding.instance.resamplingEnabled = true;
and remove it.

Thanks,
I'm going to close this issue as solved, there is currently some related issues, see https://github.com/flutter/flutter/issues?q=is%3Aissue+is%3Aopen+GestureBinding.instance.resamplingEnabled.


Update quest-config.json

Jill asked me to add the rest of the parent definitions

@Rick-Anderson


Resource List Sort Option disappears when search text is entered

Describe the bug
The Sort A->Z button in the Resource list on the Project->Browse page disappears when some search text is typed in.
What part of Nexus is affected

[x] Fusion
[ ] Delta
[ ] CLI
[ ] Documentation

To Reproduce
Steps to reproduce the behavior, e.g. for Fusion:

Go to Nexus Fusion and log-in
Click on Admin, select an organization and project with some resources.
In the Browse tab on a Resource List (probably called Default Query), see how the sort A->Z button is visible.
Selecting a type or schema, observer how the button remains visible
Type something in the search box
See how the A->Z button disappears from the interface

Expected behavior

Sort button should remain visible regardless of if search text entered.
Sort button should correctly sort the search results in resource list in oldest->newest or newest->oldest order depending on the direction selected.

API calls (requests/responses)
If applicable, add the minimum requests/responses to help explain your problem.
Screenshots
If applicable, add screenshots to help explain your problem.
Additional context
Add any other context about the problem here.

This is the  expected behavior due to reasons explained in this issue : https://github.com/BlueBrain/nexus/issues/1020.


Only test if "test" or "test_matched" is present when do_predict=True

Closes #17

the failing test seems unrelated

@elronbandel I am working on an integration for spacy, similar to https://github.com/davidberenstein1957/spacy-setfit, would love to get your help with publishing and will create a PR for the readme when its done.


Add provisioning service account

This PR adds the provisioning service account in order to fetch it from sources UI as we do for was account.

@lindgrenj6 Thank you!


[Feature]: @toss/ky why node-fetch is being used separately when Node.js 18+ has built-in support for fetch

Package Scope

[x] Add to an existing package
[ ] New package

Package name: @toss/ky
Overview

Starting from Node.js 18, built-in fetch is supported, making it possible to use without polyfills or the node-fetch library.
Describe the solution you'd like

It seems that we no longer need to use the node-fetch library and can instead use the Node.js built-in fetch, which offers the following pros and cons:

Pros: Performance improvement of over 25%. (undici benchmarks)
Cons: Currently, the built-in fetch is in the Experimental stage (Node.js official documentation)

Even if we continue to use node-fetch due to the experimental stage or other reasons, I believe the phrase "For server-side rendering, we should use the separate ky-universal library." in the documentation should be updated because with Node.js 18 or higher, it is no longer necessary to use ky-universal.

레거시 프로젝트가 되었군요..


[FZ] Merging zones with 64 px gap does not work

do 2x2 grid with 64px buffer
try to merge 2 zones together

Should work but doesn't.  32px works but 64 gap doesn't

This is currently by design.

Why? seems arbitrary

We can change it, I only wanted to indicate in the issue that is not a code defect, but it was a design choice.

maybe make it a setting and make it clear that its unstable
would decrease the amount of zones from 11 to about 5

@enricogior what is the thought process for the behavior?  A high DPI monitor would maybe want a gap of this size.  Feels like the entire feature would be enabled / disabled then versus based on the gap size

After the introduction of the multi-zone snapping https://github.com/microsoft/PowerToys/pull/4850 there is no need to support larger gaps (they feel unnatural).
Closing this as won't fix.

Then we shouldn't support giving the user a value that high

Not sure I understand what you mean.
We support automatic activation of two zones if they are close to each other, doing so for zones that are far apart isn't something a user would expect, and if a user wants to snap two zones that are far apart, they can use the new multi zone snapping.

if a user can set the gap to 64 pixels, they made a decision to do that.  I filed this bug on behalf on a user.
Either the gap should have a max value OR we should warn when it goes above a value, this feature doesn't work.

We try to keep the FZ logic abstract from the underlying layout, we don't do special casing for templates vs custom layouts.
The current max gap to enable multi-zone auto activation is arbitrary and independent from the concept of spacing around zones in the template editor.
We can make it a configurable settings, it didn't seems like a top priority items since we just introduced arbitrary multi-zone snapping.

