Unable to checkout submodule Rabit when cloning XGBoost

When cloning XGBoost:
git clone https://github.com/dmlc/xgboost.git && \
cd xgboost && \
git submodule update --init --recursive

or with
git clone --recursive https://github.com/dmlc/xgboost.git

The following error occurs:
Cloning into 'rabit'...
remote: Enumerating objects: 3345, done.
remote: Total 3345 (delta 0), reused 0 (delta 0), pack-reused 3345
Receiving objects: 100% (3345/3345), 980.42 KiB | 1.28 MiB/s, done.
Resolving deltas: 100% (2178/2178), done.
Checking connectivity... done.
fatal: reference is not a tree: e1c8056f6a0ee1c42fd00430b74176e67db66a9f
Unable to checkout 'e1c8056f6a0ee1c42fd00430b74176e67db66a9f' in submodule path 'rabit'

To fix this, I switched the Rabit commit hash to dba32d54d1668033356a2ad505c239411d660821 (which appears to be identical to the aforementioned).
References:
Rabit@e1c8056f6a0ee1c42fd00430b74176e67db66a9f
Rabit@dba32d54d1668033356a2ad505c239411d660821
Proposed fix in PR https://github.com/dmlc/xgboost/pull/4718

Closing as PR was merged.


Added camera and sonar sensor to gazebo urdf

@keulYSMB  , any feedback ? I know the cameras are in here:
https://github.com/ros-naoqi/nao_robot/blob/master/nao_description/urdf/naoV40_generated_urdf/nao_sensors.xacro#L174
but that does not include the whole parametrization.

Makes no sense, the naoGazebo.xacro file is really ol there is no sensor in it.
The last I pushed contained cameras and sonar tuned according to measurement on the real robot.
I'll check that later and keep you updated but I don't think that I have this file outside Aldebaran.

It seems that the cameras, the depth camera and the sonar are still in this xacro :
https://github.com/ros-nao/nao_robot_to_delete/blob/master/nao_description/urdf/naoV40_generated_urdf/naoGazebo.xacro
I don't get why they're not on the one in ros-naoqi organization. The values seem to be the right one. I'll do a pull request shortly after testing.

I added the sensors because I followed this tutorial (https://github.com/ros-naoqi/nao_virtual/blob/master/nao_gazebo_plugin/README.rst) but I couldn't get the topics from the sensors.

I didn't have time to perform testing yesterday, I'll do it today and keep you updated.

I pushed a fix based on what is https://github.com/ros-nao/nao_robot_to_delete/blob/master/nao_description/urdf/naoV40_generated_urdf/naoGazebo.xacro
I launched roslaunch nao_gazebo_plugin nao_gazebo_plugin_H25.launch
The sensors are working on my computer, can you give it a try and let me know ?
Thus the robot is not stable we'll have to figure that out

Yeap, the sensors are also working on my computer.
I've also noticed that the robot isn't stable...

I guess that requires a new release. How about this robot instability ?

The robot seems to be oscilating more than before. Especially at the beginning when the robot is spawned. I didn't have time to investigate yet. We should definitely track what is different from the previous more stable version. I'll focus on it as soon as I have time to allocate to this project.

All that seems up-to-date upstream now (no changes are shown if I merge your commits), so closing. Very sorry for the delay, but that got fixed 6 months ago.


Converted positional_encoding.ipynb to positional_encoding_jax.ipynb

Description
Converted positional_encoding.ipynb to positional_encoding_jax.ipynb
Colab link
https://colab.research.google.com/drive/1mXZpYACd8BgQV8sbD7yAb9qF0ZqhUMzX?usp=sharing
Issue
https://github.com/probml/pyprobml/issues/686
Checklist:

[✔] Performed a self-review of the code
[✔] Tested on Google Colab.

Can you please review my code? @murphyk @mjsML @gerdm

Hi @susnato,
Just a couple of comments:

Since this is a notebook, I'd add some more comments on what is it that is being done;
I'd change the references to jax.numpy by using the convention jnp: add import jax.numpy as jnp;
Lines 9-13 of the cell where you define PositionalEncoding are not totally clear to me. I think we could either rewrite it to make it more readable or explicitly write down the equations (10.6.2) of the tutorial you point to in a cell above.

Else looks good to me!


ENH: Use pygeos get_parts() to explode multigeometries

Currently when exporting the street network into graph edges, the ways (multigeometries) need to be exploded so that the connectivity in the network works when routing.
Exploding the geometries using gdf.explode() is time consuming, but pygeos v0.9.0 will have get_parts() function that will improve significantly the efficiency of turning multigeometries into single geometries. Start using this when available.
Influence: Improved speed when parsing nodes and edges using osm.get_network(nodes=True)

#70 implements an alternative that does not require to explode geometries with geopandas (explodes using pandas)


Dictionnary's erase function doesn't work on nested dictionnary that has been transformed into string then retrieved back from string..

Operating system or device - Godot version:
Godot legacy branch compiled 19/01/2017
Issue description:
Using str2var and var2str functions on a dictionary containing a dictionary, I've been trying to erase keys in the child dictionary but nothing happens. I hadn't the same problem with str2bytes and bytes2str.
Steps to reproduce:
	var o = {
		"p": {
			"q": 1
		}
	}
	print("Basic use of erase:")
	print(var2str(o), " should be { \"p\":{ \"q\":1 } }") # prints { "p":{ "q":1 } }
	o.p.erase("q")
	print(var2str(o), " should be { \"p\":{  } }") # prints { "p":{  } }, like expected

	var o2 = {
		"p": {
			"q": 1
		}
	}
	print("Erase after use of var2str and str2var:")
	print(var2str(o2), " should be { \"p\":{ \"q\":1 } }") # prints { "p":{ "q":1 } }
	o2 = str2var(var2str(o2))
	o2.p.erase("q")
	print(var2str(o2), " should be { \"p\":{  } }") # prints { "p":{ "q":1 } }, erase function didn't work

	var o3 = {
		"p": {
			"q": 1
		}
	}
	print("Erase after use of var2bytes and bytes2var:")
	print(var2str(o3), " should be { \"p\":{ \"q\":1 } }") # prints { "p":{ "q":1 } }
	o3 = bytes2var(var2bytes(o3))
	o3.p.erase("q")
	print(var2str(o3), " should be { \"p\":{  } }") # prints { "p":{  } }, like expected

The output of this is
Basic use of erase:
{ "p":{ "q":1 } } should be { "p":{ "q":1 } }
{ "p":{  } } should be { "p":{  } }

Erase after use of var2str and str2var:
{ "p":{ "q":1 } } should be { "p":{ "q":1 } }
{ "p":{ "q":1 } } should be { "p":{  } }

Erase after use of var2bytes and bytes2var:
{ "p":{ "q":1 } } should be { "p":{ "q":1 } }
{ "p":{  } } should be { "p":{  } }

 ___________________________________
/ I think this is related to having \
\ dictionaries in COW mode.         /
 -----------------------------------
        \   ^__^
         \  (oo)\_______
            (__)\       )\/\
                ||----w |
                ||     ||

(Related to #5277)
Anyway, COW mode was removed in master/3.0, so can we get a retest on it?

Seems to be fixed in master :)


Explore whether cloning context can be made more efficient

Our software design for IPA require protocol contexts to be cheaply cloneable because we clone them a lot.
pub struct SemiHonestContext<'a, F: Field> {
    inner: Arc<ContextInner<'a>>,
    step: Step,
}

Making steps cloning inexpensive is tracked in #139, this issue focuses on improvements that can be made on protocol contexts, specifically on ContextInner clone. It looks innocent (atomic load/store on each clone) but when doing it often it may lead to false sharing issues on CPU caches. There may be a better way to do this if we look at the structure of the ContextInner struct:
pub(super) struct ContextInner<'a> {
    pub role: Role,
    pub prss: &'a PrssEndpoint,
    pub gateway: &'a Gateway,
}

There is a role bit and two references that never change no matter how many times we clone the context. There might be an opportunity to cache those values (not references) in one place. Root-level future that is created to run protocol may be a good place to do that and Tokio crate provides some support for it: https://docs.rs/tokio/latest/tokio/task/struct.LocalKey.html.
10000 foot view
This is how query processing may look like

Helpers receive a request to process new query. They dynamically allocate roles for each of them and set up PRSS.
Each helper stores role, PRSS endpoint and Gateway inside task local data cell (tokio localkey)
Query processing is launched by spawning a tokio task (or any other runtime task). In case of tokio it would look like

   tokio::spawn(|| async {
        CONTEXT_INNER.scope((prss, gateway, role), async move {
              let context = SemiHonestContext::new("step");  // no need to pass PRSS or Gateway anymore
         }).await;
   });

   impl SemiHonestContext {
          pub fn prss(&self) -> &PrssEndpoint {
              CONTEXT_INNER.with(|inner| inner.0) // not sure if that works fine
          }
   }

This design does not require changing protocols code, everything is contained within Infra layer
Complications

Our plan is to run IPA software on Cloudflare Workers that do not support Tokio: https://github.com/cloudflare/workers-rs. LocalKey implementation however does not depend on tokio runtime so there  may be no issues
This change will require changes in our test infrastructure.  Every test needs to set up per-task data before running any computation. TestWorld::contexts() function usage becomes problematic, but luckily most of our tests use Runner interface that can easily hide that compexity inside.

For the malicious case, there's also some data in ContextInner that isn't static -- upgrade_ctx and accumulator. (And I discovered today that upgrades are not just for inputs, they're also used in solved_bits). We may need to revisit the handling of these.

For the malicious case, there's also some data in ContextInner that isn't static

that's right, we may decide to continue cloning these or take the similar approach to store context, accumulator and r inside the task data as well.
   MALICIOUS.scope((context, acc, r), async move {
        // all futures spawned inside this block will have access to malicious context
   })

Another thought... fortunately the malicious validator accumulator is linear, so we can replace the current synchronized accumulator with separate per-thread accumulators.

Wouldn't that constrain all helpers into using the same thread allocation policy?

Wouldn't that constrain all helpers into using the same thread allocation policy?

I don't think so, but maybe I'm missing something. The idea is that it doesn't matter what order the terms are added, or via what combinations of intermediate subterms. All that matters is that by the end you've added all the same terms.
I think we're already in a situation where the order of addition can be different across helpers depending on how futures get scheduled and who wins contention for the lock -- the difference is that right now there is a total ordering on each helper, but if we switch to per-thread accumulators, then there won't be.
(If contention for this lock is an issue, then we ought to be able to see that once we start profiling the malicious protocol. So I wouldn't propose actually working on this unless we confirm the theory.)

I thought that your proposal was to shard the checksum, meaning that you would have N different checksums.  You are only proposing to split the accumulator into several pieces, which you later join once all are done.  That would work very neatly, I think, provided that you can be sure that you got everything.

There was also an idea floating around at that time to use atomics for counting terms. They also have this property of being eventually consistent

Just another point how painful it is to deal with lifetimes inside implementations of Context trait. @andyleiserson and myself are constantly running into https://github.com/rust-lang/rust/issues/100013 whenever we work with functions that accept C: Context and return a future.


