Assistance Required with Gerber Parser Integration

Dear leehsiang ,
I hope this email finds you well. My name is Bharath, and I recently came across your Gerber Parser library on [github/repository]. I am working on a Gerber Viewer project and found your parser to be very useful for my needs.
However, I encountered some difficulties when attempting to integrate the library into my project. After successfully building the library [#include "gerber_parser/gerber_parser.h"] using CMake and including the necessary headers in my source code, I encountered the following compilation errors:

I have followed the installation instructions provided in the repository, and I believe I may be missing something or have encountered a compatibility issue. I would greatly appreciate your assistance in resolving these issues so that I can successfully use the Gerber Parser in my project.
If you could provide guidance on how to address these compilation errors or any additional steps I may have overlooked, it would be immensely helpful.
Thank you in advance for your time and support. I appreciate the effort you've put into developing this library and look forward to hearing from you soon.
Best regards,
[Bharath]
<EMAIL_ADDRESS>[+91<PHONE_NUMBER>]

Could you please copy and print the compilation errors here? I can't see the screenshot image you uploaded and I do not know why.

Severity Code Description Project File Line Suppression State
Error (active) E0757 variable "BoundBox" is not a type name gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
24
Error (active) E0757 variable "BoundBox" is not a type name gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber\gerber.h
40
Error (active) E0757 variable "BoundBox" is not a type name gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
27
Error (active) E0757 variable "BoundBox" is not a type name gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
29
Error (active) E0254 type name is not allowed gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
6
Error C2062 type 'double' unexpected gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
6
Error (active) E0345 too few parameters for this operator function
gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
29
Error C2146 syntax error: missing ';' before identifier 'Scaled'
gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
27
Error C2146 syntax error: missing ';' before identifier 'GetBBox'
gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber\gerber.h
40
Error C2143 syntax error: missing ';' before '}' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
30
Error C2143 syntax error: missing ';' before '}' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber\gerber.h
54
Error C2143 syntax error: missing ';' before '{' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber\gerber.h
27
Error C2143 syntax error: missing ',' before '&' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
24
Error C2143 syntax error: missing ',' before '&' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
29
Error C2059 syntax error: '}' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
30
Error C2059 syntax error: '}' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber\gerber.h
54
Error C2059 syntax error: 'public' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
11
Error C2059 syntax error: 'public' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber\gerber.h
25
Error C2059 syntax error: 'private' gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber\gerber.h
50
Error C4430 missing type specifier - int assumed. Note: C++ does not
support default-int gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
12
Error C4430 missing type specifier - int assumed. Note: C++ does not
support default-int gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
24
Error C4430 missing type specifier - int assumed. Note: C++ does not
support default-int gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
27
Error C4430 missing type specifier - int assumed. Note: C++ does not
support default-int gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber_parser\bound_box.h
29
Error C4430 missing type specifier - int assumed. Note: C++ does not
support default-int gerber_viewer1
C:\Users\SVT\Desktop\gerber-parser-master\lib\windows\include\gerber\gerber.h
32
Error C4430 missing type specifier - int assumed.  I can't see
the screenshot image you uploaded and I do not know why.
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cd gerber-parser
mkdir build
cd build
cmake .. -G "NMake Makefiles" -DBUILD_EXAMPLES=OFF -DBUILD_TESTS=OFF -DBUILD_TESTING=OFF -DBUILD_SHARED_LIBS=OFF -DQt5_DIR=path/of/Qt
Try these commands please. It always works on my computer.

Dear hsiang-lee,
I hope this message finds you well. I am currently working on integrating your Gerber Parser library into my Gerber Viewer project, and I'm facing some challenges during the compilation process.
When attempting to use the provided commands in the command prompt:
bash
cmake .. -G "NMake Makefiles" -DBUILD_EXAMPLES=OFF -DBUILD_TESTS=OFF -DBUILD_TESTING=OFF -DBUILD_SHARED_LIBS=OFF -DQt5_DIR=D:/qt5/5.15.2/msvc2019_64
I encountered the following error:
CMake Error at C:/Program Files/CMake/share/cmake-3.28/Modules/CMakeTestCCompiler.cmake:67 (message):
The C compiler
"C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/MSVC/14.29.30133/bin/Hostx64/x64/cl.exe"

is not able to compile a simple test program.
...
NMAKE : fatal error U1077: '"C:\Program Files\CMake\bin\cmake.exe"' : return code '0xffffffff'
Stop.
NMAKE : fatal error U1077: '"C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\bin\Hostx64\x64\nmake.exe"' : return code '0x2'
Stop.
CMake will not be able to correctly generate this project.
It seems there is an issue with the C compiler identification, and the compilation process is failing. I have checked the specified paths, and they seem correct. However, the error persists.
Could you please provide guidance on how to address this issue? Your assistance would be highly appreciated.
Thank you for your time and support.
Best regards,
Bharath


Improve error messages

Print location on parser errors.
Do not print messages on parse error if FEATURE_ERROR_MESSAGES is not set.
Minor style fixes

JerryScript-DCO-1.0-Signed-off-by: László Langó<EMAIL_ADDRESS>

LGTM

@LaszloLango Do I understand correctly that this enables better error messages for parser errors?
How about adding a couple regression tests for that? :)

@tilmannOSG, yes, it makes error messages better. I'll try to write some test for it.

@tilmannOSG, I've added a unittest for this. Please check.

@LaszloLango Thanks!
I'll leave the technical review to someone else who's more familiar with this part of the codebase :)

@akosthekiss, I've updated the PR. Please check.

LGTM if jerry-main message is fixed and once Travis CI gets green again


Add atom.is_in_ring and bond.is_in_ring

We’ll need an RDKit-backed or toolkit-agnostic atom/bond.is_in_ring for fragmenter migration

Maybe SMARTS syntax using rN can do this? Or does that only check for specific values of N?
Maybe there’s also some method call involving SSSR that can do this?
Maybe NetworkX can do this? find_cycles or something?

Are there some cycle sizes that are ignored or treated specially by OETK or fragmenter? What about 3- or 4-membered rings? We should aim to replicate this behavior precisely in the first iterations.

Do we anticipate needing any special behavior for macrocycles? Or is that outside the scope of this work?

Maybe SMARTS syntax using rN can do this? Or does that only check for specific values of N?

R<n> checks for ring membership (in n numbers of rings, disregarding size), which can probably be used to this end. It may require some hard-coding of R1, R2, R3, etc. if the meaning of "not R0" cannot be encoded.

Maybe NetworkX can do this? find_cycles or something?

It requires putting my thinking cap on to refresh my memory of what actually happens here, but I think this code in foyer does that. Note the linked StackOverflow thread. There may be something networkX can do more directly.

Are there some cycle sizes that are ignored or treated specially by OETK or fragmenter? What about 3- or 4-membered rings? We should aim to replicate this behavior precisely in the first iterations.

A potentially related issue is that the function I linked above can find multiple rings; naphthalene can be thought of as having two 6-member rings and a single 10-membered ring, so that function defaults to only looking for rings of size 8 or fewer. This would require some thinking about the edge cases, in particular small rings being fused together.

There's a lot of discussion in the linked PR, but to summarize:

An RDKit-only method was used to find the rings in a molecule, from which atoms and bonds have a boolean is_in_ring property
This method is likely to find all rings for most structures, but will miss some rings when multi-cyclic moieties like in norbornane are present
This method guarantees (or nearly so?) that a bond or atom will know if it is in a ring, but possibly not all rings it is in (i.e. in above cases in which an atom is technically in multiple rings) but that should not have a major impact on the property as it is a boolean.


Installation instructions are not up-to-date

I was installing go-swagger today and I used the following instructions from goswagger.io
dir=$(mktemp -d)
git clone https://github.com/go-swagger/go-swagger "$dir"
cd "$dir"
go checkout v0.25.0
go install -ldflags "-X github.com/go-swagger/go-swagger/cmd/swagger/commands.Version=$(git describe --tags) -X github.com/go-swagger/go-swagger/cmd/swagger/commands.Commit=$(git rev-parse HEAD)" ./cmd/swagger

I noticed it says go checkout v0.25.0 instead of git checkout .... This typo has already been fixed in docs/install.md ~8 months ago but for some reason the fix has not reached the website.

Install instructions have been updated and this is now published.
#3088


Support for Metafunc

(Original issue 7 created by None on 2017-09-13T07:01:23.171356+00:00)
I've extended Generator for django models and am using quickcheck to create objects to store for tests (running alongisde pytest-django).
The only way to reliably do this is to implement fixtures that pick up the generated data and store it. This works well, but I end up with a long list of randomize parameters for every test.
It would be fantastic if, similar to pytest's parametrize, I could tag my functions using pytest_generate_tests to create the necessary randomized input for tests relying on certain fixtures.

(Original comment by t2y on 2017-09-16T06:04:25.943464+00:00)
I'm not sure how pytest-quickcheck integrated with pytest-django. Could yo tell me some concrete examples or tutorials for your needs?

(Original comment by t2y on 2017-09-16T06:10:48.164670+00:00)
And I welcome to review Pull Request achieving your purpose if it doesn't break current design.


Is there any chance to recover extension?

I don't understand why mendeley is hadn't develop google doc extension their-self, but it's good to know, that someone did it for them.
But bad to know that it's not working at all cause there isn't extension in google docs store.
Is there any chance that it will be shipped to store again?

Thing is I'm not a javascript developer and don't have time to keep this going at the moment. Turns out the detail is quite complicated.
It is possible to fork it or download it and get it running in a doc if you are so minded but I would strongly recommend using another reference manager. I believe zotero also now has google docs integration.

Zotero have docs integration, and zotero open source and free that's cool, but zotero's importer is so bad and doesn't recognize so many papers. Mendeley do it much better, plus have annotation instruments.
Ok, I just try download and build it myself. Thanks.

Maybe you may provide instruction how to build it and load to docs as extension?)

