Unable to ping node

Bug report
General Information

Cilium version: Daemon: 1.7.4 c7ee6d62b 2020-05-15T16:07:35+02:00 go version go1.13.10 linux/amd64
Kernel version 5.4.0-33-generic #37-Ubuntu SMP
Orchestration system version in use: Kubernetes 1.18.3

How to reproduce the issue

Install cilium in Kubeproxy-free deployment following this guide
Try to ping kubernetes nodes, ping fails

If I set kube-proxy-replacement: disabled in the cilium-config then the nodes ping again, but pod to pod traffic is dropped since cube-proxy isn't running in the cluster.
Slack thread with initial troubleshooting
Attached is a pcap during ping attempts
ping.pcap.zip

Hello @nicolerenee, I'm currently getting back on this issue now that 1.8 went out. I've tried to reproduce the issue locally, but I'm able to ping nodes under kube-proxy-replacement: strict. Did you reproduce this also with 1.8.1?
The pcap is from the host namespace of one node doing the ping to the other node's IP, right? How does it look on the other node's side? Did the icmp packet even arrive there (what does tcpdump say)?
Also, anything from cilium metrics list | grep drop side that is increasing counters while running the failing icmp probes? What is the output of cilium monitor on the receiving node?
Would be good to have some more debugging info to reproduce the issue.

Hey @borkmann, I'm not sure this is a cilium problem after this weekend. I was doing some testing and the exact same setup script on a VM cluster works just fine. I'm now convinced that this is specific to my LACP bonded connection using mellanox connectx-3 adapters. I'm not 100% sure how to test it and dig into it though.

Hey @borkmann, I'm not sure this is a cilium problem after this weekend. I was doing some testing and the exact same setup script on a VM cluster works just fine. I'm now convinced that this is specific to my LACP bonded connection using mellanox connectx-3 adapters. I'm not 100% sure how to test it and dig into it though.

Ok, is it possible to break up the bond and just use a single mlx4 netdev for checking?
Also might be interesting to check at both node A and node B's bond & phys dev whether the icmp packet goes out the box and even makes it to the other end.

I have updated to 1.8.1 and it looks like I'm having issues with traffic all around now. Services are not responding 100% through the ingress controller, especially if the pod is on a node that isn't the same node as the ingress controller is on.
It looks like I was mistaken when I said it wasn't an issue when running with kube-proxy. It is present in both configurations, it's just after making the change things will start working completely normal for a brief minute before starting to have an issue again. I have verified that the ping packets are leaving node A and arriving at node B but still being dropped.
Also to clarify this is not only impacting ping packets. It seems to impact all services on the node itself. Meaning talking to the kube apiserver stops working at times, ssh connections will get dropped, and so on.
I have reconfigured two of the nodes to no longer use a bond and the issue is still present.  I don't know if there is a driver besides mlx4 that I am able to use, but I may be able to get the datacenter to go out and wire some ethernet from the onboard nics to a switch for me to let me test some stuff that way as well.
These nodes have absolutely no problems running with any other CNI provider and I've ran them through some hardware tests, so it doesn't appear to be a hardware issue.

Thanks a lot for this info, appreciate the help on debugging! With regards to I have verified that the ping packets are leaving node A and arriving at node B but still being dropped. Could you provide a sysdump for this node or the output of cilium metrics list | grep drop as well as cilium monitor when this is occuring?

@nicolerenee Any new debugging data that might help narrowing this issue down?
Also, would you be able to test a custom image?

I needed to get the cluster up and running so I have to move back to calico for the time being. But I will pull calico out and put cilium in place again to get this data. Give me a few days.
Happy to test with any image you'd like also.

Potentially related: https://github.com/cilium/cilium/issues/12854


CF Routes that a displayed as links should default to https when port is 443

cf routes don't contain scheme info, and there doesn't appear to be a solid way to determine it from the port
at the moment we default everything to http. we should default to https when port is 443
See https://cloudfoundry.slack.com/archives/C80EP4Y57/p1606138125060900

Wrong repo, meant for upstream


[BUG][miopenOpTensor][gfx90a] Output is not correct when beta is 0 and C contains NANs

miopenOpTensor produces incorrect result when output contains NaNs even though beta is 0.
The root-cause is that beta is always applied to the output resulting in NaN which then added to the operation result. Mathematically, it's correct but the general expectation is that beta scaling is skipped in such cases and result of the operation is written directly to the original output to avoid asking users to initialize the output data. For example, GEMM usually meets the expectation.
An example of the place where the issue originates:
https://github.com/ROCmSoftwarePlatform/MIOpen/blob/13536704340e0399d218ac5edc7732edeb34e487/src/kernels/MIOpenTensorKernels.cl#L860

MIOpen 2.16.0
ROCm 5.1.3

Reproducer (clickable)
#include <cmath>

#include "miopen/miopen.h"

#define CHECK_MIOPEN(f, msg) \
    do { \
        const auto ___status___ = f; \
        if (___status___ != miopenStatusSuccess) { \
            throw std::runtime_error(msg); \
        } \
    } while (0)

#define CHECK_HIP(f, msg) \
    do { \
        const auto ___status___ = f; \
        if (___status___ != hipSuccess) { throw std::runtime_error(msg); } \
    } while (0)

int main() {
    auto status_miopen = miopenStatusSuccess;
    auto status_hip = hipSuccess;

    const float alpha = 1.0f;
    const float beta = 0.0f;

    constexpr int ndims = 2;
    int src0_dims[ndims] = {2, 2};
    int src1_dims[ndims] = {2, 2};
    int dst_dims[ndims] = {2, 2};

    int src0_strides[ndims] = {2, 1};
    int src1_strides[ndims] = {2, 1};
    int dst_strides[ndims] = {2, 1};

    miopenHandle_t handle {};
    status_miopen = miopenCreate(&handle);
    CHECK_MIOPEN(status_miopen, "Couldn't create handle.");

    miopenTensorDescriptor_t src0_desc {};
    status_miopen = miopenCreateTensorDescriptor(&src0_desc);
    CHECK_MIOPEN(status_miopen, "Couldn't create src0 desc.");

    miopenTensorDescriptor_t src1_desc {};
    status_miopen = miopenCreateTensorDescriptor(&src1_desc);
    CHECK_MIOPEN(status_miopen, "Couldn't create src1 desc.");

    miopenTensorDescriptor_t dst_desc {};
    status_miopen = miopenCreateTensorDescriptor(&dst_desc);
    CHECK_MIOPEN(status_miopen, "Couldn't create dst desc.");

    status_miopen = miopenSetTensorDescriptor(
            src0_desc, miopenFloat, ndims, src0_dims, src0_strides);
    CHECK_MIOPEN(status_miopen, "Couldn't set src0 desc.");
    status_miopen = miopenSetTensorDescriptor(
            src1_desc, miopenFloat, ndims, src1_dims, src1_strides);
    CHECK_MIOPEN(status_miopen, "Couldn't set src1 desc.");
    status_miopen = miopenSetTensorDescriptor(
            dst_desc, miopenFloat, ndims, dst_dims, dst_strides);
    CHECK_MIOPEN(status_miopen, "Couldn't set dst desc.");

    const int src0_nelems = src0_dims[0] * src0_dims[1];
    const int src1_nelems = src1_dims[0] * src1_dims[1];
    const int dst_nelems = dst_dims[0] * dst_dims[1];

    float *src0 {};
    float *src1 {};
    float *dst {};
    status_hip = hipMallocManaged(
            &src0, src0_nelems * sizeof(float), hipMemAttachGlobal);
    CHECK_HIP(status_hip, "Couldn't allocate src0.");
    status_hip = hipMallocManaged(
            &src1, src1_nelems * sizeof(float), hipMemAttachGlobal);
    CHECK_HIP(status_hip, "Couldn't allocate src1.");

    status_hip = hipMallocManaged(
            &dst, dst_nelems * sizeof(float), hipMemAttachGlobal);
    CHECK_HIP(status_hip, "Couldn't allocate dst.");

    for (int i = 0; i < src0_nelems; i++)
        src0[i] = float(i + 1);
    for (int i = 0; i < src1_nelems; i++)
        src1[i] = float(i + 2);
    for (int i = 0; i < dst_nelems; i++)
        dst[i] = NAN;

    status_miopen = miopenOpTensor(handle, miopenTensorOpAdd, &alpha, src0_desc,
            src0, &alpha, src1_desc, src1, &beta, dst_desc, dst);
    CHECK_MIOPEN(status_miopen, "Couldn't execute miopenOpTensor");

    status_hip = hipDeviceSynchronize();
    CHECK_HIP(status_hip, "Couldn't synchronize device.");

    const auto print_tensor
            = [](const int *dims, const int *strides, const float *ptr) {
                  const int m = dims[0];
                  const int n = dims[1];
                  for (int i = 0; i < m; i++) {
                      for (int j = 0; j < n; j++) {
                          printf("%f ", ptr[i * strides[0] + j]);
                      }
                      printf("\n");
                  }
                  printf("\n");
              };

    printf("src0:\n");
    print_tensor(src0_dims, src0_strides, src0);
    printf("src1:\n");
    print_tensor(src1_dims, src1_strides, src1);
    printf("dst:\n");
    print_tensor(dst_dims, dst_strides, dst);

    status_miopen = miopenDestroy(handle);
    CHECK_MIOPEN(status_miopen, "Couldn't destroy handle.");

    status_miopen = miopenDestroyTensorDescriptor(src0_desc);
    CHECK_MIOPEN(status_miopen, "Couldn't destroy src0 desc.");

    status_miopen = miopenDestroyTensorDescriptor(src1_desc);
    CHECK_MIOPEN(status_miopen, "Couldn't destroy src1 desc.");

    status_miopen = miopenDestroyTensorDescriptor(dst_desc);
    CHECK_MIOPEN(status_miopen, "Couldn't destroy dst desc.");

    status_hip = hipFree(src0);
    CHECK_HIP(status_hip, "Couldn't free src0.");
    status_hip = hipFree(src1);
    CHECK_HIP(status_hip, "Couldn't free src1.");
    status_hip = hipFree(dst);
    CHECK_HIP(status_hip, "Couldn't free dst.");

    return 0;
}

@zjing14 could you take a look at this issue?

@muralinr Can you take care of it, as you are more familiar with the OCL kernel?

MIOpenTensorKernels.cl

Hi @zjing14

@muralinr Can you take care of it, as you are more familiar with the OCL kernel?

Sure Jing.

We need to add if condition to check for beta to equal to 0 in the innermost loop in the nested loop.  This would result in huge performance penalty.  However, we can if condition outside nested loop and duplicate code in else part which would result in code size increase.  I will check with @junliume  and @zjing14 and make code changes accordingly.

While Murali is OoO, @zjing14  could you take a look at the above approach suggested by Daniel?

Sure Daniel. I was OOO.  I will work on this issue.

