Possible errors on schematic T-A7670X-V1.4 ??

Hello
I bought the board that has an ESP32 and a A7670G, to test it and because has an schematic to learn how everything works. The board, it's really good, but I have some dubts about the schematic:

C35 and  C36 are the same? says both are 22uF/10V, but in the board are not of same size and it's weird that 2 capacitors are the same.
C55 and  C56 are the same? says both are 22uF/10V, but I think maybe one of them is a 100nF?
C54 and  C80 are the same? The same thing as the previous
C63 and C64 are polarized? because in the board, don't seem to be like this.
I just see the "BAT" net, only next to Q8, but I cant find this network on other place. Maybe it's a "V_BAT" net?.
L6, apears as WMSA0603S-3.3uT, but I can't find this inductor online. The correct name is MWSA0603S-3.3MT?

For now, it's all the weird things that I see. But this things plus my previous post:
https://github.com/Xinyuan-LilyGO/LilyGO-T-A76XX/issues/146
I'm afraid to learn things badly.
Maybe I'm using a wrong version of the schematic?
I'll be waiting for your answer.
Thank you very much
Best Regards

Hi @alexlopez2612
The questions you asked are all hardware related. I am not a hardware engineer for this board, but from the actual object, what you said is basically correct. There are differences between many board schematics and the actual BOM materials in the later production.
C35 and C36 can be seen, one is 22uF and the other should be 100nF
C55 and C56 are the same as above
C63 and C64 are ceramic capacitors on the actual PCB, and there is no polarity
Q8 BAT network is connected to the 55th pin of A7670
L6 model is wrong, the inductance value is correct, but the model is wrong because it is not 0603
Sorry, I can only help you so much, the engineers of this board are very bad, I can't do anything, I can only provide better software service as much as possible

Hello lewisxhe
Thank you for your answers!!!! Now I can continue my tests.
Now I understand that this issues are for software issues, I did't knew that. I wrote those issues here because the schematic is on this Git.
So, where I can report this issues? I'm still founding things that seems to be wrong. For example, on the schematic, on the a7670:

pin 26 says GPIO2, but in the datasheet says GPIO4.
pin 48 says GPIO3, but in the datasheet says GPIO9.
pin 53 says GPIO4, but in the datasheet says GPIO10.

So, I'm very frustrated with this... because I bought this board because was a development board with all this documentation that could be usefull for my to develop my own proyect with the things that I could learn from this. But, as you see, is not a very good way to learn with this amount of errors on the schematic.
There's a lot of things that I didn't knew, like all the battery and USB circuits, but now I can't trust in this information and I'm worry to learn some things wrong that lead me to errors on the future.
I don't know if you could put me in contact with the schematic people. Or maybe you consider that this is enough documentation for your costumers. In any case, please, can you tell to your company this? because you should say that the schematics are not ok. I'm thinking for people with non that much experience like me, and this docs can be very dangerous.
Sorry for the long speech, I know this is not your fault, but I don't know another channel to say this this things.
I have to say, I love the board, works really well. There's one thing that don't work, but I have to do more test, is that a variable  RTC_DATA_ATTR losese is value on wake up. But I have to do more tests.
I'll be waiting for your answers.
Again, thank you very much for your time and sorry if you feel offended by any of my words. This is not my intention.
Regards

You may be reading the wrong manual, you should be reading the A7670X_R2 manual.

Thank you very much.
I have 2 questions
1- This is valid for A7670G?
2- Is normal that the pin numbers are not correlative? I mean, after pin 17, I see the 89, And after the 91, I see 18. Is this ok?
I show you this in yellow:

Thank you!!!
Regards

Please refer to the SIMCOM manual.

@alexlopez2612 For losing RTC memory, search for "brownout" in the closed tickets. Its a shame.

Hello @jimbobshocks
I' didn't notice that I have this comment, thank you very much for this!!!!! I'm designing a board based on this one and thanks to you, I will not "import" this error. As I am f
I saw that the info that you told me and undestand that is like the board power off and power on really fast because IO12. But I don't understand why... By the way, for me, this is a really big bug. I never thought that was a hardware problem! I thought that I'm not a good programmer. That's the reason that I did not dig more.
Now, I will continue triying to undestand why is happening and see a way to fix this. But, I ton't know that is too much to ask, but you know what should I change to fix this?
Or, @lewisxhe , as this is a design issue (if I undestand correctly) can you tell me how to solve this? Now, I'm routing my board, so, I can change everything that is necessary to make it work fine, because I need to save data in the RTC memory for my project.
Thanks very much for the help
Regards


Windows support

It would be nice to have Windows support. While I don't develop on Windows regularly, I feel confident enough in the test suite that if I start running Windows in CI (probably using AppVeyor) that it would work fairly well. Shipping Windows binaries would be easy at that point.

In the time since I opened this issue, I am now primarily developing on a Windows machine with WSL. How the times have changed. 😄
The test suite is mostly passing, but I'm stuck on getting the histedit tests to work because the Git editor doesn't seem to want to recognize Windows binaries or CMD built-ins.

Test suite passes now. There is another small issue with SSH, but not release-blocking: #120.
Marking as fixed, but we still need packaging: #48


Compiler Error on ECS QueryFilter

Description
Sometimes the compiler doesn't seem to be able to infer that a QueryFilter's mNodeCount is lesser or equal than MaxCursorCount, this results in a compiler warning, and therefore a compiler error.
Reproduce
Steps to reproduce the behavior:

Clone the repo
cmake -S. -Bbuild -D CMAKE_CXX_COMPILER=c++
cmake --build build -j 12

Expected behaviour
No compiler error.
Screenshots
[ 26%] Building CXX object core/CMakeFiles/cubos-core.dir/src/ecs/query/filter.cpp.o
cd /home/user/Documents/gamedev/cubos/build/core && /usr/bin/c++ -DCPPTRACE_DEMANGLE_WITH_CXXABI -DCPPTRACE_GET_SYMBOLS_WITH_LIBDWARF -DCPPTRACE_HAS_CXX_EXCEPTION_TYPE -DCPPTRACE_HAS_DL_FIND_OBJECT -DCPPTRACE_STATIC_DEFINE -DCPPTRACE_UNWIND_WITH_UNWIND -DCUBOS_CORE_ECS_MAX_COMPONENTS=63 -DCUBOS_CORE_EXPORT -DCUBOS_CORE_IMPORT -DCUBOS_METRIC_MAX_ENTRIES=1024 -DCUBOS_PROFILING=ON -DGLAD_GLAPI_EXPORT -DGLAD_GLAPI_EXPORT_BUILD -DGLM_FORCE_SILENT_WARNINGS -DWITH_GLFW -DWITH_OPENGL -Dcubos_core_EXPORTS -I/home/user/Documents/gamedev/cubos/core/include -I/home/user/Documents/gamedev/cubos/core/lib/glad/include -I/home/user/Documents/gamedev/cubos/core/lib/glfw/include -I/home/user/Documents/gamedev/cubos/core/lib/stduuid/include -I/home/user/Documents/gamedev/cubos/core/lib/stduuid -I/home/user/Documents/gamedev/cubos/core/lib/json/include -isystem /home/user/Documents/gamedev/cubos/core/lib/cpptrace/include -isystem /home/user/Documents/gamedev/cubos/build/core/lib/cpptrace/include -isystem /home/user/Documents/gamedev/cubos/core/lib/miniaudio -isystem /home/user/Documents/gamedev/cubos/core/lib/glm/glm/.. -O3 -DNDEBUG -std=gnu++20 -fPIC -Wall -Wextra -pedantic -Wconversion -Werror -Wno-attributes -Wno-maybe-uninitialized -MD -MT core/CMakeFiles/cubos-core.dir/src/ecs/query/filter.cpp.o -MF CMakeFiles/cubos-core.dir/src/ecs/query/filter.cpp.o.d -o CMakeFiles/cubos-core.dir/src/ecs/query/filter.cpp.o -c /home/user/Documents/gamedev/cubos/core/src/ecs/query/filter.cpp
/home/user/Documents/gamedev/cubos/core/src/ecs/query/filter.cpp: In member function ‘void cubos::core::ecs::QueryFilter::update()’:
/home/user/Documents/gamedev/cubos/core/src/ecs/query/filter.cpp:139:22: error: writing 1 byte into a region of size 0 [-Werror=stringop-overflow=]
  139 |         mNodePins[i] = mNodePins[i - 1] | mNodes[i - 1]->pins();
      |         ~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In file included from /home/user/Documents/gamedev/cubos/core/src/ecs/query/filter.cpp:3:
/home/user/Documents/gamedev/cubos/core/include/cubos/core/ecs/query/filter.hpp:66:31: note: at offset 8 into destination object ‘cubos::core::ecs::QueryFilter::mNodePins’ of size 8
   66 |         QueryNode::TargetMask mNodePins[QueryNode::MaxCursorCount];
      |                               ^~~~~~~~~
cc1plus: all warnings being treated as errors

This is kind of weird, if i open the project in vscode it will prompt me to choose a compiler, and after choosing g++ it will work, but if i use the flag -D CMAKE_CXX_COMPILER=g++ it will not...
c++ looks like a symbolic link to g++ so I don't know why this is happening.

Hmm running in verbose and looking at the compilation commands, the difference seems to be that the one that errors has the -O3 -DNDEBUG flags

Weirdly enough it seems like -O3 is the flag that is causing this...