Do this:
https://developers.google.com/apps-script/guides/bound
Check out your bound script with this:
https://developers.google.com/apps-script/guides/clasp
Download a zip of this project and unzip it over the clasp project
use clasp to push it back.
N.b. you could just copy and paste all the files from here into apps script developer console if you find that easier.
Follow the instructions here to get a mendeley api key and store that as a script parameter.
https://github.com/terminological/google-docs-mendeley/issues/17
It will almost certainly need debugging to get to work.
Like I say, not sure what I was doing with it. It all seems quite involved and fragile.


remove references to RxDart in readme

There is already a popular package called RxDart, so referencing this in your readme makes it look like this is a fork. I would recommend removing all references to RxDart to avoid confusing people who find your package.

I didn't intend to reference the other package, changed in 544ec460ab028e8b60b2159d5de5ec45271452ff.


docs: Add Doxygen group commands to API sections

Where API reference pages match API sections, use the Doxygen group to include the members' signatures.

This is the Jira ticket for it
https://issues.apache.org/jira/browse/TS-2803

This is associated with JIRA TS-2803 which was closed as "won't fix". Can this be closed now, or is there something here we need to reconsider?


Increase message byte parsing size. Fixes #31

Please note: the modifications handle with array sizes. In python sub arrays we've to specify the end position, which is not part of the sub array.

Yep, I checked and I'm pretty sure you're right @MaartenMJR. Thanks for the contribution :smile:


NullReferenceException when selecting Rosalina menu entries

A NullReferenceException is thrown when the user selects Rosalina's menu items (Assets/Rosalina/Generate *) while no asset is selected.

Fixed in https://github.com/Eastrall/Rosalina/commit/48f5c42ec84334bfb0bece73a7cf063b43bd7026


[Discussion] State & Linking

I would like to add a link to this mod directly into the randomizer site.
Do you think the mod is in enough of a usable state to send people here directly or do you want me to wait until the first fully stable release gets published?

In its current state, per my testing, it should be stable and usable on a single-player world, I have not had the chance to test how it behaves on a dedicated server, but I have kept the sources separate so there shouldn't be an issue if it is used on a server.
You can link to it but I would state that the mod is still in development as there may be some edge cases I haven't considered.


Parse push error - parse-server-push-adapter APNS no qualified connections for....

I am getting the above error when trying to send a push via parse-server running on Heroku.
Does this mean that there is an issue with the certificate? Or is it something specific to the server itself? Or that the device is not actually connected to this server?
For implementation related questions or technical support, please refer to the Stack Overflow and Server Fault communities.
Make sure these boxes are checked before submitting your issue -- thanks for reporting issues back to Parse Server!

[y] You've met the prerequisites.

[y] You're running the latest version of Parse Server.

[y] You've searched through existing issues. Chances are that your issue has been reported or resolved before.

Environment Setup
example server deployed to heroku - tested with both parse-server 2.2.2 and 2.2.4
Steps to reproduce
Logs/Trace

This is an issue from your configuration that has been answered many times

Apologies. You are 100% correct. I actually got mixed in two separate
issues. The APNS error was associated with a historical installation when
the app was under a different company name.
The second issue which I now realise was the only issue is the inability to
trigger push from cURL/REST.
The server does get the message, but unlike a push from the dashboard, the
push is not sent to the devices.
Thoughts?
On 31 March 2016 at 17:42, Florent Vilmart<EMAIL_ADDRESS>wrote:

Closed #1303 https://github.com/ParsePlatform/parse-server/issues/1303.
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Reply to this email directly or view it on GitHub
https://github.com/ParsePlatform/parse-server/issues/1303#event-610077351

What dashboard are you using? parse.com? with parse-server or still with parse.com api?

ok. Not sure what's going on but this is how I managed to break the badge
increment:

Dropped the new database.
Redo the migration (w/o finalise)
Restarted my parse server & dashboard
Tried sending push from cURL - worked and badge got incremented
Sent push + badge increment from new dashboard - push received but badge
was not incremented
Sent push + badge increment from old/parse.com dashboard - push received

badge incremented

Looked at installation table from both dashboards - Parse.com had a
badge number. New dashboard did not. Manually entered the badge numbers
(btw, default value in field appeared as 'true') -> see attached
Sent a push from cURL via new parse server - push received (in logs) -
badge not incremented. But now, push is not received if I try again unless
I remove the "badge" part it.
Sent push from Parse.com - push received and badge incremented

I have dropped the migration database again and resynced. I can now send
push again + badge increments via both cURL and Python. It fails again as
soon as I try to send a Push from the my dashboard...
Dashboard version: 1.0.5
Parse Server 2.2.4
On 31 March 2016 at 20:28, Florent Vilmart<EMAIL_ADDRESS>wrote:

What dashboard are you using? parse.com? with parse-server or still with
parse.com api?
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https://github.com/ParsePlatform/parse-server/issues/1303#issuecomment-204089637

not sure what to do here...

I opened a new issue -
https://github.com/ParsePlatform/parse-server/issues/1313
On 1 April 2016 at 00:30, Florent Vilmart<EMAIL_ADDRESS>wrote:

not sure what to do here...
—
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Reply to this email directly or view it on GitHub
https://github.com/ParsePlatform/parse-server/issues/1303#issuecomment-204174108


[BUG] - Styles are broke when isPressable is use specified as a prop for Card component

NextUI Version
2.2.9
Describe the bug
 <Card
            shadow="sm"
            isPressable
            onPress={() => console.log("item pressed")}
            className="border-none bg-background/60 dark:bg-default-100/50 max-w-[610px]"
          >
            <CardBody>

1:23

4:32

            </CardBody>
 </Card>

justify-between doesn't get applied with the above card where isPressable is used
<Card
           isBlurred
           className="border-none bg-background/60 dark:bg-default-100/50 max-w-[610px]"
           shadow="sm"
         >
           <CardBody>

1:23

4:32

           </CardBody>
</Card>

But the above code works as isPressable is not mentioned
Your Example Website or App
No response
Steps to Reproduce the Bug or Issue
Mentioned in the description
Expected behavior
The styles should work properly irrespective of isPressable prop
Screenshots or Videos
No response
Operating System Version
Windows 10
Browser
Chrome

I tested your code locally but found justify-between working fine.

Here's my code:

  <Card
    shadow="sm"
    isPressable
    onPress={() => console.log("item pressed")}
    className="border-none bg-background/60 dark:bg-default-100/50 max-w-[610px]"
  >
    <CardBody>

1:23

4:32

    </CardBody>
  </Card>
  <Card
    isBlurred
    className="border-none bg-background/60 dark:bg-default-100/50 max-w-[610px]"
    shadow="sm"
  >
    <CardBody>

1:23

4:32

    </CardBody>
  </Card>

I tested your code locally but found justify-between working fine.
Here's my code:

  <Card
    shadow="sm"
    isPressable
    onPress={() => console.log("item pressed")}
    className="border-none bg-background/60 dark:bg-default-100/50 max-w-[610px]"
  >
    <CardBody>

1:23

4:32

    </CardBody>
  </Card>
  <Card
    isBlurred
    className="border-none bg-background/60 dark:bg-default-100/50 max-w-[610px]"
    shadow="sm"
  >
    <CardBody>

1:23

4:32

    </CardBody>
  </Card>

Can you please list down the dependency versions like next ui, next etc.. versions

@DarkWolff71
Here are my dependency versions:
@nextui-org/react 2.2.9
framer-motion 10.16.5
next 14.0.3
react 18.2.0
react-dom 18.2.0
postcss 8.4.31
tailwindcss 3.3.5