Closing in favor of https://github.com/microsoft/PowerToys/issues/6437


Debug messages are logged as configuration errors

The changes in https://github.com/kvspb/nginx-auth-ldap/commit/e5ec5742499cc301325cba13f0e0f15a3706f490 are echoed to the console whenever require is being parsed (eg on every server restart).  The commit logs these debug messages as configuration errors (eg ngx_conf_log_error) when they're valid configuration.
If they're debugging messages, they should be using ngx_log_debugX instead (where X is the number of arguments).

This is a duplicate of #88

Self-closing due to this being a dupe.


pterm: Add version 0.77

PuTTY 0.77 added the pterm application which is a wrapper around the Windows Command Prompt or other Windows Console applications. It is not included in the main PuTTY installation package.

Closes #8628

Relates to #XXXX

[x] I have read the Contributing Guide.

/verify

You can use 0.77 (or $version) in place of latest in the URLs

/verify


Missing details in documentation on how to connect from PowerShell

Describe the bug
Maybe an alternative title could be - how to connect given that I have the Az-Context with permissions to manage the cluster?
I am trying to connect from an Azure Automation account in a similar fashion to  Az.ServiceFabric, but have not been successful following the documentation. The Az.ServiceFabric command will only update services made with ARM templates, so I am trying my luck using this library.
Using Az.ServiceFabric
we can connect to Service fabric from Azure Automation accounts by setting the Az context and then running commands.
Connect-AzAccount `
    -ServicePrincipal `
    -Tenant $ServicePrincipalConnection.TenantId `
    -ApplicationId $ServicePrincipalConnection.ApplicationId `
    -CertificateThumbprint $ServicePrincipalConnection.CertificateThumbprint

Get-AzSubscription -SubscriptionName $SubscriptionName -TenantId $ServicePrincipalConnection.TenantId | Set-AzContext

I am trying to use this package from Azure Automation and connection following Connect-SFCluster, but struggling to figure out how to make it work in a similar fashion.
I have tried to connect using
Connect-SFCluster -ConnectionEndpoint $ServiceFabricConnectionEndpoint `
                  -AzureActiveDirectory `
                  -ServerCertThumbprint $ServicePrincipalConnection.CertificateThumbprint `
                  -ClientTimeout 90

but it fails with
System.EntryPointNotFoundException: Unable to find an entry point named 'GetPerAdapterInfo' in DLL 'iphlpapi.dll'.
   at Microsoft.IdentityModel.Clients.ActiveDirectory.Internal.Platform.WebUI.<AcquireAuthorizationAsync>d__12.MoveNext()
--- End of stack trace from previous location where exception was thrown ---

I have also tried supplying "the AAD Token" as mentioned in the documentation, but I am not sure which excact token this is, scope etc, so all my attempts have failed. Since I was already connected with az I was hoping to use Get-AzAccessToken and supply it directly as mentioned here.
For example, I have tried with
$securityToken = Get-AzAccessToken -TenantId  $ServicePrincipalConnection.TenantId
Connect-SFCluster -ConnectionEndpoint $ServiceFabricConnectionEndpoint `
                  -AzureActiveDirectory `
                  -ServerCertThumbprint $ServicePrincipalConnection.CertificateThumbprint `
                  -ClientTimeout 90 `
                  -SecurityToken $securityToken.Token

. The token I get back looks OK, but it gives
Microsoft.ServiceFabric.Client.Exceptions.InvalidCredentialsException: Authorization error, invalid client credentials.
   at Microsoft.ServiceFabric.Client.Http.ServiceFabricHttpClient.<SendAsyncHandleSecurityExceptions>d__32.MoveNext() in D:\a\1\s\src\Microsoft.ServiceFabric.Client.Http\ServiceFabricHttpClient.cs:line 477
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Microsoft.ServiceFabric.Client.Http.ServiceFabricHttpClient.<SendAsyncHandleUnsuccessfulResponse>d__31.MoveNext() in D:\a\1\s\src\Microsoft.ServiceFabric.Client.Http\ServiceFabricHttpClient.cs:line 402
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Microsoft.ServiceFabric.Client.Http.ServiceFabricHttpClient.<SendAsyncGetResponse>d__27`1.MoveNext() in D:\a\1\s\src\Microsoft.ServiceFabric.Client.Http\ServiceFabricHttpClient.cs:line 233
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Microsoft.ServiceFabric.Powershell.Http.ConnectClusterCmdlet.ProcessRecordInternal() in D:\a\1\s\src\Microsoft.ServiceFabric.Powershell.Http\ConnectClusterCmdlet.cs:line 324
   at Microsoft.ServiceFabric.Powershell.Http.CommonCmdletBase.ProcessRecord() in D:\a\1\s\src\Microsoft.ServiceFabric.Powershell.Http\CommonCmdletBase.cs:line 97
Authorization error, invalid client credentials.