Star Wars Empire at War

Describe the bug

Game is stuck on a white Screen (after opening the Game). Windows only offers to close or wait for the Game.
0.1.1
RTX 3090
Gold Steam Version

Attach logs!

NvRemixBridge.log
[17:15:28.198] info:  No default config found for: G:\SteamLibrary\steamapps\common\Star Wars Empire at War\GameData\StarWarsG.exe
[17:15:28.199] info:  Trying to open config file: G:\SteamLibrary\steamapps\common\Star Wars Empire at War\GameData.trex\bridge.conf
[17:15:28.199] info:  Using shared heap for textures.
[17:15:28.199] info:  Using shared heap for static buffers.
[17:15:28.199] info:  Using shared heap for dynamic buffers.
[17:15:28.199] info:  ==================
[17:15:28.199] info:  NVIDIA RTX Remix Bridge Server
[17:15:28.200] info:  ==================
[17:15:28.200] info:  Version: remix-0.1.1-2-gdc825b6
[17:15:28.200] info:  Running in x64 mode!
[17:15:28.200] info:  Launched server with GUID a3de04a2-ac39-4181-989d-0a6b1788038e
[17:15:28.200] info:  Shared memory: [ClientChannel_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:28.200] debug: CreateSemaphore returned existing semaphore by the same name ClientDataQueue.
[17:15:28.201] info:  Shared memory: [ServerChannel_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:28.201] debug: CreateSemaphore returned existing semaphore by the same name ServerDataQueue.
[17:15:28.201] info:  Shared memory: [SharedDataHeap_meta_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:28.201] info:  Shared memory: [SharedDataHeap_data_0_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:28.201] info:  Shared memory: [SharedDataHeap_data_1_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:28.201] debug: CreateSemaphore returned existing semaphore by the same name Present.
[17:15:28.201] info:  Server started up, waiting for connection from client...
[17:15:28.201] info:  Registering exit callback in case client exits unexpectedly.
[17:15:28.201] info:  Registering message channel for asynchronous message handling.
[17:15:28.203] info:  Initializing D3D9...
[17:15:28.203] info:  Message channel MessageChannelServer established.
[17:15:28.728] info:  D3D9 interface object creation succeeded!
[17:15:28.728] info:  Loaded D3D9 from G:\SteamLibrary\steamapps\common\Star Wars Empire at War\GameData.trex\d3d9.dll
[17:15:28.729] info:  Version of d3d9 loaded is DXVK
[17:15:28.729] info:  Sync request received, sending ACK response...
[17:15:28.729] info:  Done! Now waiting for client to consume the response...
[17:15:28.729] info:  Handshake completed! Now waiting for incoming commands...
[17:15:28.752] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.752] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.752] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.774] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.775] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.775] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.797] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.797] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.797] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.817] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.818] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:28.818] err:   BridgeAssert: (((HRESULT)(hresult)) >= 0)
[17:15:31.024] info:  Server side D3D9 Device created successfully!
[17:15:31.025] debug: Sending CreateDevice ack response back to client.
[17:15:44.279] err:   The client process has unexpectedly exited, shutting down server as well!
[17:15:45.059] info:  Command processing loop finished, cleaning up and exiting...
[17:15:45.157] info:  Shutdown cleanup successful, exiting now!
[17:15:45.157] info:  [Uptime]: 16s

d3d9.log
[17:15:26.590] info:  No default config found for: G:\SteamLibrary\steamapps\common\Star Wars Empire at War\GameData\StarWarsG.exe
[17:15:26.590] info:  Trying to open config file: G:\SteamLibrary\steamapps\common\Star Wars Empire at War\GameData.trex\bridge.conf
[17:15:26.591] info:  Using shared heap for textures.
[17:15:26.591] info:  Using shared heap for static buffers.
[17:15:26.591] info:  Using shared heap for dynamic buffers.
[17:15:26.591] info:  ==================
[17:15:26.591] info:  NVIDIA RTX Remix Bridge Client
[17:15:26.591] info:  ==================
[17:15:26.591] info:  Version: remix-0.1.1-2-gdc825b6
[17:15:26.592] info:  Loaded d3d9.dll from G:\SteamLibrary\steamapps\common\Star Wars Empire at War\GameData\StarWarsG.exe
[17:15:26.744] info:  DirectInput8 hook attached.
[17:15:26.758] info:  DirectInput hook attached.
[17:15:26.759] info:  Initializing new shared memory object.
[17:15:26.787] info:  Shared memory: [ClientChannel_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:26.787] info:  Initializing new shared memory object.
[17:15:26.797] info:  Shared memory: [ServerChannel_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:26.797] info:  Initializing new shared memory object.
[17:15:26.797] info:  Shared memory: [SharedDataHeap_meta_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:26.797] info:  Initializing new shared memory object.
[17:15:26.965] info:  Shared memory: [SharedDataHeap_data_0_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:26.966] info:  Initializing new shared memory object.
[17:15:27.331] info:  Shared memory: [SharedDataHeap_data_1_a3de04a2-ac39-4181-989d-0a6b1788038e] created and initialized successfully!
[17:15:28.064] info:  Launching server with GUID a3de04a2-ac39-4181-989d-0a6b1788038e
[17:15:28.144] info:  Sending SYN command, waiting for ACK from server...
[17:15:28.729] info:  Ack received! Handshake completed! Telling server to continue waiting for commands...
[17:15:28.729] info:  Server crash recovery enabled
[17:15:28.819] info:  Creating a NON thread-safe D3D9 device.
[17:15:28.819] debug: Creating Device...
[17:15:28.819] debug: ...server-side D3D9 device creation command sent...
[17:15:28.819] debug: ...waiting for create device ack response from server...
[17:15:31.025] debug: ...create device response received from server...
[17:15:31.025] debug: ...server-side D3D9 device successfully created...
[17:15:31.025] debug: ...Device successfully created!

The game specific log will be named gamename_d3d9.log
info:  Game: StarWarsG.exe
info:  DXVK_Remix: v1.9.3
info:  	positions
info:  	indices
info:  	texcoords
info:  	geometrydescriptor
info:  	positions
info:  	indices
info:  	geometrydescriptor
info:  Built-in extension providers:
info:    Win32 WSI
info:    OpenVR
info:    OpenXR
info:  OpenVR: could not open registry key, status 2
info:  OpenVR: Failed to locate module
info:  Enabled instance extensions:
info:    VK_KHR_get_physical_device_properties2
info:    VK_KHR_get_surface_capabilities2
info:    VK_KHR_surface
info:    VK_KHR_win32_surface
info:  Enabled Layer Names:
info:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce RTX 3090:
info:    Driver: 531.41.0
info:    Vulkan: 1.3.236
info:    Memory Heap[0]:
info:      Size: 24340 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x1
info:      Memory Type[4]: Property Flags = 0x7
info:    Memory Heap[1]:
info:      Size: 65484 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[2]: Property Flags = 0x6
info:      Memory Type[3]: Property Flags = 0xe
info:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce RTX 3060:
info:    Driver: 531.41.0
info:    Vulkan: 1.3.236
info:    Memory Heap[0]:
info:      Size: 12129 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x1
info:      Memory Type[4]: Property Flags = 0x7
info:    Memory Heap[1]:
info:      Size: 65484 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[2]: Property Flags = 0x6
info:      Memory Type[3]: Property Flags = 0xe
info:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce RTX 3090:
info:    Driver: 531.41.0
info:    Vulkan: 1.3.236
info:    Memory Heap[0]:
info:      Size: 24340 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x1
info:      Memory Type[4]: Property Flags = 0x7
info:    Memory Heap[1]:
info:      Size: 65484 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[2]: Property Flags = 0x6
info:      Memory Type[3]: Property Flags = 0xe
info:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce RTX 3090:
info:    Driver: 531.41.0
info:    Vulkan: 1.3.236
info:    Memory Heap[0]:
info:      Size: 24340 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x1
info:      Memory Type[4]: Property Flags = 0x7
info:    Memory Heap[1]:
info:      Size: 65484 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[2]: Property Flags = 0x6
info:      Memory Type[3]: Property Flags = 0xe
info:  Process set as DPI aware
info:  Detected GPU device ID is 0x2204, vendor ID is 0x10de
info:  Device properties:
info:    Device name:     : NVIDIA GeForce RTX 3090
info:    Driver version   : 531.41.0
info:  Enabled device extensions:
info:    VK_EXT_4444_formats
info:    VK_EXT_conservative_rasterization
info:    VK_EXT_custom_border_color
info:    VK_EXT_depth_clip_enable
info:    VK_EXT_extended_dynamic_state
info:    VK_EXT_full_screen_exclusive
info:    VK_EXT_memory_priority
info:    VK_EXT_opacity_micromap
info:    VK_EXT_robustness2
info:    VK_EXT_shader_demote_to_helper_invocation
info:    VK_EXT_shader_viewport_index_layer
info:    VK_EXT_transform_feedback
info:    VK_EXT_vertex_attribute_divisor
info:    VK_KHR_acceleration_structure
info:    VK_KHR_buffer_device_address
info:    VK_KHR_create_renderpass2
info:    VK_KHR_deferred_host_operations
info:    VK_KHR_depth_stencil_resolve
info:    VK_KHR_draw_indirect_count
info:    VK_KHR_driver_properties
info:    VK_KHR_image_format_list
info:    VK_KHR_pipeline_library
info:    VK_KHR_push_descriptor
info:    VK_KHR_ray_query
info:    VK_KHR_ray_tracing_pipeline
info:    VK_KHR_sampler_mirror_clamp_to_edge
info:    VK_KHR_shader_float16_int8
info:    VK_KHR_shader_float_controls
info:    VK_KHR_swapchain
info:    VK_KHR_synchronization2
info:    VK_NVX_binary_import
info:    VK_NVX_image_view_handle
info:    VK_NV_low_latency
info:    VK_NV_ray_tracing_invocation_reorder
info:  Device features:
info:    robustBufferAccess                     : 1
info:    fullDrawIndexUint32                    : 1
info:    imageCubeArray                         : 1
info:    independentBlend                       : 1
info:    geometryShader                         : 1
info:    tessellationShader                     : 0
info:    sampleRateShading                      : 1
info:    dualSrcBlend                           : 0
info:    logicOp                                : 0
info:    multiDrawIndirect                      : 0
info:    drawIndirectFirstInstance              : 0
info:    depthClamp                             : 1
info:    depthBiasClamp                         : 1
info:    fillModeNonSolid                       : 1
info:    depthBounds                            : 1
info:    multiViewport                          : 1
info:    samplerAnisotropy                      : 1
info:    textureCompressionBC                   : 1
info:    occlusionQueryPrecise                  : 1
info:    pipelineStatisticsQuery                : 1
info:    vertexPipelineStoresAndAtomics         : 1
info:    fragmentStoresAndAtomics               : 0
info:    shaderImageGatherExtended              : 0
info:    shaderStorageImageExtendedFormats      : 0
info:    shaderStorageImageReadWithoutFormat    : 0
info:    shaderStorageImageWriteWithoutFormat   : 1
info:    shaderClipDistance                     : 1
info:    shaderCullDistance                     : 1
info:    shaderFloat64                          : 0
info:    shaderInt64                            : 0
info:    variableMultisampleRate                : 0
info:    hostQueryReset                         : 1
info:  VK_EXT_4444_formats
info:    formatA4R4G4B4                         : 1
info:    formatA4B4G4R4                         : 1
info:  VK_EXT_custom_border_color
info:    customBorderColors                     : 1
info:    customBorderColorWithoutFormat         : 1
info:  VK_EXT_depth_clip_enable
info:    depthClipEnable                        : 1
info:  VK_EXT_extended_dynamic_state
info:    extendedDynamicState                   : 1
info:  VK_EXT_memory_priority
info:    memoryPriority                         : 1
info:  VK_EXT_robustness2
info:    robustBufferAccess2                    : 1
info:    robustImageAccess2                     : 0
info:    nullDescriptor                         : 1
info:  VK_EXT_shader_demote_to_helper_invocation
info:    shaderDemoteToHelperInvocation         : 1
info:  VK_EXT_transform_feedback
info:    transformFeedback                      : 1
info:    geometryStreams                        : 0
info:  VK_EXT_vertex_attribute_divisor
info:    vertexAttributeInstanceRateDivisor     : 1
info:    vertexAttributeInstanceRateZeroDivisor : 1
info:  VK_KHR_buffer_device_address
info:    bufferDeviceAddress                    : 1
info:  Queue families:
info:    Graphics : 0
info:    Transfer : 1
info:    Async Compute : 2
info:  DXVK: Read 0 valid state cache entries
info:  DXVK: Using 22 compiler threads
info:  [GameCapturer] DXVK_RTX_CAPTURE_ENABLE_ON_FRAME:
warn:  [GameCapturer] LSS USD Plugins failed to load.
warn:  Cannot find rtx-remix\mods\ under current directory: G:\SteamLibrary\steamapps\common\Star Wars Empire at War\GameData
info:  Automatic Graphics Preset in use (Set rtx.graphicsPreset to something other than Auto use a non-automatic preset)
info:  NVIDIA Ampere architecture detected, setting default graphics settings to High
info:  Automatic Raytrace Mode Preset in use (Set rtx.raytraceModePreset to something other than Auto use a non-automatic preset)
info:  NVIDIA architecture detected, setting default raytrace modes to Trace Ray (GBuffer/Indirect Integrate) and Ray Query (Direct Integrate)
info:  [RTX info] Opacity Micromap: supported
info:  [RTX info] Shader Execution Reordering: not supported
info:  [RTX info] Shader Execution Reordering: disabled
info:  CPU supports SIMD: AVX2
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              3840
info:      - Height:             2160
info:      - Format:             D3D9Format::A8R8G8B8
info:      - Auto Depth Stencil: true
info:                  ^ Format: D3D9Format::D24S8
info:      - Windowed:           false
info:  Presenter: Actual swap chain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
info:    Buffer size:  3858x2178
info:    Image count:  2
info:    Exclusive FS: 2
info:  Setting display mode: 3840x2160@60
info:  No winproc detected, initiating bridge message channel for:<PHONE_NUMBER>070A36
info:  No winproc detected, initiating bridge message channel for:<PHONE_NUMBER>070A36
warn:  DxsoCompiler::processInstruction: unhandled opcode: TexM3x2Depth
warn:  Message channel UWM_REMIX_BRIDGE_REGISTER_THREADPROC_MSG handshake timeout. Retrying...
warn:  Message channel UWM_REMIX_BRIDGE_REGISTER_THREADPROC_MSG handshake timeout. Retrying...
info:  Message channel UWM_REMIX_BRIDGE_REGISTER_THREADPROC_MSG established.