Using isometric view crashes the game

According to your testing, does the issue occur with ONLY Immersive Portals mod and Farbic API?
Yes
Describe the issue
If you use isometric view through commands at a value of 15 or below, the game will stop responding.
Post the log here
[11:44:38] [main/INFO]: Loading Minecraft 1.19 with Fabric Loader 0.14.8
[11:44:40] [main/INFO]: Loading 55 mods:
	- cloth-basic-math 0.6.1 via cloth-config
	- cloth-config 7.0.72 via immersive_portals
	- fabric 0.57.0+1.19
	- fabric-api-base 0.4.9+e62f51a3a9 via fabric
	- fabric-api-lookup-api-v1 1.6.7+9ff28f40a9 via fabric
	- fabric-biome-api-v1 9.0.14+b2a4a624a9 via fabric
	- fabric-blockrenderlayer-v1 1.1.18+9ff28f40a9 via fabric
	- fabric-command-api-v1 1.2.6+f71b366fa9 via fabric
	- fabric-command-api-v2 2.1.2+0d55f585a9 via fabric
	- fabric-commands-v0 0.2.23+df3654b3a9 via fabric
	- fabric-containers-v0 0.1.27+df3654b3a9 via fabric
	- fabric-content-registries-v0 3.2.0+07df213ea9 via fabric
	- fabric-convention-tags-v1 1.0.8+37622d24a9 via fabric
	- fabric-crash-report-info-v1 0.2.3+bd0a0d4aa9 via fabric
	- fabric-data-generation-api-v1 5.1.1+a680b9b4a9 via fabric
	- fabric-dimensions-v1 2.1.28+a6d2f785a9 via fabric
	- fabric-entity-events-v1 1.4.16+9ff28f40a9 via fabric
	- fabric-events-interaction-v0 0.4.26+9ff28f40a9 via fabric
	- fabric-events-lifecycle-v0 0.2.25+df3654b3a9 via fabric
	- fabric-game-rule-api-v1 1.0.19+18990361a9 via fabric
	- fabric-item-api-v1 1.5.4+767db26ea9 via fabric
	- fabric-item-groups-v0 0.3.25+9ff28f40a9 via fabric
	- fabric-key-binding-api-v1 1.0.18+9ff28f40a9 via fabric
	- fabric-keybindings-v0 0.2.16+df3654b3a9 via fabric
	- fabric-lifecycle-events-v1 2.1.0+33fbc738a9 via fabric
	- fabric-loot-api-v2 1.1.0+03a4e568a9 via fabric
	- fabric-loot-tables-v1 1.1.3+9e7660c6a9 via fabric
	- fabric-message-api-v1 1.0.1+513f4a59a9 via fabric
	- fabric-mining-level-api-v1 2.1.10+33fbc738a9 via fabric
	- fabric-models-v0 0.3.15+9ff28f40a9 via fabric
	- fabric-networking-api-v1 1.0.27+7fe97409a9 via fabric
	- fabric-networking-v0 0.3.14+df3654b3a9 via fabric
	- fabric-object-builder-api-v1 4.0.7+9ff28f40a9 via fabric
	- fabric-particles-v1 1.0.8+dc39553aa9 via fabric
	- fabric-registry-sync-v0 0.9.17+23c4cfefa9 via fabric
	- fabric-renderer-api-v1 1.0.8+9ff28f40a9 via fabric
	- fabric-renderer-indigo 0.6.9+1f92344ea9 via fabric
	- fabric-renderer-registries-v1 3.2.18+df3654b3a9 via fabric
	- fabric-rendering-data-attachment-v1 0.3.12+9ff28f40a9 via fabric
	- fabric-rendering-fluids-v1 3.0.5+9ff28f40a9 via fabric
	- fabric-rendering-v0 1.1.20+df3654b3a9 via fabric
	- fabric-rendering-v1 1.10.14+9ff28f40a9 via fabric
	- fabric-resource-conditions-api-v1 2.0.9+e62f51a3a9 via fabric
	- fabric-resource-loader-v0 0.5.5+a6d2f785a9 via fabric
	- fabric-screen-api-v1 1.0.24+f05effafa9 via fabric
	- fabric-screen-handler-api-v1 1.2.6+9ff28f40a9 via fabric
	- fabric-textures-v0 1.0.18+9ff28f40a9 via fabric
	- fabric-transfer-api-v1 2.0.9+e62f51a3a9 via fabric
	- fabric-transitive-access-wideners-v1 1.1.1+9e7660c6a9 via fabric
	- fabricloader 0.14.8
	- imm_ptl_core 2.0.4 via immersive_portals
	- immersive_portals 2.0.4
	- java 17
	- minecraft 1.19
	- q_misc_util 2.0.4 via immersive_portals
[11:44:44] [main/INFO]: SpongePowered MIXIN Subsystem Version=0.8.5 Source=file:/C:/Users/mateu/AppData/Roaming/.minecraft/libraries/net/fabricmc/sponge-mixin/0.11.4+mixin.0.8.5/sponge-mixin-0.11.4+mixin.0.8.5.jar Service=Knot/Fabric Env=CLIENT
[11:44:46] [main/INFO]: Compatibility level set to JAVA_16
[11:44:46] [main/INFO]: Compatibility level set to JAVA_17
[11:44:52] [main/WARN]: Configuration conflict: there is more than one oshi.properties file on the classpath
[11:45:03] [main/WARN]: Configuration conflict: there is more than one oshi.architecture.properties file on the classpath
[11:45:16] [main/INFO]: Building optimized datafixer
[11:47:33] [Worker-Bootstrap-3/INFO]: 4256 Datafixer optimizations took 135572 milliseconds
[11:48:31] [Render thread/INFO]: Environment: authHost='https://authserver.mojang.com', accountsHost='https://api.mojang.com', sessionHost='https://sessionserver.mojang.com', servicesHost='https://api.minecraftservices.com', name='PROD'
[11:49:41] [Render thread/INFO]: Setting user: mateusjosegames
[11:50:53] [Render thread/INFO]: Loading Immersive Portals config
[11:50:58] [Render thread/INFO]: IP Config Applied
[11:50:59] [Render thread/INFO]: Immersive Portals Mod Initializing
[11:51:13] [Render thread/INFO]: Dimensional Threading is not present
[11:51:13] [Render thread/INFO]: Pehkui is not present
[11:51:13] [Render thread/INFO]: Gravity API is not present
[11:53:04] [Render thread/INFO]: [Indigo] Registering Indigo renderer!
[11:53:04] [Render thread/INFO]: [Indigo] Compatibility mode enabled.
[11:53:28] [Render thread/INFO]: Sodium is not present
[11:53:28] [Render thread/INFO]: Iris is not present
[11:53:50] [Render thread/INFO]: Backend library: LWJGL version 3.3.1 SNAPSHOT
[12:03:24] [Render thread/INFO]: Narrator library for x64 successfully loaded
[12:03:27] [Render thread/INFO]: Shader Transform Skipping blit_screen
[12:03:27] [Render thread/INFO]: Shader Transform Skipping blit_screen
[12:03:27] [Render thread/INFO]: Shader Transform Skipping blit_screen
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_color
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_color
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_color
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_color_tex
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_color_tex
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_color_tex
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_tex
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_tex
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_tex
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_tex_color
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_tex_color
[12:03:27] [Render thread/INFO]: Shader Transform Skipping position_tex_color
[12:03:27] [Render thread/INFO]: Shader Transform Skipping rendertype_text
[12:03:27] [Render thread/INFO]: Shader Transform Skipping rendertype_text
[12:03:27] [Render thread/INFO]: Shader Transform Skipping rendertype_text
[12:03:28] [Render thread/INFO]: Reloading ResourceManager: Default, Fabric Mods (Cloth Config v6, Fabric API, Fabric API Base, Fabric API Lookup API (v1), Fabric Biome API (v1), Fabric BlockRenderLayer Registration (v1), Fabric Command API (v1), Fabric Command API (v2), Fabric Commands (v0), Fabric Containers (v0), Fabric Content Registries (v0), Fabric Convention Tags, Fabric Crash Report Info (v1), Fabric Data Generation API (v1), Fabric Dimensions API (v1), Fabric Entity Events (v1), Fabric Events Interaction (v0), Fabric Events Lifecycle (v0), Fabric Game Rule API (v1), Fabric Item API (v1), Fabric Item Groups (v0), Fabric Key Binding API (v1), Fabric Key Bindings (v0), Fabric Lifecycle Events (v1), Fabric Loot API (v2), Fabric Loot Tables (v1), Fabric Message API (v1), Fabric Mining Level API (v1), Fabric Models (v0), Fabric Networking API (v1), Fabric Networking (v0), Fabric Object Builder API (v1), Fabric Particles (v1), Fabric Registry Sync (v0), Fabric Renderer API (v1), Fabric Renderer - Indigo, Fabric Renderer Registries (v1), Fabric Rendering Data Attachment (v1), Fabric Rendering Fluids (v1), Fabric Rendering (v0), Fabric Rendering (v1), Fabric Resource Conditions API (v1), Fabric Resource Loader (v0), Fabric Screen API (v1), Fabric Screen Handler API (v1), Fabric Textures (v0), Fabric Transfer API (v1), Fabric Transitive Access Wideners (v1), Fabric Loader, Immersive Portals Core, Immersive Portals, QMiscUtil), Invisible+Armor.zip, Ouw!.zip
[12:03:30] [Render thread/INFO]: Loaded Shader Code Transformation
[12:04:29] [Render thread/WARN]: Missing sound for event: minecraft:item.goat_horn.play
[12:04:29] [Render thread/WARN]: Missing sound for event: minecraft:entity.goat.screaming.horn_break
[12:04:43] [Render thread/INFO]: OpenAL initialized on device OpenAL Soft on Alto-falantes (Realtek(R) Audio)
[12:04:43] [Render thread/INFO]: Sound engine started
[12:04:44] [Render thread/INFO]: Created: 1024x1024x4 minecraft:textures/atlas/blocks.png-atlas
[12:04:44] [Render thread/INFO]: Created: 256x128x4 minecraft:textures/atlas/signs.png-atlas
[12:04:44] [Render thread/INFO]: Created: 1024x512x4 minecraft:textures/atlas/banner_patterns.png-atlas
[12:04:44] [Render thread/INFO]: Created: 1024x512x4 minecraft:textures/atlas/shield_patterns.png-atlas
[12:04:44] [Render thread/INFO]: Created: 256x256x4 minecraft:textures/atlas/chest.png-atlas
[12:04:44] [Render thread/INFO]: Created: 512x256x4 minecraft:textures/atlas/beds.png-atlas
[12:04:44] [Render thread/INFO]: Created: 512x256x4 minecraft:textures/atlas/shulker_boxes.png-atlas
[12:04:49] [Render thread/WARN]: Shader rendertype_entity_translucent_emissive could not find sampler named Sampler2 in the specified shader program.
[12:04:50] [Render thread/INFO]: Created: 512x256x0 minecraft:textures/atlas/particles.png-atlas
[12:04:50] [Render thread/INFO]: Created: 256x256x0 minecraft:textures/atlas/paintings.png-atlas
[12:04:50] [Render thread/INFO]: Created: 256x128x0 minecraft:textures/atlas/mob_effects.png-atlas
[12:13:52] [Render thread/INFO]: Loaded 7 recipes
[12:13:56] [Render thread/INFO]: Loaded 1179 advancements
[12:14:06] [Render thread/INFO]: Applied 0 biome modifications to 0 of 63 new biomes in 14.68 ms
[12:14:06] [Server thread/INFO]: Starting integrated minecraft server version 1.19
[12:14:06] [Server thread/INFO]: Generating keypair
[12:14:11] [Server thread/INFO]: Bedrock Replacement minecraft:overworld null
[12:14:11] [Server thread/INFO]: Bedrock Replacement immersive_portals:alternate1 null
[12:14:11] [Server thread/INFO]: Bedrock Replacement minecraft:the_end null
[12:14:11] [Server thread/INFO]: Bedrock Replacement immersive_portals:alternate5 null
[12:14:11] [Server thread/INFO]: Bedrock Replacement immersive_portals:alternate4 null
[12:14:11] [Server thread/INFO]: Bedrock Replacement immersive_portals:alternate3 null
[12:14:11] [Server thread/INFO]: Bedrock Replacement minecraft:the_nether null
[12:14:11] [Server thread/INFO]: Bedrock Replacement immersive_portals:alternate2 null
[12:14:11] [Server thread/INFO]: Successfully read IP's dimension id record
[12:14:11] [Server thread/INFO]: Start Completing Dimension Id Record
[12:14:11] [Server thread/INFO]: Before:
minecraft:overworld -> 0
immersive_portals:alternate1 -> 2
immersive_portals:alternate2 -> 3
minecraft:the_nether -> -1
immersive_portals:alternate3 -> 4
immersive_portals:alternate4 -> 5
minecraft:the_end -> 1
immersive_portals:alternate5 -> 6
[12:14:11] [Server thread/INFO]: Server Loaded Dimensions:
immersive_portals:alternate1
immersive_portals:alternate2
immersive_portals:alternate3
immersive_portals:alternate4
immersive_portals:alternate5
minecraft:overworld
minecraft:the_end
minecraft:the_nether