Raised PR#1623 to address this issue. https://github.com/ROCmSoftwarePlatform/MIOpen/pull/1623


input_filter: negative numbers

allowing negative numbers by the filter options: int, float
trying to solve issue #3385

Replaced by https://github.com/kivy/kivy/pull/3745


MNT: rerender

Hi! This is the friendly automated conda-forge-webservice.
I've rerendered the recipe as instructed in #61.
Here's a checklist to do before merging.

[ ] Bump the build number if needed.

Hi! This is the friendly automated conda-forge-linting service.
I just wanted to let you know that I linted all conda-recipes in your PR (recipe) and found it was in an excellent condition.


Add DynamicImport-Package to OSGi headers

If you cache domain models (i.e. via the Serialization-Codec) within an
OSGi-environment and want to retrieve those back you will hit
ClassNotFoundException as the Redis-Bundle doesn't import the
appropriate packages. One way to avoid this would be the additional
"*" declaration for the
OSGi headers,
FIXES #410

Thanks a lot!


(GSSOC21) Traveling Salesman Problem in java

I am a GSSOC21 Participant.
I like to implement traveling salesman problem (branch and bound algorithm) using java.
SO kindly assign this problem to me so that I can contribute to my open source journey of GSSOC21

Hey, I am Kanchan Jeswani, a GSSOC'21 participant.
I am a Competitive Programmer and C++ enthusiastic.
I would love to solve this problem using CPP with well-explained code and along with its time and space complexity.
Please assign me this issue.
Hope to hear from you.
Discord username  kanchan19#3152
@anubhavitis @dheerajkotwani @tarun26091999 @todi-2000 @geekquad @plazzy99 @rudrakshi99


video / audio desync

I'm submitting a ...

[x] bug report
[ ] feature request
[ ] support request

General information / description
getting video/audo desync with latest libwidevine update and it also causes the video to skip forward for a few second every now and then (roughly every 10-15 seconds)
Prerequisites

[yes] Are you running the latest version?

[Description of the bug or feature]
Steps to Reproduce

open netflix
had to install the new libwidevine
suddenly videos desync from audio and skip forward

Expected behavior:
expected to be able to watch videos without any issues
Actual behavior:
video and audio starts desyncing and skips forward constantly (every few seconds and it skips for about 2-3 seconds)
Installation

[ ] I installed the plugin via zip from the Releases page
[x] I´m using the Netflix Repo
[ ] I´m using a different source (Please tell which)

(I tried it via zip and repo)
running on
raspberry pi 3+ running kodi 18 / libreelec millhouse (worked before recent widevine update)

I have the same problem when i set 480p and than i wont have this problem but more than 480 p causes this problem please try this

i tested it with 2 movies that were both 1080p apparently.. i now maxed it out to 720p and it's working again - before the update I didn't even see the 1080p option, weird.
also weird that it works for me on 720p and for you everything above 480p seems to cause issues

RPI does not work fine running 1080p videos, it is recommended to use up to 720p resolutions... because DASH and Widevine are software based codec, not available for hardware yet....


How to add  button for rotate,scaling image

i want to add button for rotate ,resize & scalling image. there are use multitouch for rotate& resize images .
anyone have idea about how to add button & also we can do rotate,resize using button.

I added button for scalling.I was normally adding something(emoji, image etc..) But there may be bug. because items you have added on photoeditor (emoji, frame etc...) I couldn't move them from center to corners. I mean they are moving on center from right side to left. but I couldn't move them any other way.


Volunteer to look after documentation

I am maintaining the manual editing documentation and other general docs, but it would be good to have someone maintaining the tutorials and graphical editor sections.

Related to #250 #249

Additionally, I think it would be nice to have mini tutorial examples ie:

How to use a quota event
How to randomize tokens (like D2E:AoW)
How to create a pool of items allocated to a pool of tokens (like MoM:tFoHL)

I propose to create a label for issues named "document" (or something similar) in order to know all issues that modifies the documentation somehow. For example if I introduce a EditableDialogBox with buttons, I must update the documentation images

Sure I can do that.  For everything except the editor I am updating as I merge changes.  I am using format levels to identify what is in 1.0 and 1.1.

I would suggest an FAQ for the documentation section to answer questions. The documentation is extensive and the tutorial for MOM provided is good, but simple but so far I haven't been able to find anything that would have told me how to generate random mythos event or how to create a test that can be tracked (a counter).
Another thing is that if most answers are really already provided in the documentation then to merge all the documentation together onto one page or at least two pages separated by game. It has been very difficult for me to search through 30 sections for two different games to see which one provides the right answer (if it did exist). I'm not sure if GitHub supports that kind of wiki or whether we might need to have an external wiki to help provide that? Having it on one page allows me to use find to look for mythos or test and find all the instances where it pops up and potentially the answer.
I would also suggest best practices for creating scenarios. I have found that placing tiles, tokens, and ideas are rather easy if just tedious, it's the stuff in between that become difficult and would lead people to give up in designing scenarios. Being able to create simple, but fun scenarios with minimal amounts of need to refer to the documentation at least their first go around would lead them to further dig in to more complicated stuff.

I think creating a mini tutorials for all the problems and use cases would address most of that.

I have written a tutorial on how to use Quotas if you would like to check it out. Please let me know if this is the kind of thing that you were talking about.
QuotaTesting.docx

I have given you an invite to get editor access directly to the wiki.  Happy for you to do the tutorials directly there:
https://github.com/NPBruce/valkyrie/wiki/QuestGuideTutorials

Probably the most common issue right now is understanding Mythos events, so a tutorial for that would be great.

I'm actually working on that for my own scenario uses, I will take notes as I go and put together documentation for the wiki.

I have a question regarding the mythos assignments, before I finish my testing. Are the variables all binary? Or does increasing a value cause it to have a higher probability of happening?

They are binary. For simplicity all vars are floats, so I test if the value has changed from 0.

Got it. Also, is there somewhere I can look into the data so that I can grab some examples of different events without having to set it up the long way?

Not sure exactly what you are after.  All of the mythos events are in this file:
https://github.com/NPBruce/valkyrie/blob/master/content/MoM/base/mythos.ini
They work just like quest events.  The magic happens at the end of the file in PerilMythosPool which is triggered every mythos phase and will pick on in the last that meets the conditions at random.

I went a different direction with it. I have the mythos wiki pretty much typed and will upload it tomorrow after I proofread it. Thanks for the link though. I might copy a few of the events as examples.

I'm trying to upload the images in a suitable size. Did you do something to them after getting them from the document? Every iteration that I try comes back with the same dimensions.

Mythos tutorial is live. I figured I could start trying to do something for item pools, unless there is something others are looking for.

That is great, thanks. If you are doing items I recommend using 1.1, as these have changed.

Do you want me to add 1.1 any wikis before it's posted as the latest release?

I have already updated all of the manual editing sections to include information on format 3 and 4.  The only thing that will be out of date is the graphical editor sections, and they are already way out of date anyway.
Probably the best to do if you are up to it is the new QItem system, but I am not going to hold the release for it.

I actually just finished the QItem tutorial, LOL, hence why I was asking.

I'm going to start the UI next, if that sounds good

Great.  I recommend you check out the downloadable demo scenario if you haven't.

That's been a useful tool in understand the new functions.

I might have a question about QItems, I might need to make a change to the tutorial regarding. If you create a specified item, will that prevent a random trait set from calling that item?

Yes, all are unique, unless traits aren't used.
Also if one is used in an event or is a starting item and $restock is used items that have been used will not be picked.

Thanks, just wanted to make sure that I was understanding what I was
working through. I'll add the $restock info to the tutorial as well.
On Sat, May 13, 2017 at 8:26 PM NPBruce<EMAIL_ADDRESS>wrote:

Yes, all are unique, unless traits aren't used.
Also if one is used in an event or is a starting item and $restock is used
items that have been used will not be picked.
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I have just released 1.1.0d and new demos.  Can you please include the {c:QItemName} reference in your tutorial?

Just added into the wiki

Thanks.

Can you give me editor acess to the wiki, too? I'd like to create a matix with all the tiles an the matching translation there.

Done.

I think the QItem wiki page is really great, it answered all of my questions that I had after viewing and examining the demo for 1.1.  However, I had some trouble getting to the bottom of how the Mythos variables work.  I think I've got it now but what I didn't understand is that at least one "Level" variable must be set for the others to have any effect.  Knowing how it works now the Wiki makes more sense but I had to do a lot of messing around/testing to figure it out.  In the future I should have some time to help update the Wiki, but right now I would really like to finish this scenario I'm working on before taking on anything else.  Maybe calling them "Intensity" instead of "Level" would help clear up some of the confusion that I had for others.

@cbusbird Done https://github.com/NPBruce/valkyrie/wiki/ValkyrieVars

Just made the changes to the Mythos tutorial, I honestly had overlooked in my tinkering since I had already been running with the Minor mythos before adding in anything else. Hopefully the changes will help those that come behind.

Do you know the directory path that iOS uses for scenario storage? I want to add it into the UI tutorial

I assume you mean MacOS:
~/.config/Valkyrie

Thanks for the UI tutorial!  I added a note about screen aspect.  It might also be good in your example to set an aspect for the continue button so the box isn't square.

Thanks! The aspect was something I figured out later by accident after I
had made this. I had been using it to make more lines appear when they ran
out of the box. I will do some new screen grabs and replace them.
On Tue, May 30, 2017, 4:31 AM NPBruce<EMAIL_ADDRESS>wrote:

Thanks for the UI tutorial! I added a note about screen aspect. It might
also be good in your example to set an aspect for the continue button so
the box isn't square.
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@Sanscouer
Just found this. Seem to be portugese. https://www.youtube.com/watch?v=u5nkbid91gE
Could this be helpfull as a video tutorial for the portugese scenario creators? If so, we might add it to the wiki.

@redwolf2 - Yes, it's helpfull. This has created by a user in other community from facebook, Mansions of Madness - Brasil.
Just completed a little more than a month after the game's launch in Brazil and players are seeing that the FFG is not creating much new stuff, even one of the expansions has not even been released here yet, which is making everyone think that the new announcement for the end of the year will take at least another year to be released here. This tutorial helps a lot for those who have no sense of English to be able to start their MoM scenario.

Added it here: https://github.com/NPBruce/valkyrie/wiki/QuestGuideTutorials

How should we handle alternate language tutorials? This came up over on the FFG boards, and while I was able to direct them to what we currently have posted there were offers to translate to another language.

I don't have a good answer.  The main problem is manpower, even if we had every tutorial translated to every language today, how do you handle updates and fixes without having regular updates from authors in all languages?  This only gets worse as the documentation base grows.
My position is to work on English documentation and add additional volunteers (such as yourself) who are willing to translate things, but I am only going to be concerned with having the english documentation correct.  I could implement a system of documenation versions and changelogs, but as it is the admin of this project vs ongoing development is sitting at around 40/60 at the moment, if I take on much more admin development will suffer.