To Reproduce
Create an Azure Automation account with a Runbook and a Service Fabric cluster.
Try to connect with the Connect-SFCluster command.
Expected behavior
Expecting to connect to the cluster.

We figured out how to get the AAD token and get it to connect  🥳 . I do not know if this is the preferred way or something that does not or does belong in this repo, maybe we can get the correct token through Get-AzAccessToken as well, I have not yet investigated.
I think something on this topic would be nice to have in the documentation, I can add a suggestion, I leave it here at least for reference. I have not described the inputs in details, but at least it gives a hint on how to get the correct ServiceFabric Token. I do find the flow in Az somewhat more streamlined, perhaps it is possible to do something similar with a command that wraps the below Invoke-RestMethod to make it more clear how to connect?
$request = @{"grant_type" = "client_credentials"; "resource" = $ClusterServerId; "client_id" = $ClusterClientId; "client_secret" = $ClusterClientSecret }
$response = Invoke-RestMethod -Uri https://login.microsoftonline.com/$ClusterTenantId/oauth2/token -Method Post -Body $request
$securitytoken = $response.access_token ```

Figured out how to get the same token through the Az commands too (when we had the Az context set), one issue is that we have to use the GUID where it wants the URL, which is a bit confusing, but the audience in the token has to be a GUID representing the app registration.
#Get token for the SF-cluster. Resource needs to be the GUID of the app registration, using the App ID URI grants a token that gives 403 on usage
Get-AzAccessToken -ResourceUrl $ServiceFabricClusterEnvAppId

Hi @bjartwolf. We have tried both approaches and they do not work for us. Does anybody else have any suggestions? Thanks.


Freebayes 0.9.21 segfaults with empty region

I'm calling Freebayes using the region-wise parallelization approach as shown in the freebayes-parallel script. My reference includes the alternative alleles but with WES no reads map there. Freebayes crashes when giving it a region where no read maps (see below). This should probably be handled more gracefully.
Error: signal 11:
freebayes[0x4a26d5]
/lib/x86_64-linux-gnu/libc.so.6(+0x36d40)[0x7fd6f7bd3d40]
freebayes[0x44524a]
freebayes[0x45358d]
freebayes[0x4543b8]
freebayes[0x454c60]
freebayes[0x407968]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5)[0x7fd6f7bbeec5]
freebayes[0x40e98a]
Error: signal 11:
freebayes[0x4a26d5]

never mind

What was the cause?

I think this is just a dupe of #155 and I was mixing this up with the "no reads in region" warning.


VR using plugin not working in UE4Editor or build, giving "OSVR client context did not initialize correctly" error

In the prebuilt OSVR Unreal Plugin distributed with UE4.12.5, we can't get Preview in VR in UE4Editor or VR in a Shipping build working with OSVR.
UE4 always gives following error:
OSVREntryPointLog:Warning: OSVR client context did not initialize correctly. Most likely the server isn't running. Treating this as if the HMD is not connected.
The OSVR Server is running, and the Unity-based Palace demo displays properly on the VR headset (an HDK2) before and after trying it in Unreal.
To make sure it wasn't our project causing the issue, we also tried using the VRContentExamples project from https://github.com/mitchemmc/VRContentExamples - enabling the OSVR Plugin from the VR category in the Plugins window, but it didn't work either.

Could you try running the latest plugin from source and see if that addresses the issue? You'll need to disable the prebuilt plugin and add OSVR as a local plugin to your project. The prebuilt plugin is a couple of months old. We have submitted an update but I don't know when the update will ship.

Trying it now.
The ImportFromSDK.cmd script (from setup steps) asks for the DirectRender 64bit SDK root dir but I can't find that SDK anywhere.   Do you know where that is?

ImportFromSDK.cmd doesn't seem to work correctly currently against latest SDK, etc.  I think paths it expects may have changed.

I fixed ImportFromSDK.cmd so it works now (and will submit a pull request).  I then rebuilt the OSVR-Unreal plugin from master branch of the repo and switched my project to use it, but I still get the same error and no VR:
OSVREntryPointLog:Warning: OSVR client context did not initialize correctly. Most likely the server isn't running. Treating this as if the HMD is not connected.

More data points:

The example OSVRUnreal.uproject gets the same error in UE4Editor, and usually has VR Preview disabled.

But when VR Preview is enabled, it gets the same error when PIE (Play in Editor).
Except it worked once out of over 25 tries - which I think increases probability of a timing related bug.   That one time it worked the demo displayed in the HDK2 HMD.