Have tested and the same happens with Clang if -O3, I think it is not a compiler issue

It's kind of bothersome that
CUBOS_ASSERT(mNodeCount <= QueryNode::MaxCursorCount);

Won't make the error go away


python read of boolean variables in rasqberry_environment.env corrupt

There is an issue with reading Boolean variable in rasqberry_environment.env from python.
For example, in demos/bin/RasQ-LED-display.py, the variable "LED_INVERT" is not read correctly.
The following log output:
LED_INVERT = bool(config["LED_INVERT"])
print("LED_INVERT ", LED_INVERT)
LED_INVERT = config["LED_INVERT"]
print("LED_INVERT ", LED_INVERT)
LED_INVERT = False
print("LED_INVERT ", LED_INVERT)

results in
build circuit without entanglement
measurement:<PHONE_NUMBER>101001010011001101001110001100100110001101000010100110101110001101000000100000110001100111101110010011110011000001100
LED_INVERT  True
LED_INVERT  false
LED_INVERT  False

Only the last setting leads to the desired result.

workaround implemented in #137


[Example] Add cloudflare and rename current to cloudflare-sst

We should provide a generic Cloudflare example with wrangler for people not familiar with sst.

Can we have this, please :)


Using TLS with Bind Port ops file failure

When trying to use the operation file to override the TLS port, I get the following error that I can resolve by pulling the operations out and hardcoding the port values:
Using deployment 'concourse'

Evaluating manifest:
  Finding variable 'atc_tls.certificate':
    Expected to find a map key 'certificate' for path '/certificate' (found map keys: 'bind_port')

Exit code 1

Failure Scenario Configuration
Deployment Command:
bosh deploy -d concourse concourse-bosh-deployment/cluster/concourse.yml \
  -l concourse-bosh-deployment/versions.yml \
  --vars-store concourse-state/concourse-vars.yml \
  --vars-file=vars/concourse.yml \
  -o concourse-bosh-deployment/cluster/operations/static-web.yml \
  -o concourse-bosh-deployment/cluster/operations/basic-auth.yml \
  -o concourse-bosh-deployment/cluster/operations/tls-vars.yml \
  -o concourse-bosh-deployment/cluster/operations/tls.yml \
  -o concourse-bosh-deployment/cluster/operations/tls-port.yml

with the following vars file:
deployment_name: concourse
local_user:
  username: admin
  password: admin
web_ip: <IP_ADDRESS>
external_url: https://my-url.com
external_host: https://my-url.com
network_name: default
web_vm_type: minimal
db_vm_type: minimal
db_persistent_disk_type: large
worker_vm_type: large

Success Scenario Configuration
Deployment Command:
bosh deploy -d concourse concourse-bosh-deployment/cluster/concourse.yml \
  -l concourse-bosh-deployment/versions.yml \
  --vars-store concourse-state/concourse-vars.yml \
  --vars-file=vars/concourse.yml \
  -o concourse-bosh-deployment/cluster/operations/static-web.yml \
  -o concourse-bosh-deployment/cluster/operations/basic-auth.yml \
  -o concourse-bosh-deployment/cluster/operations/tls-vars.yml \
  -o concourse-bosh-deployment/cluster/operations/tls.yml \
  -o custom/ops/bind-ports.yml

with the following vars file:
deployment_name: concourse
local_user:
  username: admin
  password: admin
web_ip: <IP_ADDRESS>
external_url: https://my-url.com
external_host: https://my-url.com
network_name: default
web_vm_type: minimal
db_vm_type: minimal
db_persistent_disk_type: large
worker_vm_type: large

and this ops file:
- type: replace
  path: /instance_groups/name=web/jobs/name=atc/properties/tls_bind_port?
  value: 443

I'm wondering what the issue is and if we can document this somehow.

I also had the same problem and worked through it with your help!

@jessedye happy to help. I've dove into the job templates but can't figure out what's happening with this. It's very weird.


Non-protected HTTP endpoints

Hardware
LilyGO T-Internet POE
Firmware version
v.2.3.3
Application version
v.2.3.3
What happened? What did you expect to happen?
My instance is username/password protected, however I can dump the credentials with no authentication using the /getSecurity endpoint. This does not sound like expected behaviour.
How to reproduce it (step by step)

Configure username/password based security.
curl http://espsomfyrts.lan/getSecurity -v

< HTTP/1.1 200 OK
< Content-Type: application/json
< Content-Length: 78
< Access-Control-Allow-Origin: *
< Access-Control-Allow-Methods: *
< Access-Control-Allow-Headers: *
< Connection: close
<
* Closing connection 0
{"type":2,"username":"api","password":"REDACTED","pin":"","permissions":0}

Likewise I can download a full backup with no authentication, see https://github.com/rstrouse/ESPSomfy-RTS/issues/274#issuecomment-1974783640

This is something that I need to get back to.  Part of the issue is setting headers (which I now can do reliably) in HA and ignoring them when the security modes change.  The code itself issues a rolling API key but the validation of the key is bypassed for now as it caused some issues early on.


added windows 11

after reading this article, i confirmed windows 11 is supported

Learn Build status updates of commit 0025691:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

windows/security/threat-protection/security-policy-settings/accounts-limit-local-account-use-of-blank-passwords-to-console-logon-only.md
:white_check_mark:Succeeded

For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching the learn.microsoft.com contributor guidesPost your question in the Learn support channel


[CRASH] Incompatible with Better Statistics Screen

Game crashes upon opening the player inventory.
Crash log:
crash-2024-07-30_15.20.39-client.txt
Latest log:
latest.log
Conflicting mod:
https://modrinth.com/mod/better-stats

After further testing, the issue is caused by Better Statistics Screen. That mod is also causing the same crash with several other mods.

I'm closing this issue for now. Feel free to re-open it if you find evidence that Higher Chat is the mod causing the problem.


Implement first version of a graphical UI

At the moment this whole application is console based. The code is planned to separate UI and logic so it should be easy to implement an alternative UI. This should make a first GUI possible as well.

rework did this


[FLOC-697] Dataset model

https://clusterhq.atlassian.net/browse/FLOC-697
This diverged significantly from original design.
Some unfiled followup issues that should probably exist:

Fix usage of _to_volume_name wherever it doesn't do a UUID.
In retrospect maximum_size should also have been metadata. Fix that.
There's no way to express datasets that have no manifestations. This only applies to OpenStack backend though.
Get rid of deepcopying, replace with persistent datastructures.

Okay, thanks!  I left some comments inline.  They're all pretty minor, I think, except maybe the one about the primary flag - but we sort of discussed that issue elsewhere and I think probably it doesn't make sense to make any changes wrt that here.  Feel free to do or not do the suggested refactoring (I don't think that code has long to live either way).  So merge when you and buildbot are happy.


Add Greetings Action

Let's add greetings action to this repo to encourage new contributors.

Travis tests have failed
Hey @kmehant,
Please read the following log in order to understand the failure reason.
It'll be awesome if you fix what's wrong and commit the changes.
TravisBuddy Request Identifier: 75258900-b20b-11ea-b4e4-a33918451e6b


Refresh application

Summary
Would be nice to have a way to refresh the application or set a --watch flag, instead of having to restart the ap.

@austinm911 glad to know it helps you resolving circular dependencies problem. Note that this is not related to that issue, but I'm also planning to improve and add a lot more features around circular dependencies to help work with them :)
Going back to the initial issue, I can see how fast it can become harmful for the DX to have to restart everything when resolving circular dependencies or even when updating files. I'll think of a solution whether it's through auto-refresh or a manual action button and I'll let you know in that thread.

Hello @austinm911,
I have been working on a universal watch mode lately, you can see the changes in the opened PR.
For the first version, watch mode will be available for all types of display modes (webapp, file-tree, graph and raw) and it will work transparently and automatically under the hood (no user action needed). For the webapp, I'm implementing Server-Sent Events to provide real time notifications and automatically update the graph rendering.
I will keep you updated :)

Hello @austinm911, a --watch flag was introduced in 0.32.0 I just published. When used in combination with --displayMode=webapp, it will automatically refresh the graph using real-time events (no page reload). Let me know how it goes for you!


Sizable performance regression from KernelAbstractions update

using DiffEqGPU, OrdinaryDiffEq
function lorenz(du,u,p,t)
 @inbounds begin
     du[1] = p[1]*(u[2]-u[1])
     du[2] = u[1]*(p[2]-u[3]) - u[2]
     du[3] = u[1]*u[2] - p[3]*u[3]
 end
 nothing
end

u0 = Float32[1.0;0.0;0.0]
tspan = (0.0f0,100.0f0)
p = [10.0f0,28.0f0,8/3f0]
prob = ODEProblem(lorenz,u0,tspan,p)
prob_func = (prob,i,repeat) -> remake(prob,p=rand(Float32,3).*p)
monteprob = EnsembleProblem(prob, prob_func = prob_func)

using BenchmarkTools
@btime sol = solve(monteprob,Tsit5(),EnsembleGPUArray(),trajectories=10_000,saveat=1.0f0)

# Before
1.875 s (3299926 allocations: 170.77 MiB)

# After
2.218 s (3388938 allocations: 166.80 MiB)

@vchuravy is this known?