I didn't add it, because I want to clutter the wiki with tutorials for other languages. I think it's best to keep it clean and in english. However having some references here and there might help someone who is not very fluent in english. I had a look on their facebook page. They even had the symbol descriptions translated to portuguese. So they build their own documentation here. The idea was just to supply some links.
Another problem I see is having Descent and Mom Tutorials on the same page. Sometimes it works out quite well, often enough it adds unnessessary context.

That's more what I was talking about. I was more interested in where we could tell people to place things so we didn't clutter any further. I definitely don't want to pull any focus! You've done great work so far. I wish I understood the programming side of things so I could help. I understand things as far as basic C++, so I understand how the Events interact with each other, but that's about it!

Maybe we could add something like external projects or a link list with external sources. Like relevant threads on the ffg forum, boardgamegeek, heidelberger spieleverlag (the german publishers). Then we could place a section with links to tutorials in other languages.

I know this tread is long snoozed. I was checking into some things where I could update and was going to add info to the Qitem wiki. I wanted to add info on what the Inspect function does, but I cannot find any system notes about it.

https://github.com/NPBruce/valkyrie/wiki/QuestIniQItem#inspect-format-5
Do you need more info?

That clears it up, thanks. I'll play around with it some.

It would be good to add some of the content from #614

I'll look at it this evening
On Thu, Oct 5, 2017, 2:33 AM NPBruce<EMAIL_ADDRESS>wrote:

It would be good to add some of the content from #614
https://github.com/NPBruce/valkyrie/issues/614
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Wow, this is far more in depth than my previous musings. I don't know whether to just throw out my stuff and go with this, LOL

@LordPyrex
I removed the portuguese tutorial links and added the page ExternalSites.
https://github.com/NPBruce/valkyrie/wiki/ExternalSites

I'm closing this for tracking purposes, feel free to continue to use it for discussion.


Is there any way to have a 'Select All' and 'Unselect All' checkbox option inside filter column lists ?

Expected Behavior:
Hi, I want to have an option to 'Select All' and 'Unselect All' columns in the filter dropdown column list. Is there any available method for it currently ?
Thanks.

Just like there is selectableRows which has an option to select All

Do we have similar to that here as well?

Hello @nmdhulipud. I think you mean the "multiselect" rather than "dropdown" as dropdown does not support multiple selections at a time, but "multiselect" does. In any case, no, this feature is not currently available, but I would be open to a PR that would provide it. Let me know if it's something you'd like to work on.


Create a PR Template and Consolidate GH Discussions

This PR does two things:

Creates a PR template for future PRs
Changes the ask a question link to point to the main Morpheus discussions page

After merge, I'll be disabling Discussions here, and instead all Discussion will happen inside the main page
This will make it easier for the team to keep on top of Discussions that come in

/merge


refactor(checks): update logic of AVD-AWS-0107 and AVD-AWS-0105 checks

Checks AVD-AWS-0107 and AVD-AWS-0105 do not conform to CIS AWS Benchmark recommendations, so their logic has been updated.
Refs:

AVD-AWS-0105 - https://docs.aws.amazon.com/securityhub/latest/userguide/ec2-controls.html#ec2-21
AVD-AWS-0107 - https://docs.aws.amazon.com/securityhub/latest/userguide/ec2-controls.html#ec2-13

Fixes https://github.com/aquasecurity/trivy/issues/7267
Related PRs:

https://github.com/aquasecurity/trivy/pull/7146

Closed if favor of https://github.com/aquasecurity/trivy-checks/pull/257

Closed if favor of https://github.com/aquasecurity/trivy-checks/pull/257


Augment APP README when New Functionality is Added to the REST API

Previously, the App README had a comment
...rest are TBD until they appear to work correctly.

The comment related to the section on https://github.com/lewismc/iPReS/tree/master/app#example-usage

Marking this as closed for now until the file translation is handled by @hyunsong.


texlive: provide a working pygmentex executable

The old top-level pygmentex package is replaced with an alias.

Motivation for this change
Fixes: #10885
Closes: #55933
Things done

[ ] Tested using sandboxing (nix.useSandbox on NixOS, or option sandbox in nix.conf on non-NixOS linux)
Built on platform(s)

[ ] NixOS
[ ] macOS
[ ] other Linux distributions

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nix-review --run "nix-review wip"
[ ] Tested execution of all binary files (usually in ./result/bin/)
[ ] Determined the impact on package closure size (by running nix path-info -S before and after)
[ ] Ensured that relevant documentation is up to date
[x] Fits CONTRIBUTING.md.

Notify maintainers
cc @

Tested with:
$ nix-shell -p 'with import /alt/nixpkgs {}; (texlive.combine {inherit (texlive) scheme-basic pygmentex mdframed needspace tcolorbox environ trimspaces fancyvrb lm ec caption xcolor l3packages pgf etoolbox efbox;})' --pure --run 'pdflatex test && pygmentex test.snippets && pdflatex test'

test.tex:
\documentclass[a5paper]{article}

\usepackage[utf8]{inputenc}
\usepackage[T1]{fontenc}
\usepackage{lmodern}
\usepackage{pygmentex}

\begin{document}

\section{C Programming}

This is my first C programm:

\begin{pygmented}[lang=c]
#include <stdio.h>

int main(void) {
  printf("Hello, world!\n");
  return 0;
}
\end{pygmented}

\end{document}

Result: test.pdf


Styled System forwarding props (e.g., "width", "font-size") to HTML elements

I'm using styled components. Is this the intended behavior?
Rendered HTML:
<div font-size="14px" font-weight="bold" class="..." />

This is an issue with the styled-components library, see https://styled-system.com/guides/removing-props-from-html

Thanks!

This was a blocker for us when using AMP because unrecognized HTML props means your AMP page is invalid.
If you're looking for a solution, I've written an HOC that omits props from being passed down.
export default function omitProps(Component, propsToOmit) {
  function WithoutOmittedProps({ children, ...rest }) {
    return <Component {...omit(rest, propsToOmit)}>{children}</Component>
  }

  WithoutOmittedProps.propTypes = {
    children: PropTypes.node,
  }

  WithoutOmittedProps.displayName = `WithoutOmittedProps(${Component.displayName || Component.name})`

  return WithoutOmittedProps
}

You can then use it like so:
import styled from 'styled-components'
import { space, layout, color } from 'styled-system'
import propTypes from '@styled-system/prop-types'

import omitProps from 'connectors/omit-props'

const propsToOmit = [
  ...Object.keys(propTypes.space),
  ...Object.keys(propTypes.layout),
  ...Object.keys(propTypes.color),
]

const Box = styled(omitProps('div', propsToOmit))`
  ${space}
  ${layout}
  ${color}
`

export default Box

Does this issue with styled-components affect all styled-system API or only some specific? Because I have a problem with layout only. 🤔


Removed trailing comma

The trailing comma was causing this error when trying to load the plugin in ChatGPT:
"Failed to fetch localhost manifest. Check to ensure your localhost is running and your localhost server has CORS enabled.

Fixed!


Eliminate Items::use_aliases

Aliased imports, e.g.
use a::b as c;

are currently represented using two maps:

Items::use_synonyms, which maps b to the declaration of b in module a.
Items::use_aliases, which maps a to the name b.

There really is no reason two have both maps, since the name b is not in scope when using an aliased import.

Related to this, aliased imports are not reexported correctly:
import x::y; // this gets reexported as y
import z::w as v; // this does not get reexported, neither as w nor as v

Eliminating use_aliases and only binding the aliased name should fix this issue.


Events aren't displayed on high-resolution screens (testers needed)

We need testers with high-resolution screens to validate if the extensions display's upcoming events when it's clicked or not.

I've tested it and it doesn't work


Request for Compatibility Table in Documentation

Feature Description
As a user of a specific Django package, I frequently encounter challenges when determining the compatibility of different versions of the package with various versions of Django. It would be valuable to have a dedicated resource, such as a compatibility table or matrix, that clearly outlines which versions of the package are compatible with specific versions of Django.
The Ideal Solution
I envision a centralized resource within the documentation of the package, providing users with a comprehensive table or compatibility matrix.
The Current Solution
Currently, users often rely on scattered information from release notes, examples, and GitHub issues to determine compatibility between the package and Django versions.
Additional Context
Maybe something like this:

Are you willing to help with the implementation?

[x] Yes, I will contribute to the implementation of this feature.
[ ] No, I can't assist with the implementation, but I can provide feedback and guidance.

Priority
How important is this feature to you?

[ ] Critical
[ ] High
[x] Medium
[ ] Low

Hi @OscarGonzalez97,
Thank you for bringing that up and I completely agree that having a clear and centralized resource to outline the compatibility of different versions of the package with various Django versions would be beneficial.
I had indeed planned to add such a resource to the documentation. The groundwork has been laid, as I've implemented extensive tests. The next step, as you correctly pointed out, involves running these tests across the different Django environments to gather the necessary data for the compatibility table.
If you're interested in contributing to this effort. Here’s how you can get involved:

Set up the testing environments
Run the tests: Use specific tools (such as tox or Docker) to run the tests in each environment. I can provide the test scripts and any additional
Compile the data: Once testing is complete, we'll need to organize the results into a clear and accessible format for the documentation.

If you're ready to jump in, let me know, and we can start coordinating on this project. Otherwise, rest assured, I'll prioritize adding the compatibility table to the documentation in the next one to two weeks. Either way, your input is appreciated.
Looking forward to your response.
Adams

Resolved in #135

Hi @OscarGonzalez97, is this what you had in mind ?

Yes, that's it! thank you and sorry for the late response

No worries, glad that is it.


Vercel Deploy

Adds Vercel Deploy markdown button with token url env variable required.
Contributing to Twilio

All third-party contributors acknowledge that any contributions they provide will be made under the same open-source license that the open-source project is provided under.

[x] I acknowledge that all my contributions will be made under the project's license.

Could you please rebase the PR instead of merging main into the working branch? Thx.

Also please make PR to the integration/swarm2307 branch instead of main.


Add toggle for overshoot

Can disable overshoot. The scrollbar will smoothly snap to the boundary.
I also made some changes to "handle_overdrag" method logic flow. I have tested and not noticed any bugs.
2023-10-22 - Toggle Overshoot.webm

Great changes, I'm looking forward of feature like that quite a long time. However, there might be some problem.
elif not allow_overdragging: axis_velocity = -dist*(1-friction)/(1-pow(friction, stop_frame(axis_velocity)))
This might not be necessary because this function is to apply a velocity to make it scroll back exactly. I believe the original way could handle the situation which you said "Prevent out of bounds if we disallow overdrag."
The original way if dist1 > 0 and not will_stop_within(vertical, axis_velocity): is reasonable because it needs to judge dist1 > 0 then will_stop_within() should be taken into consideration. I'm not sure whether if (dist1 < 0 or dist2 > 0) and will_stop_within(vertical, axis_velocity): have done extra calculation.
I chose to return result in line 387 because I want it pass the next "if", otherwise it would keep bouncing if child is smaller...

