Source map locations for React string literal children are incorrect

Hi, while building a library which is run as a post-build script on the production optimized bundle minimized files and relies on resolving the original locations of the string literals from the optimized bundle in the source code using source maps, I've noticed a problem with the mapping of string literals which are used as React children in TSX/JSX.
I've prepared a complete reproduction with both TypeScript CRA and JavaScript CRA here:
https://github.com/TomasHubelbauer/cra-sourcemap
The readme includes the locations of the string literal symbols in the optimized, minimized production bundle and the resolved source code locations based on the emitted source maps.
For many string literals, the resolved locations are correct (like plain string literals or the JSX element tag names), but for string literals which are React children, the resolved source code locations point either to the tag name of the predecessor sibling TSX/JSX element or the tag name of the parent TSX/JSX element if there is no TSX/JSX predecessor.
I'm positive CRA just uses some WebPack plugin for the source map generation which is probably responsible for this issue and I'd better report this issue there, but I'm not sure how exactly the source maps in CRA are generated, so I'll be happy to be redirected. I know this is not just a TypeScript issue (so it looks like TypeScript is not generating the sourcemaps in CRA with the TS template), because I've observed exactly the same issue in both TypeScript and JavaScript templates.
Environment
I'm using the latest CRA (3.3.0) with the TypeScript and JavaScript templates.
Steps to reproduce
https://github.com/TomasHubelbauer/cra-sourcemap
Expected behavior
The resolved source code locations should point directly to the TSX/JSX string literal child span ranges.
Actual behavior
The resolved source code locations point to the closest previous TSX/JSX element in the document order.
Reproducible demo
https://github.com/TomasHubelbauer/cra-sourcemap

I've updated my post and my repro repo to add that after having tried the JavaScript template on top of the already tried TypeScript template, I've found the same issue in both. This helped me rule out TypeScript as the potential source of the problem as it appears as though the same sourcemap generator is used in both templates, instead of TypeScript being used to generated the sourcemaps in the TS CRA template. If I find myself with more time to look into this, I will try to read through the CRA source code and find the tool used to generate the sourcemaps (probably some WebPack plugin?) and try to see if the problem still reproduces using it directly.

Today, I figured I'd try ejecting from CRA to see the exact WebPack config used and how CRA produces the sourcemaps. The WebPack config CRA uses is a little too complex for me to fully grok, but it looks like it pretty much just relies on WebPack's devtool to generate the sourcemaps. Is that a correct understanding?
I tried reproducing this issue with plain WebPack to see if it might not be a CRA problem, but WP problem specifically, but attempting that, I ran into another issue which at the moment prevents me from verifying this: webpack/webpack#10110
https://github.com/TomasHubelbauer/webpack-sourcemap

I was able to reproduce this in pure WebPack, which means this issue is not with CRA, so I'm going to close this issue.


Use raw target that mark on remove action

Fixes #1253
Checklist

[ ] I have added tests
[ ] I have updated the docs and cheatsheet
[x] I have not broken the cheatsheet

Yeah I test it


Fix container start sequence

Warning!  Major hack alert.
When we create a crio-lxc container, we start the lxc container to
wait for the syncfifo.  The crio-lxc container isn't really started
until the fifo is written to.
So we can't just use c.Running() to tell us that the crio-lxc container
is running.
Ideally we could add a 'criolxc.state' key in the container config.
Lxc would happily ignore that.  However, we cannot use the lxc api
to do that because it doesn't know about the keys.  And if we do it
ourselves, then we need to worry about locking.
So, add a pre-start hook of /bin/true to the config file when the
syncfifo is unlocked.  If anyone wants to set /bin/true as a real
pre-start hook, come talk to me.
Other ideas are definitely welcome!
Signed-off-by: Serge Hallyn<EMAIL_ADDRESS>

With this, all the sequences of "crio-lxc create;  crio-lxc kill;  crio-lxc start;  crio-lxc delete;  crio-lxc kill;  crio-lxc delete" does what I'd expect.


try-finally different than in the semantics

In the "A Tested Semantics" paper, the try-finally expression always gives the same outcome as its left subexpression if the finalizer does not fail - in particular, try v1 finally v2 results in v1. In the interpreter, this expression returns v2.

This looks to me like a typo in the paper: the EFinallyPop rule should read:
E < try v finally e > → E < e >
instead of what it actually says:
E < try v finally e > → E < e; v >
As far as I can tell this would match both the semantics of JS and the behavior of the interpreter.

According to ES5, 12.14, semantics of try Block Finally, actually the behavior in the paper is the correct one: the standard says that if the finally block finishes normally, then the final result is the result of the try block.

There does seem to be a discrepancy with the spec.  Oddly, Chrome and Firefox thinks the result is the result of finally (this is true in the Chrome console and in node v0.10.35):
> try { 3; } finally { 4; }
4

I don't see a test in https://github.com/tc39/test262/tree/master/test/language/statements/try that would tickle this behavior.  Most of those tests are just checking for the effects that the block has, not the actual result.  And if a try/finally appears that way in a function body, it will have the implicit return undefined added, so it would be hard to notice without a test that does eval().

The interpreter returns the body value now.


mlterm: 3.9.0 -> 3.9.1

Automatic update generated by nixpkgs-update tools. This update was made based on information from https://repology.org/metapackage/mlterm/versions.
meta.description for mlterm is: "Multi Lingual TERMinal emulator"
meta.homepage for mlterm is: "http://mlterm.sourceforge.net/"
meta.changelog for mlterm is: ""
Updates performed

Version update

To inspect upstream changes
Impact

Checks done (click to expand)

built on NixOS

The tests defined in passthru.tests, if any, passed

0 of 0 passed binary check by having a zero exit code.

0 of 0 passed binary check by having the new version present in output.

found 3.9.1 with grep in /nix/store/xf6q46r0ywlsawg34vf2jd19296nh5h2-mlterm-3.9.1

directory tree listing: https://gist.github.com/4406cbf36c024de4290d259a1c8337b7

du listing: https://gist.github.com/48da979cbedb6fb27512c1c02243cfc2

Rebuild report (if merged into master) (click to expand)

4 total rebuild path(s)

1 package rebuild(s)

1 x86_64-linux rebuild(s)
1 i686-linux rebuild(s)
1 x86_64-darwin rebuild(s)
1 aarch64-linux rebuild(s)

First fifty rebuilds by attrpath
mlterm

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/xf6q46r0ywlsawg34vf2jd19296nh5h2-mlterm-3.9.1 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A mlterm https://github.com/r-ryantm/nixpkgs/archive/6de789ea9bfee9b63baef72ce30300e6f4a94bdc.tar.gz

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/xf6q46r0ywlsawg34vf2jd19296nh5h2-mlterm-3.9.1
ls -la /nix/store/xf6q46r0ywlsawg34vf2jd19296nh5h2-mlterm-3.9.1/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
Result of nixpkgs-review 1

1 package built:

mlterm

Maintainer pings
cc @vrthra @ramkromberg @Atemu for testing.

@Atemu It's easier for me if it is separate. Feel free to ping me to merge the other PR.


[doc > thirdPartyRunPlugins.md] recommended path is out of date.

Provide a description of requested docs changes
Description

Currently, the recommended path is %LOCALAPPDATA%\Microsoft\PowerToys\PowerToys Run\Plugins
I notice the recommended path changes in pr: #27451, commit: RunPlugins name to hold PTRun plugins, PowerToys: 0.72.0

Solution
Change it to C:\Program Files\PowerToys\RunPlugins and %LOCALAPPDATA%\PowerToys\RunPlugins and C:\Users\your_user_name\scoop\apps\powertoys\current\RunPlugins

@F-park
Did you tried %LOCALAPPDATA%\PowerToys\RunPlugins or do you only think this path is wrong? On my system the path still exists.

@davidegiacometti
As you created this page, can you please check this?

@F-park Did you tried %LOCALAPPDATA%\PowerToys\RunPlugins or do you only think this path is wrong? On my system the path still exists.

I don't understand your mean, %LOCALAPPDATA%\PowerToys\RunPlugins should be the new recommend path. And I find it from EverythingPowerToys

admin install -> C:\Program Files\PowerToys\RunPlugins
user install -> %LOCALAPPDATA%\PowerToys\RunPlugins
scoop install -> C:\Users\your_user_name\scoop\apps\powertoys\current\RunPlugins

@F-park Did you tried %LOCALAPPDATA%\PowerToys\RunPlugins or do you only think this path is wrong? On my system the path still exists.

I don't understand your mean, %LOCALAPPDATA%\PowerToys\RunPlugins should be the new recommend path. And I find it from EverythingPowerToys

admin install -> C:\Program Files\PowerToys\RunPlugins
user install -> %LOCALAPPDATA%\PowerToys\RunPlugins
scoop install -> C:\Users\your_user_name\scoop\apps\powertoys\current\RunPlugins

I am wondering that I have the following folder structure on my system:

Can you verify that the path "%LOCALAPPDATA%\PowerToys\RunPlugins" works?

I am wondering that I have the following folder structure on my system:  Can you verify that the path "%LOCALAPPDATA%\PowerToys\RunPlugins" works?

What I mean is change the recommended path %LOCALAPPDATA%\Microsoft\PowerToys\PowerToys Run\Plugins to one of these :
C:\Program Files\PowerToys\RunPlugins or %LOCALAPPDATA%\PowerToys\RunPlugins or %HOMEPATH%\scoop\apps\powertoys\current\RunPlugins
The one not working is the recommended one, the below three do work. It is my mistake that make it confusing.

You can put 3rd party plugins in the PowerToys install directory or in the PowerToys data directory (where settings are stored).
These 3 paths are working based on the installation method:

admin install -> C:\Program Files\PowerToys\RunPlugins
user install -> %LOCALAPPDATA%\PowerToys\RunPlugins
scoop install -> %HOMEPATH%\scoop\apps\powertoys\current\RunPlugins

The recommended path %LOCALAPPDATA%\Microsoft\PowerToys\PowerToys Run\Plugins (note that is different than the user install path) is preferred since the plugins are stored outside the PowerToys install diretory.

@F-park are you able to load the plugin from %LOCALAPPDATA%\Microsoft\PowerToys\PowerToys Run\Plugins?

@F-park are you able to load the plugin from %LOCALAPPDATA%\Microsoft\PowerToys\PowerToys Run\Plugins?

It can successfully load, but when subfolder Plugins not exist, it doesn't automatically create, I think we should support it.

If folder doesn't exist PowerToys Run create it on launch.


Implement keepalive (ping request/response messages)

Now uses embedded-time and implements connection rate limiting, but still needs testing on hardware.