To Reproduce
Install 0.1.1 and start the game
Expected behavior
It should start the Game

Hello! Will you please test this on the latest release and let us know if the issue persists? Thank you!


Encoder tests fail due to missing directory

There is no tests/invalid-encoder directory anymore in this repository and using toml-test with the -encoder option therefore fails. A quick workaround is to create the directory tests/invalid-encoder after checking out toml-test locally or in a CI workflow.
Having a simple invalid encoder test like a top-level array or just an empty file like .gitkeep might be useful to preserve the directory.

The directory not existing shouldn't be an error: https://github.com/BurntSushi/toml-test/blob/master/runner.go#L193-L197
Can you tell me which version you're using? And if you compiled it yourself, with which Go version?

Ah, I see now it only fails if you use -testdir; I just committed a fix.

Thanks for the quick fix. I was indeed using -testdir to run toml-test inside a meson build.

You don't really need to specify the -testdir flag, since the toml-test binary embeds the tests in the binary itself, and will use those if the flag is omitted. The binary itself should be the only thing you need unless you want to add new tests yourself.
As an side, looking at your PR over here, would it be helpful for you if a toml-test -ls command was added? Not sure why you loop over all the tests like this, but having to copy a list of files like that isn't too great.

The loop is only necessary because I just upgraded toml-test and found a couple of tests are not working due to a format change in the JSON representation, I think I forked toml-test in late 2019/early 2020 when the repo was stale (many thanks for taking over the maintenance!). Once I adjust my JSON serializer and deserializer I can probably remove them and let toml-test handle the tests again, but at the moment it's easier to have them individually in meson to go through all the broken ones case by case.


Fix: Add code spell

What ❔
I discovered 24 typos in a total of 22 files. Then I merged them together.
Why ❔
The code quality is exceptionally high, so sincerely hope my PR can help make this repository more standardized.
Checklist

[ ] PR title corresponds to the body of PR (we generate changelog entries from PRs).
[ ] Tests for the changes have been added / updated.
[ ] Documentation comments have been added / updated.
[ ] Code has been formatted via zk fmt and zk lint.
[ ] Spellcheck has been run via zk spellcheck.
[ ] Linkcheck has been run via zk linkcheck.

Thanks for the contribution. Unfortunately we don't accept PRs that are pure typo corrections but I can see that you used codespell to go through our codebase. We would accept your PR if you could integrate it into our CI by adding it to zk spellcheck here (along with cspell and cargo spellcheck that are already there).

Hello. As @itegulov said, we're currently not accepting typo fix PRs.

Hello. As @itegulov said, we're currently not accepting typo fix PRs.

Hey sir, as @itegulov said, I will  integrate codespell into  CI. So please don't just closed it, I will do it.

@miles-six We already have both spellcheck and integrated in CI (you can check the GitHub action workflows), so the right course of action would be to introduce changes to the spellcheck dictionary. However, we're currently experiencing an influx of low effort contributions, so right now we are only considering functional contributions.
Typos are obviously bad and deserve fixing, but right now the ratio of external contributions is significantly skewed towards non-functional changes. At the same time, each PR requires support from developers that could've been applied to develop new features.
Hope for your understanding and thanks for the contribution anyway.

@miles-six You can find the relevant CI workflows, check which tools are being used, and track the configuration for these tools.
That said, the likelihood of a PR that only introduces changes to the dictionary file getting merged is still extremely low, so, if you want to contribute, it's better to focus on introducing functional changes to the code. Just be sure to check the contributing guide first to avoid doing work that won't be merged afterwise.


Introduce Experimental Metrics (#2435)

This commit introduces a series of metrics that are only recorded when
OLM is built with the experimental_metrics build tag.
The metrics introduced in this commit includes namespace/name
information of the request being reconciled by a series of controllers.
These experimental metrics are enabled by default in the e2e-local
target defined in the project's Makefile.
Signed-off-by: Alexander Greene<EMAIL_ADDRESS>Upstream-repository: operator-lifecycle-manager
Upstream-commit: a07e3cc4d435fae6175e73bfa0b21e951eb9d3db

/retest

/close due to lack of activity

/close


App Crashes when Changing Selected Image

Is your feature request related to a problem? Please describe.
When you deselect a selected image and select another without confirming the new image by tapping it the app crashes
e.g. Image is selected, you deselect the image and select another, tap done, app crashes
YPImagePicker/YPLibraryVC.swift:531: Fatal error: Unexpectedly found nil while unwrapping an Optional value
Describe the solution you'd like
safely unwrap variables
Additional context
https://github.com/Yummypets/YPImagePicker/blob/beed49d4ac6f2a8fe260d461992b365c5e9eaf4f/Source/Pages/Gallery/YPLibraryVC.swift#L531

I am getting the same error but slightly different steps to reproduce.
1.) Open picker and observe that the first image in the library is highlighted and seems selected.
2.) Without clicking any other photo press "Done" in the top right
3.) App Crashes with the error above and "selectedAssets" has 0 values upon breakpoint inspection


[Cleanup] Remove encoder_out/encoder_padding_mask from decoder stuff: 10.5/N

[ Note this will be rebased onto main after https://github.com/facebookresearch/metaseq/pull/370 is merged ]
As title suggests, removing encoder_out and encoder_padding_mask args from decoder methods / classes.

Ported into https://github.com/facebookresearch/metaseq/pull/381


UL list bullets misaligned using fromHTML

"forHTML" renders bullet points missaligned if on more than one line.
Steps to reproduce
http://output.jsbin.com/jomufih
What I saw

Issue with ordered list also when li tag has strong element inside.
For Eg: http://jsbin.com/mivumudoto/edit?html,js,output
Command Module with a cabin for the three astronauts which was the only part which landed back on EarthService Module which supported the Command Module with propulsion, electrical power, oxygen and waterLunar Module for landing on the Moon.

Any progress on this? I'm facing the same issue.

We are closing this issue, because we will not support any longer fromHTML and addHTML.
Explaination:
We are working on a new html2pdf plugin, which will be based on html2canvas and our context2d plugin. This should lead to more reliable results for your projects. And it will give us the time to focus on the core functionality of pdf-generation because we will not use our energy for writing/supporting/extending 2 html plugins. If you still want to use addHTML or fromHTML you can still use jsPDF 1.4.1.
Best Regards

doc.text('\u2022' + '        ' + skill.Skill + '      ' + skill.Rating, 10, lineNumbers);

doc.text('\u2022' + '        ' + your text here);
try this, it is working as expected.


pbkdf2 support is failing

Best regards.
I think pbkdf2 support is failing.
Use this library to generate the password:
https://github.com/dlitz/python-pbkdf2
On the other hand probe with plain and sha256 and worked perfectly.

Fixed in 2.1.0-beta.2 release. PR: https://github.com/emqtt/emq-auth-mysql/pull/32

Hi @emqplus,
The files affected by the commits in PR: emqtt/emq-auth-mysql#32 seem to be related only to the emq-auth-mysql plugin. This issue is related to the emq-auth-pgsql, are you sure that pbkdf2 is fixed for pgsql?
Thanks.