And more importantly, the new function you add would still allow at least a frame to overdrag. Prehaps it would be better to predict the next position then snap to boundary.

(BTW, it would be even useful if this is also effective to dragging)

elif not allow_overdragging: axis_velocity = -dist*(1-friction)/(1-pow(friction, stop_frame(axis_velocity))) This might not be necessary because this function is to apply a velocity to make it scroll back exactly. I believe the original way could handle the situation which you said "Prevent out of bounds if we disallow overdrag."
I did try just setting it but it jumps to the position. If you want it to smoothly scroll I found I needed to calculate a velocity instead that brought it exactly where it needed to be.

I'm not sure what you mean by the original way? Do you mean:
		 if will_stop_within(vertical, axis_velocity): 	axis_velocity = -dist*(1-friction)/(1-pow(friction, stop_frame(axis_velocity)))
If so I could just but an or not allow_overdragging in the if statement there.

The original way if dist1 > 0 and not will_stop_within(vertical, axis_velocity): is reasonable because it needs to judge dist1 > 0 then will_stop_within() should be taken into consideration. I'm not sure whether if (dist1 < 0 or dist2 > 0) and will_stop_within(vertical, axis_velocity): have done extra calculation.

It's the same thing but flipped. It won't cause any extra calculations. If it's going to stop within the bounds we don't care so we should return as soon as possible. I can rewrite it instead as if not (dist1 > 0 or dist2 < 0) and will_stop_within(vertical, axis_velocity), remember if statements are considered false as soon as possible so if dist1 is greater than 0 and dist is less than 0 then it won't run will_stop_within.

And more importantly, the new function you add would still allow at least a frame to overdrag. Prehaps it would be better to predict the next position then snap to boundary.
Are you using the example scene? I'll check that out and play around there.

(BTW, it would be even useful if this is also effective to dragging)
I will check the dragging out, luckily I have a touchscreen.

I'm just curious of what or not allow_overdragging is for. I tried to delete this condition and it seems there's no glitch. I guess you want axis_velocity = -dist*(1-friction)/(1-pow(friction, stop_frame(axis_velocity)))  always work if allow_overdragging is unchecked. But in my design, it shouldn't work always. These few lines are for the situation when we release dragging with a high speed which is not fast enough to scroll back to bounds. I think it will work whether allow_overdragging is checked or not.

I'm not sure what you mean by the original way? Do you mean:

You're right. I must misunderstand something before.

It's the same thing but flipped. It won't cause any extra calculations. If it's going to stop within the bounds we don't care so we should return as soon as possible. I can rewrite it instead as if not (dist1 > 0 or dist2 < 0) and will_stop_within(vertical, axis_velocity), remember if statements are considered false as soon as possible so if dist1 is greater than 0 and dist is less than 0 then it won't run will_stop_within.

Yes, just simply restrict FPS to a low value like 8 and you can see the issue more obviously. Scroll it and the content will still be out of bounds at the first frame.

Are you using the example scene? I'll check that out and play around there.

I'm just curious of what or not allow_overdragging is for. I tried to delete this condition and it seems there's no glitch. I guess you want axis_velocity = -dist*(1-friction)/(1-pow(friction, stop_frame(axis_velocity)))  always work if allow_overdragging is unchecked. But in my design, it shouldn't work always. These few lines are for the situation when we release dragging with a high speed which is not fast enough to scroll back to bounds. I think it will work whether allow_overdragging is checked or not.

The original  axis_velocity = -dist*(1-friction)/(1-pow(friction, stop_frame(axis_velocity)))  is called after the overshoot to bring it back to the bounds smoothly. The elif not allow_overdragging  only occurs if if will_stop_within is false. Therefore if we're about to stop outside of the bounds then we want to prevent that outcome and instead calculate the velocity to stop at the bound instead of going over.

Ahh, I see. It's actually a design for "good" dragging feeling. When we release dragging with a high speed that allows it to go back in bounds. So I let it scroll freely rather than restrict it to go back to boundary, the latter situation would makes it a little "viscous" I guess.

Ahh, I see. It's actually a design for "good" dragging feeling. When we release dragging with a high speed that allows it to go back in bounds. So I let it scroll freely rather than restrict it to go back to boundary, the latter situation would makes it a little "viscous" I guess.

Yeah normally it's good "juice" to have that overshoot there with the momentum. However, I'm trying to mimic a webpage so the effect is unwelcome. I'll fix up the bugs you've raised when I get the chance.

I have updated my code. As you can see I changed approach entirely. Much simpler approach.
I instead calculate if the next calculated position in scroll is outside bounds and if it is just cease movement and snap to boundary. This has an effect much closer to a webpage. It fixes the issues with touch scrolling and low FPS.
I would consider this an option for https://github.com/SpyrexDE/SmoothScroll/issues/18.
2023-10-23 - Toggle Overdragging Second Approach.webm
Also quick question. Do horizontal scrollbars not work yet?

Wonderful work!
Still there is some issuelike in if not (dist1 > 0 or dist2 < 0) and will_stop_within(vertical, axis_velocity): , and should be or. And scroll bar size haven't taken into consideration yet like calculate_distance() do.
I believe it works, is there any issue?

Also quick question. Do horizontal scrollbars not work yet?

I believe it works, is there any issue?

Yes, sorry I figured it out. I couldn't get the horizontal bar to show in the example, just had to mess around with the sizes.
New:
if not (dist1 > 0 or dist2 < 0) and will_stop_within(vertical, axis_velocity):
Old:
	var result = [axis_velocity, axis_pos]

	# Overdrag on top or left
	if dist1 > 0 and not will_stop_within(vertical, axis_velocity):
		result[0] = calculate.call(dist1)
		# Snap to boundary if close enough
		if dist1 < just_snap_under and abs(axis_velocity) < just_snap_under:
			result[0] = 0.0
			result[1] -= dist1
		return result

	# Overdrag on bottom or right
	if dist2 < 0 and not will_stop_within(vertical, axis_velocity):
		result[0] = calculate.call(dist2)
		# Snap to boundary if close enough
		if dist2 > -just_snap_under and abs(axis_velocity) < just_snap_under:
			result[0] = 0.0
			result[1] -= dist2
		return result

	return result

So if we look at the old version. The two if statements are exclusive. If one of them is true it returns. Another way of thinking about it is if both of those 'if's are false then we want to return result. So we can just flip and combine them. So:
 if (not dist1 > 0 and will_stop_within) or (not dist2 < 0 and will_stop_within) return result
simplify further as we have and will_stop_within twice:
if (not dist1 > 0 or not dist2 < 0) and will_stop_within
Move the not in the first part outside the brackets to apply to both:
if not (dist1 > 0 or dist2 < 0) and will_stop_within.
This is cleaner code wise in my opinion. Less duplication and easier to manage. I'm happy to remove it but the logic is the same as what was already there so if there's an issue it'll be an issue with the original code too.

Yeah, I understand what you mean. Think of a simple situation, at old version, if will_stop_within() is true, it will return result directly regardless of how dist1 and dist2 are. So I think change and to or is reasonable.

So if we look at the old version. The two if statements are exclusive. If one of them is true it returns. Another way of thinking about it is if both of those 'if's are false then we want to return result. So we can just flip and combine them to return earlier.

In this example below, at old version I can scroll up and down smoothly, while at new version, it stops me from scrolling down manually until it goes back in bounds with speed that formula calculates, which is I mention "good scrolling feeling".

I notice that too, the description in assets store do needs update, perhaps sample scene as well. What do you think? @SpyrexDE

Yes, sorry I figured it out. I couldn't get the horizontal bar to show in the example, just had to mess around with the sizes. Edit: Also it says on the asset store that it doesn't support horizontal yet.

I see what you mean. I have made the change.

Looks great.

I notice that too, the description in assets store do needs update, perhaps sample scene as well. What do you think? @SpyrexDE

I will definitely update that. Thanks for pointing it out!


[Question] Step 3 loss curve

Question
I performed the step 3 moe-finetunning on phi-2 model, the loss doesn't seemed to drop that much. I wonder if that's normal. Thanks!

Hello! When i use the script 'finetune_moe.sh' to train phi-2, i got the similar curves! But I found a problem that my training process will be OOM! It happened randomly and the gpu memory-usage is not constant. The gpu memory-usage will vary widely leading to OOM... Did you find this problem?


Refactor subtitles, show maker on hotspot details

closes #436
closes #659

preview:

before (current)
after (this PR)

things changed in this PR:

refactored <SubtitleSection /> component's subtitles prop to expect an array of arrays, where each array is a row of subtitles
changed the pipes (|) separating breadcrumbs to slashes (/) to give the affordance that it's mimicking the URL structure, because I think some people don't realize that
moved the city from the subtitles into the breadcrumbs, above hexes, because in this PR: #633 we will make that link to that specific city's info
truncated hex index in breadcrumbs to save horizontal space because city names will vary widely in length
added the hotspot address as a subtitle that you can see (truncated) and copy to clipboard
added the same ^ to validators

some really great additions here, and thanks for the very detailed PR description. Makes reviewing it that much easier :)


Wrong Reported Camera FOV

Overview
Unity "Camera" component reports too large of FOV for for HL2, causing any logic dependent on FOV to fail.
Expected behavior
Something appropriate, close to 30 degrees.
Actual behavior
Camera vertical FOV locked to 135 degrees (if change to "Horizontal") then reports 150 degrees
Steps to reproduce
Run MRTK Hand Tracking demo while remoting to HL2.
Unity editor version
2019.4.8f1, Windows XR Plugin 2.3 (previous XR Plugin version 2.2 caused the device's  Horizontal FOV to be reported as the vertical FOV)
Mixed Reality Toolkit release version
2.4

I think this issue has come up in the past as well, but it's not really an MRTK related issue:
https://github.com/microsoft/MixedRealityToolkit-Unity/issues/176
@keveleigh in case I'm missing anything here

@wiwei Where can the issue be logged? I was told that Windows XR Plugin bugs should also be logged to MRTK2? This was aggravated by the plugin 2.2 => 2.3 update, but reported an incorrect value in 2.2 as well. Note this is not Unity Editor-specific, and affects scripts in the built application too.

@amoffatt Issues in the plugins themselves (shipped via Unity's package registry) should get filed on Unity itself. We have some system for talking with them on these issues, but since it's not actually in MRTK code it should be tracked where work is done.