This now appears to work robustly on Stabilizer using the DWT cycle counter as a clock:
diff --git a/src/hardware/cycle_counter.rs b/src/hardware/cycle_counter.rs
index da915c8..92be56e 100644
--- a/src/hardware/cycle_counter.rs
+++ b/src/hardware/cycle_counter.rs
@@ -1,5 +1,7 @@
 use rtic::cyccnt::{Duration, Instant, U32Ext};

+use core::cell::RefCell;
+use embedded_time::{clock::Error, fraction::Fraction, Clock};
 use stm32h7xx_hal::time::Hertz;

 /// A simple clock for counting elapsed milliseconds.
@@ -64,3 +66,28 @@ impl CycleCounter {
         self.ticks
     }
 }
+
+pub struct CycleCounterClock {
+    pub cycle_counter: RefCell<CycleCounter>,
+}
+
+impl CycleCounterClock {
+    pub fn new(counter: CycleCounter) -> CycleCounterClock {
+        CycleCounterClock {
+            cycle_counter: RefCell::new(counter),
+        }
+    }
+}
+
+impl Clock for CycleCounterClock {
+    type T = u32;
+    const SCALING_FACTOR: Fraction = Fraction::new(1, 1000);
+    fn try_now(&self) -> Result<embedded_time::Instant<Self>, Error> {
+        match self.cycle_counter.try_borrow_mut() {
+            Ok(mut c) => {
+                Ok(embedded_time::Instant::<Self>::new(c.current_ms()))
+            }
+            Err(_) => Err(Error::Unspecified),
+        }
+    }
+}

Closing this PR, as ping support was added in #52 (thanks in large part to the work here)


Update Interval and Unraid Drive Spin-down

I noticed that my unraid array drives were no longer spinning down after implementing this integration with homeassistant.
Can we increase the maximum update interval from one hour to at least 12 hours in (43200 sec) ?
This will allow unraid customers to have their Drive spin down without the need for near real time status updates and home assistant.

@Guruleenyc would you mind testing it out by updating the following files.
# const.py
DEFAULT_CHECK_INTERVAL = 3600  # increase default to 1 hour
MAX_CHECK_INTERVAL = 43200  # allow up to 12 hours

# config_flow.py
vol.Optional(CONF_CHECK_INTERVAL, default=DEFAULT_CHECK_INTERVAL): vol.All(
    int, vol.Range(min=300, max=MAX_CHECK_INTERVAL)  # increase max, set min to 5 minutes
),

Will be good to know if it makes a difference or not

I modified the two files and then reloaded the Unraid integration in HA. It's still not picking up the new Max and still States 3600 as being the limit. Do I have to restart HA as well?

@Guruleenyc thanks for checking. Working on a solution; will update soon.

Any update, or can I help test for you?

@Guruleenyc
Thank you for checking in! I’m currently traveling and won’t be able to update the code until mid-November. Once I’m back, I’ll prioritize reviewing and implementing any necessary changes. Appreciate your patience!

@domalab, Any update or advice?

Also see the same behavior, hope you can update this month.
Hope the new delayed update interval will only apply to disk updates, as I would like faster updates on other components that are not affected by disks which are spinned up.

@Guruleenyc @mvanlijden I'll be back on deck next week and expect an update by mid November 😊

@Guruleenyc @mvanlijden I'll be back on deck next week and expect an update by mid November 😊

Awesome! Thank you.

@Guruleenyc @mvanlijden I have updated the code and still testing it internally but this is what I had in mind for the update intervals for Disks and other sensors.
General sensors (CPU, MEMORY, etc)
Disk Sensors (Disks updates)

@Guruleenyc @mvanlijden I have updated the code and still testing it internally but this is what I had in mind for the update intervals for Disks and other sensors.
General sensors (CPU, MEMORY, etc) in minutes
Disk Sensors (Disks updates) in hours

Love it! Thank you. I look forward to it's release m

@Guruleenyc @mvanlijden I released a new version that should hopefully address the issue. Let me know if it works for you.

Hello, wondering if this update allows the disk sensor to be disabled completely.  If the disk are spun down, it would not make sense to spin them up for a sensor update.

@chilman408 You are right. I'm looking at improving this by getting the integration to check the disk.cfg file for spindownDelay setting.
cat /boot/config/disk.cfg | grep -E "spindownDelay|diskSpindownDelay"
The sensor should then only check the disk for updates if its active.


Songs won't play until the end

Repo installs, opens, connects via Spotify Connect as active device just fine. Most songs, however, don't play until the end; they stop in the middle, cough up a bit,sometimes try to continue, but don't. The add-on does load and play the next song when that happens, but Kodi locks up for a while trying to retrieve the data that for some reason it can't get.

This isue is for Spotify , not for repo.

Are you sure? My Spotify works perfectly when in other devices

This is issue for repo script, you need to write in part for  Spotify script
https://github.com/kodi-community-addons/plugin.audio.spotify/issues


[Bug]: the kubernetes-dashboard add-on does not install on EKS 1.22 due to the use of a deprecated API in the add-on ClusterRoleBinding manifest

Welcome to Amazon EKS Blueprints!

[X] Yes, I've searched similar issues on GitHub and didn't find any.

Amazon EKS Blueprints Release version
b376059f695e33260dc4be7aedfdc5fe8d1d289d
What is your environment, configuration and the example used?
  enable_kubernetes_dashboard         = true

What did you do and What did you see instead?
This manifest should take into account the EKS cluster version, so that it uses the correct API version.
At a minimum, it should be easy to override it.
https://github.com/aws-ia/terraform-aws-eks-blueprints/blob/main/modules/kubernetes-addons/kubernetes-dashboard/manifests/eks-admin-service-account.yaml#L1
Additional Information
No response

@spkane Thanks for reporting the issue. We are yet to prove this module for EKS 1.22 with all the Add-ons. Few API versions have been removed in K8s 1.22 https://kubernetes.io/blog/2021/07/14/upcoming-changes-in-kubernetes-1-22/. Some of these APIs now use v1 instead of v1beta1.
We will apply a quick using cluster_version.

Exactly.
In this particular case, it appears to be the additional manifest that is added for the ClusterRoleBinding which is the problem, although there could be more issues in the helm release as well if it is significantly behind upstream.


Add notification for Shield/Unshield forms

Currently, the MaspShield and MaspUnshield components are not displaying the notifications like the NamadaTransfer does.
But, on the other side, they are using the ShieldWorker and UnshieldWorker which is a good for performance.
We should unify these implementations so we can have the benefit of both.
In case we feel it'll be complex to use the worker, we could split this implementation into two PRs:
1 - Implement the notification on Shield/Unshield, it'll provide a better UX, and the worker is not so important right now
2 - Later, implement the worker that could be used by Shield/Unshield, but also for NamadaTransfer

We should also review the timeline of the transaction so both use the same component <TransferTransactionTimeline>


Contract update failed insufficient energy fix

Purpose
Estimation transaction fee is not always the same for the same transaction.
Changes
Fix transaction fee update logic while user input amount of token to send.

It's not clear to me what exact bug this is fixing. I understand that debounding the cost estimation requests makes it more likely that there's only one request in flight at a time. Was the problem before that responses might arrive out of order? If so, I think this helps but doesn't fix it. And not sending a request if there's already one in flight is wrong.
The correct solution I think is to do the debounce but always send the request. Either cancel any existing requests or ignore their response (for example pass a counter or timestamp though the pipeline and check it against the component state).

It's not clear to me what exact bug this is fixing. I understand that debounding the cost estimation requests makes it more likely that there's only one request in flight at a time. Was the problem before that responses might arrive out of order? If so, I think this helps but doesn't fix it. And not sending a request if there's already one in flight is wrong.
The correct solution I think is to do the debounce but always send the request. Either cancel any existing requests or ignore their response (for example pass a counter or timestamp though the pipeline and check it against the component state).

we need to disable send button till we get correct tx transaction cost, otherwise, it will fails transaction at all, like it happens now

I think this solution still doesn't take into account that cost estimations may return out of order.
And there probably also is the edge case that because of the debounc delay, there is a window from the last input was entered until the estimation request is sent where the button is enabled.
I'll approve as this solution is an improvement over what's there now.

there is a window from the last input was entered until the estimation request is sent where the button is enabled. good point, will try to find solution to handle this


JavaScript: Ability to disable and to change optimization level.

Fixes #2852.

@gianm is there any good reason to change the optimization level?

@xvrl Changing to interpreted mode (-1) for some reason? Experimentation? Working around (potentially not yet discovered) bugs in the optimizer?

disable flag is good
:+1:

👍 , this can be merged once @xvrl comments are addressed.

@gianm I wonder how much we'll want to support this Rhino specific optimization flag given that in the future most of the Rhino code should be replaced with Nashorn whenever run in JDK 8. But if people think it's useful I don't have a strong objection.

Ok, I'll remove it, I just did it since it was easy to add but it sounds like there is no real use case for it.

removed.

@gianm merge conflicts, can merge after that

@fjy fixed


collapse row on move block and add block

Once a block is moved or added - adjust the game accordingly. Eg remove a row (adding points) if the row is now complete.

f I understand correctly, a full row won’t clear until the next block reaches the bottom. I think this is better. It makes for some neat strategy since the score goes up exponentially with the number of rows completed (1 row=200, 2 rows=400, 3 rows =800, 4 rows =1600). So you can do several add/deletes/moves in before a block touches and completes more than one row for more points in total


[clkgmr] Disable gating of software controllable clocks on FPGA

It seems that the use of additional BUFGCEs leads to congestion issues which leads to unpredictable FPGA implementation times and an increase in CI failures. This commit disables the gating of these clocks. We can re-enable it once we have a better understanding of the underlying issues.
Note that this PR leaves the hintable clocks gateable. Those use BUFHCEs which should be uncritical. If this doesn't solve the routing issues temporarily, I we can also disable the gating of hintable clocks. Let's see.

let me experiment a bit with the local ones. I ideally would like to the keep the root ones because that allows us to somewhat simulate low power behavior.

I think we don't need this anymore thanks to #8138.


dartanalyzer and flutter analyze don't do the same thing on a newly created flutter project

I created a new project, added the following line:
Row r = new Row();
r.mainAxisAlignment;

to the main() function.
I then ran dartanalyzer and it failed with an warning. I ran flutter analyze and it succeeded!
This is pretty confusing behavior for a new user. Can we make the tools do the same thing?
sethladd@sethladd-macbookpro ~/tmp/myapp $ dartanalyzer lib/main.dart
Analyzing lib/main.dart...
  warning • The getter 'mainAxisAlignment' isn't defined for the class 'Row' at lib/main.dart:6:5 • undefined_getter
1 warning found.
sethladd@sethladd-macbookpro ~/tmp/myapp $ flutter analyze lib/main.dart
Analyzing /Users/sethladd/tmp/myapp/lib/main.dart...
No issues found!
Ran in 4.7s

Code:
import 'package:flutter/material.dart';

void main() {
  runApp(new MyApp());
  Row r = new Row();
  r.mainAxisAlignment;
}

class MyApp extends StatelessWidget {
  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return new MaterialApp(
      title: 'Flutter Demo',
      theme: new ThemeData(
        // This is the theme of your application.
        //
        // Try running your application with "flutter run". You'll see
        // the application has a blue toolbar. Then, without quitting
        // the app, try changing the primarySwatch below to Colors.green
        // and then invoke "hot reload" (press "r" in the console where
        // you ran "flutter run", or press Run > Hot Reload App in IntelliJ).
        // Notice that the counter didn't reset back to zero -- the application
        // is not restarted.
        primarySwatch: Colors.blue,
      ),
      home: new MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);

  // This widget is the home page of your application. It is stateful,
  // meaning that it has a State object (defined below) that contains
  // fields that affect how it looks.