Hello,
I have been trying the pbkdf2 support and when it is activate the emq_auth_pgsql plugin is not loaded.
Environment: Ubuntu 16.04
Version: 2.1.0 (development latest)
Configuration file:
...
## auth.pgsql.password_hash = sha256 salt ## this works
auth.mysql.password_hash = pbkdf2 sha256 1000 20
...

crash.log
2017-04-12 09:15:03 =CRASH REPORT====
  crasher:
    initial call: application_master:init/4
    pid: <0.1140.0>
    registered_name: []
    exception exit: {{bad_return,{{emq_auth_pgsql_app,start,[normal,[]]},{'EXIT',{{badmatch,undefined},[{emq_auth_pgsql_app,'-start/2-fun-0-',1,[{file,"src/emq_auth_pgsql_app.erl"},{line,36}]},{emq_auth_pgsql_app,start,2,[{file,"src/emq_auth_pgsql_app.erl"},{line,34}]},{application_master,start_it_old,4,[{file,"application_master.erl"},{line,273}]}]}}}},[{application_master,init,4,[{file,"application_master.erl"},{line,134}]},{proc_lib,init_p_do_apply,3,[{file,"proc_lib.erl"},{line,247}]}]}
    ancestors: [<0.1139.0>]
    messages: [{'EXIT',<0.1141.0>,normal}]
    links: [<0.1139.0>,<0.863.0>]
    dictionary: []
    trap_exit: true
    status: running
    heap_size: 610
    stack_size: 27
    reductions: 127
  neighbours:

erlang.log.1
=====
===== LOGGING STARTED Wed Apr 12 09:15:01 UTC 2017
=====
Exec: /opt/emqttd/erts-8.1/bin/erlexec -boot /opt/emqttd/releases/2.1.0/emqttd -mode embedded -boot_var ERTS_LIB_DIR /opt/emqttd/erts-8.1/../lib -mnesia dir<EMAIL_ADDRESS>-config /opt/emqttd/data/configs/app.2<IP_ADDRESS>.15.01.config -args_file /opt/emqttd/data/configs/vm.2<IP_ADDRESS>.15.01.args -vm_args /opt/emqttd/data/configs/vm.2<IP_ADDRESS>.15.01.args -- console^M
Root: /opt/emqttd^M
/opt/emqttd^M
^M
=INFO REPORT==== 12-Apr-2017::09:15:03 ===^M
    alarm_handler: {set,{system_memory_high_watermark,[]}}^M
starting emqttd on node<EMAIL_ADDRESS>emqttd ctl is starting...[ok]^M
emqttd hook is starting...[ok]^M
emqttd router is starting...[ok]^M
emqttd pubsub is starting...[ok]^M
emqttd stats is starting...[ok]^M
emqttd metrics is starting...[ok]^M
emqttd pooler is starting...[ok]^M
emqttd trace is starting...[ok]^M
emqttd client manager is starting...[ok]^M
emqttd session manager is starting...[ok]^M
emqttd session supervisor is starting...[ok]^M
emqttd wsclient supervisor is starting...[ok]^M
emqttd broker is starting...[ok]^M
emqttd alarm is starting...[ok]^M
emqttd mod supervisor is starting...[ok]^M
emqttd bridge supervisor is starting...[ok]^M
emqttd access control is starting...[ok]^M
emqttd system monitor is starting...[ok]^M
Load emq_mod_presence module successfully.^M
Load emq_mod_subscription module successfully.^M
dashboard:https listen on <IP_ADDRESS>:18084 with 2 acceptors.^M
09:15:03.543 [error] CRASH REPORT Process <0.1140.0> with 0 neighbours exited with reason: no match of right hand value undefined in emq_auth_pgsql_app:'-start/2-fun-0-'/1 line 36 in application_master:init/4 line 134^M^M
mqtt:ssl listen on <IP_ADDRESS>:8883 with 4 acceptors.^M
emqttd 2.1.0 is running now^M
09:15:03.549 [error] load plugin emq_auth_pgsql error, cannot start app emq_auth_pgsql for {bad_return,{{emq_auth_pgsql_app,start,[normal,[]]},{'EXIT',{{badmatch,undefined},[{emq_auth_pgsql_app,'-start/2-fun-0-',1,[{file,"src/emq_auth_pgsql_app.erl"},{line,36}]},{emq_auth_pgsql_app,start,2,[{file,"src/emq_auth_pgsql_app.erl"},{line,34}]},{application_master,start_it_old,4,[{file,"application_master.erl"},{line,273}]}]}}}}^M^M
Eshell V8.1  (abort with ^G)^M
(emqttd@<IP_ADDRESS>)1>

Is there any other configuration that I should change when using auth.mysql.password_hash = pbkdf2 sha256 1000 20 instead of auth.pgsql.password_hash = sha256 salt ?
Best regards,

@vpelaez Please check your configuration file, the error suggested that you did not configure auth.mysql.password_hash

Oops, stupid mistake from my side. I'm sorry for the inconvenience.
It's now working, thanks for the quick answer @turtleDeng
Best regards,


Add a landing page for the root endpoint

I'm thinking it should contain the following:

Links to:

GitHub repo
Swagger docs
Redoc docs

An input field where you can convert from a link into markdown with preview. For example if I input https://youtu.be/dQw4w9WgXcQ or  https://www.youtube.com/watch?v=dQw4w9WgXcQ, the output should be [![](https://markdown-videos.deta.dev/youtube/dQw4w9WgXcQ)](https://youtu.be/dQw4w9WgXcQ) with a preview

This is a great starting point: https://video-to-markdown.marcomontalbano.com/

Id' like to implement this with Svelte.
Since FastAPI is based on Flask, one of these guides should work with minor tweaks: https://www.reddit.com/r/flask/comments/oggis3/sveltejs_with_flask_backend/

Teaser:


Refactor (bazed-svelte): Use npm workspaces

chore: start utilizing npm workspaces

Thank you @elkowar!


ion-item-sliding programatic open method

Feature Request
Ionic version:
[x] 4.x
Describe the Feature Request

ion-item-sliding currently has no way of opening programatically. The components methods include close, but there's no open.
That's usually fine for mobile, but when rendering on desktop, it's not natural to click and drag, so it's really often that a programatic way to open it is required.
I've seen a ton of work arounds trying to mimic the internal behavior, but this should probably be an api method that exists on the component. Even if there's no animation it literally just translates the item to the right position.
Describe Preferred Solution

Offer a open method on the slide item
Describe Alternatives

Trying to manually mimic the behavior, which is different for each ionic version, and doesn't seem to be possible in Ionic 4

@brandyscarney : I would like to pick this up if this is beginner friendly.
How should I go about tackling this?
I am planning to add open() method in this file :
https://github.com/ionic-team/ionic/blob/master/core/src/components/item-sliding/item-sliding.tsx
Not sure about implementation though.

Yep, I would like to work on this and submit a pull request.

I need this to migrate from Ionic 3 to Ionic 4.
In v3 i used something like this to open it:
const swipeAmount = 100;
itemSliding.startSliding(swipeAmount);
itemSliding.moveSliding(swipeAmount);
itemSliding.setElementClass('active-options-right', true);
itemSliding.setElementClass('active-swipe-right', true);
item.setElementStyle('transition', null);
item.setElementStyle('transform', 'translate3d(-' + swipeAmount + '%, 0px, 0px)');

@brandyscarney : Should I make changes to list.tsx as well to open all closed sliding items?

@brandyscarney : Thanks for the prompt response.
I saw in the folder test/preview/index.html, there was a closeOpened() method in list, that was calling item-sliding's method.
Should I create a separate test for open() in basic or standalone?

The open method will likely need to close open sliding items when it gets called.

This open method should behave like a toggle?

@shreeshbhat Yeah if you could add a test for the open method, either test works. We have interactive tests that check that the dragging of item sliding opens it: https://github.com/ionic-team/ionic/blob/master/core/src/components/item-sliding/test/interactive/e2e.ts

This open method should behave like a toggle?

I would think the method would work the same as the drag without the need to drag. If you try to drag open an item sliding while one is open, you'll see the open one gets closed. Like the following:

I guess it's up for discussion based on how it's planning to be used. Alternatively, we could just require that you call close before opening one if that's the desired behavior. cc @liamdebeasi

Yeah what @brandyscarney said sounds good.
Regarding the open method: I would expect it to behave the same way as if I were to slide an item open manually. So I think the open method by default should automatically close the open sliding items. To me it would seem weird for the manual behavior to close other items but not the programatic one. Thoughts?

@brandyscarney : Ah you mean close other open items.
That makes sense. I was not aware of this behavior.
Also, screenshot helped in visualizing.
@liamdebeasi : yes, I do agree programmatic behavior should stick with swiping behavior for accessibility & consistent design reasons.
Yep, will make this change and test it out today.

Hi there,
This issue has been resolved via https://github.com/ionic-team/ionic/pull/17964 and will be in the next release of Ionic.
Thanks!

Hi there,
This issue has been resolved via https://github.com/ionic-team/ionic/pull/17964 and will be in the next release of Ionic.
Thanks!


Use fake clock for faster unit tests

Changes
Some unit tests of retry logic are slow because they sleep for a second or two. This PR changes ApiClient to accept a Clock which supplies the time for retries and waiting. In unit tests, we use a fake clock that doesn't tick until sleep() is called, and then ticks by the amount provided.
Tests
Existing unit tests.

[ ] make test run locally
[ ] make fmt applied
[ ] relevant integration tests applied

Codecov Report
Attention: 2 lines in your changes are missing coverage. Please review.

Comparison is base (a57b7e0) 57.78% compared to head (510a673) 57.80%.

Files
Patch %
Lines

databricks/sdk/clock.py
85.71%
2 Missing :warning:

Additional details and impacted files
@@            Coverage Diff             @@
##             main     #533      +/-   ##
==========================================
+ Coverage   57.78%   57.80%   +0.02%
==========================================
  Files          43       44       +1
  Lines       27614    27634      +20
==========================================
+ Hits        15957    15975      +18
- Misses      11657    11659       +2

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.


Update action to Node 20

Node 16 has reached its end of life, prompting us to initiate its deprecation process for GitHub Actions. Our plan is to transition all actions to run on Node 20 by Spring 2024. We will actively monitor the migration's progress and gather community feedback before finalizing the transition date. Starting October 23rd, workflows containing actions running on Node 16 will display a warning to alert users about the upcoming migration.

For Actions maintainers
Modify your actions to run on Node 20 instead of Node 16. For guidance, refer to the Actions configuration settings.
https://github.blog/changelog/2023-09-22-github-actions-transitioning-from-node-16-to-node-20/

Fixed in version 2.0, thanks! 🙂


Trusted Connector Attestation

Hello,
This is not an issue but more of a question.  Please let me know if there is a better channel to post my question.
I have read the trusted connector and trust|me documentation and trying to understand the limitation of Remote Attestation within the contest of a trusted connector implemented using trust|me.
Base System Attestation
As I understand it, remote attestation allows a trusted connector to verify the software stack of another trusted connector.

How far up the software stack does this attestation go.  Specifically, if we were using trust|me does this verification simply ensure that we are running the base system of trust|me?

Part of the secure boot feature of trust|me is a step that ensures the boot loader software was signed by a Software CA.  What if the trusted connector I'm trying to verify has an invalid certificate in their UEFI signature DB.  Can remote attestation help with this in any way?