So there shouldn't be a big performance drop like that, the launch overhead might be slightly higher.
In #60  I noticed that you never specified the number of threads to be used directly. And as it turned out @jpsamaroo sneakly turned of the launch config calculation, https://github.com/SciML/DiffEqGPU.jl/pull/60/files#diff-90f5ad9f4eb9fd418f70216b94a00be1R38
So right now we are executing with 256 threads by default, https://github.com/JuliaGPU/KernelAbstractions.jl/blame/4ab11f29b615e72b5ec2112935593fb56309633a/src/backends/cuda.jl#L187
I should do a max operation there so that for small arrays we don't use a number of threads that is to big.

After marking a few things constant:
0.792380 seconds (2.59 M allocations: 124.758 MiB, 8.47% gc time)

gg KA is my new friend.


Capitalization not recognized

The Strange New Worlds plugin does not count capitalized backlinks in the same way that Obsidian does.
For example, Obsidian is case insensitive and considers both [[Productivity]] and [[productivity]] to be backlinks to the same page, but Strange New Worlds counts them differently:

Is there a good reason for this behavior? If not, could Strange New World be made case-insensitive to match Obsidian?

Thank you for reporting this. This should be addressed with release 1.2.0 coming out here soon.


Added GetProcessId()

I needed that function. You can get the process id of a process by specifying a process handle.

@AArnott That seems to have worked now, but I got another question. I want to add DwmExtendFrameIntoClientArea in the DwmApi.
SigImp doesnt find this function, but since there is a HResult already defined that should be no problem on the return value. But what about the MARGINS structure which is defined in the PInvoke.UxTheme library. DwmApi doesnt reference this library so it doesnt know this structure. Could you give me a hint on what to do here?

what about the MARGINS structure which is defined in the PInvoke.UxTheme library. DwmApi doesnt reference this library so it doesnt know this structure.

Generally we approach such questions starting with this: "How is this handled in native code?" If DwmApi.dll clients typically import uxtheme headers, then it is reasonable for dwmapi.dll to reference uxtheme.dll.


Text vs Emoji presentation

On Chrome OS (which uses Noto), certain emojis (e.g. ☺ "WHITE SMILING FACE") seem to default to text presentation. But if there's an emoji with emoji presentation in front of it, then it turns into emoji presentation too.
For example, this emojipedia page renders the text presentation and the emoji presentation in the same way. It renders correctly on iOS Safari though.
Do we know why this is the case? Is this a font issue or a Chrome issue?

Technically this is not_an_emoji it is a text/symbol character in the "U+2600 - Miscellaneous Symbols" block

Unicode® Technical Standard 51: https://unicode.org/Public/emoji/13.0/emoji-test.txt
Fonts may or may not support either or both text & emoji 💯

It seems reasonable to call any Unicode character with the Emoji property an "emoji".
U+263A has default text presentation.  It seems reasonable to expect it would get text presentation by default.  It depends on how ChromeOS assigns fonts to runs of text and how it controls variation selection within a font.  It's probably coalescing runs of these characters that it can get from the same font without examining their default presentation.
I don't think that currently a single Noto font contains both text and emoji presentations of characters (maybe old versions of Noto did, I don't remember).  So the system should be selecting which font to use based on the text, its unicode property data, and what the fonts tell it about the character/presentation they support.  Some systems tweak the Unicode default presentation though, for example I think Android changes some characters that Unicode defines as having default text presentation to default to emoji presentation instead.  At least this used to be true several years ago.
I suggesting raising with ChromeOS.

Thank you very much for the detailed explanation, that makes sense. I'll raise a bug on Chrome (OS).


build from master branch: could not determine kind of name for C.gopacket_time_secs_t

/github.com/gopacket/gopacket@v1.2.1-0.20240804063602-e0b5b82c8885/pcap/pcap_unix.go:350:18: could not determine kind of name for C.gopacket_time_secs_t

latest commit (94ad652445d73076cfbf84a5b6d3674828565dd2) should fix this issue.


Example That Uses CAS Server 4.1.2 and CAS Client 3.4.1

I'm migrating from CAS Server 3 to CAS Server 4.1.2 with Spring Security.  I want to use CAS Client 3.4.1 and CAS Protocol 3.0.  The examples I've found on the web use older versions of CAS and Spring.  I've tried some of the older client example with the new versions of CAS, but they don't work.  Does anyone have a CAS Client that works with the latest versions of CAS Server and CAS Client?
Thanks!

Hi,
I have an example demo with the Spring Security CAS client which is a
little less older:
https://github.com/leleuj/java-spring-security-cas-client-demo
It might help. Otherwise, nothing better than the Spring documentation:
http://docs.spring.io/spring-security/site/docs/current/reference/htmlsingle/#cas
Thanks.
Best regards,
Jérôme
2015-12-02 14:17 GMT+01:00 rpepersack<EMAIL_ADDRESS>
I'm migrating from CAS Server 3 to CAS Server 4.1.2 with Spring Security.
I want to use CAS Client 3.4.1 and CAS Protocol 3.0. The examples I've
found on the web use older versions of CAS and Spring. I've tried some of
the older client example with the new versions of CAS, but they don't work.
Does anyone have a CAS Client that works with the latest versions of CAS
Server and CAS Client?
Thanks!
—
Reply to this email directly or view it on GitHub
https://github.com/Jasig/cas/issues/1329.


Broken? (Results not sorted)

When removing objects, it seems like the highest priority object is not always removed first. Example:
https://jsfiddle.net/someoneorsomething/h0spzjy7/15/
I would expect the resulting array to contain all of the objects, sorted by their val. This is mostly the case, but some items show up much later in the removal order than expected. Am I misunderstanding how the library works?

On this line:
PQ.queue(queue,{ val: Math.random() });

You're missing the 3rd argument, which should be the priority value.

Ah. Maybe this could be made clearer in the documentation. The readme and tests seem to show it working without the third argument.

hmm, maybe I'm just mis-remembering the API, haven't looked at this in a while. Will take a more thorough look when I get back to my desk.

Sorry for the reply delay.  Looking at this now! 👀

Makes sense to me. I like that it's a single file now since that makes it easier to use client-side without a bundler.
I would think it should be a major version bump (1.0.0) though, since it's not backwards-compatible?
Thanks for the fix!

makes it easier to use client-side without a bundler

Isn't it amazing how much crap the availability of es modules has removed? It's an amazing time to be a web developer :)

I would think it should be a major version bump (1.0.0)

All version numbers below 1.0.0 are assumed to be semver-major changes. see  https://semver.org/#spec-item-4

Thanks for the fix!

Thank you for surfacing this!  I'm using this module in my 2d navmesh/pathfinding logic and was wondering why some of the flying creatures were occasionally stuck. You fixed this for me.  :D


fix: slow throttle interval making chart feel laggy

Reduces the redraw throttle to 60 fps. Otherwise the chart feels quite laggy unnecessarily

I think we are ok, but i would want to retest once its deployed. As I have only tested within storybook.
I managed to cause the ui crash but i couldn't recreate again.


release 2.3.0

close #5

docs look like a re-write, I also don't know how/if the html is generated from index.asciidoc, and I don't know if/how the docs on http://www.holeprogram.org/ are updated.
The docs also contain "How to set up from a binary distribution".... I don't want to rewrite this section but we don't have an updated binary dist except cf packages.
If you see a place in the docs where we really need to put in the new release number could please add it to the PR?

If you see a place in the docs where we really need to put in the new release number could please add it to the PR?

So there's a tagline in both the ascii and html doc that says "HOLE release 2.2.005 (07 August 2016)" I would assume we just need to bump that up to 2.3?

Thanks, I'll go ahead and make the 2.3.0.
We can raise issues for anything else that should be changed. We can always do patch-level releases for fix-ups.


preload pyfunc v2 model to avoid pydantic schema generation error

Description

Due to a bug that was resolved in https://github.com/mlflow/mlflow/pull/8722/files , the current version of Mlflow used by Merlin can potentially introduce some side effect by removing package from sys.modules.
One such side effect occurs when the user's Mlflow Pyfunc code happens to contain a subdirectory named typing . When appending the Pyfunc code to sys.path, Mlflow also unintentionally remove the typing standard module due to name clash, which clear some module level cache.
We have recently migrated from swagger to OpenAPI for code generation, and as a result, the Merlin Pyfunc model (in merlin.model) is now based on Pydantic model. The removal of typing standard module from sys.modules affect pydantic ability to resolve some field types correctly, which results in schema generation error.
Ideally, we should upgrade Mlflow version to resolve this. But the fix is only introduce is version >2.0, which makes migration difficult. Hence, the alternative is to import Merlin pyfunc model prior to calling pyfunc.load_model. Importing the Pyfunc model allows pydantic to cache the schema for the class, which allows Pyfunc model to be instantiated correctly even though the typing modules is removed from sys.modules.
Modifications

Import Pyfunc models prior to calling pyfunc.load_model.
Tests

Checklist

[x] Added PR label
[ ] Added unit test, integration, and/or e2e tests
[x] Tested locally
[ ] Updated documentation
[ ] Update Swagger spec if the PR introduce API changes
[ ] Regenerated Golang and Python client if the PR introduces API changes

Release Notes

Update: while this resolves the issue of image building, it still doesn't prevent the batch prediction job spark executor from failing.


better errors (added source positions!)

added a bunch of stuff for dealing with source code positions. it's a little messier, but the "clean" alternative was using "Cofree Comonads" which I don't know how those work

fixes #10


QueryFilter Expression.Invoke() should be evaluated on client prior to SQL translation