Will, Thank you for the update. Developing for the HL2 has been
exceptionally burdensome on our developer team due to bugs at every level
of the required tech stack.
We participate in both the Microsoft Mixed Reality Partners program and the
Magic Leap Independent Creators Program, and the difference in developer
experience and platform stability has been stark and dramatic.
Bugs in our application logic are our responsibility, but I appreciate it
when the Windows XR team as a whole takes responsibility for their platform
and does what it takes to get bugs resolved. This involves not putting the
responsibility back on your users to file another ticket.
Regards
Aaron Moffatt
CTO, Immersion Analytics (a Virtual Cove, Inc. company)
LinkedIn https://www.linkedin.com/in/aaron-moffatt-b6a044aa/ |
immersionanalytics.com http://www.immersionanalytics.com/
Read our Solution Brief with Intel https://rebrand.ly/IAandIntel
On Thu, Sep 10, 2020 at 9:50 AM Will<EMAIL_ADDRESS>wrote:

@amoffatt https://github.com/amoffatt Issues in the plugins themselves
(shipped via Unity's package registry) should get filed on Unity itself. We
have some system for talking with them on these issues, but since it's not
actually in MRTK code it should be tracked where work is done.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/microsoft/MixedRealityToolkit-Unity/issues/8417#issuecomment-685920145,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AADKYYFGDJMRS67NIIKKBPDSFD7TFANCNFSM4QPWDPHQ
.


Expand sign in options

There is only a Sign in with Google option. Can we add email or something that doesn't link to a third party service?

Yes, we should've done this a while ago. Will try to ship tomorrow :)

@koalazub just shipped it (sorry a bit later than expected)


untagged-keep-latest 0 doesn't work

It's a typing problem:
When passing 0, https://github.com/bots-house/ghcr-delete-image-action/blob/3827559c68cb4dcdf54d813ea9853be6d468d3a4/utils.js#L15 evalutes to false and therefore assigns null.
In this case the job does nothing, prints nothing but still succeeds.

I can confirm, had to use 1


[v1] Does it work with SSR?

I'm using a custom View and my component is not showing. I'm guessing it's because this component is rendered server side.

This dude has solved it
199


feat: [FRONT-87] DescriptionListItem price type and DescriptionRawItem

PR description:

DecsriptionRawItem and DescriptionListItem price type
Silver400 with 30% opacity color state
Implemented:

Checklist:

[x] I ran this code locally
[x] I wrote the necessary tests
[x] My code follows the style guidelines
[x] I followed the instructions to create a pull request

JIRA card:

https://superdispatch.atlassian.net/browse/FRONT-87
Should know about:

@umrzoq-toshkentov Can you give a description of why all these changes were done? To be more in context. FYI: we also have DescriptionItem in the ui-lab package.

@doniyor2109 We have DescriptionList and DescriptionItem. In which case we should use one or another?

@timurhamitov Yes I just thought need to update only ui component. I will update also DescriptionItem ui-lab as well thank you!
FYI: in design has mentioned need to update only DescriptionList component

@umrzoq-toshkentov Please do not rush to change DescriptionItem let's discuss these changes. I asked @doniyor2109 above about the usage of these components. Let's move this discussion into Slack.


Error code 392b - Child is looked after but no postcodes are recorded. [Added 2020 v1.1]

Note: This one appears to have been missed from the git issues list!
Error information
Error code
392b
Description to display
Child is looked after but no postcodes are recorded.
DfE Long-form description of error
Postcodes should be completed if child is looked after unless the legal status is V3 or V4 or the child is UASC, or was formerly UASC
DfE suggested coding
If <LS> not = ‘V3’ or ‘V4’ and <UASC> = ‘0’ and <COLLECTION YEAR> -1 <UASC> = ‘0’ and <COLLECTION YEAR> -2 <UASC> = ‘0’ then <HOME_POST> and <PL_POST> should be provided
For further info, refer to the DfE validation document here

Thanks for this @SLornieCYC ! Problem is the git issues were scraped from the 2019 file, i believe


the lib is not working correctly with SVPullToRefresh

I am using both SVPullToRefresh & TLYShyNavBar. But the pull to refresh function is not working anymore

I found that if you comment out the following code in TLYShyScrollViewController.m, it will work with SVPullToRefresh.
//        if (self.refreshControl == nil || [self.refreshControl isHidden]) {
//            [self.scrollView tly_setInsets:insets];
//        }

you will get wrong contentInset after scrolling the table view with it

The issue here is that they enter an infinite loop of updating the scrollView's content size/inset.
This partial stack trace is a crash log we're receiving, and the original crash log is 10 times longer (meaning it performed the same methods over and over again in a cycle)


⚠ Bofrost.be has degraded performance

In d0587de, Bofrost.be (https://www.bofrost.be) experienced degraded performance:

HTTP code: 200
Response time: 1375 ms

Resolved: Bofrost.be performance has improved in 8df40a2.


fix: chroma pysqlite version

Description
When running the new embedchain upgrade with Chroma 0.4.2, I get the following error.
ERROR tests/chunkers/test_text.py - RuntimeError: Your system has an unsupported version of sqlite3. Chroma requires sqlite3 >= 3.35.0.Please visit https://docs.trychroma.com/troubleshooting#sqlite to learn how to upgrade.
This PR implements the proposed fix from the troubleshooting guide, by replacing sqlite3 with pysqlite3.
Fixes # (issue)
Type of change
Please delete options that are not relevant.

[X] Bug fix (non-breaking change which fixes an issue)

How Has This Been Tested?
Please describe the tests that you ran to verify your changes. Provide instructions so we can reproduce. Please also list any relevant details for your test configuration
Please delete options that are not relevant.

[ ] Unit Test tests currently fail
[X] Test Script (please provide)

from embedchain import App
from embedchain.config import AppConfig

app = App(config=AppConfig(log_level="DEBUG"))
app.add("text", "lorem ipsum")

Checklist:

[X] My code follows the style guidelines of this project
[X] I have performed a self-review of my own code
[X] I have commented my code, particularly in hard-to-understand areas
[X] I have made corresponding changes to the documentation
[X] My changes generate no new warnings
[] I have added tests that prove my fix is effective or that my feature works
[ ] New and existing unit tests pass locally with my changes
[X] Any dependent changes have been merged and published in downstream modules
[X] I have checked my code and corrected any misspellings

Maintainer Checklist

[ ] closes #xxxx (Replace xxxx with the GitHub issue number)
[ ] Made sure Checks passed

Python 3.11.4 shipped with sqlite 3.31 - ChromaDB requires 3.35. So simply bumping the required python version won't do it.

thanks @cachho for this catch. @deshraj : would love your review as well.

thanks @cachho for this catch. @deshraj : would love your review as well.

I'm wondering how everyone else does it? How did you get the right version?

The official chroma distribution is using this same workaround approach for google collab. Only that they install it on the spot when needed, I will change my code to do the same.
https://github.com/chroma-core/chroma/pull/851/files

I had further discussions about this with the Chroma team. They said that this only works on linux, so I added a check for the OS. https://github.com/chroma-core/chroma/issues/874

Thanks for looking into this @cachho.


Support border-radius on Img component

Is your feature request related to a problem? Please describe.
Someone asked if it was possible to set the border-radius property on an Img component.
Describe the solution you'd like
A way to set the border-radius directly on the Img component. Some possible options for this are:

Provide a borderRadius prop directly on the Img for setting the CSS property of the  tag. This would be the quick and easy way to do it.

Provide a css property and allow a CSS object that permits certain styles to be applied to the image. This is consistent with what we're doing with Box and Inline, and would be more flexible if we ever wanted to add additional styling properties.

Describe alternatives you've considered
We don't have any official guidance on this, however adding a border radius can can be achieved by wrapping the Img in a Box:
<Box
  css={{
    borderRadius: "large",
    overflow: "hidden",
    width: "fit",
    display: "grid",
  }}
>

</Box>

This achieves the desired effect, but adds an extra wrapper
. We also don't have this documented, and we'd probably want a more seamless solution if it was something we'd want to support officially.

Thanks @jackokerman-stripe! Triaged to UIXT.

The docs have been updated with an example of how to add rounded corners to an Img component.


Configurable AWS logging for S3 filesystem

AWS logging for S3 is too verbose and should be configurable.
export AWS_LOG_LEVEL=FATAL

Using TF_CPP_MIN_LOG_LEVEL for the AWS log handler can lead to a high
rate of aws logging which drowns out less frequent  logs
Related commits 7bb0592ef2f5ee4ac9261448daf51446cfc19941, f67a7a4af7602b383a914340bc5b50ca099f30cb
Issue #21898

@yongtang @qlzh727 @ymodak any chance to look at these changes?

🙏

@jquadrino Sorry for the late reply. The email slip through my email. Leaved one question otherwise it looks fine to me.

plz make progress.

Please reassign the owner for this code path.

As mentioned, I am not the owner for this part. Please find another owner or seek admin's help.

@ mrry can you please review this PR

@rthadur could we rerun the checks?

Just to be clear, in order to use this you must set AWS_LOG_LEVEL to in integer defined in core/platform/default/logging.h. For example, to set to to FATAL:
export AWS_LOG_LEVEL=3

And now the s3 plugin won't spam your logs!!!

I am trying to undertand how to use this as for us this is quite a critically important bug to have fixed. @eggie5 you mention that we should set export AWS_LOG_LEVEL=3 to use the fix, but do I understand correctly that I would have to clone the repository, find the file core/platform/default/logging.h and set it there? And then build the docker container from scratch?
Or could I actually launch for example tensorflow/serving:latest-gpu and pass this as a parameter?


Feature: Dialog

Dialog
Features:

Supports modal and non-modal modes.
Focus is automatically trapped when modal.
Can be controlled or uncontrolled.
Manages screen reader announcements with Title and Description components.
Esc closes the component automatically.

Completed

[x]

Todo

[ ]
[ ]

Hey, can i contribute?

I am asking generally not just related to this issue?

Hey, can i contribute?

Hey @FarhanAliRaza thanks for your interest! I think I wont be progressing with this project as I think there is a better done and maintained project with the same goals which is https://github.com/radix-svelte/radix-svelte . I would recommend you to contribute to the project instead, thank you!


Split unroll_batch_matmul pass into own bazel build target

79aab7dd7b5864e223183d040a0d89ddf7865bb3 moved the BatchMatMul unrolling pass from mlir/lite to mlir/tensorflow. However this added mlir/tensorflow:tensorflow_passes as a dependency to mlir/lite:tensorflow_lite_legalize_tf which includes many unnecessary build requirements like xla passes and many more. This PR splits the pass into its own mlir/tensorflow:unroll_batch_matmul_pass target which can be used by TFLite to reduce build times.
Some context: We are relying on some of the mlir/lite build targets in https://github.com/plumerai/compute-engine to customize the TFLite conversion process. Upgrading to the TensorFLow r.2.2 branch would triple our CI build times from 15 min to 46 min.
With those changes our CI times would only increase to 27 min (still quite long, but at least manageable).
I know we are using non official supported build rules, but since this change will also benefit build times inside the TensorFlow monorepo, I think it is a reasonable change to make.

You'll also need to remove the included in https://github.com/tensorflow/tensorflow/blob/master/tensorflow/compiler/mlir/tensorflow/transforms/unroll_batch_matmul.cc#L28 else I believe bazel build would fail for that library.

You'll also need to remove the included in transforms/unroll_batch_matmul.cc#L28 else I believe bazel build would fail for that library.

:+1: I removed it as well. I thought about doing that earlier, but wasn't sure if it might be used since bazel didn't complain locally.