Custom Container (Guess OS) Signature Validation

By verifying that a proper base system is running you can be confident that only signed software will be deployed inside the custom containers.  However this is only guaranteed if the certificate store of the base system contains only valid software signing certificates.  How does one connector ensure that the certificate store of the other connector is valid? Does remote attestation check the certificate store as well?

The base system verifies the signature of GuesOS's in the custom containers.  However does it also verify the applications running on the GuestOS.  Is verifying the GuesOS only good enough?

Thank you for your time

Thank you for your question. Especially thank you for preparing your question and reading the available documentation. I will try to answer as best as I can:

At the moment, this is pretty much the case. However, we plan to extend the concept to measure all of the components. The idea is to have a compositional attestation where all artefacts can be attested.
I will forward that question. I believe this might be an issue since if the root of trust is invalid, the PCR values that are written are probably invalid too.
This needs to part of the attestation as well, correct.
These are not really guest OSs as in VMs. And the idea is to have the full container image attested. But you are right: If you have dynamic module loading capabilities, you can create a problem there.

Thank you for your previous response, it clarified a few things.  As I am digging deeper into the trusted connector, I have a few follow up questions:

The trusted connector Admin interface provides APIs for installing and deleting certificates.  I wonder if this API can be used malicously by a data consumer.  It would go something like this:
i) Provider verifies that consumer installed certificates are valid and therefore consumer bust only be able to install valid software.
ii) Provider sends data to consumer
iii) After the data is sent the consumer adds new certificates to be able to install untrusted software to process the data.  He should be able to do this since the remote attestation step has already completed.
can you please clarify whether this scenario is possible and if not why? if so, what are some workarounds?

Hi,
Please keep in mind we currently have a demo configuration where we try to make things easy. The interface for certificate configuration would not work if you were using a TPM since the certificates are generated for public keys where the matching private key is stored in a hardware trust anchor. The certificates used for software verification as a root of trust would be provisioned into UEFI. Both would need to be reset which requires a reboot.  You need to take care of all the layers. You are right trustme uses this provisioning mode and makes sure it cannot be reenabled without losing all data.
And these are the features you lose when using docker. We use a tpmsim for Demo purposes. And we did rewire it to a real TPM for some deployment scenarios (for showing that it works). But you need to take the whole system into account to make this useful (e.g, disabling the means to rewire the TPM).

Thanks for the clarification


Check whether response.image in callback is non-null befure using

I ran into the following error when trying to use OAuth with Google:
TypeError: Cannot read property 'url' of undefined
at mapProfile (/var/task/node_modules/serverless-authentication-google/lib/index.js:62:28)
at Request._callback (/var/task/node_modules/serverless-authentication/lib/provider.js:115:46)
at Request.self.callback (/var/task/node_modules/serverless-authentication/node_modules/request/request.js:200:22)
at emitTwo (events.js:87:13) at Request.emit (events.js:172:7)
at Request.<anonymous> (/var/task/node_modules/serverless-authentication/node_modules/request/request.js:1067:10)
at emitOne (events.js:82:20) at Request.emit (events.js:169:7)
at IncomingMessage.<anonymous> (/var/task/node_modules/serverless-authentication/node_modules/request/request.js:988:12)
at emitNone (events.js:72:20)

Looking at the code this is caused by response.image being undefined in the callback from Google and then the callback function trying to read the url of that undefined image. This pullrequest adds a check to verify the image is not undefined before trying to access the URL.

Nice fix, thanks.


Treat Notifications Window as Normal "Pane"

The other day, I had the darndest time trying to find a notification I missed. As a person who is more "word based" than "picture based," I just glossed over the notification icon at the bottom right as something that would have "history" and spent a while looking in the View menu for a "Notifications Window." Finally asked someone on the internet and they pointed out the obvious.
However, my proposal here is, why is the Notifications Window "special"? Why can't I use it like any other window? In particular, I am thinking about scenarios where I get an error as a notification and need to do a lot of navigation through code, the IDE, etc, to rectify it. Would be nice if I could just add it as a tab like "Problems." I also don't know why it isn't just another "View" in terms of navigation of the IDE.
For all I know, you can do this and I am just bad at finding features (as evidenced by the first graph). However, I don't think so and when I asked around, i didn't get any answers.

//cc @isidorn @misolori @devinvalenciano


Add the option to change the middleware group.

I add this config option to change the middleware group.
I found it useful if I don't need the sessions / cookies on my website except for the wink admin part. On this way I can create a new middleware group and use that for wink.

Makes sense, thanks :)


Clean up naming schemes

Right now, there's tables, lines, sections and cells. And that's a little confusing. I need to think of some better names.

Sorry, I messed with the code before I saw this. Anyway I cleaned it up.

I think we should redo it in React or Vue or Svelte or Remix though

I saw that - thanks! I more mean the variable names and id names. They're a little unorganised right now.

I think we should redo it in React or Vue or Svelte or Remix though

Vue if we use a framework

A framework will make it a lot easier to do the interactivity though. I would actually like to try Svelte but Vue is fine too.

By the way you could do some simple styling if you want to just add in a build workflow with Tailwind (or use the Play CDN for now), and it'll make it easy to style, and you can add in some quick classes to make it look a little better (if you want)

A framework will make it a lot easier to do the interactivity though. I would actually like to try Svelte but Vue is fine too.

Of course - frameworks exist to make doing things easier. I more mean just while I solidify the concept - once I add something rudimentary to generate an explanation, moving to a framework will be fine.
What's the difference between svelte and Vue?

By the way you could do some simple styling if you want to just add in a build workflow with Tailwind (or use the Play CDN for now), and it'll make it easy to style, and you can add in some quick classes to make it look a little better (if you want)
https://tailwindcss.com/docs/installation/play-cdn

I'll look into that when I get the chance.

By the way you could do some simple styling if you want to just add in a build workflow with Tailwind (or use the Play CDN for now), and it'll make it easy to style, and you can add in some quick classes to make it look a little better (if you want)
https://tailwindcss.com/docs/installation/play-cdn

I'll look into that when I get the chance

https://softwarehut.com/blog/tech/svelte-vs-vue

https://softwarehut.com/blog/tech/svelte-vs-vue
Svelte is a lot faster as far as performance, and it has an interesting syntax and stuff. I've used it a little and it's pretty cool
But if you like Vue then fine

If svelte is faster we can use that. I only suggested Vue because we've used it before. But that's open to change.

Apparently sortablejs doesn't have a svelte framework library. It does have a Vue one though.

That's fine

Oh cool. We'll use svelte then


Senior Automation Engineer with dev background/experience

Senior Automation Engineer with dev background/experience
Hourly rate to 110 NZD ph
Please send CV to<EMAIL_ADDRESS>to apply
Location:
Wellington
Mandatory Skillset/Experience:
• Bachelor’s degree in Computer Science.
• Deep understanding of both Java and JavaScript programming languages
• Can demonstrate leadership of automation initiatives
• Experience in developing automation frameworks based on Java
• Experience of using Java to test SOAP and REST services
• Good understanding of behaviour driven development
• Excellent written and verbal communication skills
• 6+ years’ experience testing or validating Telecommunications, Utility or Banking grade technologies
• 3+ years of experience in the role of Senior Automation Engineer
• Experience with a wide variety of Automation tools & technologies with a key focus on open source
Highly Desired:
• Highly desirable to have a telecommunications experience
Program/s:
Some of our key tooling:
• Jakarta Server Pages (JSP)
• MongoDB
• Apache Tomcat
• Jenkins
High-Level Role Overview:
The key responsibilities of an Snr Automation Engineer are, but not limited to:
• Plan and organise automation and performance activities across assigned projects.
• Provide mentor/leadership and support other team members in their development
• Delivery of robust, maintainable and stable automation services against defined business Requirements and Designs.
• Implement, manage and support automation and performance frameworks.
• Promote automation and performance solutions to Delivery Programmes and Platform teams.
• Identify opportunities and look to introduce these as process improvements.
• Demonstrate continuous improvement of test disciplines.
• Engage in requirements review, grooming and clarifications.
• Promote an escalation path for Automation and Performance related issues through to Programme Manager level and act as the escalation point at a programme / project level.
• When managing risk with any key relationship, display the level of professionalism and personal integrity required to represent the standards of Chorus.
• Accumulate domain specific knowledge and become a domain expert and provide technical support for the correct use of tools, equipment & environments.
• Identify and raise key risks or issues, define mitigating actions, and actively engage across the Project or Business to track the risk or issue through to its resolution. Provide a point of escalation for both Key Internal and External Relationships.
• High level Automation and Performance delivery timelines / delivery management.
• High level test environment and test data requirements; and
Define, develop, and deliver processes and systems to ensure a consistent and good level of service that meets customers’ expectations related to Automation and Performance

Thanks for sharing. Cheers.


Allows themes to modify which pages will load infinite scroll

I added a simple WordPress hook so themes can easily customize where to run the infinite scroll script.
For example, on a site I run there is a page that loads posts that I want to run infinite scroll on, but where by default the plugin does not load. To load the script using this commit I can add this to my theme's functions.php:
function my_load_infinite_scroll( $load_infinite_scroll ) {
	if( is_page('news') )
		return true;
	return $load_infinite_scroll;
}
add_filter('load_infinite_scroll', 'my_load_infinite_scroll');

Paging @Beaver6813 for this one. Seems like a good idea, though! Is this easy to extend to archive, taxonomy, etc. views or is that complicating it too much?

No, its just as easy to use this filter with whatever you want to throw at it. You could easily filter based on any WordPress conditional tags, or even use custom logic.
A theme that uses this hook may have some unexpected behavior, since this hook essentially overrides the default criteria. For instance, the above example I gave the script will load on the 'news' page even if the scroller is turned off in the admin options. This is normal for WordPress hooks, but now that I look at it further, it may make sense to not load the hook when the script does not load due to a user option.

Definitely looks like a good idea though we might have to rework it slightly as I don't think we'd want it to override all the checks. The checks are made for the "admin/user/all" kind of thing and obviously what kind of page, we'll have to be careful so it doesn't load on download pages for example (though admittedly if its theme controlled then its up to the theme author to make sure their theme is compatible).
if (get_option('infscr_state') == 'disabled' || is_page() || is_single() || (get_option('infscr_state') == 'disabledforadmins' && $user_level >= 8) || (get_option('infscr_state') == 'enabledforadmins' && $user_level <= 8) || !have_posts())
    $load_infinite_scroll = false;

Also, latest version is over at
http://plugins.svn.wordpress.org/infinite-scroll/branches/Beta/
(RC2 release is: http://plugins.svn.wordpress.org/infinite-scroll/tags/2.0b.111218RC2/)
Its a major rework of the code to make it more modular and so we can improve the admin ui without loading unnecessary code. Your fix would still apply to the addInfiniteScroll() function in includes/infinite-scroll.class.php :)
@lukeshumard How do you think its best to keep the WP plugin going forwards? Should we keep this github for stable releases or in sync with beta/dev branches?

If you had the checks against theme options return false; before this hook executes things would definitely be more intuitive.