I have an Expression.Invoke() call in my QueryFilter which was properly invoked in EF Core 2.1 prior to the SQL translation and the output result of the expression invocation was included correctly in the generated SQL query as a SQL parameter.
As of EF Core 3.0, this no longer works. I get an error:
InvalidOperationException: No coercion operator is defined between types 'ApplicationDbContext' and 'System.String'.
I would assume this has to do with Client vs. Server Evaluation changes in EF Core 3.0.
However, as this can be and needs to be invoked prior to going to the database, I would expect this to still work. Maybe this isn't a bug and there is just a new way to perform this, but I can't find anything help relating to this scenario in EF Core 3.0.
Steps to reproduce
// add tenant query filter

// eg. User e
var entityParameter = Expression.Parameter(typeof(TEntity), "e");

// eg. "TenantId"
var propertyNameConstant = Expression.Constant(propertyName, typeof(string));

// EF.Property<string>(e, "TenantId")
var efPropertyMethod = typeof(EF).GetMethod(nameof(EF.Property), BindingFlags.Public | BindingFlags.Static).MakeGenericMethod(modelState.TenantKeyType);  // eg. EF.Property<string>
var efPropertyMethodCall = Expression.Call(efPropertyMethod, entityParameter, propertyNameConstant);

//==============================
// This is no longer evaluated on the client prior to query translation, it was in EF 2.1.
// InvalidOperationException: No coercion operator is defined between types 'MultiTenancyServer.Samples.AspNetIdentityAndEFCore.Data.ApplicationDbContext' and 'System.String'.
// 'tenancyContext' exists on the DbContext 'ApplicationDbContext' as per https://github.com/aspnet/EntityFrameworkCore/issues/18417
//==============================
// (() => tenancyContext.Tenant.Id)()
var invokeTenantId = Expression.Invoke(tenantId);

// (string)(() => tenancyContext.Tenant.Id)()
var typedTenantId = Expression.Convert(invokeTenantId, modelState.TenantKeyType);

// EF.Property(e, "TenantId") == (string)(() => tenancyContext.Tenant.Id)()
var expression = Expression.Equal(efPropertyMethodCall, typedTenantId);

var lambda = Expression.Lambda(expression, entityParameter);
builder.HasQueryFilter(lambda);

Full code library working with EF Core 2.1
https://github.com/MultiTenancyServer/MultiTenancyServer.EntityFrameworkCore/blob/master/src/EFCore/Extensions/TenancyEFExtensions.cs
Further technical details
EF Core version: 3.0
Database provider: Microsoft.EntityFrameworkCore.SqlServer and Microsoft.EntityFrameworkCore.Sqlite
Target framework: .NET Core 3.0
Operating system: Windows 10
IDE: Visual Studio 2019 16.3.4

Duplicate of #18510


knative/net-istio should support mesh mode for e2e?

There are istio mesh mode specific in knative/serving like:

TestProbeWhitelist
TestClusterLocalAuthorization
TestServiceToServiceCall (with injection)
TestSvcToKubeSvc (trying to add https://github.com/knative/serving/pull/7670)

Although these tests should move to knative/net-istio instead of hosting in knative/serving, currently knative/net-istio seems not have the option to run tests with mesh mode.

This is a good idea. Let's do it next milestone.

@arturenault  I think https://github.com/knative-sandbox/net-istio/issues/461 is a duplicate of this

/assign

/assign


Implement AltTypes for RDS cluster.engine field

Fixes https://github.com/pulumi/pulumi-aws/issues/1958.
TL;DR: the cluster.engine field on rds.Cluster did not accept a string as an input, as per community bug. This PR allows for both enum and string types.

Hm, I am running into some Typescript oddness; locally testing this it's a slightly different type mismatch error:
new aws.rds.ClusterInstance(`clusterName`, {
        identifier: `aurora-cluster-demo-${range.value}`,
        clusterIdentifier: _default.id,
        instanceClass: "db.r4.large",
        engine: _default.engine.apply,
        engineVersion: _default.engineVersion,

    })

engine: _default.engine.apply is still broken
TS2322: Type 'Output<string | undefined>' is not assignable to type 'Input<string> | undefined'.
Type 'OutputInstance<string | undefined>' is not assignable to type 'Input<string> | undefined'.
Type 'OutputInstance<string | undefined>' is not assignable to type 'OutputInstance<string>'.
Type 'string | undefined' is not assignable to type 'string'.
Type 'undefined' is not assignable to type 'string'.

but forcing the undefined type to be a string will work.
engine: _default.engine.apply(eng => eng!),
Would appreciate some advice!


Extension throws many errors when document is a SVG

When the document is a SVG element[0], this extension's code throws the following error(s):
content.js:198 Uncaught TypeError: Failed to execute 'getComputedStyle' on 'Window': parameter 1 is not of type 'Element'.
    at computedOverflow (content.js:198)
    at overflowNotHidden (content.js:202)
    at overflowingAncestor (content.js:177)
    at XMLDocument.wheel (content.js:120)

This error is thrown on each scroll wheel move.
I would suggest a check for document.documentElement instanceof SVGElement and, if true, do nothing. Would you like a PR?
[0]: Just to be clear, what I mean by 'SVG element' is something like this.
freshgum

Please do! :+1:


Avalonia Port for Cross-Platform Apps

Currently this app is only developed for WPF, and we optimized for windows. So it can not be easy to port to other platform. I checked the posibility of porting with Avalonia or Uno, but there will be many works to do, and now I do not have so many times, So any one is welcomed to do the this work.


Support adding PartitionId to StatsManager

Codecov Report

Merging #925 into master will increase coverage by 0.21%.
The diff coverage is 95.65%.

@@             Coverage Diff              @@
##             master     #925      +/-   ##
============================================
+ Coverage     67.12%   67.33%   +0.21%
- Complexity     4311     4331      +20
============================================
  Files           363      363
  Lines         28361    28383      +22
  Branches       3592     3592
============================================
+ Hits          19036    19112      +76
+ Misses         8308     8258      -50
+ Partials       1017     1013       -4

Impacted Files
Coverage Δ
Complexity Δ

...main/java/com.github.ambry/server/StatsHeader.java
100% <100%> (ø)
12 <9> (+9)
:arrow_up:

...ain/java/com.github.ambry/server/StatsWrapper.java
100% <100%> (ø)
6 <2> (+2)
:arrow_up:

...ain/java/com.github.ambry.server/StatsManager.java
64.86% <80%> (+25.61%)
13 <1> (+4)
:arrow_up:

.../main/java/com.github.ambry.store/HardDeleter.java
80% <0%> (-1.94%)
41% <0%> (-1%)

...m.github.ambry.clustermap/HelixClusterManager.java
92.25% <0%> (-0.71%)
26% <0%> (-1%)

...in/java/com.github.ambry.network/SocketServer.java
82.78% <0%> (-0.41%)
13% <0%> (ø)

...ain/java/com.github.ambry.router/PutOperation.java
89.82% <0%> (+0.39%)
81% <0%> (ø)
:arrow_down:

...in/java/com.github.ambry.store/BlobStoreStats.java
70.33% <0%> (+0.71%)
82% <0%> (+2%)
:arrow_up:

.../com.github.ambry.router/GetBlobInfoOperation.java
81.81% <0%> (+1.21%)
34% <0%> (+1%)
:arrow_up:

.../java/com.github.ambry.router/DeleteOperation.java
93.23% <0%> (+1.5%)
44% <0%> (+1%)
:arrow_up:

... and 6 more

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 34c572f...dec64f3. Read the comment docs.


Expose light API

The stubs API and documentation for the ColorLight already exists, but it is not yet exposed in the rst files.

This is done.


scroll bar too small

too many files in a project,
we always have to drag up and down to find some file.
now the  scrollbar is too samll hard to drag up or down

Tip: When focus is on the tree, start typing characters to find your file. The widget that appears also lets you make this act as a filter.

/duplicate of #30191
Please add your comments there.


fix: glob directory issue - SVGs not found

Newest version of glob causes issues with directories.
Adding .replace(/\\/g,'/') to the end of the globPath fixes this issue
PR fixes: #470 and #471

please, we need this fix!

pls merge

Having the same problem.
Please, merge.

waiting for this solution. Using WSL instead of powershell 😞

@tancredi Is there any possibilities of this PR being merge into master and released a new version?

up


Add contribution guidelines, license, code of conduct

Make sure all public repos have: README.md, CONTRIBUTING.md, CODE_OF_CONDUCT.md (you can take it from nearcore), LICENSE (prefer Apache, if we currently have GPL for some reason - let’s investigate why and change).
• For CONTRIBUTING - link to https://docs.nearprotocol.com/docs/contribution/contribution-overview and then add any custom information for that repo.

@mikedotexe can we close this?

closing since merged


Eigenvalue analysis for general matrix

Use dgeev #6
https://docs.rs/lapack/0.11.1/lapack/fortran/fn.dgeev.html
http://www.netlib.org/lapack/lapack-3.1.1/html/dgeev.f.html

I should reconsider the treatment of complex array.

Transferred into #24


Full reindex consumes all available memory on upgrade instances

Failures occurred on both lametro.datamade.us (upgrade staging) and lametro-prod.datamade.us (upgrade production).

mission log:

if i'm following the commit history for https://github.com/datamade/la-metro-dashboard then the staging database was pointing to upgrade staging. the solr instances stay the same, but let's check the index names

okay, that's not quite right since the we use the settings deployment file for staging and production, so they have separate instances.

okay on lametro.datamade.us, running python manage.py rebuild_index results in 0 bills indexed, but there are 63 bills in the database according to python manage.py dbshell

finally, on lametro-prod.datamade.us i was able to get python manage.py rebuild_index --batch-size=1 to run (though i killed it before completion). However python manage.py rebuild_index --bath-size=100, which what we do in airflow got into a bad loop where the memory was exhausted causing the communication with SOLR to timeout, which then would be retried.