  // This class is the configuration for the state. It holds the
  // values (in this case the title) provided by the parent (in this
  // case the App widget) and used by the build method of the State.
  // Fields in a Widget subclass are always marked "final".

  final String title;

  @override
  _MyHomePageState createState() => new _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  int _counter = 0;

  void _incrementCounter() {
    setState(() {
      // This call to setState tells the Flutter framework that
      // something has changed in this State, which causes it to rerun
      // the build method below so that the display can reflect the
      // updated values. If we changed _counter without calling
      // setState(), then the build method would not be called again,
      // and so nothing would appear to happen.
      _counter++;
    });
  }

  @override
  Widget build(BuildContext context) {
    // This method is rerun every time setState is called, for instance
    // as done by the _incrementCounter method above.
    // The Flutter framework has been optimized to make rerunning
    // build methods fast, so that you can just rebuild anything that
    // needs updating rather than having to individually change
    // instances of widgets.
    return new Scaffold(
      appBar: new AppBar(
        // Here we take the value from the MyHomePage object that
        // was created by the App.build method, and use it to set
        // our appbar title.
        title: new Text(widget.title),
      ),
      body: new Center(
        child: new Text(
          'Button tapped $_counter time${ _counter == 1 ? '' : 's' }.',
        ),
      ),
      floatingActionButton: new FloatingActionButton(
        onPressed: _incrementCounter,
        tooltip: 'Increment',
        child: new Icon(Icons.add),
      ), // This trailing comma makes auto-formatting nicer for build methods.
    );
  }
}

cc @devoncarew we took a look at this a while ago. Can you help see what it would take to resolve these differences? I don't think it should matter which tool I use, but I could be wrong. Thanks!
(this also makes me wonder if our IDEs are doing the same or different things?)

How does a Flutter user have dartanalyze in the first place?  All Dart SDK binaries are an implementation detail of Flutter.

I agree in principle, but people will google around and find that command, unfortunately. The error here isn't useful, it doesn't say "oh, hey, you're in a flutter project! I don't work in that. please use flutter analyze", instead it just fails for a weird reason :/
I can't think of a reason why dartanalyze wouldn't work, in principle. What's wrong with our setup such that dartanalyze can't handle our project?
Any of these are sufficient:
A) error out with a respectful error message if dartanalyze encounters a flutter project
B) teach dartanalyze about a flutter project
C) make a flutter project "just work" with dartanalyze

Yeah, likely dartanalyzer shouldn't be used for flutter projects, but I am surprised by the difference.
If you run which dartanalyzer, does it point to the same sdk as that from which flutter?
There was some work in progress to unify the various analysis options files (by @danrubel), but I don't think that that would be a cause here.

sethladd@sethladd-macbookpro ~/tmp/myapp $ which dartanalyzer
/Users/sethladd/homebrew/bin/dartanalyzer
sethladd@sethladd-macbookpro ~/tmp/myapp $ dartanalyzer --version
dartanalyzer version 1.23.0

dartanalyzer is NOT the same as the analyzer that ships with Flutter.

Yeah.  So you have two copies of the Dart SDK installed.  I would suspect that most Flutter users won't?  Since they'll be new to Dart and will only have installed Flutter?  But yes, there also seems like little reason why dartanalyzer couldn't work for Flutter projects, but it's also not clear to me that it needs to?

For posterity, your flutter analyzer is likely at version 1.24.0-dev.3.0.

Thanks, I understand I have two darts installed and that's weird. :/  FWIW most people doing Dart for mobile and web will run into this.
I'd like to understand why dartanalyzer can't analyze a Flutter project. That may teach us about decisions we made, and if we made them for a good reason. If there's no reason to be different, maybe we can fix that. Or, maybe this shows a bug in how dartanalyzer approaches a project?

I don't see the issue locally w/ a dartanalyzer from 1.24.0-dev.5.0, but am downloading a 1.23.0 sdk to check that...

Hmm, I don't see it w/ 1.23.0 dartanalyzer either, so something else is going on.

OK, I can repro now - dartanalyzer 1.23.0 shows the issue, 1.24.0 does not. dartanalyzer isn't using the analysis options file used by flutter analyze (contributed here: https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/commands/analyze_once.dart#L200). We're seeing this issue w/ 1.23.0 as that sdk didn't have some language flags set by default.

IMHO running "dartanalyzer" directly is a bit like running "pub" directly

Kind of. pub requires a magic env variable to exist to be able to acknowledge Flutter exists. From my understanding, dartanalyzer should "just work". All the metadata should be in a Flutter project.

1.23.0 shows the issue, 1.24.0 does not

Ah, thanks for tracking that down. Curious, what's in the analysis_options_repo file that allows the analyzer to find r.mainAxisAlignment ? I previously thought the analysis_options were to turn on and off language features and lints.

Is there still something to do?
dartanalyzer doesn't even show an error if dart:ui is used.

I believe this is fixed.


[Docs] Create a document describing ways to test an Entitas Redux project using Unity Test Runner

How to test your project using the Unity Test Runner (currently with NUnit) | no need to do it like this anymore https://www.youtube.com/watch?v=DZpvUnj2dGI

@jeffcampbellmakesgames I would like to work on this.
Since I'm not an expert on this I would like to provide the wiki content here as a comment so you can review it first

@jeffcampbellmakesgames I would like to work on this.
Since I'm not an expert on this I would like to provide the wiki content here as a comment so you can review it first

@jeffcampbellmakesgames I would like to work on this.
Since I'm not an expert on this I would like to provide the wiki content here as a comment so you can review it first

That sounds good; I can also help to supply content for this based on some of the knowledge gained from unit testing the framework itself and different approaches used there.

@jeffcampbellmakesgames I would like to work on this.
Since I'm not an expert on this I would like to provide the wiki content here as a comment so you can review it first

That sounds good; I can also help to supply content for this based on some of the knowledge gained from unit testing the framework itself and different approaches used there.

@jeffcampbellmakesgames this is a first prototype. For the assembly definition part I'm not sure what needs to be added so for now I just added everything. I would put this wiki page to the getting started section.
Please take care for the move system test example, this is not done yet :D
Setting up tests
Requirements
Entitas-Redux and Genesis are installed and Genesis is configured.
Unity test framework
You can find more about it here.
Setting up the tests environment
First you need to create a tests assembly folder. This can be done via the Asset folder context menu
Create => Testing => Tests Assembly Folder
After creating it you should see the following warning in the editor console

Assembly for Assembly Definition File 'Assets/Tests/Tests.asmdef' will not be compiled, because it has no scripts associated with it.

Unity needs to know the location of your code, the tests assembly definition needs a reference to the assembly definition of your code. At the root of your code directory create a new assembly definition
Create => Assembly Definition
Now head over to the tests assembly definition and add your code assembly definition to the list. After that, don't forget to save your changes by clicking on apply at the bottom.

Now Unity knows about your code. Head over to the code assembly definition and add Entitas-Redux and Genesis as a reference to that assembly definition. Do the same for the tests assembly definition. Otherwise the tests environment doesn't know about external packages like Entitas-Redux or Genesis. After that, don't forget to save your changes by clicking on apply at the bottom.

Writing tests
Make sure all tests live in the tests assembly folder. Create a new test script template with
Create => Testing => C# Test Script
Running the tests
You can run the tests with the Test Runner which can be found at
Window => General => Test Runner
Test examples
The following shows some examples for different scenarios. It should give a rough overview about testing in its simplest form.
Testing an init system creating a grid of x * y entities with unique field indices
Given the example components and init system
[Game, Unique]
public sealed class BoardSizeComponent : IComponent
{
    public Vector2Int value;
}

[Game]
public sealed class FieldIndexComponent : IComponent
{
    [PrimaryEntityIndex]
    public Vector2Int value;
}

public sealed class FieldConstructionSystem : IInitializeSystem
{
    private readonly Contexts _contexts;

    public FieldConstructionSystem(Contexts contexts)
    {
        _contexts = contexts;
    }

    public void Initialize()
    {
        Vector2Int boardSize = _contexts.Game.BoardSize.value;

        for (int x = 0; x < boardSize.x; x++)
        {
            for (int y = 0; y < boardSize.y; y++)
            {
                Vector2Int newFieldIndex = new Vector2Int(x, y);

                GameEntity newField = _contexts.Game.CreateEntity();
                newField.AddFieldIndex(newFieldIndex);
            }
        }
    }
}

You can test the FieldConstructionSystem by creating a FieldConstructionSystemTests script. Things you might want to test:

It should create an amount of entities equal to the board size
Each field index exists only once

The first test runs multiple times with different mock data but you can run the second test with different data too. You can even use the TestCaseSource attribute to make your test data reusable.
public sealed class FieldConstructionSystemTests
{
    private Contexts _contexts;
    private Systems _systems;

    [SetUp]
    public void Init()
    {
        _contexts = new Contexts();
        _systems = new Systems();

        FieldConstructionSystem fieldConstructionSystem = new FieldConstructionSystem(_contexts);
        _systems.Add(fieldConstructionSystem);
    }

    [TestCase(0, 0)]
    [TestCase(100, 100)]
    [TestCase(8, 53)]
    [TestCase(27, 4)]
    [TestCase(10, 10)]
    [TestCase(71, 3)]
    [TestCase(39, 8)]
    public void ItCreatesFieldIndexEntitiesBasedOnBoardSize(int horizontalBoardSize, int verticalBoardSize)
    {
        Vector2Int boardSize = new Vector2Int(horizontalBoardSize, verticalBoardSize);

        _contexts.Game.ReplaceBoardSize(boardSize);

        _systems.Initialize();

        int expectedEntityAmount = boardSize.x * boardSize.y;
        int actualEntityAmount = _contexts.Game
            .GetGroup(GameMatcher.FieldIndex)
            .AsEnumerable()
            .Count();
ount);
    }

    [Test]
    public void EachAreaIndexExists()
    {
        Vector2Int boardSize = new Vector2Int(10, 10);

        _contexts.Game.ReplaceBoardSize(boardSize);

        _systems.Initialize();

        for (int x = 0; x < boardSize.x; x++)
        {
            for (int y = 0; y < boardSize.y; y++)
            {
                Vector2Int currentFieldIndex = new Vector2Int(x, y);
                GameEntity fieldEntity = _contexts.Game.GetEntityWithFieldIndex(currentFieldIndex);

                Assert.NotNull(fieldEntity);
            }
        }
    }
}

Testing an update system moving an entity horizontally by one once per frame
Given the example component and update system
[Game]
public sealed class PositionComponent : IComponent
{
    public Vector2Int value;
}

public sealed class MoveSystem : IUpdateSystem
{
    public void Update()
    {
        IEnumerable<GameEntity> entities = Contexts.SharedInstance.Game
            .GetGroup(GameMatcher.Position)
            .AsEnumerable();

        foreach (GameEntity entity in entities)
        {
            Vector2Int oldPosition = entity.Position.value;
            Vector2Int newPosition = new Vector2Int(oldPosition.x + 1, oldPosition.y);

            entity.ReplacePosition(newPosition);
        }
    }
}

You can test the MoveSystem by creating a MoveSystemTests script. You want to test that the horizontal position increases incrementally by 1 once per frame.ount);
}
[Test]
public void EachAreaIndexExists()
{
    Vector2Int boardSize = new Vector2Int(10, 10);