@jpienaar For some reason I can't reproduce the CI failure locally. Hopefully b667aef3f612d3374bfb48137a965578ad522f27 will fix it.

Here are the internal errors , @lgeiger can you please verify ?
./third_party/tensorflow/compiler/mlir/tensorflow/transforms/unroll_batch_matmul.h:19:10: error: module //third_party/tensorflow/compiler/mlir/tensorflow:unroll_batch_matmul_pass does not depend on a module exporting 'third_party/llvm/llvm-project/llvm/include/llvm/ADT/ArrayRef.h'
./third_party/tensorflow/compiler/mlir/tensorflow/transforms/unroll_batch_matmul.h:20:10: error: module //third_party/tensorflow/compiler/mlir/tensorflow:unroll_batch_matmul_pass does not depend on a module exporting 'third_party/llvm/llvm-project/mlir/include/mlir/IR/Location.h'
./third_party/tensorflow/compiler/mlir/tensorflow/transforms/unroll_batch_matmul.h:21:10: error: module //third_party/tensorflow/compiler/mlir/tensorflow:unroll_batch_matmul_pass does not depend on a module exporting 'third_party/llvm/llvm-project/mlir/include/mlir/IR/PatternMatch.h'
./third_party/tensorflow/compiler/mlir/tensorflow/transforms/unroll_batch_matmul.h:22:10: error: module //third_party/tensorflow/compiler/mlir/tensorflow:unroll_batch_matmul_pass does not depend on a module exporting 'third_party/llvm/llvm-project/mlir/include/mlir/IR/TypeUtilities.h
./third_party/tensorflow/compiler/mlir/tensorflow/transforms/unroll_batch_matmul.h:24:10: error: module //third_party/tensorflow/compiler/mlir/tensorflow:unroll_batch_matmul_pass does not depend on a module exporting 'third_party/tensorflow/core/util/matmul_bcast.h'


Support for Digital Ocean Kubernetes Cluster.

https://www.digitalocean.com/community/questions/bitnami-kubernetes-production-runtime-bkpr-support-for-digitalocean-kubernetes-service
I have put a query on DigitalOcean to have them review and work to have BKPR be supported in their Kubernetes Offering.
Bitnami can review and offer a compatible offering which can be boostrapped on the DigitalOcean platform.

also dupe of #309

Hi! We appreciate your interest in the BKPR.
While no new features are currently planned, BKPR is under active maintenance and we plan to continue supporting newer releases of Kubernetes.
We welcome the community to engage and support the development of the project through bug fixes and code contributions.

duplicate of #309


missing Error check

see https://sentry.iobroker.net/share/issue/93ceb93ae619461f9e88a9d194243fc8/
We should check "if (err && Obj)" and not assuming the object exists

fix  V1.5.0


Allow activesupport 6.0

Looking through the CHANGELOG for ActiveSupport 6.0.0.rc1 it doesn't seem like there's anything breaking in there, so this PR relaxes the requirement up to 7 (next major release).

@fegorodscy no need to think about merging this until Rails 6 is finally released, this just gave me a branch to start testing with.


Check pandas dependency version (v2 has been released in April 2023)

https://github.com/graphsense/graphsense-lib/blob/master/setup.cfg#L63C4-L63C24
Can it be upgraded?

on release there was some build issue with pandas > 2.0, can't remember what it was. But looks like the issue is solved now. I have removed the restriction on the develop branch. Will do some more testing and then merge/release.


Ongoing upgrade of DLT platforms version

Is your feature request related to a problem? Please describe.
Often in DLT network there is a need to upgrade the version of the platform (nodes/peers, other components etc.) in a running network, this results in downtime and other backup related complexities.
Describe the solution you'd like
Automated way of patching, to upgrade the platform version with less or no downtime.
Details TBD
Describe alternatives you've considered
TBD
Additional context
The solution needs to cater to all BAF supported DLT deployment, can be specific for each DLT network.

This feature was tested for Fabric network. Testing needs to be done for platforms


Push constant nested struct alignment/padding issue

We have the following set of structures that we are using for push constants:
struct StructA
{
uint64_t   valA;  // this is technically a reference to a buffer in our shader but I don't think that matters for this discussion
uint          valB;
uint          valC;
uint          valD;
};
struct StructB
{
StructA     aValues;
uint           valE;
uint           valF;
};
I think that struct A will have an alignment of 8 bytes and size of 24.  The Vulkan spec points to section 7.6.22 "Standard Uniform Block Layout" of the OpenGL specification which says:
"If the member is a structure, the base alignment of the structure is N, where N is the largest base alignment value of any of its members, and rounded up to the base alignment of a vec4. The individual members of this substructure are then assigned offsets by
applying this set of rules recursively, where the base offset of the first member of the sub-structure is equal to the aligned offset of the structure. The structure may have padding at the end; the base offset of the member following the sub-structure is rounded up to
the next multiple of the base alignment of the structure."
By those rules the base offset of the member following the sub structure (valE) is rounded up to the next multiple of the base alignment of the structure (8).  However, spirv-dis shows that the offset of valE in this scenario is 20 when I believe it should be 24.
This is easy to work-around by inserting explicit padding or making valD a uint64_t so not a show-stopper but it did take some time to diagnose and seems like an error WRT the spec.

Sorry, I should add that this is with Vulkan SDK <IP_ADDRESS>.

It appears the validator is only validating this for uniform blocks. That does appear to be incorrect according to the Vulkan specification. So that's one thing to fix. This requirement only applies if scalar layouts are not enabled. Which generator are you using? Some (e.g. DXC) use assume scalar block layout.

The spirv was generated using:
glslangValidator --target-env vulkan1.2
We have the scalar block layout extension enabled but there is nothing on this buffer declaration asking for that layout.  In fact, when I use spirv_dis to generate glsl from the spv blob it explicitly says the layout of this pushbuffer is std430.
I do note that the scalar block layout extension documentation omits the "The structure may have padding at the end; the base offset of the member following the sub-structure is rounded up to the next multiple of the base alignment of the structure." portion of the original spec.
That being said, I don't think that this buffer should be using scalar block layout in any case.  Unless I am misunderstanding something it seems like spirv is being generated that doesn't follow the layout rules correctly.

You can ask the validator to validate with scalar layout. You're correct it is not represented in spir-v because the rules come from the client api.
I'm not sure why glslang is generating the wrong layout for this buffer. I'd suggest a bug on glslang. I posted #5015 to update the validation to catch this issue.

Thanks Alan.  I didn't realize that glslang was an independent project from SPIRV-Tools.  Posted issue there as well.


KAFKA-3264: Deprecate the old Scala consumer (WIP)

@ijuma With the assumption that KIP-109 will pass I started implementing the deprecation. While I continue to work on this I'd appreciate it if you could take a look and let me know if you see issues with respect to what class/method/... should or should not be deprecated. Thanks.

Sorry for the delay, I hope to take a look at this PR towards the end of this week.

@vahidhashemian, if you have time, it would be good to do a follow-up PR that fixes the deprecation warnings that can be fixed:

Uses of the old consumers in tools and tests where the new consumer would work as well (or better).
Methods in ClientUtils that are called by server or tools code should be introduced in AdminUtils with the implementation living in AdminUtils. All the existing callers apart from the old clients should call the AdminUtils methods.

Thanks.

@ijuma Definitely, I'll look into fixing those two. Thanks.


Unable to assign values to request.meta

Based on the example RedisCrawlSpider I have created an extended version, which should capture the start_url in a meta object. It looks like this doesn't work. Here is the code:
from scrapy.linkextractors import LinkExtractor
from scrapy.spiders import Rule
from scrapy.http import Request
from scrapy_redis.spiders import RedisCrawlSpider

deny_domains = ['facebook.com', 'google.com', 'linkedin.com', 'twitter.com', 'youtube.com']

class MyCrawler(RedisCrawlSpider):
    """Spider that reads urls from redis queue (myspider:start_urls)."""
    name = 'mycrawler_redis'
    redis_key = 'mycrawler:start_urls'

    rules = (
        # follow all links
        Rule(LinkExtractor(deny_domains=deny_domains), callback='parse_page', follow=True),
    )

    def make_requests_from_url(self, url):
        """A method that receives a URL and returns a Request object (or a list of Request objects) to scrape.
		This method is used to construct the initial requests in the start_requests() method,
		and is typically used to convert urls to requests.
		"""
        return Request(url, dont_filter=True, meta={'start_url': url})

    def __init__(self, *args, **kwargs):
        # Dynamically define the allowed domains list.
        domain = kwargs.pop('domain', '')
        self.allowed_domains = filter(None, domain.split(','))
        super(MyCrawler, self).__init__(*args, **kwargs)

    def parse_page(self, response):
        print response.meta.get('start_url')
        return {
            'url': response.url,
        }

I have checked with ipdb that the make_requests_from_url method is triggered,  but when I set an ipdb trace in parse_page, I can't access the response.meta.get('start_url') key. Any help would be appreciated!

At first look, I think you want to persist start_url in next sub-requests. As noted, make_requests_from_url acts on the start urls, but parse_page receives responses from whatever requests your rules found, so these requests don't have the start_url meta value.
You could override the CrawlSpider internal methods, to persist the meta start_url, for example here: https://github.com/scrapy/scrapy/blob/1.1/scrapy/spiders/crawl.py#L51
Or you can persist the meta values in a spider middleware: http://doc.scrapy.org/en/latest/topics/spider-middleware.html#writing-your-own-spider-middleware
Something like:
class MySpiderMiddleware(object):

    def process_spider_output(self, response, result, spider):
        for request_or_item in result:
            if isinstance(request_or_item, Request):
                self.persist_meta(response, request_or_item)
            yield request_or_item

    def persist_meta(self, response, request):
        # It is expected to all responses have a start_url meta value.
        request.meta['start_url'] = response.meta['start_url']

Thanks for your answer! I have gone the second route, but I still haven't got the 'start_url' meta key in the parse_page function. I can see that the middleware is activated and working, as I can put ipdb traces in the functions which both get trigged. Maybe I am missing something? Do you have other pointers for me?

@nilsdebruin sorry, can't help you more without a reproducible example.