@hancush, lametro-prod.datamade.us is a t3.small, while the server for current boardagenda is a t2.large.
I think if you beef up the server for lametro-prod.datamade, everything will be well.

assuming that the server could handle a larger batch size, then a larger
batch size will lead to a shorter overall job
On Mon, Jan 9, 2023 at 2:46 PM hannah cushman garland <
@.***> wrote:

@fgregg https://github.com/fgregg Is there a downside to using a
smaller batch size?
—
Reply to this email directly, view it on GitHub
https://github.com/datamade/la-metro-councilmatic/issues/929#issuecomment-1376190359,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AAEDC3O5EOYWP4IWBJNULT3WRRTLBANCNFSM6AAAAAATVT25PE
.
You are receiving this because you were mentioned.Message ID:
@.***>

I'll try to index with batch-size=1 and make sure it completes.
On Mon, Jan 9, 2023 at 3:10 PM Forest Gregg @.***> wrote:

assuming that the server could handle a larger batch size, then a larger
batch size will lead to a shorter overall job
On Mon, Jan 9, 2023 at 2:46 PM hannah cushman garland <
@.***> wrote:

@fgregg https://github.com/fgregg Is there a downside to using a
smaller batch size?
—
Reply to this email directly, view it on GitHub
https://github.com/datamade/la-metro-councilmatic/issues/929#issuecomment-1376190359,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AAEDC3O5EOYWP4IWBJNULT3WRRTLBANCNFSM6AAAAAATVT25PE
.
You are receiving this because you were mentioned.Message ID:
@.***>

looks like it's stuck even with batch-size=1. i think you need to increase the server capacity

i suspect the deeper thing is that one one the bills has a huge attachment.

I upgrade lametro-prod.datamade.us to t2.large and lametro.datamade.us to t3 medium, and now indexing is working apace.


Tuple3,4,5,6

What about we have Tuple3-6 or 8 as in this package https://pub.dev/packages/tuple.
I can still do something hacky like Tuple2<First, Tuple2<Second, Third>> but it will be not very friendly.

Hi @erabti
I am not convinced that having and using Tuple3-8 would be a good idea. Tuple2 is usable in some usecases because it is simple and it avoids creating new classes. Tuple3-8 would be more difficult to read and manage. I think you would be better off creating a new class instead of using Tuple > 2.
Let me know what you think

Closing for now, feel free to comment below for any opinion or idea 👍

Using Glados propery-based testing (https://pub.dev/packages/glados), I have a class that has more than 10 parameters (the max Glados supports directly). Due to this, I need to generate data in two steps, a Tuple10 and a Tuple4 in my case, then use both to build my class. I'm converting from dartz and the current implementation is using their Tuples.
I going to create a class, and I guess it's not a big deal, but this is the only place I'll use it... as a one-off for a test. I don't use Tuples often (more so in c# where the items can be named), but it is convenient to have them when a good use case comes up.

@jibbers42 the dart team is discussing adding Records to the language. This would allow to avoid classes like Tuple.
Based on this, I think is better to wait. If/When Records come Tuple will be no more necessary anyway.


Can't create a new cognito test user

Hi,
I am trying to create a cognito test user as the steps below
http://serverless-stack.com/chapters/create-a-cognito-test-user.html
$ aws cognito-idp sign-up --client-id 4akg9bieef2upi103bk3o6sg9n --username<EMAIL_ADDRESS>--password PasswOrd!   --user-attributes<EMAIL_ADDRESS>Error is
Could not connect to the endpoint URL: "https://cognito-idp.None.amazonaws.com/"
Is there any config that I am missing?
Thanks,
Louis

Hi @ytian90,
Have you run $ aws configure to configure your AWS access keys and region. Double check and see if you have config and credentials files in your ~/.aws/ directory.
Follow this chapter if you have not set it up
http://serverless-stack.com/chapters/configure-the-aws-cli.html

@fwang Thanks for the replying! I already set the configure, but I use the Default region name as "None", if I remove the region name, it asked me
You must specify a region. You can also configure your region by running "aws configure".
I am not sure which region name should I use in this case.

If you have created AWS resources like DynamoDB or Cognito User Pools, try use the same region here. If you have not created any resources through AWS console, you can use 'us-east-1' US East Virginia for now.
Your ~/.aws/config should look like this after the region is set.
[default] region = us-east-1

@fwang It works!! Thanks a lot!

👍


[DARGA] Backport PRs 11502 and 11541 to darga (and others)

Purpose
Provide performance improvements to the service show page when dealing with aggregates of vms for a service.
Overview
The following have been backported in full:
https://github.com/ManageIQ/manageiq/pull/11502
https://github.com/ManageIQ/manageiq/pull/11541
Two additions were made to support missing features in Darga:

An .as was added to the scope so it would be applied as a column that is fetchable via the virtual_column methods (this is done automatically in master via https://github.com/ManageIQ/manageiq/pull/11631
A one line change was made to app/models/rbac.rb so counts wouldn't include virtual_attributes, and break the SQL.  This can't be pointed back to a specific commit do to all of the refactoring that has happened in Rbac since darga (or at least I am too lazy to find it).

Links

https://github.com/ManageIQ/manageiq/pull/11502
https://github.com/ManageIQ/manageiq/pull/11541
https://github.com/ManageIQ/manageiq/pull/11631

@kbrock @jrafanie please review


Autoscroll not working

Hi,
I am using your awesome list (the smoothest out there) inside a TabBar (and also do have Statusbar + Nav header) and I've also added ListHeaderComponent to the Flatlist.
I think your lib only works in a plain naked view without any header, bottom tabs and ListHeaderComponent.
Autoscroll is not working correctly. Everything else is working super smooth though.
Could you have a look at this? I would love to sponsor this feature if you can fix it quickly.
This is currently on iOS, I haven't tested Android yet but I will.

@omahili I made you a quick video showing the issue. This example is even without a bottom tab.
https://user-images.githubusercontent.com/504909/162582525-5b073915-8deb-43b7-8bfa-991810bc2368.mp4

Hi @hirbod, thank you for the appreciation!
Could you provide a minimum reproducible example of this bug, so I can test it?

Hi @omahili
thanks for your answer. I will build you an example today.

Hi @omahili,
sorry for the delay, was caught up in work. I created the repro.
https://github.com/hirbod/autoscroll-issue-react-native-reorderable-list
I also created an Expo Snack (with the same requirements as in your README, but this is not even working at all)
https://snack.expo.dev/@hirbod/autoscroll-issue
But the Git reproduction is working as expected but with said auto scroll issue
(barely scrolling, sometimes not scrolling/not recognizing when to start scrolling, like in the video).
I've added a README for you inside the repo.
Reproduction

Clone repository https://github.com/hirbod/autoscroll-issue-react-native-reorderable-list.git
Run yarn to install everything
Install expo-cli globally (npm install -g expo-cli)
Run expo start in your Root and scan the QR
or search in your network with the Expo Go App (available in Apple and Play Store)

If you prefer to run a bare react-native project, just hit expo eject and it will create iOS and Android folders which you can use with react-native CLI OOTB.
I just added explanation here since I am not aware if you have used Expo before.

Tested with REA 2.2.0, 2.3.1, 2.5.0 and 2.7.0.
Tested with RNGH 1.3.0, 2.2.0, 2.3*

The result was always the same. Autoscrolling not working correctly, even without a ListHeaderComponent
FYI: I also tried a JS-navigation stack (instead of the native-stack), but that didn't make any difference.

Ok, thank you for going deep into it. I'll investigate this!

Hi mate, any update on this? :)

I'm working on the next version which will include a fix for this. I should release it this week.

Fixed in #7 and released with version 0.4.0

This are good news!! Going to give it a try today, thanks for your efforts so far :).

@omahili thanks a ton for this. Working GREAT! Nice.


./gradlew :app:bundleRelease throws an error

When doing  cd android && ./gradlew clean && ./gradlew :app:bundleRelease at ./gradlew :app:bundleRelease  shows an error:
Could not determine the dependencies of task ':react-native-fast-image:compileReleaseJavaWithJavac'.

Cannot query the value of this provider because it has no value available.

facing this same issue


issue template updated to prevent spam in repository

Cherry-picked from dogecoin/master at deeabe943

Looks quite fine to me and a good idea.


Should we use the swagger file for API docs?

Right now we have the following lines on index:
 app.use(
    '/docs',
    swaggerUi.serve,
    swaggerUi.setup(undefined, {
      swaggerOptions: {
        url: '/swagger.json'
      }
    })
  )

but we are not using it all, and the page shows nothing..
We are just writing .md files, like README.md, API.md, env.md
should we write swagger docs from API.md  for instance?