    _contexts.Game.ReplaceBoardSize(boardSize);

    _systems.Initialize();

    for (int x = 0; x < boardSize.x; x++)
    {
        for (int y = 0; y < boardSize.y; y++)
        {
            Vector2Int currentFieldIndex = new Vector2Int(x, y);
            GameEntity fieldEntity = _contexts.Game.GetEntityWithFieldIndex(currentFieldIndex);

            Assert.NotNull(fieldEntity);
        }
    }
}

}

#### Testing an update system moving an entity horizontally by one once per frame

Given the example component and update system

@jeffcampbellmakesgames since #43 is not done yet I have to check how to refactor and improve this system x)

```cs
[Game]
public sealed class PositionComponent : IComponent
{
    public Vector2Int value;
}

public sealed class MoveSystem : IUpdateSystem
{
    public void Update()
    {
        IEnumerable<GameEntity> entities = Contexts.SharedInstance.Game
            .GetGroup(GameMatcher.Position)
            .AsEnumerable();

        foreach (GameEntity entity in entities)
        {
            Vector2Int oldPosition = entity.Position.value;
            Vector2Int newPosition = new Vector2Int(oldPosition.x + 1, oldPosition.y);

            entity.ReplacePosition(newPosition);
        }
    }
}

You can test the MoveSystem by creating a MoveSystemTests script. You want to test that the horizontal position increases incrementally by 1 once per frame.
Unfortunately the TestCase attribute is not supported, but you can use ValueSource instead. You can find more information here.
For the sake of simplicity this test only runs once
@jeffcampbellmakesgames the test is not passing yet x) Have to check how to write Unity tests
public sealed class MoveSystemTests
{
    private Contexts _contexts;
    private Systems _systems;

    [SetUp]
    public void Init()
    {
        _contexts = new Contexts();
        _systems = new Systems();

        MoveSystem moveSystem = new MoveSystem();
        _systems.Add(moveSystem);
    }

    [UnityTest]
    public IEnumerator TheEntityMovesHorizontallyOncePerFrame()
    {
        Vector2Int initialEntityPosition = new Vector2Int(8, 53);

        GameEntity entity = _contexts.Game.CreateEntity();
        entity.AddPosition(initialEntityPosition);

        _systems.Update();

        yield return null;

        int expectedHorizontalTargetPosition = initialEntityPosition.x + 1;

        Assert.AreEqual(expectedHorizontalTargetPosition, entity.Position.value.x);
    }
}

@jeffcampbellmakesgames this is a first prototype. For the assembly definition part I'm not sure what needs to be added so for now I just added everything. I would put this wiki page to the getting started section.
Please take care for the move system test example, this is not done yet :D
Setting up tests
Requirements
Entitas-Redux and Genesis are installed and Genesis is configured.
Unity test framework
You can find more about it here.
Setting up the tests environment
First you need to create a tests assembly folder. This can be done via the Asset folder context menu
Create => Testing => Tests Assembly Folder
After creating it you should see the following warning in the editor console

Assembly for Assembly Definition File 'Assets/Tests/Tests.asmdef' will not be compiled, because it has no scripts associated with it.

Unity needs to know the location of your code, the tests assembly definition needs a reference to the assembly definition of your code. At the root of your code directory create a new assembly definition
Create => Assembly Definition
Now head over to the tests assembly definition and add your code assembly definition to the list. After that, don't forget to save your changes by clicking on apply at the bottom.

Now Unity knows about your code. Head over to the code assembly definition and add Entitas-Redux and Genesis as a reference to that assembly definition. Do the same for the tests assembly definition. Otherwise the tests environment doesn't know about external packages like Entitas-Redux or Genesis. After that, don't forget to save your changes by clicking on apply at the bottom.

Writing tests
Make sure all tests live in the tests assembly folder. Create a new test script template with
Create => Testing => C# Test Script
Running the tests
You can run the tests with the Test Runner which can be found at
Window => General => Test Runner
Test examples
The following shows some examples for different scenarios. It should give a rough overview about testing in its simplest form.
Testing an init system creating a grid of x * y entities with unique field indices
Given the example components and init system
[Game, Unique]
public sealed class BoardSizeComponent : IComponent
{
    public Vector2Int value;
}

[Game]
public sealed class FieldIndexComponent : IComponent
{
    [PrimaryEntityIndex]
    public Vector2Int value;
}

public sealed class FieldConstructionSystem : IInitializeSystem
{
    private readonly Contexts _contexts;

    public FieldConstructionSystem(Contexts contexts)
    {
        _contexts = contexts;
    }

    public void Initialize()
    {
        Vector2Int boardSize = _contexts.Game.BoardSize.value;

        for (int x = 0; x < boardSize.x; x++)
        {
            for (int y = 0; y < boardSize.y; y++)
            {
                Vector2Int newFieldIndex = new Vector2Int(x, y);

                GameEntity newField = _contexts.Game.CreateEntity();
                newField.AddFieldIndex(newFieldIndex);
            }
        }
    }
}

You can test the FieldConstructionSystem by creating a FieldConstructionSystemTests script. Things you might want to test:

It should create an amount of entities equal to the board size
Each field index exists only once

The first test runs multiple times with different mock data but you can run the second test with different data too. You can even use the TestCaseSource attribute to make your test data reusable.
public sealed class FieldConstructionSystemTests
{
    private Contexts _contexts;
    private Systems _systems;

    [SetUp]
    public void Init()
    {
        _contexts = new Contexts();
        _systems = new Systems();

        FieldConstructionSystem fieldConstructionSystem = new FieldConstructionSystem(_contexts);
        _systems.Add(fieldConstructionSystem);
    }

    [TestCase(0, 0)]
    [TestCase(100, 100)]
    [TestCase(8, 53)]
    [TestCase(27, 4)]
    [TestCase(10, 10)]
    [TestCase(71, 3)]
    [TestCase(39, 8)]
    public void ItCreatesFieldIndexEntitiesBasedOnBoardSize(int horizontalBoardSize, int verticalBoardSize)
    {
        Vector2Int boardSize = new Vector2Int(horizontalBoardSize, verticalBoardSize);

        _contexts.Game.ReplaceBoardSize(boardSize);

        _systems.Initialize();

        int expectedEntityAmount = boardSize.x * boardSize.y;
        int actualEntityAmount = _contexts.Game
            .GetGroup(GameMatcher.FieldIndex)
            .AsEnumerable()
            .Count();
ount);
    }

    [Test]
    public void EachAreaIndexExists()
    {
        Vector2Int boardSize = new Vector2Int(10, 10);

        _contexts.Game.ReplaceBoardSize(boardSize);

        _systems.Initialize();

        for (int x = 0; x < boardSize.x; x++)
        {
            for (int y = 0; y < boardSize.y; y++)
            {
                Vector2Int currentFieldIndex = new Vector2Int(x, y);
                GameEntity fieldEntity = _contexts.Game.GetEntityWithFieldIndex(currentFieldIndex);

                Assert.NotNull(fieldEntity);
            }
        }
    }
}

Testing an update system moving an entity horizontally by one once per frame
Given the example component and update system
[Game]
public sealed class PositionComponent : IComponent
{
    public Vector2Int value;
}

public sealed class MoveSystem : IUpdateSystem
{
    public void Update()
    {
        IEnumerable<GameEntity> entities = Contexts.SharedInstance.Game
            .GetGroup(GameMatcher.Position)
            .AsEnumerable();

        foreach (GameEntity entity in entities)
        {
            Vector2Int oldPosition = entity.Position.value;
            Vector2Int newPosition = new Vector2Int(oldPosition.x + 1, oldPosition.y);

            entity.ReplacePosition(newPosition);
        }
    }
}

You can test the MoveSystem by creating a MoveSystemTests script. You want to test that the horizontal position increases incrementally by 1 once per frame.ount);
}
[Test]
public void EachAreaIndexExists()
{
    Vector2Int boardSize = new Vector2Int(10, 10);

    _contexts.Game.ReplaceBoardSize(boardSize);

    _systems.Initialize();

    for (int x = 0; x < boardSize.x; x++)
    {
        for (int y = 0; y < boardSize.y; y++)
        {
            Vector2Int currentFieldIndex = new Vector2Int(x, y);
            GameEntity fieldEntity = _contexts.Game.GetEntityWithFieldIndex(currentFieldIndex);

            Assert.NotNull(fieldEntity);
        }
    }
}

}

#### Testing an update system moving an entity horizontally by one once per frame

Given the example component and update system

@jeffcampbellmakesgames since #43 is not done yet I have to check how to refactor and improve this system x)

```cs
[Game]
public sealed class PositionComponent : IComponent
{
    public Vector2Int value;
}

public sealed class MoveSystem : IUpdateSystem
{
    public void Update()
    {
        IEnumerable<GameEntity> entities = Contexts.SharedInstance.Game
            .GetGroup(GameMatcher.Position)
            .AsEnumerable();

        foreach (GameEntity entity in entities)
        {
            Vector2Int oldPosition = entity.Position.value;
            Vector2Int newPosition = new Vector2Int(oldPosition.x + 1, oldPosition.y);

            entity.ReplacePosition(newPosition);
        }
    }
}

You can test the MoveSystem by creating a MoveSystemTests script. You want to test that the horizontal position increases incrementally by 1 once per frame.
Unfortunately the TestCase attribute is not supported, but you can use ValueSource instead. You can find more information here.
For the sake of simplicity this test only runs once
@jeffcampbellmakesgames the test is not passing yet x) Have to check how to write Unity tests
public sealed class MoveSystemTests
{
    private Contexts _contexts;
    private Systems _systems;

    [SetUp]
    public void Init()
    {
        _contexts = new Contexts();
        _systems = new Systems();

        MoveSystem moveSystem = new MoveSystem();
        _systems.Add(moveSystem);
    }

    [UnityTest]
    public IEnumerator TheEntityMovesHorizontallyOncePerFrame()
    {
        Vector2Int initialEntityPosition = new Vector2Int(8, 53);

        GameEntity entity = _contexts.Game.CreateEntity();
        entity.AddPosition(initialEntityPosition);

        _systems.Update();

        yield return null;

        int expectedHorizontalTargetPosition = initialEntityPosition.x + 1;

        Assert.AreEqual(expectedHorizontalTargetPosition, entity.Position.value.x);
    }
}

@jeffcampbellmakesgames I'm not sure if my suggestions are still up to date but for now I would like to unassign myself and wait for a review :)


Add http-https redirect screenshots

Screenshot notes:
Overall: illustration of the relationship between the NSG and the App Gateway.
agw-nsg-relationship-01.jpeg: The Application Gateway is deployed into a VNet and lives in a dedicated subnet.
agw-nsg-relationship-02.jpeg: Here is the VNet
agw-nsg-relationship-03.jpeg: Looking at the subnet, you will see where the NSG is configured
Summary: Looking at it like this, it should help clarify why adding a route to the App Gateway does not effect the NSG, as they are separate components with separate responsibilities.

Add these to the "train-the-trainer" / "facilitators" section for reference.
The goal of this repo is to allow hackers to get ASB up and running quickly.
An anti-pattern is to teach them about ASB. That content should be in the PnP repo so that we don't have duplicate / competing content.
Check the PnP repo to see if this exists. If not, we can PR to the upstream repo.