@samargulies I've added your fix to the beta branch, I split the checks into three to make it more logical:
http://plugins.trac.wordpress.org/changeset/488433/infinite-scroll/branches/Beta/includes/infinite-scroll.class.php
You can checkout the SVN over at http://plugins.svn.wordpress.org/infinite-scroll/branches/Beta/
Let me know what you think :)

Looks great. Thanks for the quick response!

@Beaver6813, maybe this is something we need to get @paulirish's opinion on as well, but I think we should keep it all here. It keeps all discussion, issues, etc central to one repo and not splitting it. Personally, I've never really looked at the WP SVN because everything I use is over here.

I'd like to know @paulirish's view on this as well, I prefer Github to develop on but as the plugin has developed its become more complex than just a single file with the infinite-scroll javascript included. This means it makes it more difficult to keep pushing updates to both repo's, and because of WP's repo integration with its plugin page on Wordpress, it makes more sense in my mind to commit over there.
jQuery UI for example uses jQuery and whilst they share the same developers etc, they don't share the same repo because it becomes less manageable. (In terms of support requests, changelogs/branch management). 99% of the support I have to give is over on the Wordpress forums and most of the time its not related to the core jquery plugin but how the Wordpress plugin handles settings/their themes etc. http://wordpress.org/tags/infinite-scroll?forum_id=10

@Beaver6813 I just tested out the Beta branch of the infinite scroll wordpress plugin svn and I have a few bugs to report. Where should I send them?

Eerm if you could log them on here: https://github.com/paulirish/infinite-scroll/issues for now that'd be awesome :)

Closing as pull request was done.. manually :)


want to add the code for the Two Sum Problem

Initiative (Required)
Hacktoberfest 2024 🎃
Additional Info
No response

@Kushal997-das  please assign it to me , I want to contribute in this


Demonstrate mapping parameters into variable template

This page mentions being able to pass parameters into the variable template, but the examples don't include that usage.  I think it would be very helpful to include examples which might demonstrate syntax, and perhaps suggest proper use-cases and caveats to watch out for.

Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

ID: e0faddf7-59db-3923-66c7-c720ce9833bf
Version Independent ID: e0faddf7-59db-3923-66c7-c720ce9833bf
Content: variables.template definition
Content Source: content/variables-template.md
Product: devops
Technology: devops-cicd
GitHub Login: @steved0x
Microsoft Alias: sdanie

@ronwarner You have probably seen these already:
https://docs.microsoft.com/en-us/azure/devops/pipelines/process/templates?view=azure-devops#variable-reuse
Let me see if I can get some better examples from our writer that owns variables and templates, and I'll get this page updated.
Thank you for the feedback!

#reassign juliakm

@ronwarner Here's a small example that's a bit simpler than the one in the docs. I've reviewed the variables article and I think that the current example should work for most scenarios. I'll add a link to the article from the schema page.
# File: package-release-with-params.yml
parameters:
- name: coffeetype
  type: string
  default: "decaf"

variables:
- name: makecoffee
  value: brewing ${{ parameters.coffeeType }}

# File: azure-pipelines.yml

variables:
  - template: package-release-with-params.yml # Template reference
    parameters:
      coffeetype: "drip"

pool:
  vmImage: 'ubuntu-latest'

stages:
- stage: A
  variables: # Stage variables
  - template: package-release-with-params.yml  # Template reference
    parameters:
      coffeetype: "espresso latte"
  jobs:
  - job: A
    steps:
    - bash: $(makecoffee) #output release command


Slides being initialized with min/max-width of 1px.

This is nearly a moot issue, as it has not been possible for me to reproduce on StackBlitz . . however there may be cases when using SolidStart that slides are initialized with a 1px width. Any window resize event will trigger a re-initialization so that the slider is then correctly rendered.
In the case where this occurred, the <Slider> is created within a component requiring authentication, that was wrapped in Suspense, and the slides themselves were loaded from a store via Context API.

I'm having similar issue (Safari mostly for some reason).
I'm using slider inside of a Modal, and images are 1pixel


[ic-loading-indicator] loading indicator does not display when slotted into Top Navigation

Summary of the bug
When trying to place a ic-loading-indicator into the navigation slot on ic-top-navigation, it is not visible:

It is in the dom, but seems the svg element seems to have 0 size:

From some investigation it seems that the code within the componentDidLoad is detecting that the outerElement has 0 width. Wrapping this code in a setTimeout appeared to make the element visible, but further investigation should be carried out as to whether this is the best approach - maybe it would be better to check for when the indicator is placed in a top navigation element
      if (this.el.closest("ic-top-navigation")) {
        setTimeout(() => {
          this.setCircleLineWidth();
          this.circularMeter = this.el.shadowRoot.querySelector(
            ".ic-loading-circular-svg circle:nth-child(2)"
          );
          this.updateCircularProgressMeter();
        }, 300);
      }
      else{

or investigate if there is some way to avoid the need for a setTimeout completely - possibly watching for some kind of content or attribute change.
Once this was solved there were still some issues with the colours used, which may be accessibility issues. However, it should be possible to define colours using the following tokens:
--inner-color (most likely set to --ic-theme-text)
--outer-color (set to ? )
Some additional padding may also be required to fix alignment.
🪜 How to reproduce
See the following : StackBlitz example
🧐 Expected behaviour
The loading indicator should be visible
Additional info
May want to check with design that this is valid use case of the loading indicator, but it seems pretty reasonable

Comment from design: We'd probably not support this, instead recommending the whole page be in a loading state (using Skeleton component) until all navigation items are available.  It would be a very unusual workflow for Top Navigation to contain a loading indicator.


CONTRIBUTION: How do you develop the plugin locally?

I wanted to debug what was happening in #70 for me locally but I couldn't figure out how to do that. It would be great if you could document how to develop locally in the CONTRIBUTING.md file.

Fork the repository on GitHub, then create a pull request: https://docs.github.com/en/get-started/quickstart/fork-a-repo

Fork the repository on GitHub, then create a pull request: docs.github.com/en/get-started/quickstart/fork-a-repo

I didn't mean the basics of GitHub and pull requests. I meant for example how to build it?
❯ npm run build

><EMAIL_ADDRESS>build
> cd ../../ && DIR=time-ruler npm run build

npm ERR! code ENOENT
npm ERR! syscall open
npm ERR! path /Users/yl/code/repositories/github.com/package.json
npm ERR! errno -2
npm ERR! enoent ENOENT: no such file or directory, open '/Users/yl/code/repositories/github.com/package.json'
npm ERR! enoent This is related to npm not being able to find a file.
npm ERR! enoent

npm ERR! A complete log of this run can be found in: /Users/yl/.npm/_logs/2023-10-25T20_09_52_561Z-debug-0.log

Ahhhh yes, sorry about that. It's in a monorepo, so all the packages are hosted there. Let me find what is used.

Plugin development is now possible locally, I unified the assets. Let me know if you have questions!


kaizen: prepare for release 1.1.0

Need a minor semver bump because we enhanced the API, allowing multiple *'s in shellstyle.

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 96.54%. Comparing base (78e2ec8) to head (9e4e2ed).

:exclamation: Your organization needs to install the Codecov GitHub app to enable full functionality.
Additional details and impacted files
@@           Coverage Diff           @@
##             main     #323   +/-   ##
=======================================
  Coverage   96.54%   96.54%
=======================================
  Files          18       18
  Lines        1735     1735
=======================================
  Hits         1675     1675
  Misses         35       35
  Partials       25       25

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.


Correcting environment parameter usage during registration

When using user/pass, environment is required when using Satellite,
but it is not permitted when using RHSM directly.

:guitar: :rotating_light: :rocket:


Add GH Actions pipeline

[x] add gh provider pipeline
[x] add testdemo webhook

Complete

Webhook creation curl command to PactFlow broker

https://github.com/pactflow/example-provider-golang/blob/d79911b22891a37f569148174c7a2c2dcf3c64bf/Makefile#L91-L101

GH workflow for webhook

https://github.com/pactflow/example-provider-golang/blob/master/.github/workflows/contract_requiring_verification_published.yml

Code to support PACT_URL payload from incoming webhook, otherwise use dynamic pact sources (via consumer version selectors)

https://github.com/pactflow/example-provider-golang/blob/d79911b22891a37f569148174c7a2c2dcf3c64bf/user_service_test.go#L41-L45


replace: "mtdowling/cron-expression" with "dragonmantank/cron-expression"

This may introduce breaking changes as "dragonmantank/cron-expression" fixes many issues with how the cron expression is processed(according to the README). For me, there are no issues, but I'm not doing anything fancy with it.
All current tests are green.

I would appreciate any comments for or against before merging the pr.
Thanks

I have no experience with writing tests, but that is something I am currently studying. For now, if you could write such a test, I would be most grateful. If not, I hope to have enough understanding within a week or so.

I have no experience with writing tests, but that is something I am currently studying. For now, if you could write such a test, I would be most grateful. If not, I hope to have enough understanding within a week or so.

Perfect opportunity to learn!

fix: only retrieve enabled entries, fixes #98

This looks good, but should in its own PR.

It shouldn't have been pushed here, I pushed it to my fork.


infinite scrolling on selected tags

I'd like to use infinite scrolling on selected tags. The scenario is, that there are a lot of selectable items in a multiple slelect2 (around 650 items). The user can put all of them into the ng-model variable by clicking a button. The problem is that after doing so rendering all the tags takes around half a minute. So I wonder if it is possible to use infinite scrolling on the shown tags as it can be used on selections?

Unfortunately this is not a feature request which we will be investigating further, due to the technical complexity and lack of support. This is theoretically possible in the new version of Select2 (4.0.0) by using a custom selection adapter, allowing you to customize how the selection is rendered so it can be done in a way that is more efficient. It is not something which we are planning to bring into the core of Select2.


Rename function names and variable names in the PR #24242

Purpose
$subject
Fixes #24371
Check List

[x] Read the Contributing Guide
[ ] Updated Change Log
[ ] Checked Tooling Support (#)
[ ] Added necessary tests

[ ] Unit Tests
[ ] Spec Conformance Tests
[ ] Integration Tests
[ ] Ballerina By Example Tests

[ ] Increased Test Coverage
[ ] Added necessary documentation

[ ] API documentation
[ ] Module documentation in Module.md files
[ ] Ballerina By Examples

Shall we add some test cases too?


Failed to build project

Is there an existing issue for this?

[X] I have searched the existing issues

What happened?
I failed to build a project locally using make release or make docker cilium image. How can I build an image?
My goal is to modify the source code and build a usable image that can run in the K8S environment
Cilium Version
v1.11.2
Kernel Version
Linux  3.10.0-1160.36.2.el7.x86_64 #1 SMP Wed Jul 21 11:57:15 UTC 2021 x86_64 x86_64 x86_64 GNU/Linux
Kubernetes Version
Client Version: version.Info{Major:"1", Minor:"23", GitVersion:"v1.23.2", GitCommit:"9d142434e3af351a628bffee3939e64c681afa4d", GitTreeState:"clean", BuildDate:"2022-01-19T17:35:46Z", GoVersion:"go1.17.5", Compiler:"gc", Platform:"linux/amd64"}
Server Version: version.Info{Major:"1", Minor:"23", GitVersion:"v1.23.0", GitCommit:"ab69524f795c42094a6630298ff53f3c3ebab7f4", GitTreeState:"clean", BuildDate:"2021-12-07T18:09:57Z", GoVersion:"go1.17.3", Compiler:"gc", Platform:"linux/amd64"}
Sysdump
No response
Relevant log output
No response
Anything else?
No response
Code of Conduct

[X] I agree to follow this project's Code of Conduct

Hi @CodeFarmer86
There is a dedicated section for this in the Cilium documentation, both for building development images as well as release images.
Please refrain from filing questions as bugs, the Cilium Community Slack is better suited for this.