Let's see if there is a nice way of having both HTTP and P2P commands documented.
If not, we will stick to .md files

well, its probably is not worth the effort after all..
i had a lot of issues just trying to configure it and i'm not exactly sure how to document all without a big amount of work
probably better to stick with .md files and remove the swagger references and dependencies anyway


Can't login (always "Error: Invalid credentials")

Hello,
First, thanks for this project which is cool to learn and understand more how about JWT work. I tried this app "by default" and when I try to connect with default logins, the app always answer "Error: Invalid credentials" do you know why? Do I need to do something before to start app?
Thanks :)

Hello @BlackPearl01 and thanks for trying this project :)
the default config is described in the README. Default username is luciano and  password mariobros. Make sure you type them correctly without extra spaces. if you prefer you can change those as follows (in unix or mac):
USERNAME=yourusername PASSWORD=somepassword SECRET=somesecret npm start

Let me know if this helps you or if you still have problems logging in

Hello !
Thanks, it's ok for now! :)
Regards,


Restore from backup causes install setup to show

Description
I had to migrate from CentOS and docker to RH and podman and all seemed to be working until recently.
Recently I tried to upgrade from v1.15.10 to v1.15.11 and everything went crazy.
Constant restart telling me the shared volume can't be read (I use docker-compose.yml)
Also tried using 1.15.10 with a prior backup, same issue.
- type: volume
        source: gitea
        target: /data
volumes:
  gitea:
    external: true
I found something that said to add :Z (also tried lowercase) and that seemed to help but then I ran into bind not allowed on 443, changed this to 3000 and got past that issue.  Now when the initial page loads I get an Install screen and it looks like my proper values in app.ini however after pushing the button to continue I can no longer log into the application with my original credentials.
Please help, not sure what is wrong at this point.
Gitea Version
1.15.10
Can you reproduce the bug on the Gitea demo site?
No
Log Gist
No response
Screenshots
No response
Git Version
No response
Operating System
No response
How are you running Gitea?
Using Podman with a docker-compose.yml (changed to Podman in January prior used Docker)
Database
SQLite

This ended up being a podman configuration issue, changed my docker-compose.yml volume setup for gitea from

type: volume
source: gitea
target: /data

To (Z on above caused a new folder but this provides write access, without it in Podman shows as readonly volume)
gitea:/data:Z
I also perform backups like this and it seems to work without dump, used it for several months without issue (if it helps someone else)
Gitea is the name of my container
***** Backup *******
giteaVer=$(podman ps -a | grep gitea | awk '{ print $2 }' | sed 's/:/ /g' | awk '{ print $NF }')
podman stop gitea
podman run --rm --volumes-from gitea -v $(pwd):/backup busybox tar cvf /backup/dkr_gitea_data_"$giteaVer".tar /data
podman start gitea
****** Restore *****
podman volume create gitea
podman run --rm -v gitea:/data -v $(pwd):/backup busybox sh -c "rm -rf /data/* /data/..?* /data/.[!.]* ; tar -C / -xvf /backup/dkr_gitea_data_1.15.11.tar"
podman pull docker.io/gitea/gitea:1.15.11
Mount your volume to your container as you normally would and it just works.


Github integration broken

100% of my "View Commits" links started giving me:

Error

Invalid access code

Today.
Disconnected and attempted reconnecting to github, but no joy.

Seems to have abated. Gonna put it down to slugs blocking the intertubes.


fix(astro): Remove duplicate auth headers values

Description
This PR removes the redundant part where we set the x-clerk-auth-* headers twice, ensuring each header appears only once in the response. This also cleans up some types and unused non-null assertions.

Checklist

[x] npm test runs as expected.
[x] npm run build runs as expected.
[ ] (If applicable) JSDoc comments have been added or updated for any package exports
[ ] (If applicable) Documentation has been updated

Type of change

[x] 🐛 Bug fix
[ ] 🌟 New feature
[ ] 🔨 Breaking change
[ ] 📖 Refactoring / dependency upgrade / documentation
[ ] other:

@wobsoriano Thanks for fixing this so fast after I reported it on Discord!

@mlafeldt You're welcome!


Support for [ctrl] + [alt] + special character == [Alt Gr] + special character

Operating system or device - Godot version: Windows & non-english keyboard layout - All versions
Issue description: When not using english keyboard, writing special chars like '>' and '<' (and many more) must be done with shortcut (right) Alt Gr + <. Thats normal and fine, but on windows, lots of folks (like me) are used to (left) ctrl + (left)alt + < which does not work and is very annoying (you know, you are used to type code one way for 8+ years and then, this one editor does not support it).
Source: https://en.wikipedia.org/wiki/AltGr_key#Control_.2B_Alt_as_a_substitute
Steps to reproduce:
set non english keyboard (czech in my case)
Godot -> script editor
Alt gr + > = '>'
Ctrl + Alt + > = ''
Every native windows app (eh, native... even GIMP support this):
Ctrl + Alt + > = '>'

Same problem on Win 10, Italian keyboard: can't access Alt-Code characters via Numeric Pad inside Godot's editor.
Example: The Bitwise NOT tilde character ~ is not present in Italian keyboards, and requires using an alt-code  (Alt126)  to display it. Currently the only way to produce a tilde in Godot's editor seems to be via cut-&-paste.
This is a list of commonly used characters which are not present in non-US keyboards and require an alt-code sequence under Windows OS:

~ tilde
` backtick

They are all crucial character in programming/development envinroment, yet uneasy to obtain on many keyboards (especially on laptops which don't have numeric pad and require additional keystrokes).
Since different keyboard layouts might suffer from different lacks of characters, it would be nice to have Godot editor support standard Windows alt-codes, or (even better) offer some keystroke-combinations customization to make some characters easily reachable. (for example, in SublimeText is rather easy to set up custom key-combination, like Alt' for `)

The only other current alternative I can think of is switching the keyboard layout to US-EN keyboard during work sessions, which isn't an ideal solution for other open tools which support alt-codes.

Is there an ETA on this? I don't know of any workaround. Is it complicated to support this?

I have this same problem with Spanish keyboard, no Ctrl + Alt support. I can't use this engine like this and I see this problem is still here since 2016. I dont understand why this crucial issue is not being solved, I was enthusiast about this engine.
Godot 3.06 64 bits Windows 10

Another bump for this, it's annoying to have to use uncommon / unpractised key combos on a QWERTZ keyboard layout to input symbols frequently needed when coding (~ | { } [ ]).

This issue still affects both the Godot script editor and the various text editing nodes. (3.2) This unfortunately makes Godot much less useful for making internationally supported applications and games involving lots of text entry.

This issue still affects both the Godot script editor and the various text editing nodes. (3.2)

I'm surprised that after four years this issue hasn't been solved yet. Also, it's quite rare to find editors that don't support Alt-codes (after all, they are part of the native OS).

This unfortunately makes Godot much less useful for making internationally supported applications and games involving lots of text entry.

Indeed, I agree on this. At least, for me this has been a major draw back that ultimately kept me away from Godot. It's not just because it makes coding a slow and painful process (which does matter), but also due to the fact that it makes Godot a rather US-centric app — i.e., assumes users are working on a US keyboard.
I can't wrap my head around this. It's something rare to find in editors, and makes you wonder.

I'm surprised that after four years this issue hasn't been solved yet.

I didn't even know Ctrl + Alt could be used as an alternative to AltGr until this issue was bumped yesterday :slightly_smiling_face:
That said, that combination doesn't seem to work on Linux (using the "French - alternate" keyboard layout). I guess it's a Windows-only thing?

@Calinou:

That said, that combination doesn't seem to work on Linux (using the "French - alternate" keyboard layout). I guess it's a Windows-only thing?

Yes, Alt-codes are Windows only, although often the term is used to indicate any shortcut to access special characters absent in a keyboard. There are some equivalent short cuts on *nix machines, but these might be distro specific; I remember that working on Ubuntu I had to struggle because whenever I needed to access a special char I'd go in «auto-mode» and use the Windows combinations, which of course did not work.

Godot doesn't use a standard UI toolkit such as GTK+ or Qt, which may be a reason for this feature being absent.

I also think that's the root of the problem. The advantage of using well established UI libraries is that they already take care of this low-level stuff. Alt-codes is usually an expected feature in editors and text input controls, so it's not something you'll see advertised with neon lights in the features list of such libraries (or any editing application), it's just something we all expect to be present, due to usage experience.

I didn't even know Ctrl + Alt could be used as an alternative to AltGr until this issue was bumped yesterday

Actually, under Windows OS there are multiple ways to access special chars, depending on the required char (ASCII, Unicode, emoji, etc.), and in some cases on the application being used.
Probably the most important issue right now is being able to access standard ASCII characters which are required for coding (~, `, etc.), rather than the whole Unicode characters set. Although probably the best cross-platform solution would be to leverage the native OS API that deals with these type of shortcuts (which should cover all characters) rather than writing a custom code that can intercept key-combinations in real time and convert them to the desired characters (I agree, this would be a non-trivial task).

Thanks for bump. Four years later and I'm still annoyed. (Godot hobbyist but full-time c# dev - so, lots and lots of code typed in Win :) )

I didn't even know Ctrl + Alt could be used as an alternative to AltGr until this issue was bumped yesterday 🙂

It can indeed. I think Windows treats Ctrl + Alt and AltGr as functionally equivalent in most situations, with the possible exception of some specific keyboard layouts and system hotkeys. Although I'm not sure of specifics. (I know AltGr + Delete isn't possible though. 😋)
However, on some countries' keyboard layouts, constantly using AltGr instead of Ctrl + Alt can be pretty straining on the wrist and fingers. I've also met many people who don't even realize AltGr can be used for anything. Older people, schoolkids, and even some programmers and tech specialists.
A possible hack might be detecting when Ctrl + Alt is held and converting it to an AltGr input? Although with no knowledge of how Godot handles key input, I wouldn't be surprised if this is easier said than done, and might just introduce a bunch of other issues.