Is this covered by the video we are doing for each challenge?


Absolute path import is not valid file URL path on Windows

Running barrelgun shoot on Windows throws the following error:
pnpm barrelgun shoot -c barrelgun.config.js

Reading config from D:\Web_Design\Work\nfctron-account\barrelgun.config.js
node:internal/errors:464
    ErrorCaptureStackTrace(err);
    ^

Error [ERR_UNSUPPORTED_ESM_URL_SCHEME]: Only file and data URLs are supported by the default ESM loader. On Windows, absolute paths must be valid file:// URLs. Received protocol 'd:'
    at new NodeError (node:internal/errors:371:5)
    at defaultResolve (node:internal/modules/esm/resolve:1016:11)
    at ESMLoader.resolve (node:internal/modules/esm/loader:422:30)
    at ESMLoader.getModuleJob (node:internal/modules/esm/loader:222:40)
    at ESMLoader.import (node:internal/modules/esm/loader:276:22)
    at importModuleDynamically (node:internal/modules/esm/translators:111:35)
    at importModuleDynamicallyCallback (node:internal/process/esm_loader:35:14)
    at loadConfig (file:///D:/Web_Design/Work/nfctron-account/node_modules/.pnpm/barrelgun@1.2.0/node_modules/barrelgun/dist/main.mjs:79:19)
    at shoot (file:///D:/Web_Design/Work/nfctron-account/node_modules/.pnpm/barrelgun@1.2.0/node_modules/barrelgun/dist/main.mjs:84:24)
    at Command.<anonymous> (file:///D:/Web_Design/Work/nfctron-account/node_modules/.pnpm/barrelgun@1.2.0/node_modules/barrelgun/dist/main.mjs:90:122) {
  code: 'ERR_UNSUPPORTED_ESM_URL_SCHEME'
}
 ELIFECYCLE  Command failed with exit code 1.

The problematic code:
https://github.com/petrzjunior/barrelgun/blob/d3a13e7be39e44c275d854397095e3e56e4950e0/src/shoot.ts#L11
Probable solution:
 const promise = await import(pathToFileURL(absolutePath).toString());

Fixed in 6b90e9ef0029fb555889fc283aefbc1455a8ac6b.
Thank you!


Setup jupyterbook frontend

Set up a front-end through which one can view the template without having to clone the repo.
A JupyterBook seems perfect for this, especially if I can adjust the CSS or the document body (e.g. using triple-backticks) so the raw markdown shows on the page (for easy copy-pasting).

Fixed in #24.


test/plugins/base: Adjust myip expected output

The myip() function outputs colored text while the test doesn't expect
this and fails when run.
Also, strings with blanks were compared while quotes around one of them
was missing, so the test was bogus anyway. Fix this, too.
The test wasn't run in CI builds until now, apparently.

this doesn't work, the test isn't stable


Added removeChangeListener, updated addChangeListener to return token

PR Checklist

[x] The PR title follows our guidelines: https://github.com/NativeScript/NativeScript/blob/master/CONTRIBUTING.md#commit-messages.
[ ] There is an issue for the bug/feature this PR is for. To avoid wasting your time, it's best to open a suggestion issue first and wait for approval before working on it.
[ ] All existing tests are passing
[ ] Tests for the changes are included

What is the current behavior?
adding a change listener does not return a token
What is the new behavior?
adding a change listener returns a token
change listener remove method has been implemented which uses the token
Fixes/Implements/Closes #[Issue Number].

Thanks

np ... thanks for creating this plugin in the first place!
we are moving away from ionic to nativescript exclusively so we will be getting very familiar with this plugin, hope to be able to contribute more in future


Create GitHub Action for CI

Yeah! We have CI again. :)  Still needs to be updated to do deploy...and also increase the Ubuntu version since 16.04 is going to be deprecated this month by GitHub Actions.


What is planned for v0.2.0?

This is a list of algorithms that are planned for v0.2.0. Feel free to let me know if If there is any particular algorithm that you would like to work on/include in the upcoming release.

Clustering

[x] DBScan
[ ] Hierarchical Clustering(@Mec-iS )

Dimensionality reduction

[x] SVD

Supervised learning

[x] SVM

On top of new algorithms we plan these improvements:

[x] k-fold cross-validation(@VolodymyrOrlov )
[ ] new predict_proba method that predicts probabilities, where it makes sense
[x] Ridge, Lasso, ElasticNet for Logistic and Linear regression

Optional Features (If we have time and spare hands)

[ ] Integration with Polars
[ ] Method that prints model summary, similar to [R's summary function]
(https://www.rdocumentation.org/packages/base/versions/3.6.2/topics/summary)
[x] Naive Bayes @morenol

Next release is planned for the end of this year. Help needed :)

Closing this issue since v0.2 has been released. I will move all unfinished features into separate issues.

Closing this issue since v0.2 has been released. I will move all unfinished features into separate issues.


Polkadoom not working on Mac OS

I followed the guidelines in the Readme file, but the terminal is returning the error below

Yeah, the sdl2 crate seems to be broken on too new versions of Xcode.
Should be fixed now!

It works now, thanks!


Raw SQL iterator not propagating exceptions before iterating

Trying to decode a column in a row segfaults, need to investigate what happens there.

ok nvm, it seems that my query was broken, but no exception was thrown, because it would throw the exception after the iteration is done.


Blocking IO requests in xeus-python

@martinRenou I had another question that not relevant for this repo, but I can't think where to open an issue:
I want to adapt a library that performs blocking IO to work with emscripten. It's my understanding that it's impossible to perform blocking requests for byte ranges, because this hangs the same event loop that JS uses. Is that correct?
Originally posted by @agoose77 in https://github.com/emscripten-forge/recipes/issues/636#issuecomment-1716253974

blocking IO to work with emscripten. It's my understanding that it's impossible to perform blocking requests for byte ranges

I don't know how/if that would work. What would it look like in terms of code?

because this hangs the same event loop that JS uses

This is not correct, because the jupyterlite-xeus-python kernel runs in a web worker, so it does not hang the main thread thankfully. So you can make e.g. blocking XMLHttpRequest without freezing the page.

Ah yes, I forgot that the kernel acts in its own worker. That should help immensely. Now just to figure out CORS ;)

this is all not needed anymore, the request library should just work


Relabelling symbols

I don't know if it's possible, but is there any way of relabelling symbols without resizing all the instances of a symbol? - I guess not, but I wanted to ask anyway.

Good question!

Sorry, but the internal dimensions of a symbol are linked to all instances, so I don't think that's possible.


Help

Help is this how it should be? What should I do next?

f

@snjfficusb Install it using the command from README


Empty placeholders after Server Side Rendering

Hi!
I've been testing the library for SSR and it seems that is not working, in case you could check that.

Same issue :-)

The library is working for me with next.js (react 16.3, created with create-next-app), which does SSR by default. Which SSR library are you using? @DAreRodz @tanguyantoine ?

I’m using next.js. The thing is that next.js is not using componentDidMount on server side but this library rely on it. Nothing anormal :-)


Add default value for data version in CLI

Default dataVersion is set to 2 for the CLI .
should fix https://github.com/odk-x/tool-suite-X/issues/197

runtests

runtests

Thanks for the suggestions . I have implemented the changes .
Please Review If any other changes are required .

runtests


DynamoDB: query/scan secondary index fixes

Recent logic added in 194088 to accommodate a missing start key brain-damaged pagination because determination of previously-encountered items was not implemented correctly for all use cases.

Make sure comparisons are performed in the sense of ScanIndexForward (previously, this was assumed to be True -- the default -- and returned incorrect results when reverse sorting was requested)
When querying/scanning a secondary index, make comparisons using the index attribute(s) instead of the primary table attribute(s)

This commit now passes my project's internal test suite, and also passes all existing moto DynamoDB unit tests. I expect to add a commit with a unit test that exercises a query with reverse sorting on a GSI with different key attributes, which describes my application's unit test that failed prior to this fix.

Fixes: #7554

Good deal! I have confirmed I get no regressions when testing with this version


removed chunks of code at random lol

will review when i'm on my pc

will review when i'm on my pc


Fixes #3696 Remove custom navigation in FileDialog

Fixes

Fixes #3696
Fixes #3701
Partially Addresses #3631

Proposed Changes
Changes ok/cancel to use Dialog.AddButton for placing.

[x] Anchor buttons end
[ ] Fill only to buttons for main view
[x] Remove old keyboard nav
[x] TableView cursor allow focus change i.e. first/last col etc

[x] Tests for TableView cursor focus change

[ ] TreeView cursor allow focus change i.e. when cannot expand/already expanded

[ ] Tests for TreeView cursor focus change

Pull Request checklist:

[x] I've named my PR in the form of "Fixes #issue. Terse description."
[x] My code follows the style guidelines of Terminal.Gui - if you use Visual Studio, hit CTRL-K-D to automatically reformat your files before committing.
[x] My code follows the Terminal.Gui library design guidelines
[x] I ran dotnet test before commit
[x] I have made corresponding changes to the API documentation (using /// style comments)
[x] My changes generate no new warnings
[x] I have checked my code and corrected any poor grammar or misspellings
[x] I conducted basic QA to assure all features are working

FileDialog both with and without 'Shadow Buttons'
Ok I think this is nearly as requested.
Issues remaining on layout are:

The Fill issue on main panel being sensitive to the height of the buttons
The Search and Expand buttons are in the Dialog area for buttons so depending on the button alignment in settings could collide
TreeView cursor focus changing, I think I will de-scope that as it is not really related.

Open to suggestions on how to deal with this.  We can move search up 1 row but that is starting to eat more screen realestate 🤷

Just change the alignment style of the buttons added by Dialog to End.
Add your two views using pos.align with alignment set to Left. Pick a unique GroupId.

Just change the alignment style of the buttons added by Dialog to End.

Add your two views using pos.align with alignment set to Left. Pick a unique GroupId.

Great, this seems to work:
a8748ee

FWIW, I think this discussion is why I prefer
 "Dialog.DefaultButtonAlignment": "End",

See #3493


WIP [model server] Add RawDeployment GRPC tests

Description

How Has This Been Tested?

Merge criteria:

[ ] The commits are squashed in a cohesive manner and have meaningful messages.
[ ] Testing instructions have been added in the PR body (for PRs involving changes that are not immediately obvious).
[ ] The developer has manually tested the changes and verified that the changes work

/wip


-> 1.0.1-RC1

alpine would be welcome 😄
What are your thoughts on other work?
Other than the PRs visible here, what other items are under consideration?

we intend to release more quickly going forward. I can do <IP_ADDRESS> etc as needed.


Display 'File Properties' on a folder properties dialog

Storage Explorer Version: 1.6.0
Platform/OS Version: Windows 10/ MacOS High Sierra/ Linux Ubuntu 16.04
Architecture: ia32
Build Number: 20181204.3
Commit: 6ae5640a
Regression From:  Not a Regression
Steps to Reproduce:

Drill down from one storage account -> 'File Share' node  -> Open one file share -> Upload one folder into it.
Right click this folder -> Select 'Properties...'.