[12:14:11] [Server thread/INFO]: After:
minecraft:overworld -> 0
immersive_portals:alternate1 -> 2
immersive_portals:alternate2 -> 3
minecraft:the_nether -> -1
immersive_portals:alternate3 -> 4
immersive_portals:alternate4 -> 5
minecraft:the_end -> 1
immersive_portals:alternate5 -> 6
[12:14:11] [Server thread/INFO]: Dimension Id Info Saved to File
[12:14:11] [Server thread/INFO]: Preparing start region for dimension minecraft:overworld
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:53] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:54] [Render thread/INFO]: Preparing spawn area: 0%
[12:14:56] [Render thread/INFO]: Preparing spawn area: 1%
[12:14:56] [Render thread/INFO]: Preparing spawn area: 1%
[12:14:56] [Render thread/INFO]: Preparing spawn area: 9%
[12:14:57] [Render thread/INFO]: Preparing spawn area: 9%
[12:14:57] [Render thread/INFO]: Preparing spawn area: 9%
[12:14:58] [Render thread/INFO]: Preparing spawn area: 9%
[12:14:58] [Render thread/INFO]: Preparing spawn area: 65%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 67%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 67%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 67%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 67%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 67%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 67%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 67%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:10] [Render thread/INFO]: Preparing spawn area: 68%
[12:15:34] [Render thread/INFO]: Time elapsed: 82477 ms
[12:15:36] [Server thread/INFO]: Loading custom portal generation
[12:19:12] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running 203834ms or 4076 ticks behind
[12:19:47] [Server thread/INFO]: Server performance level: good
[12:19:47] [Server thread/INFO]: Changing view distance to 2, from 10
[12:19:47] [Server thread/INFO]: Changing simulation distance to 5, from 0
[12:20:33] [Server thread/INFO]: Server performance level: bad
[12:21:33] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running 125803ms or 2516 ticks behind
[12:21:43] [Server thread/INFO]: Server performance level: good
[12:24:11] [Server thread/INFO]: mateusjosegames[local:E:27570519] logged in with entity id 14 at (-177.61171087721522, -0.0625, -120.07257896098697)
[12:24:15] [Render thread/INFO]: Received Dimension Type Sync
[12:24:15] [Render thread/INFO]:
immersive_portals:alternate1 -> immersive_portals:surface_type
minecraft:the_end -> minecraft:the_end
immersive_portals:alternate5 -> immersive_portals:surface_type
immersive_portals:alternate3 -> immersive_portals:surface_type
minecraft:the_nether -> minecraft:the_nether
immersive_portals:alternate4 -> immersive_portals:surface_type
minecraft:overworld -> minecraft:overworld
immersive_portals:alternate2 -> immersive_portals:surface_type

[12:24:15] [Render thread/INFO]: Received Dimension Int Id Sync
[12:24:15] [Render thread/INFO]:
minecraft:overworld -> 0
immersive_portals:alternate1 -> 2
immersive_portals:alternate2 -> 3
minecraft:the_nether -> -1
immersive_portals:alternate3 -> 4
immersive_portals:alternate4 -> 5
minecraft:the_end -> 1
immersive_portals:alternate5 -> 6
[12:24:23] [Server thread/INFO]: mateusjosegames joined the game
[12:24:31] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running 163114ms or 3262 ticks behind
[12:24:43] [Render thread/INFO]: WorldRenderer reloaded minecraft:overworld
[12:25:04] [Render thread/INFO]: Loaded 29 advancements
[12:25:11] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:11] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:11] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:11] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:11] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:11] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:11] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:12] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:12] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:12] [Render thread/ERROR]: Null RenderChunk class_2338{x=-178, y=-1, z=-121}
[12:25:41] [Render thread/INFO]: [CHAT] You are using a preview version of Immersive Portals mod which is not yet stable. Report issues:https://github.com/qouteall/ImmersivePortalsMod/issues
[12:30:06] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running 11083ms or 221 ticks behind
[12:30:06] [Server thread/INFO]: Server performance level: bad

Fixed, will be in the next version


Key Questions/Concerns before I invest more time

I love what you've done here.  It's a goldmine opportunity for better UI's inside Stride!
Here are some questions/concerns that I have before I dive deeper:

TODO:  In your Tutorial, show some Screenshots of each step.  You have 18 steps, but only 1 screenshot...  Please add a dozen more, IMO.  It should be easy to do as you follow your tutorial yourself.    These screenshots helps the reader to know they are "doing it right".   End it by showing a screenshot of the Game window that they should see after following your tutorial -- could just be a "Hello World" UI with a simple Stride Scene.
https://github-wiki-see.page/m/TheKeyblader/Stridelonia/wiki/Getting-Started

Question: Regarding your WindowsGame -- I love this -- windows all over the place!   However, to me it looks like ONLY Avalonia (which makes it less impressive) - yet you have Stridelonia linked, in, but aren't rendering anything 3D.
Questions: Where all CAN You render Stride inside this game?   Can you render it to the main invisible window (that keeps score?)   Can you render it to the "Click Me!" buttons?   I want to see what Stridelonia's added-value is to this game.  Currently, it just looks like a plain vanilla Avalonia game.

Question: Do you have a Stride-Render Surface concept implemented?  (where the application is a true Avalonia App, which simply has a specialized RenderSurface that enables Stride to render to it?
If not there already (I didn't see it in code) - Do you have any ballpark idea for how difficult this will be to implement?

====
New features I may help you develop (by stealing techniques from Urholonia (Urho.NET + Avalonia)).    Urholonia is able to render Avalonia inside Urho, but also then allows you to define an Urho View3D control inside Avalonia, which then renders an Avalonia Scene!    In this way, they are able to create a Game Modding Toolkit.
I want an excuse to use Stride3D instead of Urho.NET, so if we can create a modding Toolset with Stridelonia -- let's please create a Proof of concept, to prove it...    OR, if it can't be done yet, I might be able to help.
I am VERY excited about what you've done here.   It's, IMO, what the .NET community NEEDS, allowing an avenue for .NET apps to render to a 3D view.

Our team goal is to provide .NET Apps with a great way to add in a 3D rendering surface (for visualizations, etc).
And so making a raw Avalonia App work with Stride (without them starting all over and creating a Stridelonia base app).   In short, they should just be able to reference a Nuget package, and then will be able to add the "StrideView" control into their layout, and it will bind to a Stride Scene (setup via the Code-Only approach for Stride).
Say it's an "Engine Service App" which has a database of "Fix procedures" for the mechanics.  Currently they all rely on 2D diagram pictures.   But there is a move to instead model the Engine in 3D, and then show the procedures as 3D animation they can step through -- and at will, they can Freeze Simulation and manually control the Camera to get the perfect view of the engine they are wanting to visualize.   (For example, often they are trying to do things by "feel-alone" as they can't see that part of the engine because it's all crowded.)
Or imagine a IKEA wanting to provide online app that does the same for their assembly instructions.
etc... Making Stride "used by" other .NET apps, is the goal here.   (not the other way around)
In short, we need to make it so that "apps can use Stride easily"... vs. just "Stride can now use Avalonia".
I hope you agree, and I'm willing to put my weight behind a project that I think has a good chance of achieving this.  I'm guessing Stridelonia is that Holy Grail, once we finish it up.

TODO: In your Tutorial, show some Screenshots of each step. You have 18 steps, but only 1 screenshot... Please add a dozen more, IMO. It should be easy to do as you follow your tutorial yourself. These screenshots helps the reader to know they are "doing it right". End it by showing a screenshot of the Game window that they should see after following your tutorial -- could just be a "Hello World" UI with a simple Stride Scene.
https://github-wiki-see.page/m/TheKeyblader/Stridelonia/wiki/Getting-Started

Yes, I need to put time into the getting started to be more easier.

Question: Regarding your WindowsGame -- I love this -- windows all over the place! However, to me it looks like ONLY Avalonia (which makes it less impressive) - yet you have Stridelonia linked, in, but aren't rendering anything 3D.
Questions: Where all CAN You render Stride inside this game? Can you render it to the main invisible window (that keeps score?) Can you render it to the "Click Me!" buttons? I want to see what Stridelonia's added-value is to this game. Currently, it just looks like a plain vanilla Avalonia game.

Actually, Stridelonia allows just to render Avalonia in stride. This sample is demonstrate you can Avalonia inside a 3d Space or Screen Space. so with styles you can create ui like this

with 3d and screen ui
For rendering Stride inside Avalonia is possible but not implemented.

Question: Do you have a Stride-Render Surface concept implemented? (where the application is a true Avalonia App, which simply has a specialized RenderSurface that enables Stride to render to it?
If not there already (I didn't see it in code) - Do you have any ballpark idea for how difficult this will be to implement?

Effectively I don't have Stride surface implemented.
Actually, my main blocker is knowledge: "How to render 2d with 3d".
Here are some steps to get an idea of what to do.

Implement StrideRenderer for Avalonia.
This will allow Avalonia to render directly to Stride with Graphics acceleration and agnostic to Graphics API because Stride do it
for me.
Create components and components 🎉
The main scene will be SceneUserControl which uses custom operation and use RenderTexture to render an 3d scene.
and create addionnal  components to describe StridePrimitives (Cube,Sprite,Animation)

Doing this we can end with library like that
https://docs.pmnd.rs/react-three-fiber/getting-started/your-first-scene#the-result

So we can imagine two directions for Stridelonia.

UI framework for Stride so Stride is hosting Avalonia just to allow easier UI Coding. (The actual state to Stridelonia)

Use Stride as Renderer Platform for Avalonia. Which will allow Avalonia to gain functionalities
Stridelonia will have additional UserControls to describe Stride Scenes
We can summarize this as "Use Stride with Xaml"

IMO, Ideally it does both, at the same time.   In Game Toolset mode, Avalonia is the main app, with a Stride-Render-Surface that is rendering the Stride scene --- while inside of Stride, we have another Avalonia UI rendering inside the game window.
For Urho.NET we have this "net effect" -- but in truth, it's all just Urho.NET rendering Avalonia, but creates this effect.  Only limitation here is that Avalonia Toolset must reside INSIDE the Urho.Net Game window.  (Can't drag windows outside of the Urho window.)
But for Stride3D -- would be very nice if we can implement such that Avalonia is the "main app" simply Using Stride, by including a Stride Rendering surface into it's layout.