A possible hack might be detecting when Ctrl + Alt is held and converting it to an AltGr input? Although with no knowledge of how Godot handles key input, I wouldn't be surprised if this is easier said than done, and might just introduce a bunch of other issues.

I think the problem here is providing a cross-platform solution. The best thing would be to find a ready-made library that leverages each OS native functionality and provides a good customization interface. I don't know of any, but there must something in the wild.

It doesn't need to be cross-platform since it's a Windows feature. And it also shouldn't require any hacks as the OS should serve the input pre-processed if it's an OS feature, like Linux distros will do whenever you use AltGr or the Compose key to input special characters (which works out of the box on Godot and any Linux application).
So this needs look into how Windows' Ctrl+Alt == AltGr feature works internally, and then try to figure out why it's not working with Godot's input processing. Could be that Windows does not pre-processor the input and lets all applications do the handling manually, but if so that's pretty bad design on their end.

Good to know that at least on Linux Alt keys work as expected.

So this needs looking into how Windows' Ctrl+Alt == AltGr feature works internally,

The feature is available in any of Windows OS native text-input controls, coders don't have to do anything special to enable it. But I have no idea how the same functionality can be enabled in custom controls. Probably a good starting point would be to look at some cross platform third party GUI libraries that don't use Win native UI controls, check if they support Alt codes, and if they do find out how they managed that.

I've been peeking at MSDN documentation on keyboard input; the whole issue seems complicated by the fact that Alt codes work partly due to the keyboard (hardware + driver) itself, and partly due to how the WinAPI interprets these "virtual key" sequences.
What I did find, though, is a very interesting document by keyboard manufacturers:

https://metacpan.org/pod/UI::KeyboardLayout

this rather lengthy document covers also the topic of special key combinations for generating Unicode chars, and goes into the nitty gritty of how Windows intercepts them, etc., also covering some undocumented features. So the above link might be helpful (and at least it's all in a single page).
As of MSDN, these links are probably good starting points:

https://docs.microsoft.com/en-us/windows/win32/learnwin32/keyboard-input
https://docs.microsoft.com/en-us/windows/win32/inputdev/keyboard-input

Reopening as #37769 was reverted by #44935.

Reopening as #37769 was reverted by #44935.

Players of my game mostly use a German keyboard layout and can not enter the "@" character with Ctrl-Alt-Q. Which is pretty bad because they have to enter an mail address to login the game.
Too bad that the fix generated some regression issues. :(

The problem here is that the issue is normally the other way around i.e. people wanting to disable Ctrl+Alt == Alt Gr on Windows, because many applications use Ctrl+Alt+<some key> as shortcuts; especially web applications like Google docs [1] and even Microsoft's own OneNote 365 [2].
Godot also uses a number of Ctrl+Alt+<some key> shortcuts e.g. Ctrl+Alt+S to save the current script or Ctrl+Alt+O to quickly open a script. Therefore, without disabling all Ctrl+Alt+<some key> shortcuts, it's impossible to make Ctrl+Alt == Alt Gr.
As @akien-mga suggests, it's a bad design on Microsoft's part, but as the link in the OP explains, it was implemented as a work around, because "Originally, US PC keyboards (specifically, the US 101-key PC/AT keyboards) did not have an AltGr key because it was relevant only in non-US markets: US keyboards simply had "left" and "right" Alt keys." Although it's worth noting that "some compact keyboards like those of netbooks, the right Alt key may be missing altogether." [3]
Ultimately, having Ctrl+Alt == Alt Gr would need to be a non-default option in the editor or project settings, because the side-effect would be all the Ctrl+Alt+<some key> shortcuts would be disabled.

I believe on keyboard with an AltGr key, it is only on the right hand side alt? Left had side is still the same?
If that is the case, if #43888 is ever merged it could potentially be used to solve this issue.

The problem here is that the issue is normally the other way around i.e. people wanting to disable Ctrl+Alt == Alt Gr on Windows, because many applications use (...)

Still vast majority of users are BFU and not power users. It work in Notepad, it should work in godot TextBox. Whats the difference, really? (Well - i know what the difference is, you know that too, ordinary user doesnt have slightest idea.)
That @ in germany is great example. Well, if i press L Ctrl + L Alt + 2 in Google Doc you know what happens? It write ˇ - and i am totally ok with that, becouse it is CONSISTENT with any other app i am using. But not godot.

I believe on keyboard with an AltGr key, it is only on the right hand side alt? Left had side is still the same?

Yes, it is:
L Ctrl + L Alt + v = @
R Ctrl + R Alt (= AltGr) + v) = @ (not sure if this isnt the same as alt gr+
Alt Gr (thats the one on the right side) + v = @
Alt (thats the one on the left side) + v = (no char)
(I am literally pressing the keys right here & right now)

What happens in VS code for example?
If you have a shortcut bound to ctrl shift V, for example, what will it do?

Anyway:
@madmiraal

The problem here is that the issue is normally the other way around

Can you be more specific about "normally"? I dont think your linked stack oveflow question with +/- 40 upvotes can represent the general opinion on (yes, poor&flawed, but used*) i18n design choice.

Ultimately, having Ctrl+Alt == Alt Gr would need to be a non-default option in the editor or project settings, because the side-effect would be all the Ctrl+Alt+ shortcuts would be disabled.

Let me disagree:
You are thinking about it like it is some "whole world on/whole world off" checkbox somewhere (in editor / project settings) but that is not the right approach - thats oversimplification of somewhat complex i18n problem.
I am not talking about script editor, but mainly I care about ingame textboxes - but because godot editor is "ingame editor by design" in the end it is the same thing.
Yes, for foreign keyboard it will be disabled. If you're used to "there arent any ctrl + alt shortcuts because thats shortcut for AltGr" you will be confused when things work differently.
Yes, for en-keyboard you will be confused that your ctrl + alt+s doesnt work.
No, you cant solve it with "opt-in/out" - there will still be a subset of confused users (worse, confused customers). You have to be consistent with OS. There is no other way: What if i want to ship my game to EN and Germany? Should i enable it or disable it for ingame textboxes? And then, when i enable it: what about EN? When i disable it, what about Germany? This "opt-in/out" is not a solution.
It is complex i18n problem and because Godot decided to roll own keyboard setting (because reasons) and ignore every other keyboard settings then ENG setting, we have problem with customers from germany  (and... you know... rest of the world...) who cant write @ to login box. Thats showstopper for many.
Please, be consistent with whole world. On ENG (and other?) keyboard settings yes, disable it. On foreign keyboard settings no, enable it. Its much deeper (and thats why it is problematic) i18n system setting then some checkbox setting in project (or || (k->get_command() && k->get_alt()) as in #37769 )
*:By the way, i asked my colegue to write @ on his non-EN keyboard - without thinking, he wrote it with L Alt + numpad 6 -> numpad 4 = @ -- and surprise, in Godot alt - codes doesn't work either. So the underlaying problem is much deeper then ctrl + alt.

What happens in VS code for example?
If you have a shortcut bound to ctrl shift V, for example, what will it do?

Well, i dont have any :)

I added one just for you:

(please note this conflict with @ char )
and...
(... testing :) ... )
It stopped writing @ and start saving document. Shortcut just override key print.

@akien-mga
Im still getting this issue using the alpha6 version.
Attaching video, of course you cannot see what I'm actually pressing but Im pressing left option key + 2 which in Swedish keyboard layout is @, reproduced in 4.0.alpha6 on a intel 16" MacBook Pro running macOS Monterey 12.3.1.
https://user-images.githubusercontent.com/22000931/162617622-41f3faa1-35b3-4b0b-9deb-9c8bf922b2f2.mov

Im still getting this issue using the alpha6 version.

There are some default shortcuts using Alt+, you can unbind or change them in the editor settings to enabled input.

Im still getting this issue using the alpha6 version.

There are some default shortcuts using Alt+, you can unbind or change them in the editor settings to enabled input.

Lifesaver, thank you 🙏

A list of shortcuts conflicting with input:

file_dialog/toggle_favorite - ALT + F - ƒ on macOS U.S. English keyboard (as input example).
file_dialog/toggle_mode - ALT + V - √
editor/quick_open - SHIFT + ALT + O - Ø
editor/quit_to_project_list - SHIFT + ALT + Q - Œ
editor/editor_2d - ALT + 1 - ¡
editor/editor_3d - ALT + 2 - ™
editor/editor_script - ALT + 3 - £
editor/editor_assetlib - ALT + 4 - ¢
script_text_editor/toggle_fold_line - ALT + F

We probably should change them to something else by default.

So it really feels like I'm nagging here but the shortcuts seems to reset every time I restart the Godot, should I report a separate issue on that?


Bug fix wrong returned rows on parallel result sink

Proposed changes
fix wrong returned rows on parallel result sink

run buildall


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Issues refactoring code

Hi Young,
Thank you for sharing your FileUploader.vue on website: 'https://lovemewithoutall.github.io/it/vue-image-upload-to-firestorage/ '
I am trying to get it to work with my project. I refactored your code into mine, but having a difficult time understanding what is wrong. Can you help me? Here is my github repo: https://github.com/gchan82/feedme . Maybe you can respond back on my github repo. Thank you.

Hi Young,
Thank you for sharing your FileUploader.vue on website: 'https://lovemewithoutall.github.io/it/vue-image-upload-to-firestorage/ '
I am trying to get it to work with my project. I refactored your code into mine, but having a difficult time understanding what is wrong. Can you help me? Here is my github repo: https://github.com/gchan82/feedme . Maybe you can respond back on my github repo. Thank you.