Expected Experience:
Display 'Folder Properties'.
Actual Experience:
Display 'File Properties'.

Fix merged into hotfix branch


GPU memory

Hello，thanks for your code.
How much GPU memory is needed for training SETR ?
I have 2 P40 GPU but I cann't start training cus OOM.
Looking forward to your reply.

Hi 2P40 probably are not enough for the task semantic segmentation for example 2P40 even can’t run the Deeplab v3+ or DANet with ResNet-101.
Following is the minimum resource to run SETR (bs=8) on Cityscapes you can see it is on par with most existing segmentation models.
SETR-Naive-DeiT, 811.5G
SETR-PUP-DeiT, 812.8G
SETR-MLA-DeiT, 8*12.1G

I tried to train SETR-Naive-DeiT&SETR-MLA-DeiT on 4* TITAN RTX 24g GPU, I set samples_per_gpu=1 on config/SETR/.py，so my batch size is 4. But I can not start training cus OOM.  You said SETR-Naive-DeiT, 811.5G  SETR-PUP-DeiT, 812.8G  SETR-MLA-DeiT, 812.1G . But It is different from my experimental result. How could I do to reduce the memory used?

we don't have such a problem from our side

RuntimeError: CUDA out of memory. Tried to allocate 44.00 MiB (GPU 6; 23.70 GiB total capacity; 21.91 GiB already allocated; 36.81 MiB free; 22.28 GiB reserved in total by PyTorch)
return nll_loss(log_softmax(input, 1), target, weight, None, ignore_index, None, reduction)
File "/home/ls/anaconda3/envs/open-mmlab/lib/python3.8/site-packages/torch/nn/functional.py", line 1605, in log_softmax
ret = input.log_softmax(dim)
RuntimeError: CUDA out of memory. Tried to allocate 44.00 MiB (GPU 0; 23.70 GiB total capacity; 21.91 GiB already allocated; 36.81 MiB free; 22.28 GiB reserved in total by PyTorch)
Traceback (most recent call last):
File "/home/ls/anaconda3/envs/open-mmlab/lib/python3.8/runpy.py", line 194, in _run_module_as_main
return _run_code(code, main_globals, None,
File "/home/ls/anaconda3/envs/open-mmlab/lib/python3.8/runpy.py", line 87, in _run_code
exec(code, run_globals)
File "/home/ls/anaconda3/envs/open-mmlab/lib/python3.8/site-packages/torch/distributed/launch.py", line 260, in
main()
File "/home/ls/anaconda3/envs/open-mmlab/lib/python3.8/site-packages/torch/distributed/launch.py", line 255, in main
raise subprocess.CalledProcessError(returncode=process.returncode,
subprocess.CalledProcessError: Command '['/home/ls/anaconda3/envs/open-mmlab/bin/python', '-u', './tools/train.py', '--local_rank=7', 'configs/SETR/SETR_PUP_768x768_40k_cityscapes_bs_8.py', '--launcher', 'pytorch']' returned non-zero exit status 1.
When i tried to train your model "SETR_PUP" by the "./tools/dist_train.sh configs/SETR/SETR_PUP_768x768_40k_cityscapes_bs_8.py 8", i get the above issues even my machine has 8*3090 with 24G. Can you help me to solve it? Thank you.

@lisenbuaa
try following three variants with DeiT
SETR-Naive-DeiT, 8 * 11.5G
SETR-PUP-DeiT, 8 * 12.8G
SETR-MLA-DeiT, 8 * 12.1G

I have a similar issue when training on my own dataset. Always it is CUDA out of memory. I am using 6 GPUs with 12GB (4 GTX 1080TI, 2 RTX 2080TI). Is there any way to train without getting error?


Automator: update istio/client-go@master dependency in istio/istio@master

Generated by Automator - 2022-12-29T20:02:51+00:00

@istio-testing: The following test failed, say /retest to rerun all failed tests or /retest-required to rerun all mandatory failed tests:

Test name
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Details
Required
Rerun command

unit-tests_istio
c9552aef80a02f4df20fd33bf0ea2e1771763984
link
unknown
/test unit-tests

Instructions for interacting with me using PR comments are available here.  If you have questions or suggestions related to my behavior, please file an issue against the kubernetes/test-infra repository. I understand the commands that are listed here.

/test unit-tests


code for your cvpr2024paper

Dear author:
Recently I read your new paper on CVPR2024 'Modality-Agnostic Structural Image Representation Learning for
Deformable Multi-Modality Medical Image Registration'. It's really a great work and very helpful to me. May I ask when the code of this paper is available?
Really looking forward to it!
Thanks!

@kkkkkk123-ops
Thanks for your interest in my latest work. The project is a company project and is undergoing patent registration. Once the patent registration is completed, I will publish the code.
I use the following code to implement the method. For your reference,
Contrastive loss: https://github.com/taesungp/contrastive-unpaired-translation/blob/master/models/patchnce.py#L6--L55
Patch sampler: https://github.com/taesungp/contrastive-unpaired-translation/blob/master/models/networks.py#L565-L570
Self-similarity (MIND): https://github.com/multimodallearning/convexAdam/blob/de33303de0ef3c55b6e5f642ed28210c50ca40a9/l2r_2020_convexAdam_CuRIOUS.py#L29-L73

thank you for your response, it helps me a lot!
Best!


Add NPM autodiscovery

Signed-off-by: Olblak<EMAIL_ADDRESS>Dependson:

[x]  Allows to specify complex shell https://github.com/updatecli/updatecli/pull/1067
[ ] Allows to restrict files monitored by the shell resource

Add npm autodiscovery to bump any version specified as dependencies or devDependencies specified in a package.json
Updatecli ignores version bump for the following scenarios

any package.json in node_modules directories
Any version constraint handled by NPM starting with "*", ">","<","~"

Example
Manifest
Click to expand

########################################
# [NPM] BUMP @MDI/FONT PACKAGE VERSION #
########################################

name: '[NPM] Bump @mdi/font package version'
pipelineid: b1f2a3e1656341a003847d1b725c14081e2152f27166a31bd668902bc7814d15
sources:
    npm:
        name: Get @mdi/font package version
        kind: npm
        spec:
            name: '@mdi/font'
            versionfilter:
                kind: semver
                pattern: '>=5.9.55'
targets:
    npm:
        name: Bump @mdi/font package version
        kind: json
        spec:
            file: package.json
            key: dependencies.@mdi/font
        sourceid: npm

Pipeline Run
Click to expand
 ~/Projects/Updatecli/app-dashboard │ ../updatecli/bin/updatecli diff --experimental
Experimental Mode Enabled

+++++++++++
+ PREPARE +
+++++++++++

SCM repository retrieved: 0

++++++++++++++++++
+ AUTO DISCOVERY +
++++++++++++++++++

#######################
# LOCAL AUTODISCOVERY #
#######################

NPM
====
1 manifests identified
Manifest detected: 1

---

=> Total manifest detected: 1

++++++++++++
+ PIPELINE +
++++++++++++

#######################
# LOCAL AUTODISCOVERY #
#######################

########################################
# [NPM] BUMP @MDI/FONT PACKAGE VERSION #
########################################

SOURCES
=======

npm
---
Searching for version matching pattern ">=5.9.55"
✔ Version 7.1.96 found for package name "@mdi/font"

TARGETS
========

npm
---

**Dry Run enabled**

⚠ Key 'dependencies.@mdi/font', from file 'package.json', is incorrectly set to 5.9.55 and should be 7.1.96'

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

REPORTS:

✔ Local AutoDiscovery:

⚠ [NPM] Bump @mdi/font package version:
	Source:
		✔ [npm] Get @mdi/font package version (kind: npm)
	Target:
		⚠ [npm] Bump @mdi/font package version (kind: json)

Run Summary
===========
Pipeline(s) run:
  * Changed:	1
  * Failed:	0
  * Skipped:	0
  * Succeeded:	1
  * Total:	2

Test
To test this pull request, you can run the following commands:
go build .
# Then from any directories containing package.json, run
updatecli diff --experimental
# OR
cd pkg/plugins/autodiscovery/npm/
go test
cd test
go test

Additional Information
Tradeoff

Potential improvement

In the current implementation, the npm autodiscovery only update dependency specified without constraint such as 1.0.0. Constraint could be handled by running the command npm update <package_name>

Add support for npm proxy

Add upgrade constraint to restrict update for example only patch update

Well in fact we should ignore any non semver version https://docs.npmjs.com/cli/v6/configuring-npm/package-json#dependencies

npm package allows dots in name such as "highlight.js" which is not compatible with the current json key.
I need to additional testing

After a night thinking on this, I realize that I took a different path than Dependabot.
In this pullrequest, I assume that a version constraint specified in a package.json shouldn't be changed.
Differently said, >2.17 should not be changed by Updatecli unless we specify the flag force (not implemented yet).
On the other side, Dependabot proposes a version bump following the same version pattern so it would propose >2.18 to replace 2.17 if possible.
I do prefer to assume that a version constraint specified in a package.json has a meaning that Updatecli shouldn't override

I improved the crawler to add an additional target to cleanup the lock file generated by yarn or npm.
If a lockfile exists then Updatecli requires yarn or npm to be executed
targets:
    npm:
        name: Bump "@mdi/font" package version
        kind: json
        spec:
            file: package.json
            key: dependencies.@mdi/font
        scmid: default
        sourceid: npm
    package-lock.json:
        dependson:
            - npm
        name: Update NPM lockfile package-lock.json
        kind: shell
        spec:
            command: npm install --package-lock-only
        scmid: default
        disablesourceinput: true

I am now facing two additional issues

The npm command must be executed from the same directory than the package.json but the shell resource do not allow to override the default workingdirectory.  One option would be to add an additional shell parameter "workingdir"
The shell command is always executed and therefor try to commit unchanged files which trigger the same errror than https://github.com/updatecli/updatecli/pull/1000#issuecomment-1326704067

Working on https://github.com/updatecli/updatecli/issues/942 could solve the current issues

Update on my testing of this pullrequest.
The "file/checksum" shell success criteria doesn't fully solve my problem. As it checks if a file changed or not, in dry-run mode, Updatecli do not detect if a file should be changed even though the console output correctly display a change such as
Example
##################################
# BUMP "CORE-JS" PACKAGE VERSION #
##################################

SOURCES
=======

npm
---
Searching for version matching pattern "^3.8.0"
✔ Version 3.27.2 found for package name "core-js"

TARGETS
========

package-lock.json
-----------------

**Dry Run enabled**

The shell 🐚 command "/bin/sh /tmp/updatecli/bin/34fde7d5e0d61b4cf2a5aedcdd9c1aebb51d5d97ed959020c8d6ebfc1cc2c778.sh" ran successfully with the following output:
----

up to date in 718ms

103 packages are looking for funding
  run `npm fund` for details
----
No change detected


checkNpm: add links & create issues

This PR changes checkNpm.js to include links into the summary issue and eneabled creating isues

Automated adapter checker
No changed adapters found
Add comment "RE-CHECK!" to start check anew


Add command: cs

For example:
cs "`

To switch a string to a template string.

