MSYS2 Install Docker

Hello, I would like to ask. How to install docker in MSYS2? I try pacman -Ss docker prompt target not found? Please advise

Download it from the Docker Website and run the installer.
Docker only works on Linux, so for it to work on Windows, you need either WSL2 or it'll install a Linux VM in HyperV during install.

Thanks for your reply, I have another question. It is how to modify the name of the compiled dll, for example: avcodec-59.dll is changed to libavcodec.dll The names of these dll and lib files are defined in those files?
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发件人:                                                                                "BtbN/FFmpeg-Builds"                                                                                @.>;
发送时间: 2022年1月7日(星期五) 晚上9:22
@.>;
<EMAIL_ADDRESS>主题: Re: [BtbN/FFmpeg-Builds] MSYS2 Install Docker (Issue #125)
Download it from the Docker Website and run the installer.
Docker only works on Linux, so for it to work on Windows, you need either WSL2 or it'll install a Linux VM in HyperV during install.
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Not sure what you mean?
The version number is essential, if that number changes, binary compatibility was broken, you can't just change it and expect things to work.

Well, I mean how to modify the dll name, because the style of dynamic library under linux is named libxxx.so . I wonder if you can help me build one easily. Change all disables to enable in your build configuration, e.g. --disable x265 to --enable x265 . It's just too much wrong to compile it myself, because I'm in China, and accessing git, cloning is super slow, and it fails every time. Very distressed.
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发件人:                                                                                "BtbN/FFmpeg-Builds"                                                                                @.>;
发送时间: 2022年1月8日(星期六) 上午9:41
@.>;
<EMAIL_ADDRESS>主题: Re: [BtbN/FFmpeg-Builds] MSYS2 Install Docker (Issue #125)
Not sure what you mean?
The version number is essential, if that number changes, binary compatibility was broken, you can't just change it and expect things to work.
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On Linux, the libraries name is libavcodec.so.59. The number means the exact same thing there.
If you're just looking for the import library to link against, it's in the lib dir of the shared archives.


Travis need libgfortran3 to use AVL

Travis is trowing the following error during tests:
/home/travis/build/CeuAzul/ADR/ADR/Methods/VLM/AVL/avl: error while loading shared libraries: libgfortran.so.5: cannot open shared object file: No such file or directory

We need to make travis install the libgfortran3 library on build:
sudo apt-get install libgfortran3

Solved on #181


Vercel Deployment fails

Deploying on Vercel fails because the pages directory is missing. Anyone experiences this too?

Adding an empty pages folder (containing just a .gitkeep file) works, though. But I'm not sure if this the correct solution. Maybe there is a Vercel or Next configuration I am missing.

Can you have a look what your Build & Development Settings for your project are? I guess it is set to Next.js?

Ah! You are correct. Thank you! I guess that's it. Gonna try it out.

Yep. I can confirm. That helped. :)


support 16-bit colour screens

Hi @noopkat 👋 ,
I hope you don't mind my comment on the issue here. I'm fairly new to hardware. 😇
Currently, this project supports the SSD1306 Controller. This controller and the oled-js repo supports black and white. Colors are not supported.
To have support for colors, I would:

have to add functionality to support different display sizes, like 128x128 or 96x64, as I have not seen any rgb oled displays with the screen sizes that are supported today by oled-js.
Dig through the datasheet, find out how the colors are set.

Two questions:

Can you give me a hint on which controller specification is a good start to test/implement colors on? Is it Adafruits SSD1331?
A place to dig through the existing functionality in regards to drawing pixels with b/w (where color could be added) is here: oled.ts#L559 . Any other tips on where to get started?

Cheers, Fabian

@fabianschwarzfritz  thank you so much for your interest in supporting colour screens. I'll try my best to answer your questions below: 😄

The SSD1331 controller is a great one to build support for, because it's quite common and it also has driver protocol similarities to SSD1306
Yes, I had a look at the datasheet, and instead of 1 bit per pixel as I have coded in SSD1306 in this library, many bytes per pixel. The format is BGR (RGB backwards), and there are several different colour depths to consider. See the table from the datasheet below for reference:

As for your set of questions:

So it's really up to us how many depths we support. It might be cool to just focus on 16bit for now? I'd look at the python library that Adafruit have authored for reference and guidance here.