But for Stride3D -- would be very nice if we can implement such that Avalonia is the "main app" simply Using Stride, by including a Stride Rendering surface into its layout.

Using a Stride Rendering surface is easier to implement but you will have performance lost because you need to copy textures.
In of case of nesting, it will be worst because you need to copy texture for each top-level or windows
Using RenderTexture and Mix textures at final stage I think will better. Avalonia does render only when is necessary so we can economize resources.
The easier solution will be to create a sub-window in Avalonia Window but we lose some possibilities (like Apply to shader to Avalonia text).

Using a Stride Rendering surface is easier to implement but you will have performance lost because you need to copy textures. In of case of nesting, it will be worst because you need to copy texture for each top-level or windows
Using RenderTexture and Mix textures at final stage I think will better. Avalonia does render only when is necessary so we can economize resources.

Just to note, when in the mode of "Stride rendering to an Avalonia surface" - performance is of less concern, usually, and also the cost of copying textures is very cheap anyway  (< 1 msec per frame, so at 60 FPS, < 6% of the total CPU of single thread)....   So 6% cost is mostly negligible.
I agree if we can get Avalonia to render directly to a GPU Texture, that would be faster, but not mandatory (at least for now; optimization can be added later).
Key part of this add-on needs to have demo's that show all scenarios supported.  The main ones being:

Stride rendered to an Avalonia surface, in an Avalonia App.
Avalonia rendered to a Stride Game window, as the in-game UI.
BOTH at same time - if possible.   Avalonia App, rendering a Stride Surface, with an Avalonia UI inside it.

IMO, these 3 objectives, if all met, would make this add-on into a Homerun, and would attract considerable attention from many more people.
Initially, I think it might be easier if it's all done in a Code-Only environment (Stride Editor not required).   Later, making it so that Stride Editor integrates into the environment more cleanly, will be a plus.
In short, your demos should remain "as is" with regard to not needing Stride Editor.   You just load the .SLN, and run.    And then tinker with the code to learn how it's done.    Boom, user sold.
We could then add this project to the "Code-Only" samples now being worked on.
FYI, the next release of Avalonia is supposed to support Outlined Fonts, which is needed for Game UI's.

So we can imagine two directions for Stridelonia.

UI framework for Stride so Stride is hosting Avalonia just to allow easier UI Coding. (The actual state to Stridelonia)
Use Stride as Renderer Platform for Avalonia. Which will allow Avalonia to gain functionalities
Stridelonia will have additional UserControls to describe Stride Scenes
We can summarize this as "Use Stride with Xaml"

For sure, the second direction is far more attractive because we will have all functionality of the first one and more advanced functionalities with Stride rendering inside Avalonia Window

Regarding "Use Stride with XAML"...  Avalonia also now has a C# Composition method, which I am using solely ... avoiding almost all XAML.    This C# uses the "Fluent Pattern" and the new add-on here:
https://github.com/AvaloniaUI/Avalonia.Markup.Declarative
For many "XAML" is a turn off.  But the Fluent-Pattern C# markup is awesome, and far more easy to use and powerful.
So "Stride w/AvaloniaUI" might be the better name here.    And IMO, most of our code examples can use the C# markup -- so it doesn't scare people away.   The UI trend is away from XAML, and towards C# composition (Flutter/REACT).

Doesn't Avalonia use Skia for rendering? If you use the ANGLE backend for Skia, as we do. you can render directly into stride textures with Skia/Avalonia. see: https://github.com/vvvv/VL.Stride/blob/preview/2021.4/packages/VL.Stride.Windows/src/SkiaRenderer.cs
This would make everything possible on the GPU, without copying to CPU, which would block rendering and has very bad performance.

Doesn't Avalonia use Skia for rendering? If you use the ANGLE backend for Skia, as we do. you can render directly into stride textures with Skia/Avalonia. see: https://github.com/vvvv/VL.Stride/blob/preview/2021.4/packages/VL.Stride.Windows/src/SkiaRenderer.cs
This would make everything possible on the GPU, without copying to CPU, which would block rendering and has very bad performance.

I think you are correct, but not sure if there are any caveats (e.g. issues with shared GPU context).
But even if there is a worst case scenario where CPU-based copying is required -- for most scenarios this is negligible, and not a deal-breaker.   Whatever gets us into the endzone fastest, for starters, should be good.   The optimization (i.e. doing the handoff directly in the GPU) can be added later, if for some reason it's more difficult to add it upfront.    That's my view on it.

downloading GPU data, e.g. the stride render output to CPU is the problem, this will block or have a long delay. rendering on CPU and uploading to GPU is not a problem, most of the time...

downloading GPU data, e.g. the stride render output to CPU is the problem, this will block or have a long delay. rendering on CPU and uploading to GPU is not a problem, most of the time...

I saw you in the Avalonia Gitter -- that's awesome.  I think you are in a great position of knowing how to accomplish all this the best.   I'm very glad to see you involved here.    If we could assemble a demo similar to their UnrealEngine demo, Wow, that would be totally awesome.
Imagine Avalonia as the Game Modding Toolset, with Avalonia for the Game UI, as well as even In-Game 3D UI's.   THAT would be an incredible accomplishment and demo.
I'm glad Stride3D is now connected to OpenCollective -- as it will likely translate the upcoming flood of new users/demands into higher revenue for the Stride devs, and an increased capacity for development.

just for reference: https://github.com/vvvv/VL.Stride/issues/534

FYI, I'm back and have now begun the process of porting our game to Stride3D, with Avalonia, in a Code-Only approach.
@TheKeyblader  - I'm very impressed with what you've accomplished here.  I intend on making this work for our needs -- both as in-game UI as well as the Game Mod toolset, simultaneously  (if Urho.NET can do it; so can Stride).   I think you may have already done the majority of the heavy lifting required.


Bit Algorithms

Hello!
I am a GSSOC'21 participant. I would like to work on following issue:
Implementation of sum of bit difference among different pairs.
It would be great if I will be assigned this issue @plazzy99 , @rudrakshi99
Thank you

Hi,
I am GSSOC'21 participant
My code will be in JAVA with proper comments and test cases.
@rudrakshi99 @nakul-19 @plazzy99 @tarun26091999  please assign me this issue


Investigate documentation solutions

Currently if we make style changes to the main Dockstore site, we also have to copy these on the documentation site. This is extra work which isn't needed. I propose we use a framework such as readthedocs, so that we can focus on the documentation and not the code for the documentation.
readthedocs has other benefits like:

very nice looking
allows for versioning
mobile friendly/responsive
multiple formats (pdf/epub/etc)
format our users may be familiar with from documentation for other sites

┆Issue is synchronized with this Jira Story
┆Issue Type: Story
┆Issue Number: DOCK-629

Brainstorm:

list pros and cons
feasability of existing features (changelog, no ads, domain name, custom footer)

@denis-yuen
Read the docs investigation
Pros:

Versioning of docs
No need to spend time coding visuals (use theme)
Format users are familiar with
Extras that don't matter as much (mobile friendly, can export to pdf/epub/etc.)
Built in redirect support

Cons:

Cannot make it look like Dockstore
$5 one time fee to remove ads

Existing features:

Custom domain - yes (https://docs.readthedocs.io/en/latest/custom_domains.html#custom-domain-support)
Ad free for $5 one time (https://readthedocs.org/sustainability/#donations)
GitHub support - yes
Custom footer - yes (https://mkdocs.readthedocs.io/en/stable/user-guide/styling-your-docs/#overriding-template-blocks)
Changelog - investigating alternative still

We decided on readthedocs. I'll be creating a PR to put this into develop, but for now we will not expose it (only those with credentials can see it). Later we can do a migration from the current logs to readthedocs, involving redirects and using the custom domain.
I've created this ticket to deal with the migrations:
https://github.com/ga4gh/dockstore/issues/2382


Error on seed:run

Hello all,
First of all thank you very much for the library is definitely a must! I've been trying to implement it in a project and I don't seem to be able to make it work.
Im implementing NestJS 7 with Typeorm and Postgres
Could you please help me out?
I keep on having this errors:
EntityMetadataNotFound: No metadata for <ENTITY_here>  was found.
Error: Could not save entity
    at EntityFactory.<anonymous> (.........../node_modules/typeorm-seeding/src/entity-factory.ts:52:15)

Output of the seed:config without the database configurations
{
  type: 'postgres',
  url: undefined,
  sid: undefined,
  schema: undefined,
  extra: undefined,
  synchronize: false,
  dropSchema: false,
  migrationsRun: false,
  entities: [ 'src/**/*.entity{.ts', '.js}' ],
  migrations: [],
  migrationsTableName: undefined,
  subscribers: [],
  logging: [],
  logger: undefined,
  entityPrefix: undefined,
  maxQueryExecutionTime: undefined,
  debug: undefined,
  cli: {
    entitiesDir: undefined,
    migrationsDir: undefined,
    subscribersDir: undefined
  },
  cache: undefined,
  uuidExtension: undefined,
  factories: [ 'src/**/*.factory{.ts,.js}' ],
  seeds: [ 'src/**/*.seed{.ts,.js}' ]
}

Im trying with a simple entity, factory and seeder
export default class CreateCats implements Seeder {
  public async run(factory: Factory): Promise<void> {
    await factory(Cats)().createMany(5);
  }
}

define(Cats, (faker: typeof Faker) => {
  const cat = new Cats();
  cat.name = "CaT";
  cat.age = 22;

  return cat;
});

@Entity({
  name: "cats",
  orderBy: {
    createdAt: "ASC",
  },
})
export class Cats {
  @PrimaryGeneratedColumn()
  id: number;

  @Column()
  name: string;

  @Column()
  age: number;
}

What am I missing?
Thank you in advance and I really hope I can use this library because it would save me loads of time

I have the same error, any idea how to fix it?