The pre-built Showdown VR demo also gets the same error, then crashes.

The error:
OSVREntryPointLog:Warning: OSVR client context did not initialize correctly. Most likely the server isn't running. Treating this as if the HMD is not connected.

Does the server indicate that a client has connected when you start the game?

Yes, I see the following messages from the OSVR Server when UE4Editor or UE4 starts up and loads the project:

It sounds like the client–server connection is okay then. (You can confirm this with the osvr_print_tree utility. If it prints out the tree, it can talk to the server.)
The error message you mentioned above indicates that Unreal couldn't connect to the server within three seconds. If it's connecting occasionally, you might try increasing the timeout in OSVREntryPoint.cpp to see if it eventually connects.

Increasing the timeout in OSVREntryPoint.cpp worked - but I do worry about it slowing the UE4 startup for projects that run in OSVR, non-OSVR VR, and non-VR environments.

Yes, this was a concern of mine as well. Unreal's VR plugin system doesn't have an "async" way of determining connectivity status for a particular plugin, so we have to block while we wait for the server to connect. I'll look into adding some timing to the startup code so that we can at least get a good feel for the optimal timeout period.

Related to this, I previously submitted a request to Epic for UE4 command line options to force a specific VR API (or none) to avoid problems like auto-detect choosing the wrong VR API (compared to user's selection from Steam or other front-end) and unneeded startup delays.
https://udn.unrealengine.com/questions/305191/auto-detection-of-vr-api-can-override-users-select.html


MAC M1 Max - Metal error matmul doesn't support BF16

Compiled this on a Macbook Pro M1 Max with 64Gb - I get Metal error matmul doesn't support BF16

Oh, I hardcoded it to BF16. Let me fix that

Let me just confirm. Are you talking about the cli?

stable-diffusion-cli 0.1.9 now uses F16 by default, not BF16.
In case you are talking about the example code, replace it with DType::F16. BF16 is NVidia only.

I closed the issue as it was likely fixed, but let me know if you still have any problem.

Yay that was fast - thanks :)
I now get this problem...
Building the unet.
Building the autoencoder.
Tensor[dims 2, 77, 2048; f16, metal:4294970041]
starting sampling
Error: Metal conv2d F16 not implemented
But this could well be on me as I'm new to Rust...  ..here's the code:
let device = Device::new_metal(0)?;
let weights = StableDiffusionWeights::new(StableDiffusionVersion::XL, DType::F32);
let parameters = StableDiffusionParameters::new(weights, device, DType::F16)?;
let stable_diffusion = StableDiffusion::new(parameters)?;
let args = GenerationParameters::new("A green apple".to_string());
let image = stable_diffusion.generate(args)?;
image.save("output.png")?;

Best,
//O.

Try to run it with DType::F32. F16 might not exist for Metal. I don't know the API.

Yay ! It works !!!
Excellent - thank you
Now let's see if I can figure out how to load my own safetensor weights from civitai :)


[SMALLFIX] Make sure we have enough replications when loading from UFS [WIP]

Test PASSed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/Alluxio-Pull-Request-Builder/15496/
Test PASSed.

Merged build finished. Test PASSed.

Merged build finished. Test FAILed.

Test FAILed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/Alluxio-Pull-Request-Builder/15527/
Test FAILed.