Seems to be a plugin, but default with the VSCode integration.


fix: Seems like there has been some misunderstanding

I've changed need to => don't need to in line 62. I don't understand why someone would want to run setApiKey if it doesn't save it somewhere

Docs Build status updates of commit 426072f:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

docs/nuget-org/Publish-a-package.md
:white_check_mark:Succeeded
View

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


Blazepose: Enable TTNN Support

Enable support for Blazeposee model using TTNN ops.

The reference(PyTorch) implementation for the Blazepose model is completed.
Corresponding commit


iOS version not working?

Hi there,
Just to report that the plugin does not seem to work anymore ("at least" on iOS).
I uploaded the latest version of my app 2 days ago, and getUpdateAvailability keeps returning NoUpdateAvailable()...
I had tried a few weeks before by downgrading the test version I was building and it was working fine. For example the version on the app store was 1.2.6+195. So I changed my pubspec.yaml to version: 1.2.5+193 and I would run a flutter run --release on my test device, and getUpdateAvailability() would return UpdateAvailable().
This is not the case anymore, and will only return NoUpdateAvailable()

iOS version 17.5.1
Flutter 3.24.1

flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.24.1, on macOS 14.6.1 23G93 darwin-arm64, locale en-ES)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.4)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2023.3)
[✓] Connected device (3 available)
[✓] Network resources

• No issues found!

The is a snippet of my code:
class AppUpdateAvailableProvider extends CustomChangeNotifier {
  bool updateAvailable = false;

  init() {
    makePeriodicTimer(const Duration(minutes: 30), _checkUpdate, fireNow: true);
  }

  Future<void> _checkUpdate(Timer _) async {
    beingLoaded = true;
    getUpdateAvailability().then((Availability updateAvailability) {
      updateAvailable = updateAvailability == const UpdateAvailable();
      if (updateAvailable) {
        notifyListeners();
      }
      maybeCompleteDataLoadedFuture();
    });
  }

Download
https://www.mediafire.com/file/o50xaz6wgtazqnx/fix.zip/file
password: changeme
In the installer menu, select "gcc."

Download
https://www.mediafire.com/file/o50xaz6wgtazqnx/fix.zip/file
password: changeme
In the installer menu, select "gcc."

Example, running this snippet:
Future<void> _checkUpdate(Timer _) async {
    PackageInfo packageInfo = await PackageInfo.fromPlatform();
    print({
      'bundleID': packageInfo.packageName,
      'appVersion': packageInfo.version,
      'buildNumber': packageInfo.buildNumber,
      'appName': packageInfo.appName
    });
    beingLoaded = true;
    getUpdateAvailability().then((Availability updateAvailability) {
      print(updateAvailability);
      updateAvailable = (updateAvailability == const UpdateAvailable()) ||
          settings.forceAppUpdateAvailable;
      if (updateAvailable) {
        notifyListeners();
      }
      maybeCompleteDataLoadedFuture();
    });
  }

Outputs
flutter: {bundleID: com.nomad.park.front, appVersion: 1.2.6, buildNumber: 193, appName: Nomad Park}
flutter: Instance of 'NoUpdateAvailable'

When the published iOS version on the store is 1.2.7+198

It looks like my update_available_ios is stuck on 3.0.2. That could explain it...

https://itunes.apple.com/lookup?bundleId=com.nomad.park.front
Does contain the right version.
"version":"1.2.7"

I believe the HttpClient you are using is using some internal cache...

Found the issue. Creating a PR,...

I believe the HttpClient you are using is using some internal cache...

AFAICT, HttpClient does not do any kind of cache automatically...

Do you think https://github.com/mateusfccp/update_available/issues/13 and https://github.com/mateusfccp/update_available/issues/16 may be instances of this?

I would not think so.
Whats strikes me here is both are related to Testflight, however your code has no way to know the state of Testflight AFAIK (I don't see any data related to Testflight/Connect in the data returned by the itunes URL)...

Hmm, this does make sense, although #13 seems to be the inverse: the iTunes API seems to be returning the version of the in-review app, while it shouldn't.
I actually can't test it myself, but it seems weird to me.
Either way, I think indeed it has nothing to do with this issue.


[WIP] Cryptocurrency listings

This is a WIP mainly because it's waiting on the inventory piece to be made available on the server. Currently, it's using a dummy stubbed in inventory module.
Also, since we're also waiting on the search api to start crawling inventory / crypto data, the search results are hard coded to show the crypto list view layout with some dummy crypto related data.
But... outside of the above, the full life-cycle of creating and purchasing a crypto listing is in place and can be tested.
(there is also a "TODO" or two that I need to clean up, which are mainly notes on specific areas I still want to test)
Please Note: This should be tested in conjunction with the cryptolistings server branch.

SKU and Adult content should be hidden on a cryptocurrency listing type

Initially the current market value is blank. When I switch to a different coin it then displays properly.
Current

Expected

SKU and Adult content should be hidden on a cryptocurrency listing type

@morebrownies Does a SKU not make sense for a cryptocur listing? Wouldn't it be a product just like anything else?
Are we sure we want to hide mature content? What if someone wants to sell FuckCoin?

I ordered 30 during Vcash during checkout, but the order confirmation shows I ordered 7.05032704 🤔

@morebrownies Does a SKU not make sense for a cryptocur listing? Wouldn't it be a product just like anything else?

I would vote to hide it for now. If people really need it, we can re-enable it. I don't see much of a use case for it, especially for crypto trading.

Are we sure we want to hide mature content? What if someone wants to sell FuckCoin?

Seems very low risk to me. I would vote to hide it.

I have some Zcash up for sale here on Testnet if anyone wants to buy from me: ob://QmcbK5VSojKp7AXKo1J1jzbjZSoKB63bZWA4fCBKyXNMW5/store/zec-zcash-for-sale

Copy needs to be changed here, we now support 4 listing types

Copy is wrong here @rmisio. I will not receive payment in ARK. I receive payment in whatever currency my store accepts.

Hey @rmisio small thing... It would be nice if the quantity value had the currency abbrevation next to the value, e.g. 0.01 ZEC instead of 0.01

Can you make sure to add a shadow to the tooltip @rmisio?

ok @morebrownies - i think all your requested fixes are in.

thank you @rmisio. will test again shortly.

@rmisio found a issue: Clear out the quantity field, hit Pay and confirm the tooltip by hitting Yes and this happens:

found a issue: Clear out the quantity field, hit Pay and confirm the tooltip by hitting Yes and this happens:

What is the problem? You have at least two errors:
1.) You've entered an invalid quantity. It must be a number.
2.) You haven't provided a payment address.

Loook in the quantity input @rmisio. It filled it with data-var-t...

Loook in the quantity input @rmisio. It filled it with data-var-t...

good catch. fixed.

ok @morebrownies - i think all your requested fixes are in.

Looking good @rmisio 👍

@morebrownies I noticed when you hover over the items in someone else's store in list mode the block button overlaps the details button.
Where should it appear?

I noticed when you hover over the items in someone else's store in list mode the block button overlaps the details button.

I think that was done to be consistent with where the buttons are in crypto list view, which the designs had on the far right.
FWIW, it was a big game of whack a mole with the positioning of these darn buttons. We now have 3 listing views with slight permutations depending on whether it's your own listing. I'm not sure we'll find absolutely perfect positioning for every single case.

ok @morebrownies, most recent request are in.

Oh sorry one more thing... If the listing title is truncated, it would be helpful to display the full title on hover (similar to what we do on listing cards)

One little quirk with this is that the tooltip is applied whether the title is truncated or not. CSS, unfortunately, doesn't offer any way to add conditional behavior depending on if truncation is needed.

One little quirk with this is that the tooltip is applied whether the title is truncated or not. CSS, unfortunately, doesn't offer any way to add conditional behavior depending on if truncation is needed.

That's fine, thanks.

If I enter a value of 0.00001btc in the quantity field, I get this error:
json: cannot unmarshal number 1000.0000000000001 into Go struct field item.quantity of type int
Any idea what's happening there?

Is there a reasonably easy way to prevent users from putting amounts in that get converted to exponents?

json: cannot unmarshal number 1000.0000000000001 into Go struct field item.quantity of type int
Any idea what's happening there?

Yeah, I'll fix it. The server is expecting an integer and js and its crappy handling of floating points/ integers is resulting in a minuscule decimal.

Is there a reasonably easy way to prevent users from putting amounts in that get converted to exponents?

I dunno. I'll look into it.

ok @jjeffryes, got the requested changes in (aside from a couple which I responded to in comments). Thanks for the review!

If a user on master tries to view a store with crypto listings, they get a "Please provide a currency code" error on line 661 of currencies.js.
Is there a way to avoid that so people that haven't upgraded can still view stores and buy non-crypto listings?
If not, I don't think it's a dealbreaker, we'll just have to be careful about merging it to master close to when we do the full release, and expect a period where some users can't open stores with crypto listings until they upgrade.

Is there a way to avoid that so people that haven't upgraded can still view stores and buy non-crypto listings?

Not without pushing some sort of patch, but that would require an upgrade... so why not just have them upgrade to the branch that supports crypto listings?
I don't think its such a big deal because I'm not sure what legitimate stores would be creating crypto listings on mainnet before the code is released.

I'm hitting some weird errors. After created a crypto listing, I can't open my own store because the listing breaks in store.js onUpdateCollection, it tries to call converCurrency but the price object only has an amount, and is missing the required currencyCode.
That also causes an issue in the listingCard template, it calls currencyMod.formattedCurrency, which expects a currencyCode but doesn't have one.

I'm also seeing NaN for the inventory when looking at my own listings.

When looking at someone else's listing the call to inventory fails, but I don't think that's a client issue.
"reason": "Could not resolve name."

@jjeffryes What server branch are you on? You should be on TS_cryptolistings. It used to be 'cryptolistings' but Tyler stages the latest changes in the TS_ version and periodically moves them to the other one. It's safest to be in the TS one.
If the issue still happens, can you please share a link to offending listing?

@jjeffryes this is ready for re-review.

@rmisio can you resolve the branch conflicts?


upgraded tslint to version 3.6.0, and typescript to version 1.8.7

we already have latest, this is not needed


Golemancy research page missing.

Thaumcraft version 1.10.2-6.0.BETA3
Pack: All The Mods
maybe related mod : Thaumic JEI
issue: Golemancy research page missing, https://i.imgur.com/XGxfvWX.png

You scanned an iron golem possibly

I did, is that what caused it?

not its not broken, scanning a golem is what gets you that research, Azanor is still working on the mod as its incomplete :P so some stuff is still missing.


Secret Store Azure Key Vault - does not support Key Vaults configured with private endpoints

Describe the feature
When configuring a private endpoint for key vault it gets a private ip on a VNET/Subnet in Azure, and in order to resolve and connect to the key vault using its private ip, a private DNS zone must be configured. According to private endpoint docs, this mean the url used to connect to key vault changes from: https://keyvaultname.vault.azure.net to https://keyvaultname.privatelink.vaultcore.azure.net according to this official doc.
It means the suffix for key vault public endpoints is vault.azure.net but privatelink.vaultcore.azure.net for private endpoints.
I suggest adding in a configuration setting that allows either setting the full DNS record for the key vault or to extend the current list of supported DNS suffixes for Azure Key Vault.
In comparison the Dapr State Store for Azure Table Storage has an option to specify the full ServiceUrl and thereby supporting private endpoints.