@gerzok for reasons that I still don't fully understand if I set up an env file with the following key TYPEORM_CONNECTION we see the following connection options.
{
      type: 'postgres',
      url: undefined,
      host: 'host',
      port: '5432',
      username: 'username',
      password: 'password',
      database: 'database_name',
      sid: undefined,
      schema: undefined,
      extra: undefined,
      synchronize: false,
      dropSchema: true,
      migrationsRun: false,
      entities: [],
      migrations: [],
      migrationsTableName: undefined,
      subscribers: [],
      logging: true,
      logger: undefined,
      entityPrefix: undefined,
      maxQueryExecutionTime: undefined,
      debug: undefined,
      cli: {
        entitiesDir: undefined,
        migrationsDir: undefined,
        subscribersDir: undefined
      },
      cache: undefined,
      uuidExtension: undefined
    }

If we omit that specific key we get the configuration we set up in the ormconfig.js
{
      host: 'host',
      username: 'username',
      password: 'password',
      port: '5432',
      logging: [ 'warn', 'error' ],
      synchronize: 'false',
      type: 'postgres',
      database: 'database_name',
      entities: [
        '<absolute path to source>/src/**/*.entity{.ts,.js}'
      ],
      migrations: [
        '<absolute path to source>/src/database/migrations/**/*.ts'
      ],
      seeds: [ 'src/**/*.seed{.ts,.js}' ],
      factories: [ 'src/**/*.factory{.ts,.js}' ],
      logger: 'advanced-console',
      cli: { migrationsDir: 'src/database/migrations' }
    }

It makes sense that it fails because we see that all the necessary information for the typeorm-seeding to work is not set.
why this is is happening is something that I still don't know if it's from typeorm configuration options or something specific from typeorm-seeding.
My suspicion is that this is the inner works of typeorm changing the output of the configurations.
I was able to put it to work in both cli commands and e2e tests that I have on a NestJS project.
I have a ormconfig.js file in the root that fetches the env's from a .env file like so
const path = require("path"); // eslint-disable-line
module.exports = {
  host: process.env.TYPEORM_HOST,
  username: process.env.TYPEORM_USERNAME,
  password: process.env.TYPEORM_PASSWORD,
  port: process.env.TYPEORM_PORT,
  logging: process.env.TYPEORM_PORT,
  synchronize: process.env.TYPEORM_SYNCHRONIZE,
  type: process.env.TYPEORM_TYPE,
  database: process.env.TYPEORM_DATABASE,
  entities: [path.join(__dirname, "src/**/*.entity{.ts,.js}")],
  migrations: [path.join(__dirname, "src/database/migrations/**/*.ts")],
  seeds: ["src/**/*.seed{.ts,.js}"],
  factories: ["src/**/*.factory{.ts,.js}"],
  logger: "advanced-console",
  logging: ["warn", "error"],
  cli: {
    migrationsDir: path.join("src/database/migrations"),
  },
};

But for the NestJS project I'm actually using the @nestjs/config package to do so and
export default registerAs(
  "database",
  (): TypeOrmModuleOptions => ({
    type: "postgres",
    host: process.env.TYPEORM_HOST,
    username: process.env.TYPEORM_USERNAME,
    password: process.env.TYPEORM_PASSWORD,
    database: process.env.TYPEORM_DATABASE,
    port: Number(process.env.TYPEORM_PORT),
    entities: [<....entities....>],
    migrationsTableName: "migration",
    migrations: ["src/migration/*.ts"],
    cli: { migrationsDir: "src/migration" },
    synchronize: Boolean(process.env.TYPEORM_SYNCHRONIZE),
    dropSchema: Boolean(process.env.TYPEORM_DROP_SCHEMA),
    logging: Boolean(process.env.TYPEORM_LOGGING),
    // ssl: isProduction() ? Boolean(process.env.SSL) : null
  })
);

@gerzok not sure if this will help you but it took me a while and maybe I can unblock you :) and hope that this could make sense for the folks that build this library and they can help us further.
I really like what has been done and I will see if I can dig a bit deeper on why we have different configurations when setting up the env's.

@gerzok https://typeorm.io/#/using-ormconfig/which-configuration-file-is-used-by-typeorm Just saw this, its the typeorm doing :)

Thanks @DiogoBatista for your guide, it helped me a lot and in the end my error was that I was looking for the entities in the dist folder and it seems that did not work but i change to src/model/ folder and now it works!

I didnt read this thread carefully and spend so much time with this error. @DiogoBatista said right: if u have TYPEORM_CONNECTION or TYPEORM_URL in your .env file then .ormconfig will be ignored. Just delete TYPEORM_CONNECTION and TYPEORM_URL from .env and everything will work fine


⚠ SkipTheTrailers has degraded performance

In 4990fc8, SkipTheTrailers ($STT) experienced degraded performance:

HTTP code: 200
Response time: 2873 ms

Resolved: SkipTheTrailers performance has improved in 6de5926.


error occurred in the CMake phase when run build_android.sh

Hello,
I'm following this tutorial for running the build_android.sh and error occurred in the CMake phase:
CMake Error at /usr/share/OpenCV/OpenCVConfig.cmake:45 (include):
include could not find load file:
/usr/share/OpenCV/OpenCVModules_armeabi_v7a.cmake

Does someone know how to solve it? Thank you.

-DUSE_OPENCV=OFF

This solved the error, thank you!


[CT-2075] [Feature] Add column aliasing (identifiers) for source tables

Follow up of the conversation in https://github.com/dbt-labs/dbt-bigquery/issues/365
How about dbt starts supporting column level alias / identifier in sources?
So that if a field is called my_original_column_name in the actual source, it will always be replaced by my_new_column_name in every dbt contexts.
sources:
  - name: my_source_A
    tables:
    - name: a_table_in_A
      columns:
        - name: my_new_column_name
           identifier: my_original_column_name
          ...

From there, my_new_column_name is replaced by my_original_column_name in every DDL/DML/DQL statements issued to the database where the source table is ref'd (used in FROM or JOIN).
In dbt land, the name of that column is always my_new_column_name. This includes when dbt generates database objects based of the original schema (see original issue, persisting test results in dbt__test_audit). As far as dbt knows, this column was always named my_new_column_name.
Describe alternatives you've considered
Alternatives are described in the original issue.
Who will this benefit?
Defining tests on sources that surface system columns, trigger the creation of database objects using reserved keywords. This would allow dbt to bypass that.

@Fleid Love to see you opening dbt-core issues ;)
Should we do this? Is this preferable to a "staging model" pattern, where users write a bit of SQL (instead of yaml) to rename (& clean) all the columns in the raw source table? That staging model is a lightweight wrapper (materialized as a view, or ephemerally), but then you can also test it, instead of testing the source table directly.
Maybe that feels like overkill if you just need to rename one column, but I don't think so. This is also a way of providing yourself with an extra abstraction layer, for handling more significant changes in the raw source table than just a rename / enabling dependency inversion in the case they switch ingestion providers.

How would we do this? I'm guessing this would require a new macro, or override to the {{ source() }} macro (!), which looks up the source's defined columns in the manifest / graph, and returns it as a subquery. Something like:
select * from {{ source('my_source_A, 'a_table_in_A') }}

Which currently compiles to (imagining BigQuery syntax):
select * from `my_source_A`.`a_table_in_A`

But would instead compile to:
select * from (
    select
        my_original_column_name as my_new_column_name,
        ...
    from `my_source_A`.`a_table_in_A`
)

I am a bit uneasy about this whole idea to be honest (from the top, not your specific proposal that I find elegant).
In my mental model, sources are made to surface (or maybe in the future generate...) the EL part of ELT. The more we put T capabilities in them, the more you should think about moving that logic into a model.
I like putting restrictions/constraints on the ergonomics, so as a user you can't end in that bad place. We can do that in YAML land because we control the schema of it. We can't in SQL land.
Anyway happy to leave this in refinement for now. We (I) will have to revisit the topic for when we explore "managed sources" aka managing external stuff from dbt.

Agreed with the last point! Where I could see this being useful is around the "managed" sources that require some proactive definition & operation from dbt. Even then, I've really hesitated about encoding transformation/business logic into sources because they ought to be an un-opinionated loading step. But I remember several folks asking for this capability in the dbt-external-tables package (before I abdicated my maintainership of it late last year), e.g. https://github.com/dbt-labs/dbt-external-tables/issues/140

First, I want to say that what @jtcohen6 described(in their initial response in this thread) would save soooooooo much work. I can understand not wanting to do transforms in YML, but it's a) already supported for tables and b) if, in some way, it is limited to only supporting field name substitutions then it still keeps logic out of the YML layer. (Probably a regex to remove special characters from the string value?) From the perspective of having 100+ tables just from one data source, making all those models just to alias columns is such a complete waste of time. Then you have to maintain the table structure in YML for the tests and the SQL to pass the field between transformation phases. Especially at the speed that software develops, handling all the db schema change management is extremely negative ROI. 😢
Second, I would also like to raise a cross-database and/or cross-dialect use cases.
For reasons, I have the same ~100 tables in two different database dialects with very different field names. I have tests, etc. already defined for one set of field names. I don't want to copy and paste that YML file, change the field names, copy and paste all the models, change those field names, and then have 4 files to keep in sync(original YML, original SQL, point-in-time YML copy, point in time SQL copy). Also, the additional parsing time (though dbt ~1.5 fixes the bug where it would always re-parse everything instead of just the diff 👏 ). I need a way to alias column names to avoid all that non-DRYness.
Now, arguably, this could be done via inheritance(see https://github.com/dbt-labs/dbt-core/discussions/6527), but:

supporting column level identifiers: may be easier/faster to implement
would support use cases like what @Fleid described originally, related to reserved keywords
the incremental solution for YML inheritance from jtcohen6 here still requires a lot of re-typing. I just want to flip field names by connection/db/schema location. That conversation focuses on doc blocks through transformation phases, and other semi-related items.
it's not bad to have multiple ways to do things
may have other use cases that haven't been brought up yet

Another use case thoughts: Needing to support case-sensitivity of column names because they're in a legacy database that uses capitals and it's being ported to a database that lower-cases column names. Even if you only have to support the legacy database names during the migration, supporting column name aliases saves so much time while sticking to a DRY philosophy.