Test FAILed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/Alluxio-Pull-Request-Builder/15526/Build result: FAILURE[...truncated 2937 lines...][JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/client/hdfs/target/alluxio-core-client-hdfs-1.5.0-RC1-sources.jar to org.alluxio/alluxio-core-client-hdfs/1.5.0-RC1/alluxio-core-client-hdfs-1.5.0-RC1-sources.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/client/hdfs/target/alluxio-core-client-hdfs-1.5.0-RC1-tests.jar to org.alluxio/alluxio-core-client-hdfs/1.5.0-RC1/alluxio-core-client-hdfs-1.5.0-RC1-tests.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/keyvalue/common/pom.xml to org.alluxio/alluxio-keyvalue-common/1.5.0-RC1/alluxio-keyvalue-common-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/client/fs/pom.xml to org.alluxio/alluxio-core-client-fs/1.5.0-RC1/alluxio-core-client-fs-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/client/fs/target/alluxio-core-client-fs-1.5.0-RC1.jar to org.alluxio/alluxio-core-client-fs/1.5.0-RC1/alluxio-core-client-fs-1.5.0-RC1.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/client/fs/target/alluxio-core-client-fs-1.5.0-RC1-sources.jar to org.alluxio/alluxio-core-client-fs/1.5.0-RC1/alluxio-core-client-fs-1.5.0-RC1-sources.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/client/fs/target/alluxio-core-client-fs-1.5.0-RC1-tests.jar to org.alluxio/alluxio-core-client-fs/1.5.0-RC1/alluxio-core-client-fs-1.5.0-RC1-tests.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/common/pom.xml to org.alluxio/alluxio-core-common/1.5.0-RC1/alluxio-core-common-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/common/target/alluxio-core-common-1.5.0-RC1.jar to org.alluxio/alluxio-core-common/1.5.0-RC1/alluxio-core-common-1.5.0-RC1.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/common/target/alluxio-core-common-1.5.0-RC1-sources.jar to org.alluxio/alluxio-core-common/1.5.0-RC1/alluxio-core-common-1.5.0-RC1-sources.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/common/target/alluxio-core-common-1.5.0-RC1-tests.jar to org.alluxio/alluxio-core-common/1.5.0-RC1/alluxio-core-common-1.5.0-RC1-tests.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/server/worker/pom.xml to org.alluxio/alluxio-core-server-worker/1.5.0-RC1/alluxio-core-server-worker-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/underfs/glusterfs/dependency-reduced-pom.xml to org.alluxio/alluxio-underfs-glusterfs/1.5.0-RC1/alluxio-underfs-glusterfs-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/underfs/glusterfs/target/alluxio-underfs-glusterfs-1.5.0-RC1.jar to org.alluxio/alluxio-underfs-glusterfs/1.5.0-RC1/alluxio-underfs-glusterfs-1.5.0-RC1.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/underfs/glusterfs/target/alluxio-underfs-glusterfs-1.5.0-RC1-sources.jar to org.alluxio/alluxio-underfs-glusterfs/1.5.0-RC1/alluxio-underfs-glusterfs-1.5.0-RC1-sources.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/client/pom.xml to org.alluxio/alluxio-core-client/1.5.0-RC1/alluxio-core-client-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/examples/pom.xml to org.alluxio/alluxio-examples/1.5.0-RC1/alluxio-examples-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/pom.xml to org.alluxio/alluxio-core/1.5.0-RC1/alluxio-core-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/server/proxy/pom.xml to org.alluxio/alluxio-core-server-proxy/1.5.0-RC1/alluxio-core-server-proxy-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/server/proxy/target/alluxio-core-server-proxy-1.5.0-RC1.jar to org.alluxio/alluxio-core-server-proxy/1.5.0-RC1/alluxio-core-server-proxy-1.5.0-RC1.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/core/server/proxy/target/alluxio-core-server-proxy-1.5.0-RC1-sources.jar to org.alluxio/alluxio-core-server-proxy/1.5.0-RC1/alluxio-core-server-proxy-1.5.0-RC1-sources.jar[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/shell/pom.xml to org.alluxio/alluxio-shell/1.5.0-RC1/alluxio-shell-1.5.0-RC1.pom[JENKINS] Archiving /home/jenkins/workspace/Alluxio-Pull-Request-Builder/tests/pom.xml to org.alluxio/alluxio-tests/1.5.0-RC1/alluxio-tests-1.5.0-RC1.pomchannel stopped
Test FAILed.

Merged build finished. Test FAILed.


GetTypeForLevel sometimes returns incorrect BidiClass

https://github.com/fsufyan/BidiSharp/blob/f090ab32c1951e2c4d9329601eee07690a6bb7b1/BidiSharp/Source/Bidi.cs#L865-L869
The method should return BidiClass.L when level is even and BidiClass.R when level is odd.
However (level & 2) == 0 is not true for all even levels and false for all odd levels e.g.
(2 & 2) == 0 is false
(8 & 2) == 0 is true
(9 & 2) == 0 is true
Consequently LogicalToVisual returns incorrect values in some cases.
Method should use (level & 1) == 0.

The issue has been fixed in f69903f93f0ca4c06e88f9fa9d74a13074cebb27
Thanks you.


Create PULL_REQUEST_TEMPLATE.md

Description: Adds a PR template as part of the follow-up tasks coming out of the last incident https://gr4vy.atlassian.net/wiki/spaces/GB/pages/244678657/2022-06-07+-+Embed+failing+to+load#✍-Follow-up-tasks
Ticket: https://gr4vy.atlassian.net/browse/TA-1728

:rocket: PR was released in v2.11.7 :rocket:


fix(react): reset useFetcher().submission state back to idle after redirect

closes #1691
closes #1794
Signed-off-by: Logan McAnsh<EMAIL_ADDRESS>

I'm getting this bug when a loader redirects.