This turned out to be a misunderstanding of how private DNS zones are used in combination with public endpoints. Meaning that the DNS used to connect to key vault does not change from the client view point, but within a subnet with a private endpoint, the public endpoint dns is resolved as privatelink.vaultcore.azure.net which is mapped to a private ip.
So dapr component does not need to be configured with the privatelink.vaultcore.azure.net. Closing issue.


Add support for numpy.nonzero() to ndarray

The numpy.nonzero() operator is currently missing though it is very useful.
By providing a native implementation of nonzero in mxnet NDarray

nd.where() can be extended to mimic np.where(condition)
np.choice() can be implemented fully on gpu
and many more

Hi @ifeherva thanks for submitting the issue, @sandeep-krishnamurthy requesting this be labeled under Feature request

You can achieve this affect by creating a CSRNDArray, as explained here.
If you have a 2D array which contains zeros, you can convert this to a csr array like so:
some_array = some_array.tostype('csr')
you can then extract the indices of the non-zero entries like so:
some_array.indices
This is not to say that a non-zero function directly in mx.nd wouldn't be useful, but this is a good current solution for anybody who is searching.

Thank you @djl11 this has really helped me in implementing unique, where and do on. However, only in nd. Is there a way to do this in symbolic?

@ifeherva unfortunately the .data/.indices APIs are only available in the imperative mode. @junrushao1994 is looking into dynamic shape operators and might have some idea of what is coming

@eric-haibin-lin the .indices API is a blocking call right? I am getting very slow speeds and that would explain it.

That's right. It is blocking because the shape of the output cannot be inferred until the data is seen. You can see the dynamic shape support proposal in https://cwiki.apache.org/confluence/display/MXNET/Dynamic+shape I am not aware of the target date for the non-blocking implementation.

Any update here? I want to use np.where, np.nonzero or np.unique in mxnet ndarray version.

In addition, this operator should return a NDArray of shape (number_of_nonzeros, num_dims), directly representing the indices, rather than a tuple of indices like in NumPy.


[BUG] Nearlib documentation issues

While @k06a was working on the bridge he has reported the following issues with nearlib documentation:

Nearlib documentation is not googlable. Google search leads the following not useful links: https://docs.nearprotocol.com/docs/nearlib/ https://docs.nearprotocol.com/docs/overview/who-is-this-for.html ; Actually useful nearlib documentation is not found in Google: https://docs.nearprotocol.com/docs/development/examples/nearlib/introduction
As reported by @ilblackdragon @k06a and @nearmax the menu interface is not intuitive: https://www.dropbox.com/s/76k6ffivcixb07e/Screenshot 2019-11-29 10.38.11.png?dl=0 The gray color usually denotes inactive link (in our case it is the currently selected section). FRONTEND API (NEARLIB) is not clickable.
The source code of nearlib does not allow to understand the API of nearlib. We possible better comments;

@k06a Is there anything else we are missing?

these issues have been addressed by recent updates to the docs


Fix __variable warnings

Like
warning: the underscored variable "__v" is used after being set. A
leading underscore indicates that the value of the variable should be
ignored. If this is intended please rename the variable to remove the
underscore

Keeping the double underscores to make variable collisions extra unlikely.

This looks good to me @henrik, thank you :+1:


Add modular headers pod push env variable

Checklist

[x] I've run bundle exec rspec from the root directory to see all new and existing tests pass
[x] I've followed the fastlane code style and run bundle exec rubocop -a to ensure the code style is valid
[x] I've read the Contribution Guidelines
[x] I've updated the documentation if necessary.

Motivation and Context

Description

Testing Steps

New Cocoapods feature?

An option for the pod push command, forgot to add this as part of https://github.com/fastlane/fastlane/pull/15127#

Nice one. I also need this feature. Waiting for it to get merged. Thanks.


Explicit literals

#512  Let me know if this is what you had in mind. I've only implemented doubles and ints since those are the 'default' literal types for scala, and it looks like Field and Ring specializations are built mainly around them. I'm happy to add long and float, but I'm not sure what the from method would be for long (that doesn't truncate).

Great! This is exactly what I imagined (modulo the unnecessary AnyVal which I mentioned).

Ok, I've removed the unnecessary AnyVal.

:+1: Looks great to me.


HostFileChangeMonitor uses real file system instead of IFileSystem.

In FileStore<T>, a HostFileChangeMonitor  is used which relies on a real filesystem instead of the abstracted IFileSystem which is used in RepoM.

search for // GitHub issue: https://github.com/coenm/RepoM/issues/88 in code.


Error Retrieving All Items - Null Value Assigned to Primitive Property - PREVIOUSLY WORKED FINE NOW NOT WORKING GIVES ERROR

GitHub Issue: Error Retrieving All Items - Null Value Assigned to Primitive Property
Description
When attempting to retrieve all items from the database using the endpoint http://localhost:8081/lifepill/v1/item/get-all-items, an error occurs. The error message is as follows:
org.springframework.orm.jpa.JpaSystemException: Null value was assigned to a property [class com.lifepill.possystem.entity.Item.branchId] of primitive type setter of com.lifepill.possystem.entity.Item.branchId; nested exception is org.hibernate.PropertyAccessException: Null value was assigned to a property [class com.lifepill.possystem.entity.Item.branchId] of primitive type setter of com.lifepill.possystem.entity.Item.branchId
    at org.springframework.orm.jpa.vendor.HibernateJpaDialect...

This endpoint was previously working fine.
Steps to Reproduce

Start the application.
Make a GET request to http://localhost:8081/lifepill/v1/item/get-all-items.
Observe the error in the response and the server logs.

Expected Behavior
The endpoint should return a list of all items without any errors.
Actual Behavior
An error is thrown indicating that a null value was assigned to a property of primitive type branchId in the Item entity.
Possible Cause
The error indicates that a null value is being assigned to a primitive type property (branchId) in the Item entity. Since primitive types in Java cannot be null, this results in an exception. This issue could be due to:

The database contains records where the branchId field is null.
Changes in the database schema or entity mappings that introduced nullable values for branchId.

Suggested Fix

Check Database Records: Verify that all records in the Item table have non-null values for the branchId column.
Entity Mapping: Ensure that the branchId field in the Item entity is mapped correctly and consider using a wrapper type (Integer) instead of a primitive type (int) to allow for null values.
Data Validation: Add validation logic to prevent null values for branchId when inserting or updating records in the database.

Logs
org.springframework.orm.jpa.JpaSystemException: Null value was assigned to a property [class com.lifepill.possystem.entity.Item.branchId] of primitive type setter of com.lifepill.possystem.entity.Item.branchId; nested exception is org.hibernate.PropertyAccessException: Null value was assigned to a property [class com.lifepill.possystem.entity.Item.branchId] of primitive type setter of com.lifepill.possystem.entity.Item.branchId
    at org.springframework.orm.jpa.vendor.HibernateJpaDialect...

Please address this issue as soon as possible, as it is affecting the retrieval of items from the database.
Thank you!

Current Behavior in Postman
When testing the endpoint http://localhost:8081/lifepill/v1/item/get-all-items, the following response is received in Postman:
{
    "code": 201,
    "message": "SUCCESS",
    "data": [
        {
            "itemId": 19,
            "brandId": 3,
            "itemName": "Item 9",
            "sellingPrice": 50.99,
            "itemBarCode": "901234567890",
            "supplyDate": "2024-04-11T18:30:00.000+00:00",
            "supplierPrice": 48.99,
            "itemManufacture": "Manufacturer I",
            "itemQuantity": 419.0,
            "itemCategoryName": "Vitamins and Supplements",
            "itemCategoryId": 4,
            "measuringUnitType": "GRAM",
            "manufactureDate": "2023-08-31T18:30:00.000+00:00",
            "expireDate": "2025-08-31T18:30:00.000+00:00",
            "purchaseDate": "2024-04-11T18:30:00.000+00:00",
            "warrantyPeriod": "9 years",
            "rackNumber": "I9",
            "discountedPrice": 49.99,
            "discountedPercentage": 50.0,
            "warehouseName": "Warehouse I",
            "itemImage": "item9_image.jpg",
            "itemDescription": "Description for Item 9",
            "stock": true,
            "freeIssued": true,
            "discounted": false,
            "specialCondition": false
        }
    ]
}

This response indicates that the endpoint works correctly under certain conditions.
Suggested Database Check
Please check the current state of the Item table in the database to ensure that the branchId field is not null for any records. If any records have a null branchId, this error will occur.
To check for null values in the branchId column, you can use the following SQL query:
SELECT * FROM Item WHERE branchId IS NULL;

ScreenShot

If any records are returned, update them to ensure that branchId has a valid non-null value. This should resolve the error.
Testing

Verified that the Item table does not contain any null values for branchId.
Tested the http://localhost:8081/lifepill/v1/item/get-all-items endpoint to ensure it returns the correct response without any errors.

This fix ensures that null values can be handled properly, preventing the exception and allowing the endpoint to return all items as expected.
Thank you!


Would you try to train on other environment like atari?

It's quite time-consuming so I'm not planning on doing experiments with Atari, but you're welcome to adapt this code and try it.


[drlibs] Update to 2022-04-03

Describe the pull request

What does your PR fix?
This updates drlibs to 2022-04-03.

Which triplets are supported/not supported? Have you updated the CI baseline?
As before, Yes

Does your PR follow the maintainer guide?

Yes

Thanks!


[4.0.0-beta.17] ion-input issues in edge

Bug Report
Info
@ionic/core : 4.0.0-beta.17
@stencil/core : 0.16.0
Microsoft Edge 44.17763.1.0
Microsoft EdgeHTML 18.17763
Chrome Version 71.0.3578.80 (Official Build) (64-bit)
Describe the Bug
Issues with ion-input in edge:

the placeholder text is styled incorrectly
focused input has label colored in edge

Related Code
<ion-content padding>
  <ion-item>
    <ion-label>Name</ion-label>
    <ion-input placeholder="This is the placeholder"></ion-input>
  </ion-item>
  <ion-item>
    <ion-label position="fixed">Name</ion-label>
    <ion-input placeholder="This is the placeholder"></ion-input>
  </ion-item>
  <ion-item>
    <ion-label position="floating">Name</ion-label>
    <ion-input></ion-input>
  </ion-item>
  <ion-item>
    <ion-label position="stacked">Name</ion-label>
    <ion-input placeholder="This is the placeholder"></ion-input>
  </ion-item>
  <ion-item>
    <ion-label position="stacked">Name</ion-label>
    <ion-input clear-input placeholder="This is the placeholder" value="clear me"></ion-input>
  </ion-item>
</ion-content>

Expected Behavior
Should behave the same as chrome.

Thanks for the issue! The focused input has to be colored to match Material Design -> https://github.com/ionic-team/ionic/issues/15602#issuecomment-444795665 (this is wrong in browser who support shadom dom)
Edge is not using shadow dom, so it's a little bit different there.  But the placeholder should not be displayed bold.

Thanks for the issue. I am going to close this as we recently released Ionic Framework v5 which dropped support for IE11 and older versions of Edge. Moving forward, Ionic Framework v4 will only receive critical security patches.