Hello.  I do have a scenario where column aliasing would be helpful for source models -- headerless csv file loading into S3 data lakes.  Fivetran's SFTP connector is one example.  They generate column names themselves with pattern "column_0", "column_1", etc.  There is no option to modify these names.  Documentation of it is https://fivetran.com/docs/connectors/files#headerlessfilesoptional
Having the ability to alias could allow us to not only address the columns by meaningful names but also help with portability when/if we migrate to a different acquisition method.  I can make a macro to set the column name and alias to be identical making migration fairly trivial.


DataFrames and DistributedArrays

Hi, I came across the following problem, the last line runs forever:
using DistributedArrays
using DataFrames
x = ones(3, 3)
DataFrame(x)

leave out the first line, and everything is fine.
julia> versioninfo()
Julia Version 0.4.5
Commit 2ac304d (2016-03-18 00:58 UTC)
Platform Info:
System: Darwin (x86_64-apple-darwin13.4.0)
...

No longer happens on master


graph-cli: fix runtime crash, 0.1.18 -> 0.1.19

Fixes https://github.com/NixOS/nixpkgs/issues/215079
Description of changes

Things done

Built on platform(s)

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

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

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

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

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module

[x] Fits CONTRIBUTING.md.

Thank you for addressing this issue, although the proposed solution is not optimal as it results in double wrapping.

@kilianar I tried your method, it works but I still had to keep these 2 changes:
  nativeBuildInputs = [ qt5.wrapQtAppsHook ];

    (matplotlib.override { enableQt = true; })

So compared to my original PR, I added your 2 changes and removed this one:
  postInstall = "wrapQtApp $out/bin/graph";

I trust you that it is better :sweat_smile:
I tested with:
$ nom-shell -I nixpkgs=./ -p graph-cli
[]$ graph ~/sandbox/test-graph-cli.csv

and it works :+1:

Thank you for including those changes. Version 0.1.19 was released two weeks ago. Would it be possible for you to update the package as well? Additionally, when updating, consider changing sha256 = to hash =.

@kilianar done


Adds fromHeaders and fromParams fields for RequestAuthentication

Description
Changes proposed in this pull request:

Adds fromHeaders and fromParams fields for RequestAuthentication

Related issue(s)

https://github.com/kyma-project/api-gateway/issues/279

/test pull-api-gateway-test

/test pull-api-gateway-test

/test pull-api-gateway-integration-test

/test pull-api-gateway-integration-test


160-feature/animal module

Took data from faker-js
Added animals:

bears
birds
cats
cetaceans
cows
crocodilia
dogs
fishes
horses
insects
lions
rabbits
rodents
snakes
types (generates a random string from the previous animal)

Closes #160

Codecov Report
All modified lines are covered by tests :white_check_mark:
:exclamation: Your organization needs to install the Codecov GitHub app to enable full functionality.

Files
Coverage Δ

src/modules/animal/AnimalTest.cpp
100.00% <100.00%> (ø)

... and 3 files with indirect coverage changes
:loudspeaker: Thoughts on this report? Let us know!.

Oops, I forgot documentation.
It's good now, I added it :)

I see the branch is out of date, could you update it please?


Outdated node-sass, issues with Node 8.x

gulp-sass fails to install on Node 8.x without a C++ compiler, because the outdated version of node-sass doesn't have a binary for the new version of Node. The latest version of node-sass provides the required binaries and doesn't seem to break anything, so it's just a matter of bumping the version number to ^4.5.3.
Are there any plans for updating?

Please search the dozen of other closed issues about this for the solution.
On 15 Jul. 2017 12:38 am, "Matúš Koprda"<EMAIL_ADDRESS>wrote:

gulp-sass fails to install on Node 8.x without a C++ compiler, because
the outdated version doesn't have a binary for the new version of Node. The
latest version of node-sass provides the required binaries and doesn't
seem to break anything, so it's just a matter of bumping the version number
to ^4.5.3.
Are there any plans for updating?
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The solution was to npm install the latest version, but that didn't work for me.
The latest version of gulp-sass on npm (3.1.0) has this dependency defined in package.json: "node-sass": "^4.2.0",. It needs to be at least 4.5.3 to be able to download the binary for node 8.

^4.2.0 is the semver caret range which means it will install the latest 4.x version available, in this case 4.5.3. Deleting your node_modules and running npm install will install the latest 4.x node-sass. If you have a lock file (package-lock.json or shrink-wrap.json) it will interfere and always download the version specified in the lock file. You'll need to delete the lock file or update the node-sass version inside it.
Running npm update node-sass might do this for you automatically.

Sorry, my bad, it's working when installed on a clean project. It was clearly a problem with upgrading. A warning in the readme could be useful, though, a lot of people are having similar issues.


*: rework Explain()/Analyze() name generation

Currently the operator descriptions in Explain/Analyze are disconnected. We want for operators to look the same no matter if Explain or Analyze are used. Hence, add support for fmt.Stringer everywhere and use it.

Looks good to me, we just need to fix CI.

@fpetkovski should be good to go now


Bug Report, GSSOC24: Typos in Contributing.md

Typos in Contributing.md

can you explain

@Ajay-Dhangar In Contributing.md file name of repository is mentioned as ResourceHub Instead of CodeHarborHub in line number 42,43,60 and 68 can i correct it under GSSOC'24

okay update now

can close this as complete - pull request #151


Tomlinton/c01 yield check

If you made a contract change, make sure to complete the checklist below before merging it in master.
Refer to our documentation for more details about contract security best practices.
Contract change checklist:

[ ] Code reviewed by 2 reviewers. See template and example.
[ ] Unit tests pass
[ ] Slither tests pass with no warning
[ ] Echidna tests pass if PR includes changes to OUSD contract (not automated, run manually on local)

@DanielVF put this up for some early feedback. Are we on the same page with this? 😁

@tomlinton Much Good


Actually allow HTTP logging to be enabled

HTTP access logging must be controlled at handler-construction time, since construction is when routing, and logging, are actually set.

Currently failing on Circle, investigating.

Confirmed HTTP logging visible again. :+1:

Thanks @mark-rushakoff


adding a function to map.on() event and later removing that event triggering the function without removing the event

Hey, I am providing a function to
someFunc() {
this.map.on('moveend', screenShot.bind(this));
}

screenShot() {
setTimeout(this.screenShot2.bind(this), 4000);
}

screenShot2() {
// some logic
this.map.off('moveend', this.screenshot)
}

Now, i know that this code sucks, but I needed a weird hack and now i can't remove the moveend event only for the screenshot function. If i use this.map.off('moveend'), the map stops working correctly, obviously. Any ideas?

Fixed the issue by using this.map.once inside the loop where i loop through coordinates before setting the view. However I'm still not sure how to remove the event bound to a function 😅

This is my guess as to what's going on.
You have two calls:
this.map.on('moveend', screenShot.bind(this));
and
`this.map.off('moveend', this.screenShot);
In the call to on(), screenShot.bind(this) returns a reference to an anonymous function that wraps the call to screenShot with the appropriate this context.
In the call to off(), this.screenShot is a reference to the screenShot function.
These two function references are pointing to different function (an anonymous function and screenShot). That's why the call to off() isn't working.
You should use a variable to store the reference to screenShot.bind(this) and then you can pass the variable into both the call to on and the call to off.

@reblace Oh, I see. Thank you, didn't even think of that..


chore: gimp 2.99.19-dev -> 3.0.0-rc1

Bumps GIMP to the first 3.0 release candidate.
This also disables gmic for now, since there has been a backward incompatible change which is yet to be resolved in the gmic upstream repo.

"Works on my machine" 😅 ;-)


Label of errorbar incorrectly matched in legend

Both descriptions in the leged show the label of the second errorbar:

the Python code

import matplotlib.pyplot as plt
import numpy as np

plt.style.use("ggplot")

t = np.arange(0.0, 2.0, 0.1)
s = np.sin(2 * np.pi * t)
s2 = np.cos(2 * np.pi * t)
plt.errorbar(t, s, lw=4.1, label="a") # similar to the example in the README.md, but with errorbar instead of plot
plt.errorbar(t, s2, lw=4.1, label="b") # would work if both are plot
plt.legend()

import tikzplotlib

tikzplotlib.save("test.tex")
plt.show()

the output TeX (Pgfplots)

% This file was created by tikzplotlib v0.9.6.
\begin{tikzpicture}

\definecolor{color0}{rgb}{0.886274509803922,0.290196078431373,0.2}
\definecolor{color1}{rgb}{0.203921568627451,0.541176470588235,0.741176470588235}

\begin{axis}[
axis background/.style={fill=white!89.8039215686275!black},
axis line style={white},
legend cell align={left},
legend style={fill opacity=0.8, draw opacity=1, text opacity=1, at={(0.91,0.5)}, anchor=east, draw=white!80!black, fill=white!89.8039215686275!black},
tick align=outside,
tick pos=left,
x grid style={white},
xmajorgrids,
xmin=-0.05, xmax=1.05,
xtick style={color=white!33.3333333333333!black},
y grid style={white},
ymajorgrids,
ymin=-0.0500000000000003, ymax=1.05,
ytick style={color=white!33.3333333333333!black}
]
\addplot [line width=1.64pt, color0]
table {%
0 0
1 -2.44929359829471e-16
};
\addlegendentry{b}
\addplot [line width=1.64pt, color1]
table {%
0 1
1 1
};
\addlegendentry{b}
\end{axis}

\end{tikzpicture}

the expected TeX (Pgfplots) (diff).

28c28
< \addlegendentry{b}
---
> \addlegendentry{a}

the expected TeX (Pgfplots).