@rolando I can understand! I took your suggestions and put it into the scripts:
mycrawler_redis.py:
`from scrapy.linkextractors import LinkExtractor
from scrapy.spiders import Rule
from scrapy.http import Request
from scrapy_redis.spiders import RedisCrawlSpider
import ipdb
deny_domains = ['facebook.com', 'google.com', 'linkedin.com', 'twitter.com', 'youtube.com']
class MyCrawler(RedisCrawlSpider):
"""Spider that reads urls from redis queue (myspider:start_urls)."""
name = 'mycrawler_redis'
redis_key = 'mycrawler:start_urls'
rules = (
    # follow all links
    Rule(LinkExtractor(deny_domains=deny_domains), callback='parse_page', follow=True),
)

def make_requests_from_url(self, url):
    """A method that receives a URL and returns a Request object (or a list of Request objects) to scrape.
	This method is used to construct the initial requests in the start_requests() method,
	and is typically used to convert urls to requests.
	"""
    return Request(url, dont_filter=True, meta={'start_url': url})

def __init__(self, *args, **kwargs):
    # Dynamically define the allowed domains list.
    domain = kwargs.pop('domain', '')
    self.allowed_domains = filter(None, domain.split(','))
    super(MyCrawler, self).__init__(*args, **kwargs)

def parse_page(self, response):
    ipdb.set_trace()
    print response.request.meta.get('start_url')
    return {
        'url': response.url,
    }

`
middlewares.py:
`from scrapy.http import Request
class MyCrawlerMiddleware(object):
def process_spider_output(self, response, result, spider):
	for request_or_item in result:
		if isinstance(request_or_item, Request):
			self.persist_meta(response, request_or_item)
		yield request_or_item

def persist_meta(self, response, request):
	request.meta['start_url'] = response.meta['start_url']`

As already mentioned, I can see that the middleware functions are being executed. Thanks for the help!


[HTTP] XCTO, Fx 72 tasks

Trello
https://trello.com/c/K25OXvQT/234-x-content-type-options-fx-72
Acceptance criteria

[x] Disable Pref respect_document_nosniff for Firefox 71

[x] Enable Content-Type Sniffing when no Type is provided and Xtco-Nosniff is set

Added to: https://developer.mozilla.org/en-US/docs/Mozilla/Firefox/Releases/72#Security
Updated: https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/X-Content-Type-Options


use Uuid:::from_u128 for uuid_to_string

First of all thanks for this awesome library.
Change Summary
I have noticed that using rust Uuid::from_u128 is ~4x faster than using the python __str__ for the string conversion.
(benchmark below shows an improvement of 35%).
I am unsure how to run your benchmark thought. Please let me know if this seems like a valid approach and if I can do anything else.
Thanks
Related issue number
No issue linked.
Checklist

[ ] Unit tests for the changes exist
[ ] Documentation reflects the changes where applicable
[ ] Pydantic tests pass with this pydantic-core (except for expected changes)
[ ] My PR is ready to review, please add a comment including the phrase "please review" to assign reviewers

Thanks for the review.
I have tested it with uuid[1,3,4,5] and didn't see any difference between both implementations.

Hmm, I think we might need to worry about this: https://github.com/pydantic/pydantic-core/actions/runs/9997083529/job/27633831555
@fft001 could you please take a look?

At first glance it looks like an endianness issue. I am not sure yet were the issue is occurring.
I will have a look at it.
Should I open a new PR or use this one ?

New pr please, we can turn on full tests to test that stuff.


Perform an AMD check that is compatible with RequireJS' namespace feature

RequireJS its optimizer has a feature to namespace all global variables such as define, require and requirejs with a namespace object. It can do this when the define check is done through typeof define === 'function' && define.amd.
Currently, an explicit check for global.window.define is done. This PR changes the behavior in standalone.js to achieve compatibility with RequireJS' optimizer.

@jfromaniello Any thoughts? Happy to change anything :)


better update handling

@qinweigong To add in a new state to differentiate between open/update - was just enabled in iOS

updated with your recs

:+1:


New Release

Hi! How you doing?
Could you please publish a new version to NPM?
This PR https://github.com/lyubo/react-native-sodium/pull/43 is very important when upgrading react native to 0.65.1
Thanks!

Published as version 0.4.0

Thanks!


Prevent remounting of layout component on every page?

I have a top level navbar component which starts a web socket to listen for user notifications. Unfortunately the navbar is unmounted and remounted on every page load, forcing the websocket to disconnect/reconnect.
Is there no way around this with next.js?

Currently there is no way around this. Closing this as duplicate of https://github.com/zeit/next.js/issues/88 which is the same question brought differently 👍

will https://github.com/zeit/next.js/pull/2010 solve this or is it about something else?

#2010 is about server side rendering, renderpage is used in _document.js so it won't help with this

@scf4 a hacky solution until Next solves it: Make the web socket global


flutter_test doesn't support the latest package:test

I updated to flutter 1.9 and dart 2.5 .
The problem here is that flutter_test doesn't support the latest package:test.
flutter should update their version constraint on test_api.
Adding a dependency override works for now:
dependency_overrides:
test_api: ^0.2.7
This kind of problems should be caught early before flutter does a release because I can imagine that this causes a lot of pain and dissatisfaction with flutter.  :-(
[√] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
    • Android SDK at C:\Users\ride4\AppData\Local\Android\sdk
    • Android NDK location not configured (optional; useful for native profiling support)
    • Platform android-28, build-tools 28.0.3
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b03)
    • All Android licenses accepted.

[√] Android Studio (version 3.5)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin version 39.0.3
    • Dart plugin version 191.8423
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b03)

[√] VS Code, 32-bit edition (version 1.30.1)
    • VS Code at C:\Program Files (x86)\Microsoft VS Code
    • Flutter extension version 2.21.1

[√] Connected device (1 available)
    • moto g 7 • ZY225G4LJN • android-arm64 • Android 9 (API 28)

• No issues found!

Any updates on this?

@ride4sun fixed via https://github.com/flutter/flutter/pull/44882

we same issue here


Live! BKFC 68 Newcastle LIVE Free Fight On 2 November 2024

On November 2, 2024, Newcastle's Utilita Arena will host an electrifying night of bare-knuckle boxing, as BKFC 68 brings the heat to the UK.
Full Fight🔴🤳▶ BKFC 68 Live
Full Fight🔴🤳▶ BKFC 68 Live
Headlining the event, fans will witness Jamie Faulkner clash with Ivan Oscar in a fierce battle for the European Heavyweight Championship. Known for his devastating power, Faulkner steps into the ring looking to defend his turf and claim the coveted Euro heavyweight title. Across from him, Oscar, a formidable contender with a reputation for durability and aggression, will aim to shake up the division and dethrone the hometown favorite.
Adding even more excitement to the night, another title is up for grabs as heavyweights John Hodgson and Liam Cooke lock horns for the UK Heavyweight Championship. Both fighters have left a trail of knockouts in their paths, promising a no-holds-barred contest where only one can emerge as the UK’s top heavyweight. Hodgson, known for his raw power and relentless offense, is determined to capture the title. But Cooke, with his precision and speed, has proven himself to be a dangerous opponent for anyone in the division.
Headlining the event, fans will witness Jamie Faulkner clash with Ivan Oscar in a fierce battle for the European Heavyweight Championship. Known for his devastating power, Faulkner steps into the ring looking to defend his turf and claim the coveted Euro heavyweight title. Across from him, Oscar, a formidable contender with a reputation for durability and aggression, will aim to shake up the division and dethrone the hometown favorite.
Adding even more excitement to the night, another title is up for grabs as heavyweights John Hodgson and Liam Cooke lock horns for the UK Heavyweight Championship. Both fighters have left a trail of knockouts in their paths, promising a no-holds-barred contest where only one can emerge as the UK’s top heavyweight. Hodgson, known for his raw power and relentless offense, is determined to capture the title. But Cooke, with his precision and speed, has proven himself to be a dangerous opponent for anyone in the division.
BKFC 68 is set to deliver a night of brutal, edge-of-your-seat action as these four men battle for glory and gold. For fight fans in Newcastle and beyond, the stakes couldn’t be higher — this is a night where champions will rise, and legends could be made.
Headlining the event, fans will witness Jamie Faulkner clash with Ivan Oscar in a fierce battle for the European Heavyweight Championship. Known for his devastating power, Faulkner steps into the ring looking to defend his turf and claim the coveted Euro heavyweight title. Across from him, Oscar, a formidable contender with a reputation for durability and aggression, will aim to shake up the division and dethrone the hometown favorite.
Adding even more excitement to the night, another title is up for grabs as heavyweights John Hodgson and Liam Cooke lock horns for the UK Heavyweight Championship. Both fighters have left a trail of knockouts in their paths, promising a no-holds-barred contest where only one can emerge as the UK’s top heavyweight. Hodgson, known for his raw power and relentless offense, is determined to capture the title. But Cooke, with his precision and speed, has proven himself to be a dangerous opponent for anyone in the division.
BKFC 68 is set to deliver a night of brutal, edge-of-your-seat action as these four men battle for glory and gold. For fight fans in Newcastle and beyond, the stakes couldn’t be higher — this is a night where champions will rise, and legends could be made.
BKFC 68 is set to deliver a night of brutal, edge-of-your-seat action as these four men battle for glory and gold. For fight fans in Newcastle and beyond, the stakes couldn’t be higher — this is a night where champions will rise, and legends could be made.
Headlining the event, fans will witness Jamie Faulkner clash with Ivan Oscar in a fierce battle for the European Heavyweight Championship. Known for his devastating power, Faulkner steps into the ring looking to defend his turf and claim the coveted Euro heavyweight title. Across from him, Oscar, a formidable contender with a reputation for durability and aggression, will aim to shake up the division and dethrone the hometown favorite.
Adding even more excitement to the night, another title is up for grabs as heavyweights John Hodgson and Liam Cooke lock horns for the UK Heavyweight Championship. Both fighters have left a trail of knockouts in their paths, promising a no-holds-barred contest where only one can emerge as the UK’s top heavyweight. Hodgson, known for his raw power and relentless offense, is determined to capture the title. But Cooke, with his precision and speed, has proven himself to be a dangerous opponent for anyone in the division.
BKFC 68 is set to deliver a night of brutal, edge-of-your-seat action as these four men battle for glory and gold. For fight fans in Newcastle and beyond, the stakes couldn’t be higher — this is a night where champions will rise, and legends could be made.
Headlining the event, fans will witness Jamie Faulkner clash with Ivan Oscar in a fierce battle for the European Heavyweight Championship. Known for his devastating power, Faulkner steps into the ring looking to defend his turf and claim the coveted Euro heavyweight title. Across from him, Oscar, a formidable contender with a reputation for durability and aggression, will aim to shake up the division and dethrone the hometown favorite.
Adding even more excitement to the night, another title is up for grabs as heavyweights John Hodgson and Liam Cooke lock horns for the UK Heavyweight Championship. Both fighters have left a trail of knockouts in their paths, promising a no-holds-barred contest where only one can emerge as the UK’s top heavyweight. Hodgson, known for his raw power and relentless offense, is determined to capture the title. But Cooke, with his precision and speed, has proven himself to be a dangerous opponent for anyone in the division.
BKFC 68 is set to deliver a night of brutal, edge-of-your-seat action as these four men battle for glory and gold. For fight fans in Newcastle and beyond, the stakes couldn’t be higher — this is a night where champions will rise, and legends could be made.
Headlining the event, fans will witness Jamie Faulkner clash with Ivan Oscar in a fierce battle for the European Heavyweight Championship. Known for his devastating power, Faulkner steps into the ring looking to defend his turf and claim the coveted Euro heavyweight title. Across from him, Oscar, a formidable contender with a reputation for durability and aggression, will aim to shake up the division and dethrone the hometown favorite.
Adding even more excitement to the night, another title is up for grabs as heavyweights John Hodgson and Liam Cooke lock horns for the UK Heavyweight Championship. Both fighters have left a trail of knockouts in their paths, promising a no-holds-barred contest where only one can emerge as the UK’s top heavyweight. Hodgson, known for his raw power and relentless offense, is determined to capture the title. But Cooke, with his precision and speed, has proven himself to be a dangerous opponent for anyone in the division.
BKFC 68 is set to deliver a night of brutal, edge-of-your-seat action as these four men battle for glory and gold.