Perhaps you should just use firestorages for image upload?


Try to make kernel build

Still need to fix phantom thing
error[E0107]: wrong number of lifetime arguments: expected 0, found 1
   --> src/arch/riscv64/kernel/pci.rs:122:20
    |
122 |     test: PhantomData<'a>
    |                       ^^ unexpected lifetime argument

error[E0107]: wrong number of type arguments: expected 1, found 0
   --> src/arch/riscv64/kernel/pci.rs:122:8
    |
122 |     test: PhantomData<'a>
    |           ^^^^^^^^^^^^^^^ expected 1 type argument

error: aborting due to 3 previous errors; 39 warnings emitted

For more information about this error, try `rustc --explain E0107`.
error: could not compile `rusty-hermit`

lgtm


There no direct way to create a new function using the full UI

Clicking the + brings up the Getting Started UI, which is only useful for brand new users. All other users want the full UI, and having to go through the Getting Started UI each time is I think not a good choice. We should make the UI as efficient as it can be for Power Users.

Yeah we talked about this.  There's a checkbox at the bottom that lets you opt out of the quickstart for future usage.  We weren't sure if it would be obvious for people or not.  Sounds like you didn't think so.

Indeed, I missed the check box. Is the checkbox state stored per app, or globally? Is it reversible after you uncheck it?

The checkbox is global, and yes, you can still check it later if you want.

How do you check it later since you can no longer get to the UI that has the checkbox? :)

@davidebbo Go to the quickstart link on top of the new function page.

I see, totally missed that. Anyway, minor issue overall. Puntable I think.

Closing this one as a duplicate, will resolve by only showing quickstart if no functions exist in the app. See #1123


Dump "IEEE Float" to DBC not supported?

Hi,
I have a signal:
signal1 = cantools.database.can.Signal(sigName1, 0, 32,comment=comment1, receivers=receiver, is_float=True)
that is added to a message/DBC. After dumping the database to a file the whole section with
SIG_VALTYPE_ <can-id> <signame> : 1;
is missing.
Could you please add this part in case the signal type is float or double?
Thank you for any help.

Feel free to add it yourself.
Thanks!

I ran into this issue as well, and have a patch ready to go. @qc17 are you still working on this? Otherwise, I'll just submit mine.

I only have a quick fix to dump IEEE-float signals right now. So you are welcome to submit your patch and then I will check my further need to dump doubles to a DBC.

Part of version 32.16.0, available on PyPI!


Add the migration script for the authorization features

I accidentally omitted this when we added the features, and so it was generated and used in an ad-hoc way when we updated the dev deployment. I am not sure about the long term importance of these migrations, since new deployments should probably not ned them, but for completeness I wanted to add it alongside the previous ones.

Thanks. Perhaps surprisingly, it is very important to commit these for new deployments. The database will get built by applying all the migrations in sequence. If that ever gets unwieldy, they can be squashed, but in general yes - it's very important that they be committed.

Thanks for the clarification!


update workspace list

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update workspace list
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Check List

[ ] All tests pass

[ ] yarn test:jest
[ ] yarn test:jest_integration
[ ] yarn test:ftr

[ ] New functionality includes testing.
[ ] New functionality has been documented.
[ ] Update CHANGELOG.md
[ ] Commits are signed per the DCO using --signoff

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

Project coverage is 55.22%. Comparing base (4eb3548) to head (d6e0e44).
Report is 4 commits behind head on workspace.

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=============================================
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  Lines          42470    24194   -18276
  Branches        7539     4079    -3460
=============================================
- Hits           23616    13361   -10255
+ Misses         17394    10163    -7231
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RandomVerticalFlip 的 apply_bbox 方法api存在bug #1754

修复错误的bbox赋值，导致采用垂直翻转的训练时候的标注都有概率错误的问题

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

辛苦提到release/2.1.1分支吧

ok


Added French File

[ ]  Base README.md

[x]  for-teachers.md

[x]  Quizzes

[x]  1-getting-started-lessons base README

[x]  intro-to-programming-languages README
[x]  intro-to-programming-languages assignment
[x]  github-basics README
[x]  accessibility README
[x]  accessibility assignment

[x]  2-js-basics base README

[x]  data-types README
[x]  data-types assignment
[x ]  functions-methods README
[x]  functions-methods assignment
[]  making-decisions README
[x]  making-decisions assignment
[x]  arrays-loops README
[x]  arrays-loops assignment

[x]  3-terrarium base README

[x]  intro-to-html README
[x]  intro-to-html assignment
[ ]  intro-to-css README
[x]  intro-to-css assignment
[ ]  intro-to-DOM-and-closures README
[x]  intro-to-DOM-and-closures assignment

[x]  4-typing-game base README

[ ]  typing-game README
[x]  typing-game assignment

[x]  5-browser-extension base README

[ ]  about-browsers README
[ ]  about-browsers assignment
[ ]  forms-browsers-local-storage README
[ ]  forms-browsers-local-storage assignment
[ ]  background-tasks-and-performance README
[ ]  background-tasks-and-performance assignment
[ ]  solution base README
[ ]  start base README

[ ]  6-space-game base README

[ ]  introduction README
[ ]  introduction assignment
[ ]  drawing-to-canvas README
[ ]  drawing-to-canvas  assignment
[ ]  moving-elements-around README
[ ]  moving-elements-around  assignment
[ ]  collision-detection README
[ ]  collision-detection assignment
[ ]  keeping-score README
[ ]  keeping-score assignment
[ ]  end-condition README
[ ]  end-condition assignment

[ ]  7-bank-project base README

[ ]  template-route README
[ ]  template-route assignment
[ ]  forms README
[ ]  forms  assignment
[ ]  data README
[ ]  data assignment
[ ]  state-management README
[ ]  state-management  assignment
[ ]  solution base README

[ ]  Base README.md

[x]  for-teachers.md

[x]  Quizzes

[x]  1-getting-started-lessons base README

[x]  intro-to-programming-languages README
[x]  intro-to-programming-languages assignment
[x]  github-basics README
[x]  accessibility README
[x]  accessibility assignment

[x]  2-js-basics base README

[x]  data-types README
[x]  data-types assignment
[ ]  functions-methods README
[x]  functions-methods assignment
[ ]  making-decisions README
[x]  making-decisions assignment
[ ]  arrays-loops README
[x]  arrays-loops assignment

[x]  3-terrarium base README

[ ]  intro-to-html README
[x]  intro-to-html assignment
[ ]  intro-to-css README
[x]  intro-to-css assignment
[ ]  intro-to-DOM-and-closures README
[x]  intro-to-DOM-and-closures assignment

[x]  4-typing-game base README

[ ]  typing-game README
[x]  typing-game assignment

[x]  5-browser-extension base README

[ ]  about-browsers README
[ ]  about-browsers assignment
[ ]  forms-browsers-local-storage README
[ ]  forms-browsers-local-storage assignment
[ ]  background-tasks-and-performance README
[ ]  background-tasks-and-performance assignment
[ ]  solution base README
[ ]  start base README

[ ]  6-space-game base README

[ ]  introduction README
[ ]  introduction assignment
[ ]  drawing-to-canvas README
[ ]  drawing-to-canvas  assignment
[ ]  moving-elements-around README
[ ]  moving-elements-around  assignment
[ ]  collision-detection README
[ ]  collision-detection assignment
[ ]  keeping-score README
[ ]  keeping-score assignment
[ ]  end-condition README
[ ]  end-condition assignment

[ ]  7-bank-project base README

[ ]  template-route README
[ ]  template-route assignment
[ ]  forms README
[ ]  forms  assignment
[ ]  data README
[ ]  data assignment
[ ]  state-management README
[ ]  state-management  assignment
[ ]  solution base README

@ManuSquall would you take a look please?

Sure, on it

@ManuSquall Sir please review my PR

@aryasoni98 it seems you have done some changes on the basics english files in your "added french file" PR:

Is it possible for me to edit your files or i have to fork your repo?

plugins {
id 'com.android.application'
id 'kotlin-android'
}
android {
compileSdkVersion 30
buildToolsVersion "30.0.3"
defaultConfig {
    applicationId "com.aespaes.sck"
    minSdkVersion 21
    targetSdkVersion 30
    versionCode 1
    versionName "1.0"

    testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
}

buildTypes {
    release {
        minifyEnabled false
        proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
    }
}
compileOptions {
    sourceCompatibility JavaVersion.VERSION_1_8
    targetCompatibility JavaVersion.VERSION_1_8
}
kotlinOptions {
    jvmTarget = '1.8'
}

}
dependencies {
implementation "org.jetbrains.kotlin:kotlin-stdlib:$kotlin_version"
implementation 'androidx.core:core-ktx:1.6.0'
implementation 'androidx.appcompat:appcompat:1.3.0'
implementation 'com.google.android.material:material:1.4.0'
implementation 'androidx.constraintlayout:constraintlayout:2.0.4'
testImplementation 'junit:junit:4.+'
androidTestImplementation 'androidx.test.ext:junit:1.1.3'
androidTestImplementation 'androidx.test.espresso:espresso-core:3.4.0'

implementation 'com.google.firebase:firebase-ads:20.2.0'
implementation 'com.facebook.android:audience-network-sdk:6.+'

}

I'm going to close this as I don't think the proper procedures are being followed per @ManuSquall 's instructions and the thread is attracting spam