How to use front camera as default in RTMP?

I need to start showing streaming preview from Front Camera if it is possible. How could I do this?

Camera1:
rtmpCamera1.startPreview(Camera.CameraInfo.CAMERA_FACING_FRONT);
Camera2:
rtmpCamera2.startPreview(CameraMetadata.LENS_FACING_FRONT);


passing options to rake eslint:run

Sorry if I have missed any obvious point, how do I pass option to eslint while running rake eslint:run
I am adding this gem to my rails project and I want to run eslint on only chnaged or new files, so I need to pass option --cache to eslint

So I think we should just add a variable to the rake task. When we do rake test, we can do
rake test TEST=path/to/my_test.rb TESTOPTS='--name=test_a_feature'

So I'm thinking we could add something so you can do
rake eslint:run ESLINTOPTS='--cached'

The only downside I see is that we probably should not mirror this capability in the web interface because I haven't thought of a good way to do it yet. Also, maybe people don't use the web interface?

I certainly love the web interface when I am manually fixing warnings/errors by hand. It helps a lot, and reduces the strain of having to read terminal output, which isn't always pretty.
I do wish there was an easier way to provide flags, and think it is critical considering eslint can attempt to auto correct issues with the --fix flag. Rubocop has an excellent way of handling flags like that, and I would very much like to see this be a thing with eslint-rails.

I will consider taking a look at this perhaps contributing in order to make this a reality 😎🤔🍻

So I forked this repo and wrote in code to allow for auto-correction, as well as a few more goodies. Seeing as this repo isn't really being actively maintained, I will keep the fork separate unless it is desired that they be merged.
New features include

updated readme
updated eslint
autocorrection feature
different "exit" commands based on eslint.json settings. If you have a rule set to error, the build will exit 1. If it is set to warning and no errors exist, it will exit 0
updated the controller to not break if you don't provide force_deafult
updated the web interface to allow you to use autocorrect, or not
updated the rake tasks
updated the before_filter to be before_action, since the former was deprecated


Pandas 1.0.0 breaks the current release

I saw that the changes were made in master to account for pandas but could we please get a release with these changes?

+1

Realease 2.0.5 has just been pushed to PyPi

Thank you very much!

Thank you guys for the fast response... long life Meteomatics 🍕🍻


Taiga integration formatting improvements, documentation

Current coverage is 83.87% (diff: 100%)

Merging #21 into master will not change coverage

@@             master        #21   diff @@
==========================================
  Files             6          6
  Lines           217        217
  Methods          39         39
  Messages          0          0
  Branches         46         46
==========================================
  Hits            182        182
  Misses           35         35
  Partials          0          0

Powered by Codecov. Last update dd21847...9c6341f


Allow editors to upload security score

Add admin maps to record administrators
Add addAdmin and removeAdmin to manage administrators
Allow administrators to push data and push data in batch

Tests:
TestProxy
    ✓ testProxy (60ms)
    ✓ testUpgradeOracleAddress (79ms)

  TestSecurityOracle
    ✓ testDefaultScore (44ms)
    ✓ testUpdateDefaultScore (54ms)
    ✓ testGetSecurityScoreResultMissing (46ms)
    ✓ testGetSecurityScoreStringParameter (46ms)
    ✓ testGetSecurityScoreContractAddressOnly (42ms)
    ✓ testPushResultResultAvailable (52ms)
    ✓ testPushResultResultExpired (51ms)
    ✓ testBatchPushResult (71ms)
    ✓ testGetSecurityScores (60ms)

  Contract: SecurityOracle
    ✓ should proceed for contract address only call
    ✓ should revert if contract address is 0
    ✓ should proceed for contract address and non 0 function signature call
    ✓ should revert if function signature is 0

  15 passing (9s)

Done in 15.46s.

The purpose of this PR is to allow external users push the security score to the security oracle contract

Adopt openzeppelin whitelist access control mechanism which allows permitted external users to push security score result data to security oracle smart contract.
openzeppelin whitelist access control contracts are from openzeppelin-contracts v2.5.0 release. REFs: Roles.sol , WhitelistAdminRole.sol and WhitelistedRole.sol
Tests:

  TestProxy
    ✓ testProxy (48ms)
    ✓ testUpgradeOracleAddress (61ms)

  TestSecurityOracle
    ✓ testDefaultScore (53ms)
    ✓ testUpdateDefaultScore (55ms)
    ✓ testGetSecurityScoreResultMissing (46ms)
    ✓ testGetSecurityScoreStringParameter (44ms)
    ✓ testGetSecurityScoreContractAddressOnly (46ms)
    ✓ testPushResultResultAvailable (56ms)
    ✓ testPushResultResultExpired (52ms)
    ✓ testBatchPushResult (75ms)
    ✓ testGetSecurityScores (53ms)

  Contract: SecurityOracle
    ✓ should proceed for contract address only call
    ✓ should revert if contract address is 0
    ✓ should proceed for contract address and non 0 function signature call
    ✓ should revert if function signature is 0

  15 passing (10s)

Done in 17.62s.