关于开源的一些小疑问 Some small questions about open source

嗨！请问您之后有开源nuScenes数据集上预训练模型和test/val检测结果的打算吗？期待您的回复 :smiley:
Hi! Do you have any plans to open-source pre-training models and detection results on the nuScenes test/Val set in the future?
Looking forward to your reply. : smiley:

yes


Feature: Add ability to export json file of tokens

Currently the official docs site is the only place you could see a list of all available tokens and their values and if you customize any of them, this would no longer stay in sync with the officially supported tokens.
By adding the ability to export a JSON (or yaml?) file with all customizations applied, you would be able to use this JSON output to generate your own dictionary reference/docs site so that your entire team can now stay in sync. It would also make it easier to build out utility classes out of the tokens as you could convert JSON to SCSS easily with existing packages.
Perhaps something like this in the config file?
module.exports = {
  outputjson: 'some/path/pollen.json',
  modules: {
    // Module config
  }
}

Example output could be something like:
{
  "size": {
    "0": "2px",
    "1": "4px",
    "2": "8px",
    "3": "12px"
  },

  "blur": {
    "sm": "blur(4px)",
    "md": "blur(8px)",
    "lg": "blur(16px)",
    "xl": "blur(24px)",
    "2xl": "blur(40px)"
  }
}

This is a great idea and something that would be fairly easy to implement. Happy to accept a PR or I'll get to it when I can.
I'm not 100% on the config option name, maybe schema:? Since that's kind of what it is, even though we'd be kind of hijacking the term.

I'm horrible at naming things 😂 Schema works, unless someone has a better idea.

How about we just add a check for string vs object on the existing output option:
CSS only
{
  output: './pollen.css'
}

CSS + JSON schema
{
  output: {
    css: './pollen.css',
    schema: './pollen.json'
  }
}

css could also be named variables, but I think css is clearer

I like it!


thread 'main' panicked at reactive/src/read.rs:39:24: called Option::unwrap() on a None value

Lapce Version
0.4.2
System information
arch linux gnome-shell wayland latest
Describe the bug
It crashes when you drag the "terminal" tab from bottom panel to right side panel (or vice versa) .
After restart the "terminal" tab is where you dragged it (so the dragging succeed) but somehow it crashed.
Additional information
 RUST_BACKTRACE=full lapce -w
thread 'main' panicked at /build/.cargo/git/checkouts/floem-69eea0a757d1e3ee/157631a/reactive/src/read.rs:39:24:
called `Option::unwrap()` on a `None` value
stack backtrace:
   0:     0x5e0a03c4578a - <unknown>
   1:     0x5e0a025ba0eb - <unknown>
   2:     0x5e0a03c15c22 - <unknown>
   3:     0x5e0a03c4be49 - <unknown>
   4:     0x5e0a03c4b636 - <unknown>
   5:     0x5e0a03c4ca79 - <unknown>
   6:     0x5e0a03c4c16a - <unknown>
   7:     0x5e0a03c4c0f9 - <unknown>
   8:     0x5e0a03c4c0e6 - <unknown>
   9:     0x5e0a02408432 - <unknown>
  10:     0x5e0a024085cb - <unknown>
  11:     0x5e0a024089c8 - <unknown>
  12:     0x5e0a028dd11c - <unknown>
  13:     0x5e0a02c7611a - <unknown>
  14:     0x5e0a03175963 - <unknown>
  15:     0x5e0a02924ef8 - <unknown>
  16:     0x5e0a0316c9cb - <unknown>
  17:     0x5e0a0316c617 - <unknown>
  18:     0x5e0a03155e24 - <unknown>
  19:     0x5e0a0316c499 - <unknown>
  20:     0x5e0a0287ba55 - <unknown>
  21:     0x5e0a027fa2cc - <unknown>
  22:     0x5e0a027f113b - <unknown>
  23:     0x5e0a027ee944 - <unknown>
  24:     0x5e0a027c7dad - <unknown>
  25:     0x5e0a027cc210 - <unknown>
  26:     0x5e0a034218bc - <unknown>
  27:     0x5e0a024eb496 - <unknown>
  28:     0x5e0a024eb89b - <unknown>
  29:     0x76f492243e08 - <unknown>
  30:     0x76f492243ecc - __libc_start_main
  31:     0x5e0a024eaf85 - <unknown>
  32:                0x0 - <unknown

Duplicate of https://github.com/lapce/lapce/issues/3338


Nitro - Issue importing useStorage from #imports

Describe the feature
When install @vue-use and using useStorage from nitropack I need to import the useStorage from Nitro, problem that I can´t import from #imports
Additional information

[ ] Would you be willing to help implement this feature?
[ ] Could this feature be implemented as a module?

Final checks

[X] Read the contribution guide.
[X] Check existing discussions and issues.

import { defineEventHandler, H3Event, useStorage } from "h3";
^^^^^^ => this throw error
import { useStorage } from "#imports";
^^^ this throw error
export default defineEventHandler(async (event: H3Event) => {
// @ts-ignore
const { id } = event.context.params;
console.log(id);
const user = await useStorage().removeItem(${id});
if (!user) {
return {
error: false,
errorMessage: "Not user yet",
auth: false,
};
}
return user;
});

Hey, could you create a reproduction in stackblitz? :)

Of course, there is.
the unique diference is  like i´m using air bnb eslint linter on my project.
i'm using typescript with nuxt3
https://stackblitz.com/edit/nuxt-starter-6xlxea?file=server%2Fapi%2Fhi.get.ts,package.json

is more than it  can find the module of useStorage of Nitro than other thing. because using eslint disable it works.
I also try to create my types of nitro using yarn nuxi prepare
like the documentation but I could yet import succesfully my utilities from Nitro!
https://nitro.unjs.io/guide/introduction/typescript

I am afraid that I cannot run your reproduction link :(

This seems to be working fine on the latest version of Nuxt v3.5: https://stackblitz.com/edit/nuxt-starter-mtzpn7.
Let me know if not and I'll happily reopen.

This seems to be working fine on the latest version of Nuxt v3.5: https://stackblitz.com/edit/nuxt-starter-mtzpn7.
Let me know if not and I'll happily reopen.

I had the same issue when developing nuxt module, as the doc said i need to explicitly import from '#imports'  but it seem useStorage is not exported in '#imports'. It works when i run on the playground without explicit import though, but when i publish and install it in my project it throw error "[nuxt] [request error] [unhandled] [500] useStorage is not defined".  Im using nuxt v3.8.2

@arimaulana07 Within module runtime code you need to explicitly all auto-imports from #imports - even if it works in the playground without it. This is because, for performance reasons, once your modules code is bundled into node_modules, we do not scan it for auto-imports.

@danielroe How do you do that in a module's test file?
I want to clear the storage before all my test cases, so I want to use useStorage().clear() in my test's beforeEach.
In my nuxt module's code import {useStorage} from '#imports' resolves and work as expected, but in my test file it does not, I get '"#imports"' has no exported member named 'useStorage'

Hi @danielroe,
I apologize for pinging you in this closed issue, but I've been stuck on this problem for almost two days now and would greatly appreciate your help.
Here is my test case:  https://github.com/rrd108/nuxt-api-shield/blob/main/test/basic.test.ts
I need to test what gets stored in useStorage without mocking it, but I haven't been able to figure out how. If I don't clear the store (as it is right now), my test fails because the storage retains data from the first test when running the second test.
If I uncomment the import and add clear in the setup, I encounter this error:
TypeError: Package import specifier "#internal/nitro/virtual/app-config" is not defined in package /home/rrd/nuxt-api-shield/node_modules/nitropack/package.json imported from /home/rrd/nuxt-api-shield/node_modules/nitropack/dist/runtime/config.mjs
I'm pretty sure I'm just missing something simple here. Any guidance would be extremely helpful.
Thank you in advance for your assistance!

@rrd108 Probably because we don't yet provide a way to test server-side code in a runtime environment - but this is on the roadmap - see https://github.com/nuxt/test-utils/issues/531.


Banner ad can't be positioned horizontally

If you try positions like BOTTOM_LEFT or TOP_RIGHT it will set the position vertically but horizontally it will always be in the middle.
Tested on android 14, galaxy s23 ultra and on android 13, galaxy tab s6. App has landscape orientation.

Tried to change https://github.com/cengiz-pz/godot-android-admob-plugin/blob/8fb520896fba5a5bfa39bb0e6d74378e6de7be6c/admob/src/main/java/org/godotengine/plugin/android/admob/Banner.java#L202 to FrameLayout.LayoutParams.WRAP_CONTENT and it seems to have fixed it.


devices: Fixers org-id transition AccountOrOrgTx function.

Type of change
What is it?

[X] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Documentation update
[ ] Tests update
[ ] Refactor

Checklist:

[ ] I have commented my code, particularly in hard-to-understand areas
[ ] I have made corresponding changes to the documentation
[ ] I have added tests that prove my fix is effective or that my feature works
[X] New and existing unit tests pass locally with my changes
[X] I run make pre-commit to check fmt/vet/lint/test-no-fdo

Test results are available in Ibutsu. The test run IDs are:
ebb30a92-4a52-4f4b-8b3d-f9ecef583e13


Number of functions is ballooning

We have functions in functions.py representing many possible combinations of different parameters; should be simplified to avoid lots of repetitive code and possible bugs.

Fixed by #186


encapsulate Kind commands in separate wrapper classes

Closed by: https://github.com/hashgraph/full-stack-testing/pull/468


Flutter Plugin incompatible with android version 3.6.1

IDE was not able to find main.dart file and it gave me a pop up to upgrade android studio. I upgraded my android studio and flutter plugin is now incompatible with this version of android studio. Will have to reinstall my android studio ?

found the issue , somehow it was showing flutter plugin is now incompatible with this version of android studio and reinstalled flutter plugin and working fine now :)


Check if different hosts (local, browser stack) needs different configs ?

It seems configurations also change depending on which host you are running on. Say local or sauce labs or browser stack.
This means, in DriverFactory, I should pick configuration for a device also based on hostname (apart from device name) . Meaning, we may need to have separate configs per environments - check if this is true and optimize it to avoid duplication. If true I can even use typesafe to override and make combined config - although I like JSON format for configs - which is closer to how config looks like.

So after thorough investigation, I found that are four things that affect the configuration (and thus desired capabilities).