It might be worth breaking up this library into different classes. The default class loaded would be the SSD1306, but a new property on the class instantiation could allow for specifying which one you want. A lot of the methods could be shared between the two different drivers (inherited off a base class), and because almost every graphics related method relies on drawPixel, this would be as you mentioned, the place to start for supporting colour pixels. So a seperate method here on the SSD1331 driver would be a good idea. I'm probably oversimplifying this you're definitely on the right track here.

Do you have a screen and an arduino board that you can test with? If not I am happy to ship you one (COVID-19 logistics allowing).
I'm also happy to test and continue to discuss this with you on this issue if you get stuck, or need me to start you off on anything 🙇♀
Thanks again, I am excited at the thought of this driver finally being supported in this library! 🎉


Why do TypeScript function and index signatures require naming variables?

TypeScript Version:  all versions up to 2.1.4
This is something that's confused me for a long time about TypeScript. Why is it required to name the parameter x in the type expression (x: A) => B? I know it's possible to use typeof with an expression involving the term, but this is a fairly niche use case, so that most of the time the variable goes unused. I understand that for documentation purposes it can be nice to name the function variables in a type signature. I'm fine with that, but far more important to me is knowing the type of the argument. When first learning TypeScript I was very surprised to learn that, while (A) => B is a valid type expression, it takes the A to be the name of the argument, not the type, and assumes you meant the type to be any! Turning on noImplicitAny eliminates the bugs that can result from that confusion, but it also renders the shorthand (A) => B unusable.
Is it too late to reconsider this design decision? Since A => B (without the parens around A) is currently syntactically invalid as a type, it should be completely backwards compatible to support it as a shorthand for (__nameless_variable__: A) => B.

Yeah, A => B would work except that as soon as you needed to introduce another parameter, you would need to add parentheses and the whole meaning of the type annotation would change and, if you forgot, or didn't know that, you need to then add names to both parameters, you would have introduced a major problem.

You're right. (A) => B needs to mean the same thing as A => B, and imo it means the wrong thing right now. I thinn this is a breaking change worth making.

To be honest the lack of names is a major drawback of ML style type annotations. Yes it's convinient in a lot of cases but it's a downside in no less. I don't think introducing a breaking change is justified by any means. Maybe syntax such as naked :Type can be added but declarations such as a: a are not much more verbose.

I think it is too late to make this sort of change. Because of the current behavior, interpreting a single identifier as a type would be a breaking change.
I did once suggest making the annotations mandatory for better behavior, but that is also be a breaking change. I thought it was worth making, but as you can see in that thread, the implicit any case is indeed used for legitimate uses. When you don't already have a type declared for your parameters, it is still useful to express intent through names and arity, and people've taken advantage of that.

To consider the other side of things, the current syntax has the benefit that it aligns with the syntax for function/method declarations.
I also believe that it helps with documentation. Having used Haskell in the capacity that I have, I will say that omitting parameter names helps doesn't help anybody when they're learning a new library. While there's something to be said about an easier syntax, types being the only form of documentation for people often makes it difficult to understand intent, so requiring a parameter has its benefits.

While I understand it being too late to change the existing behavior, this is definitely a new user onboarding experience issue (see referenced issue above), and I'd hope that the compiler could anticipate these gotchas and help the user catch them. As it stands the situation is a bit puzzling to debug.


protein loc to linE at hotspot PMID:23395004

decreased protein localization to linear element at meiotic recombination hotspot
include requested name as synonym:
decreased linear element chromatin binding at meiotic DNA double-strand break hotspots

decreased protein localization to linear element at meiotic recombination hotspot FYPO:0007657


Trying to familiarize myself with the code

Hey team,
I'm trying to work on my first PR to allow the ability for devs to specify a single snapshot folder (rather than have a bunch of __snapshots__ folders sprinkled throughout a project). It's a bit daunting familiarizing myself with the code. I'm having trouble figuring out how to read config vars. I can see it's passed into the class constructors, but not sure exactly how that's fed into each class. It's also tough for me to do global searches for things like "config," because WebStorm turns up 100+ results, which I obviously can't sift through easily.
Any guidance would be appreciated!