Use the @openzeppelin/contracts/access/AccessControl.sol as in the latest doc: https://docs.openzeppelin.com/contracts/3.x/access-control#using-access-control ?
pragma solidity ^0.6.0;

import<EMAIL_ADDRESS>
contract CertiKSecurityOracle is AccessControl {
    bytes32 public constant ADMIN_ROLE = keccak256("ADMIN_ROLE");

    constructor() public {
        _setupRole(ADMIN_ROLE,  msg.sender);
    }

    modifier onlyAdmin() {
        require(hasRole(ADMIN_ROLE, msg.sender), "Caller is not an admin");
    }
}

The original Roles has been deprecated: https://github.com/OpenZeppelin/openzeppelin-contracts/pull/2112.

Thanks for the ref. The reason why using 2.5 version of access control is because currently security contracts are locked to 0.5.17 version solidity compiler. Importing any libs that based on 0.6 or higher version of compiler may bring extra syntax changes in contracts.

Why locked at 0.5.17?

Should we consider using the OpenZeppelin 0.6.x version of Proxy.sol in order to support the usage of AccessControl @bencao ?

Adopt latest 3.x openzeppelin access control mechanism. REFs: doc and code
Tests:
  TestProxy
    ✓ testProxy (58ms)
    ✓ testUpgradeOracleAddress (68ms)

  TestSecurityOracle
    ✓ testDefaultScore (49ms)
    ✓ testUpdateDefaultScore (49ms)
    ✓ testGetSecurityScoreResultMissing (43ms)
    ✓ testGetSecurityScoreStringParameter (46ms)
    ✓ testGetSecurityScoreContractAddressOnly (44ms)
    ✓ testPushResultResultAvailable (54ms)
    ✓ testPushResultResultExpired (55ms)
    ✓ testBatchPushResult (73ms)
    ✓ testGetSecurityScores (51ms)

  Contract: SecurityOracle
    ✓ should proceed for contract address only call
    ✓ should revert if contract address is 0
    ✓ should proceed for contract address and non 0 function signature call
    ✓ should revert if function signature is 0

  15 passing (8s)

Done in 13.89s.

  TestProxy
    ✓ testProxy (67ms)
    ✓ testUpgradeOracleAddress (92ms)

  TestSecurityOracle
    ✓ testDefaultScore (99ms)
    ✓ testUpdateDefaultScore (71ms)
    ✓ testGetSecurityScoreResultMissing (109ms)
    ✓ testGetSecurityScoreStringParameter (59ms)
    ✓ testGetSecurityScoreContractAddressOnly (160ms)
    ✓ testPushResultResultAvailable (70ms)
    ✓ testPushResultResultExpired (110ms)
    ✓ testBatchPushResult (164ms)
    ✓ testGetSecurityScores (73ms)

  Contract: SecurityOracle
    ✓ should proceed for contract address only call (59ms)
    ✓ should revert if contract address is 0
    ✓ should proceed for contract address and non 0 function signature call
    ✓ should revert if function signature is 0

  Contract: SecurityOracle Role Access
    ✓ grant/revoke editor (162ms)
    ✓ should only allow admin to update default score (68ms)
    ✓ should only allow editor and admin to push result (91ms)

  18 passing (13s)

  TestProxy
    ✓ testProxy (67ms)
    ✓ testUpgradeOracleAddress (92ms)

  TestSecurityOracle
    ✓ testDefaultScore (99ms)
    ✓ testUpdateDefaultScore (71ms)
    ✓ testGetSecurityScoreResultMissing (109ms)
    ✓ testGetSecurityScoreStringParameter (59ms)
    ✓ testGetSecurityScoreContractAddressOnly (160ms)
    ✓ testPushResultResultAvailable (70ms)
    ✓ testPushResultResultExpired (110ms)
    ✓ testBatchPushResult (164ms)
    ✓ testGetSecurityScores (73ms)

  Contract: SecurityOracle
    ✓ should proceed for contract address only call (59ms)
    ✓ should revert if contract address is 0
    ✓ should proceed for contract address and non 0 function signature call
    ✓ should revert if function signature is 0