DYNFILE: Fix flipRate skip bug

Logic has been reverted throughout the refactors leaving a wrong check behind. This PR fixes a flipRatio check resulted into wrongly skipping mangling when dynamicFile prepare method is chosen.

Credits to @mfence for spotting the bug


cyclenext not working in fullscreen

bind=SUPER,j,cyclenext
bind=SUPER,k,cyclenext,prev

^^ these are the binds I'm using

what doesn't work, exactly?

https://user-images.githubusercontent.com/29136904/179363852-01141893-84f5-4937-a027-fb3017f4ea15.mp4
I would expect cyclenext to cycle between both windows in fullscreen. Or for that keybind to potentially do nothing. Right now it focuses the other window but doesn't increase it's "z index".
Maybe I'm expecting the behavior of the monocle layout.

Uhm yeah, it should probably do nothing.

fixed in edcecae7a074f76d6e0a9c7c29e796621c5b9e52


When store is disabled - what to show?

I disabled my Store from the App. Lets say I am not operating for today.
Now when I search my store it list my store. I click and want to see the details.
It does not list the items (apart form unknow, separate issue). Now it would be confusing my the items are not listed. It would be good if we can show some indication like not serviceable or not operation et

Disabled stores must not be shown. Fixed it. The Search should have only shown published facilities.


my life saver! .  .  .

Thank you.u are my life saver!
And a little strange thing is that iframe page needs <!DOCTYPE html> at start, or the down resizing will be very slow and unsuccessful.

Yeah, I guess forcing the page into standards mode make the browser run a lot quicker

This is huge. Adding DOCTYPE makes all the difference. Great library BTW!


2 genes with the same systemtic ID

This shouldn't be possible?

both genes were in the contig. I have removed the incorrect 'dubious' one now, but we probably need to check the check?

Also there were 2 genes with the sys ID SPAC110.05,  and SPBC713.13  again I removed the dubious one


Final group capstone: set up your Kanban board

We are 4 members in this team:
:one: @teckim
:two: @bigmosi
:three: @ridwanediallo
:four: @HanningtoneM
Link to the project
Screenshot

Hi @ridwanediallo,
Wow, you did it 🎉

Your project is complete!  There is nothing else to say other than... it's time to merge it :shipit:
Congratulations! 🎉
To highlight

All cards have been assigned✔
All tasks have points✔
Equal manual toll✔

Cheers and Happy coding!👏👏👏
Feel free to leave any questions or comments in the PR thread if something is not 100% clear.
Please, remember to tag me in your question so I can receive the notification.


Actions dashboard not showing Duration

Hi - Im using GHE and able to view the dashboard but Duration is empty with below error.
status: 404,
response: {
url: 'https://mydomain.com/api/v3/repos/org/terraform-deploy/actions/runs/7728/timing?workflow_id=302',
status: 404,
I tried calling rest api and got Not Found message.
{
"message": "Not Found",
"documentation_url"<EMAIL_ADDRESS>}

Note:  -H "X-GitHub-Api-Version: 2022-11-28"


Use Redis as cache instead of cookie

Hello,
I would use this plugin with Redis storage cache for session instead of cookie (because we want to keep this information in server side).
I'm not sure what are the steps to do this?
I have not big development skills. Is it just matter of set some vars to modify the plugin behavior to use redis, or does it require lua modifications at the level of the lua-resty-session?
If someone have an idea on how to do this.
Thank you for reading!
Apogh

The lua-resty-session library, which is used here supports such things, although the configuration options are not possible through Kong API and you would need to configure this in the nginx config file.
I've never tried to configure this, but according to the lua-resty-session docs you have those parameters available to configure it:
set $session_storage redis;
set $session_redis_prefix        sessions;
set $session_redis_socket        unix:///var/run/redis/redis.sock;
set $session_redis_host          <IP_ADDRESS>;
set $session_redis_port          6379;
set $session_redis_auth          password;
set $session_redis_uselocking    on;
set $session_redis_spinlockwait  10000;
set $session_redis_maxlockwait   30;
set $session_redis_pool_timeout  45;
set $session_redis_pool_size     10;

I would try to set the session_storage, session_redis_host, session_redis_port (and session_redis_auth, if you have Redis authenticated).

Thank you for your answer.
Following the documentation (https://docs.konghq.com/0.14.x/configuration/#injecting-individual-nginx-directives), I'm trying to add these following vars in my kong.conf and then use kong reload but it seems it's not working
nginx_admin_session_storage=redis
nginx_admin_session_redis_prefix=sessions
nginx_admin_session_redis_host=redis
nginx_admin_session_redis_port=6379

I tried with nginx_proxy_ and nginx_http_ (instead of nginx_admin_) but it's the same.
Not sure if 'im just using it bad. I have no information in the logs. Maybe I should ask on lua-resty-session github if you have no idea too.

I finally succeeded to register in Redis!
If that can be useful for someone :
I created a file with these informations :
set $session_storage             redis;
set $session_redis_prefix        sessions;
set $session_redis_host          redis;
set $session_redis_port          6379;

And then used it with the proxy include var:
export KONG_NGINX_PROXY_INCLUDE="/etc/kong/nginx-redis.kong.conf"

finaly I have some informations in Redis :
<IP_ADDRESS>:6379> keys *
1) "sessions:F9vsdcur1d5riePQlGRRoA.."
2) "sessions:r7X3e_uGxCXxQ8hD7nsoGA.."

So I guess what I can find here correspond to the step "Store AT, ID token and refresh token" on the diagram? I'm not sure what we can find exactly in that sessions key. Are these informations encrypted?
Thank you
Case can be closed after your next answer :)

Yes, they are encrypted using a symmetric cipher. As far as I remember the key is created from information like the user-agent, client IP and the sessions secret. So every user session has a different encryption key.

Just FYI for other people that reads this issue later: https://github.com/Revomatico/docker-kong-oidc/blob/master/Dockerfile shows how to wire up memcache for session management, this can probably be tuned for redis as well.

@larsw
Hi,
I was getting error like no session state found. Hence I tried your above docker with session state in memcache. Now I get error as below
Kong Error
Request Header Or Cookie Too Large.
I tried clearing browser cache etc., but no luck.
Can you please help
thanks

@satishmane sorry, I have no experience with it, apart from finding the referenced Dockerfile. I've successfully wired up the redis session store, based on the structure though.

@satishmane, this could be related to your HTTP server configuration. There is a limit of the maximum header size. For ex. in nginx:
https://nginx.org/en/docs/http/ngx_http_core_module.html#large_client_header_buffers
For nginx (which Kong is based on) it's 4 KB by default. If you have many applications on one domain and each is adding some data to the cookie header, then it can become quite large. Try to reduce it's size or change this config in your HTTP server.

@Trojan295
thanks. I supplied below params to my docker and it did resolve too large header issue.
--env KONG_NGINX_PROXY_LARGE_CLIENT_HEADER_BUFFERS="16 128k"
But it started at next stage with error as "bad gateway". Kong error log shows below error
2019/02/24 07:54:08 [error] 35#0: *1225 upstream prematurely closed connection while reading response header from upstream, client:
I supplied below params as proposed on this link (https://andrewlock.net/fixing-nginx-upstream-sent-too-big-header-error-when-running-an-ingress-controller-in-kubernetes/ and https://github.com/ncarlier/kong-integration-samples/issues/4), but did not help to solve above error
--env KONG_NGINX_PROXY_PROXY_BUFFER_SIZE=16k --env KONG_NGINX_PROXY_PROXY_BUFFERS="8 16k"


Initializing js/ts language features never completes

VS Code Version: 1.54.3
OS Version: Linux, Kubuntu 20.04

Steps to Reproduce:

Create Javascript file with sample content: let x = 123;
Set "javascript.validate.enable": false in settings.json.
Restart VS Code: code --disable-extensions
Pending action 'Initializing JS/TS language features' never completes. In my case it seems that it consumes some additional CPU time.

There is similar issue #68896 but it was closed without dealing with it.

Does this issue occur when all extensions are disabled?: Yes

same here

Do you have jsconfig.json in your workspace folder?
Excluding unnecessary folders with JS files fixed this problem for me (at least for now).
{
    "exclude": [
        "node_modules",
        ".history",
        ".vscode",
        "https",
        "polyfills"
    ]
}

@dziku86
There's no local config files, just a single .js file in the current folder. But your workaround works, even an empty jsconfig.json does the job:
{
}

Though it is still a workaround and not a bug fix.

I've tried every possible trick, from adding exclude clauses in jsconfig.json / tsconfig.json files, to configuring Visual Studio Code Watcher Excludes and disabling JavaScript validation, but nothing seems to prevent VSCode from crawling my node_modules folders. It takes ages and everything is slow. I wish it would "just work".

Still seeing this on Ubuntu. CPU pegged too.

That seems like a more serious issue but I can't reproduce it on Ubuntu.
Based on your screenshot, I suspect that VS Code may be trying to process all the files in the subdirectories in your example. If that's the case, showing the loading indicator may be expected
A few things to check:

If you trigger IntelliSense in that file, does it show (loading...)?
If you try this if you opened more scoped folder, do you still see this?

Opened a folder with just the single file and the CPU usage wasn't as bad, but the loading message still persisted for 10+ minutes.

Hm, can you please try collecting the TS Server log so I can investigate:

Set "typescript.tsserver.log": "verbose",
Restart VS Code and reproduce the problem
In VS Code, run the TypeScript: Open TS Server log command
This should open a large log file called tsserver.log

Please share this log from when initializing is still running

@mjbvz
tsserver.log

@mjbvz
tsserver.log

@akdevservices What VS code version is this from?

Should be fixed more completely with f25ffb76edd1f0037da743ab4955ff7083309600
However you'd still see this if TS really is trying to load a gigantic project. @JacksonKearl Can you please test in the next insiders and share the server logs if you still hit this

@mjbvz latest stable 1.56.0

I don't hit this, @JacksonKearl can you verify?


no way to change language without resetting uProxy?

Am I missing something?

Closing, duplicate of #2117


Fix channel select not working above 25 channels

Related issues
https://github.com/OqixDevs/OqixTS/issues/35
Type of pull request

[X] Bug fix

Describe your PR in detail
Fixes channel select crashing when a category had more than 25 channels

/lgtm


toltec package

You should submit this as a package in toltec.

Good idea, but I am not sure I will have time to maintain the recipe.
Any volunteer ?