Platform (android or ios)

Example for android you have platform name (android) and for ios (ios). Also automation names are different.

device type (real or virtual)

A real device would ask for device id (physical device id value). and virtual device such as avd, would ask for avd parameters.

host (local or say browserstack or sacuelabs).

say the app path for local will be an absolute path but for browserstack it would be a http url.

Device (pixel_4 or say iphone7)

depending on the device, some more properties can be picked specifically (say platformVersion (10, 12 etc)

With this understanding, the new capability class is built that builds the capability using common properties and speicific properties stored as config files under config respository.


prefer-stateless-function does not detect when using sub-render() functions.

Not the most clear title, let me explain with an example. In our code, we often split up the render() function into smaller functions when it starts getting too big. For example:
export default class MyComponent extends React.Component {
    static propTypes = {
        someArray: React.PropTypes.array.isRequired,
    };

    render() {
        return (

                   ... some static jsx goes here ...

                {this.renderArray()}

        );
    }

    renderArray() {
        return this.props.myArray.map((item, index) => {
            return <Item key={index} {...item} />;
        });
    }
}

The prefer-stateless-function rule doesn't seem to detect this to be converted into a stateless function component, even though in theory it could totally be a stateless function component.
I did not look at the code but I assume it is because it detects another function that is different from render() ?
I understand this style isn't very popular in the React community (at least, I have not seen it in any other open-source projects). So it seems to be something that's specific to my team. Therefore I am not sure if the plugin should detect this at all? And even if it should, I am not sure how the --fix option would work for it...

Additionally, it also doesn't detect this. This seems already like a more common use case to me?
export default class MyComponent extends React.Component {
    static propTypes = {
        myAction: PropTypes.func.isRequired,
    }

    onClick() {
        this.props.myAction();
    }

    render() {
        return (
            <button onClick={() => {}}>Click me!</button>
        );
    }
}

I think we'd need that behavior under a new option - but I like it, because renderFoo methods should always be SFCs.
Your latter example shouldn't be an SFC, it should be a  class with a constructor-bound instance method. Using :: inline there is incorrect.

I'll look into this: reporting methods that return JSX other than the render() method, should be reported to be a stateless functional component.


MongoDB: Timestamp needs to implement TimestampInterface

https://php.net/manual/en/class.mongodb-bson-timestamp.php

Thank you.


updated mail id

This resolves issue of updating mail id #26

Dear @ajdinhusetovic ,
Update mailing link also ie. mailto:mail-id to fix this issue.
Commit again with required changes.


Fix the Undetected self-closing tags in isPureTextStrict and always uses STRICT mode in PureText.IsSatisFied

Fix (#1458) the undetected self-closing tags in isPureTextStrict

Fix (#1457) the always uses STRICT mode in PureText.IsSatisFied

refer :

https://github.com/revel/revel/pull/1459
https://github.com/revel/revel/pull/1461
https://github.com/revel/revel/issues/1460

This change is

Hi, @notzippy could u


Make log level configurable

The configuration property is called osiam.logging.level, because of
the decision to wrap all Spring Boot properties [1]. It also creates a
new namespace, which leaves enough space for future extensions. The
property is bound to the actual Spring Boot property by using the same
technique as described in "Use ‘short’ command line arguments" [2] in
the Spring Boot manual.
[1] osiam#35
[2] https://docs.spring.io/spring-boot/docs/current/reference/html/howto-properties-and-configuration.html#howto-use-short-command-line-arguments

Nice. Thank you!


Stacked localisation Package - Implementation Discussion and Requirements

Motivation
A question that comes up often is how to deal with localisation in stacked. I try my best to make stacked something that builds on top of Flutter meaning that everything you can currently do in Flutter should be able to be done the same using stacked. That means localisation can work exactly the same as well. Given that we've implemented localisation 3 times, once with my way through a LocalisationService and twice using the Flutter style setup I have clear examples of how I'd like to implement localisation.
Description
This issue will details what I am thinking of implementing in hopes that I can get feedback on certain parts or pointers to work with. The way that I plan an implementation or package is by defining exactly how I'd like to use it in the application. Then I reverse engineer that code to produce concrete details for the implementation
Dream Localisation Usage
I would personally like localisation to be available in the models and services for three reasons:

Easily rebuild the UI if the strings have been updated
Allow for easier translation of exceptions
Allow translation of strings with String reliant services like the dialog service

These are a few examples of what I'd like to do in code.
1. Translation in the View (UI) files
 Widget build(BuildContext context) {
    return ViewModelBuilder<HomeViewModel>.reactive(
      builder: (context, model, child) => Scaffold(
        body: Text(model.translate(HomeViewStrings.title))
      ),
      viewModelBuilder: () => HomeViewModel(),
    );
  }

2.  Show dialog
_dialogService.showDialot(title: translate(HomeViewScreens.dialogSuccessTitle));

That is how i'd like to use it in code. This is obviously personal opinion but I think if I look at it objectively that it's the cleanest and least intrusive approach to localisation. So lets reverse engineer this syntax and figure out what's required to build this localisation service.
Implementation
The first thing we'll need it the functionality to get strings from the ViewModel. This will be a simple function that indexes into the LocalisationService and requests the string for a key.
class LocalisedViewModel {

String translate(String key) => _localisationService[key];

}

This means in the localisation service we would need the following
class LocalisationService {
  // this value will be reloaded when the app is started up or when it comes back from the background.
  Map<String, String> _localisedStrings;

  /// Returns the value from the localisedStrings dictionary or the key that was requested.
  String operator[](String key) => _localisedStrings[key] ?? key;

  Future initialise() {
    // get the current locale
    // load the strings from disk into the _localisedStrings
  }
}

This is an example of how a language file would look that would be used with the keys above
{
  "HomeViewStrings" : {
     "title" : "Home View Title",
     "dialogSuccessTitle" : "You have successfully done something on HomeView",
     "feedFetchFailedException" : "We could not fetch your home feed. Please check connection and try again",
  }
}

The type safe String keys generated will look like this.
// This title comes from the object in the json file above
class HomeViewStrings {
  static String title = 'title';
  static String dialogSuccessTitle =  'dialogSuccessTitle';
  static String feedFetchFailedException = 'ffeedFetchFailedException';
}

Dynamic Values
There are other parts of the service that need to be implemented as well like dynamic value substitution which can be done by passing in a set of replacements into the translate function. If you take an example string like this
{
  "CounterViewStrings" : {
     "timesCounted" : "You have tapped {0} times",
  }
}

we could change the translate function to this.
String translate(String key, {List<dynamic> replacements} {
  var stringFromFile = _localisationService[key];
  for(int i = 0; i < replacements.length; i++) {
    stringFromFile = stringFromFile.replace('{$i}, replacements[i]);
  }

  return stringFromFile;
}

This would allow us to handle dynamic values by using a positioned based replacement function.
Conclusion
That's basically it. The things that would have to be done for this package to be complete is:

[x] Create the localisation service
[x] Create a generator to generate the String key files
[x] Write the Readme instructions
[x] publish the package

I'd say the approach sounds good. From what I remember doing in Xamarin.Forms, what you've described is pretty close to the approach used there for projects that use MVVM and have view models invoke a service to display dialogs. Localised text was stored in .resx files where the IDE provided a visual editor and created a class that exposed the keys as properties that could then be used retrieve the corresponding values

@MaikuB yes, it was very similar. it made it easily available throughout the project. I think i'm happy with this approach will probably start developing it this week some time.

Update on 13 August 2020:

[x] Create the localisation service
[ ] Create a generator to generate the String key files
[ ] Write the Readme instructions
[ ] publish the package

Update on 16 August 2020:
Basic package is complete and can be seen here. It works great! literally hundreds of lines of code less than the implementation we have in  our client projects now specifically because the generator generates all that setup and we don't need to write anything around reading the locales etc. It's still basic so there's a lot of functionality to be added
Progress

[x] Create the localisation service
[x] Create a generator to generate the String key files
[x] Write the Readme instructions
[ ] publish the package

This functionality has been completed and is published as stacked_localisation and stacked_localisation_generator I will be creating a video about this next week.

We need the following functionality as well before making this public. I discontinued the package on pub.dev to avoid issues.

[ ] Default functionality: When the user selects a language that doesn't have a language file defined we should load the default language.
[ ] "Hot Reload": When the user changes language on the device and comes back they have to currently restart the app, I'd want the strings to reload when the users come back to the app from the background.

Is there already a trend when the package will be available?

 The package will be available when the above functionality is implemented.

Tendency is the right Word here ;-) Iam just asking, if you plan this still for this year or maybe next year, because i need a localization in the next few Weeks and if you are too busy right now, iam looking for something other, which is totally fine.

@Rayv1 It will probably be completed this year some time. For now I'd say you should use one of the other solutions out there.

any idea when this is going to to go production?

@frodo10messi Not exactly sure. I'd be happy to put it into beta if this is released but at the moment it's not feature complete.

Hi, may I work on the "Hot Reload" feature? (if no one is working on it currently)
I'm currently experimenting with an implementation using didChangeAppLifecycleState() of WidgetsBindingObserver.
Got this idea from the LifeCycle manager video mentioned in the Upcoming Feature of the README.

@kuanyi-ng yes you may. That would be awesome. Please keep me updated with the progress.

@FilledStacks
Updates on the "Hot Reload" feature.
Below are the implementations that I'm trying.
class LocalisationService with WidgetsBindingObserver {
  LocalisationService() {
    WidgetsBinding.instance.addObserver(this);
  }

  // either this
  @override
  void didChangeLocales(List<Locale> locale) async {
    final currentLocale = locale.first.toString();
    _localisedStrings = await _stringReader.getStringsFromAssets(currentLocale);
  }

  // or this
  @override
  void didChangeAppLifecycleState(AppLifecycleState state) async {
    // If the user changes language on the device and come back to the app,
    // it will trigger this function with AppLifecycleState.resumed
    if (state == AppLifecycleState.resumed) {
      await _instance.initialise();
    }
  }
}

Details with GIF and elaborated explanations can be found in PR #263.
What do you think about the implementation?
(I will move the details here if it's better to keep all discussions in the issues instead of pull requests.)

@FilledStacks Will this package release on pub.dev soon (maybe as preview or beta)?
Just an idea for the generator: maybe stacked_localisation_generator should be part of the stacked_generator (since it is part of the stacked ecosystem and only generate if stacked_localisation is there)?

@FilledStacks Will this package release on pub.dev soon (maybe as preview or beta)?
Just an idea for the generator: maybe stacked_localisation_generator should be part of the stacked_generator (since it is part of the stacked ecosystem and only generate if stacked_localisation is there)?

I found it but it looks like outdated. (I think marking it as discontinued make the search ranking much lower). Maybe you can release the new version as preview instead of stable and remove the discontinued flag?

@calvintam236 I'm not happy with the functionality in this package and I don't have a way to confirm it's working in production as the project we used localisation on has not had any development in the recent months.
At this point I'm not confident in releasing this as a filledstacks package as it's not tested with latest flutter and not being used in our production apps.
I give you permission to fork this repo and publish as-is as your own  package if you want to keep up maintenance. We'll most likely only do some localisation using this in minimum 6 months, maybe even 12 months. Until then this package will see no dedicated development time.