% This file was created by tikzplotlib v0.9.6.
\begin{tikzpicture}

\definecolor{color0}{rgb}{0.886274509803922,0.290196078431373,0.2}
\definecolor{color1}{rgb}{0.203921568627451,0.541176470588235,0.741176470588235}

\begin{axis}[
axis background/.style={fill=white!89.8039215686275!black},
axis line style={white},
legend cell align={left},
legend style={fill opacity=0.8, draw opacity=1, text opacity=1, at={(0.91,0.5)}, anchor=east, draw=white!80!black, fill=white!89.8039215686275!black},
tick align=outside,
tick pos=left,
x grid style={white},
xmajorgrids,
xmin=-0.05, xmax=1.05,
xtick style={color=white!33.3333333333333!black},
y grid style={white},
ymajorgrids,
ymin=-0.0500000000000003, ymax=1.05,
ytick style={color=white!33.3333333333333!black}
]
\addplot [line width=1.64pt, color0]
table {%
0 0
1 -2.44929359829471e-16
};
\addlegendentry{a}
\addplot [line width=1.64pt, color1]
table {%
0 1
1 1
};
\addlegendentry{b}
\end{axis}

\end{tikzpicture}

I came across the same error and also don't know how to fix it.  And I've just moved over from Matlab, and I have brought a workaround with me:  Just set the errorbar command to have no markers and no linestyle, then follow the errorbar command with a plot command that makes the markers (if you use them), the line (if you use one) and the legend entries.
To make sure the errorbar commands don't lead to legend entries, give them label='_' or anything that begins with an underscore.
Not a very elegant solution, but a decent workaround.

I think I didn't installed something additionally, so this might work for you too. If you want to include your plot in latex, you can also use plt.savefig('your-plot.pgf') without any additional dependencies.


respect future feature flags

see #36 for more details on what this fixes

created PR #37 for this issue a few days ago. @breuleux if you can take a look when you have a chance.

Looks good, could you rebase (I updated the CI and lint/formatter) and make sure that the code passes ruff format and ruff check? Thanks!

sorry, just saw this. let me rebase and push again, thanks!

@breuleux done, ruff looks good (fixed one import issue after i had run black)


Page blueprints and theme inheritance

Hi again,
I'm taking advantage of theme inheritance, and it works perfect until I get to add my own page blueprints, in that moment the original theme blueprints (blog, item, etc) quit working.
I am using bootstrap as my base theme with inheritance to my theme (called colcif).
Without touching blueprints, I have all working normal, like blog fields, etc:

Then I added my own blueprints for a diferente kind of page (personaje):

This new blueprints works as expected:

But blueprints from base theme (bootstrap) quit working:

As soon I remove my-theme/blueprints folder the base theme blueprints fields are back in blog lista and item, etc.
If I copy all blueprints files from base theme to my theme everthing works as expected, but will be great to have page blueprints inheritance as well.

We will investigate this.  Thanks!

@rhukster Issue is in here:
https://github.com/getgrav/grav/blob/develop/system/src/Grav/Common/Page/Types.php#L106-L108

hello @hugoaf I was wondering if you can tell me how to go about setting up Page Blueprint? I maybe missing some configuration in .yaml file. I was able to create a Page Blueprint under my /modular directory, the fields would display on the admin page but when Save the form, the values I entered doesn't seem to save. I am not inheriting a theme though.

@rlynjb make sure your fields are named header.something, check how your blueprint differs from the Antimatter theme ones for example.


Load a checkpoint without loading its associated state

When we load a checkpoint, it restores all of the associated state (train_batch_size, test_batch_size, optimizers, etc). This is undesired for when a user just wants to initialize the model with a new pre-trained checkpoint, instead of continuing to train from a previous snapshot.
We might need to bifurcate these two use cases, potentially.

I think this could best be done by adding CheckpointLoaderHparams to control which fields from the specified checkpoint file should be loaded, but am not sure about how granular this should be...e.g. can you load some algorithms but not others?

There are two proposed solutions here:

Create a CheckpointLoader hparams object, that has two fields: checkpoint_filepath and load_weights_only. load_weights_only would only recover the model weights and avoid restoring the rest of the checkpointed state. Additionally, this would help us bifurcate on when to use strict on restoring the model weights: we never want strict=False if restoring state as well.

Create a CheckpointLoader hparams object that provides significant granularity over the checkpointing process. It would be able to toggle which parts of the state should/shouldn't be recovered, and have fields such as restore_optimizers, restore_batch_sizes, restore_step, restore_algorithms, restore_callbacks`, etc. This is the more general, albeit more implementation-heavy solution.

I am curious for what people think.

Closing since #169 is merged


Updated TypeScript code to handle blacklisted games based on configuration

Added blacklistedGames property to the config file. Added comments for clarity and better code understanding.
Update your configuration file to include a blacklistedGames array. Add the titles of games you want to exclude from processing.
"blacklistedGames": [
"Game Title 1",
"Game Title 2",
"Game Title 3"
]
I included the blacklistedGames property to provide better control. "Gigabash Demo" repeatedly triggered notifications prompting a purchase. Now, with the ability to define excluded games, I can skip titles that I cant buy.

Found the core issue of the demo being an expired offer. Fixed that for good here: https://github.com/claabs/epicgames-freegames-node/commit/8e9771ce57f67c57f1d532215ee479cd02642e5d

I noticed that over the last few days, this game was indeed impossible to retrieve and notifications were systematically sent. Thanks for the quick fix 💪


[Feature] Make advantages compatible with Terminated, Truncated, Done

I manually tested that everything was working without truncated key for bc compatibility.
Not sure if we should test that things work if terminated is missing in all losses as it's very redundant and the cost tests are already very long.
I didn't include the truncated -> done fallback in the docstrings, maybe we should but I don't want to overload them.
Depends on #1539

Could you merge main?

You should be able to do it

no, I can't


fix: make unlockDialog fullscreen only when the browser is not fullscreen

make unlockDialog not fullscreen when browser is in fullscreen mode
centralize app in body element: margin: 0 auto;

Closes #201
Closes #199

@matt-user we're not doing changesets to app package yet


fix(editor): community should be optional

Fix #37:

[x] Remove Validators.required
[x] Change text on the label into something that does not contain a word "required"
[x] Remove error hint
[x] Remove error message from the class
[x] Remove specs

Ah yes, just for info, by default CircleCI disabled build for forked Pull Request. Maybe you want to enable it :slightly_smiling_face:


Am I missing something?
Thanks for any help you can provide.

I dl the zip 10min ago, the RDPWInst.exe was there.
Maybe your AntiVirus Program block the file?

Good call, I'll check. I didn't get a notification from my AV though.
On Tue, Oct 30, 2018 at 6:43 AM JoeyNice<EMAIL_ADDRESS>wrote:

I dl the zip 10min ago, the RDPWInst.exe was there.
Maybe your AntiVirus Program block the file?
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I noticed that even GitHub doesn't ha e the .exe file available. Do you see
it?
On Tue, Oct 30, 2018, 10:47 AM Peter Jov<EMAIL_ADDRESS>wrote:

Good call, I'll check. I didn't get a notification from my AV though.
On Tue, Oct 30, 2018 at 6:43 AM JoeyNice<EMAIL_ADDRESS>wrote:

I dl the zip 10min ago, the RDPWInst.exe was there.
Maybe your AntiVirus Program block the file?
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ReDownloaded the zip archiv, the RDPWInst.exe still there ;) See screenshot ..

Hey,
I mean't to have this closed out. It seems my chrome mixed it from the
download without even mentioning it to me. So I tried Firefox and got it
after a warning.
So...noob problem. I appreciate everyone's help and interest!
Thanks.
On Fri, Nov 9, 2018, 12:28 PM Daljeet Singh Chhabra <
<EMAIL_ADDRESS>wrote:

ReDownloaded the zip archiv, the RDPWInst.exe still there ;) See
screenshot ..
[image: 2018-10-30_231925]
https://user-images.githubusercontent.com/8811528/47754192-5c838e80-dc9a-11e8-911d-091329dc1ae9.png
can you mirror that zip file and give link here>?? it would be a great
help..
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But the exe isn't available in the repo itself.. how did you get it?

https://github.com/stascorp/rdpwrap/releases
https://github.com/stascorp/rdpwrap/releases/download/v1.6.2/RDPWrap-v1.6.2.zip
Daljeet Singh Chhabra<EMAIL_ADDRESS>schrieb am Fr., 9. Nov.
2018 19:01:

But the exe isn't available in the repo itself.. how did you get it?
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What web browser are you using to download it?
On Fri, Nov 9, 2018, 1:01 PM Daljeet Singh Chhabra<EMAIL_ADDRESS>wrote:

But the exe isn't available in the repo itself.. how did you get it?
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A few seconds ago with Chrome on Android (). Did it before with Chrome,
Chromium, Firefox, Iceweasel, Edge, wget and curl on different OSs.
CartoDB2018<EMAIL_ADDRESS>schrieb am Fr., 9. Nov. 2018 19:47:

What web browser are you using to download it?
On Fri, Nov 9, 2018, 1:01 PM Daljeet Singh Chhabra <
<EMAIL_ADDRESS>wrote:

But the exe isn't available in the repo itself.. how did you get it?
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Am 09.11.2018 19:47 schrieb "CartoDB2018"<EMAIL_ADDRESS>What web browser are you using to download it?
On Fri, Nov 9, 2018, 1:01 PM Daljeet Singh Chhabra<EMAIL_ADDRESS>wrote:

But the exe isn't available in the repo itself.. how did you get it?
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Yeah the trick is to use the second link you just provided, and to not use
chrome. Firefox will warn the user.
Also, check if your anti virus is killing it during the download.
On Fri, Nov 9, 2018, 1:55 PM Daniel Hammerschmidt<EMAIL_ADDRESS>wrote:

A few seconds ago with Chrome on Android (). Did it before with Chrome,
Chromium, Firefox, Iceweasel, Edge, wget and curl on different OSs.
CartoDB2018<EMAIL_ADDRESS>schrieb am Fr., 9. Nov. 2018 19:47:

What web browser are you using to download it?
On Fri, Nov 9, 2018, 1:01 PM Daljeet Singh Chhabra <
<EMAIL_ADDRESS>wrote:

But the exe isn't available in the repo itself.. how did you get it?
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Am 09.11.2018 19:47 schrieb "CartoDB2018"<EMAIL_ADDRESS>What web browser are you using to download it?
On Fri, Nov 9, 2018, 1:01 PM Daljeet Singh Chhabra <
<EMAIL_ADDRESS>wrote:

But the exe isn't available in the repo itself.. how did you get it?
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