  Contract: SecurityOracle Role Access
    ✓ grant/revoke editor (162ms)
    ✓ should only allow admin to update default score (68ms)
    ✓ should only allow editor and admin to push result (91ms)

  18 passing (13s)

Look good to me

Look good to me


GPU memory usage:  resourceExhaustedError

Hello Guillaumegenthial,
Thank you sharing your code and post. I have tried your program, while training the model on the 'test.txt' file which is present by default. I see that my GPU memory is completely used. I tried glove embeddings of lesser dimensions (50) too and observe the same.
My setup:
Python : 3.5
Cuda    : 9.0
Tensorflow : 1.8
GPU : Tesla K-80 ( it has 11.5 GB memory)
OS : redhat
I tried with cuda-8.0 and Tensorflow : 1.2.0 as well and I observe the same.
Also when I tried to run on my custom input which is a around 100MB in size (with 2 entities labelled, apart from non-entity label) I get the following error:
resourceExhaustedError (see above for traceback): OOM when allocating tensor with shape[108092,100] and type float on /job:localhost/replica:0/task:    0/device:GPU:0 by allocator GPU_0_bfc [[Node: chars/bidirectional_rnn/fw/fw/while/lstm_cell/split = Split[T=DT_FLOAT, num_split=4, _device="/job:localhost/replica:0/task:0/devi    ce:GPU:0"](train_step/gradients/Add_3/y, chars/bidirectional_rnn/fw/fw/while/lstm_cell/BiasAdd)]]
Has anyone faced this error before ?
Also do you have any insight on why it takes around 10GB of GPU memory while training on a very small dataset ?
regards,
goutham

same problem

I reduced the length of input to the RNN, so that the model need not backpropagate in great depth.


Add last API features

New features found in API's documentation:
VM Management
Get the VM config params

[x] Code

[x] Doc py

[x] Doc readme

Return the restrictions information of the VM

[x] Code

[x] Doc py

[x] Doc readme

Register VM to the VM library

[x] Code

[x] Doc py

[x] Doc readme

Update the VM config params
This part can't be used/tested yet because of a bug on API's side

[x] Code

[x] Doc py

[x] Doc readme

done a904331


Upgrade to Rook v1.5.1

Rook 1.5.1 renamed *.crd.yaml to *.crds.yaml and uses apiextensions/v1

/retest

/test ocs-operator-bundle-e2e-aws

/hold
generated CRD is not valid. Needs rework.

/hold
generated CRD is not valid. Needs rework.

@umangachapagain  are you referring to #919 ?

/hold
generated CRD is not valid. Needs rework.

@umangachapagain are you referring to #919 ?

No. It's a different issue related to using apiextension/v1.

/retest

/retest

@umangachapagain I think you need to update the rook version in go.mod and also commit changes after running make deps-update

@umangachapagain I think you need to update the rook version in go.mod and also commit changes after running make deps-update

It is done in a separate PR with all the other dependencies. It requires special handling as there are some breaking changes.

ci/prow/ocs-operator-bundle-e2e-aws fails here (waiting for collector pod) but I was able to manually deploy an OCS cluster with builds from this PR. We can override this test IMO.

Let's kick off the e2e tests one more time. I'll also validate it on my end.
/test ocs-operator-bundle-e2e-aws

/test ocs-operator-bundle-e2e-aws
/override ci/prow/red-hat-storage-ocs-ci-e2e-aws

For me it's failing on Waiting on canary pod for node <node>. Did something change in Rook-Ceph such that the canary Pods are no longer deployed? If so we should update the deploy-manager.

/retest

For me it's failing on Waiting on canary pod for node <node>. Did something change in Rook-Ceph such that the canary Pods are no longer deployed? If so we should update the deploy-manager.

I don't fully understand the change but I think https://github.com/rook/rook/pull/6489/commits/772865fa011c9ac3d34fd676e72647fcd4dc4b08 might be the reason.
It is part of the PR https://github.com/rook/rook/pull/6489/ .

For me it's failing on Waiting on canary pod for node <node>. Did something change in Rook-Ceph such that the canary Pods are no longer deployed? If so we should update the deploy-manager.

I don't fully understand the change but I think rook/rook@772865f might be the reason.
It is part of the PR rook/rook#6489 .

Never mind. @jarrpa noted in a private chat that the canary pods were removed in https://github.com/rook/rook/pull/6497/files#diff-32a03f72cbf2b7d85c30ed8a2e261815b0281c9b7ccc262cf9e59556cc9fd826L116-L152