I'd like to first evaluate whether this makes sense to do. What is the particular reason why you think one general snapshot folder per project is better than many that are colocated with their tests?
How would you name the snapshot files to correspond to the test files? We actually wanted to make it a constraint to colocate snapshots with their test files. This makes it easier for our snapshot cleanup to work (easy 1:1 mapping). I initially thought you wanted to customize the name of the __snapshots__ folder, which also makes sense.
We can make this work, I just want to understand why this is a good idea and whether we want to support this use-case long term.

hey @ffxsam !
here's a few files to look at
config types: https://github.com/facebook/jest/blob/master/types/Config.js
then if you add a config option to your package.json, it's usually gets set to the resulting config object in here: https://github.com/facebook/jest/blob/master/packages/jest-config/src/normalize.js#L84
this is where (i think) the snapshot file path is calculated) https://github.com/facebook/jest/blob/master/packages/jest-snapshot/src/SnapshotFile.js#L163

I figured, for those who like to put *.test.js files next to the component source code (rather than in a root level __tests__ folder), specifying a single root level folder for snapshots would keep things tidy, rather than having __snapshots__ all over the folder hierarchy. Thoughts?

Also, we should update our contributing guideline for Jest.
Here is how it works basically:

npm install
brew install hg (or use any other package manager that can install mercurial, needed for the Jest tests)
npm run test

While developing, make sure to run npm run watch to continuously build your changes in the background.

So, to elaborate, this is a typical folder structure for me:
imports/common-ui
├── components
│   ├── AdminHeader.js
│   ├── AppFooter.js
│   ├── AppHeader.js
│   ├── Attachments
│   │   ├── Attachment.js
│   │   ├── AttachmentCreator.js
│   │   ├── AttachmentList.js
│   │   └── index.js
│   ├── Chips
│   │   ├── Chip.js
│   │   ├── ChipDisplay.js
│   │   ├── ChipDisplay.scss
│   │   ├── ChipInput.js
│   │   ├── chip-types.js
│   │   └── index.js
│   ├── Comments
│   │   ├── Comment.js
│   │   ├── CommentArea.js
│   │   ├── CommentAreaContainer.js
│   │   └── index.js
│   ├── ConfirmationButton.js
│   ├── DelayedLoader.js

Some components that are more complex are in folders, others are not. My concern is having a bunch of __snapshots__ folders everywhere. Though I suppose I could make a __tests__ folder inside the components folder, so that the related tests are close enough to the components, and things stay tidy.
Maybe this snapshot folder option isn't needed, and I just need to look at more example apps using Jest and see how they're organized.

I honestly think the complexity isn't worth it. If you want all snapshots in one place, also put the tests in one place.
Personally I suggest colocating your tests with your components and then snapshots will be colocated with your tests. This makes it easy to find things as your project grows.

So you recommend this:
components
├── Thing.js
└── __tests__
    └── Thing.test.js

as opposed to this?
components
├── Thing.js
└── Thing.test.js

I mean, that's just what we use at Facebook. Anything that works well for you is fine. If you want to power through and can find a good way to make customizable snapshot folders work (not just having different names for them) and it doesn't add much complexity, I'm happy to merge it but for us there is little reason to do this. I hope you understand :)

Hey, if it's good enough for Facebook, it's probably good enough for me too! ;) I'm just trying to find something that's not cluttery, but the first file tree above I think would work well.
Thanks!


AYON: Use folder path as unique identifier

Changelog Description
Use folder path instead of asset name as unique identifier, with OpenPype compatibility.
Additional info
Goal of this PR is to support duplicated folder names in a project for AYON mode. How it works? All places that have asset name as "unique identifier" and not as "name" value are using folder path now. Some places do/did use the value for other purposes, all of those places must use different approach.
What it affects
IMPORTANT FOR DEVELOPERS

get_current_asset_name returns path in AYON mode
os.environ["AVALON_ASSET"] and legacy_io.Session["AVALON_ASSET"] contains path in AYON mode
during publishing context.data["asset"] and instance.data["asset"] contains path in AYON mode
all pipeline functions that expect asset name as unique identifier (e.g. get_template_data_with_names) expect path instead of name in AYON mode
creators (except legacy creators) should use "folderPath" instead of "asset"
openpype.client functions expecting asset name are can handle folder path in AYON mode > the functions still can find by name

get_assets
get_archived_assets
get_asset_by_name
get_last_version_by_subset_name

TODOs

folder path will start with slash in future version of AYON server, so that must be changed acordingly
editorial publishing was not modified at all (I'm not capable of doing that)

hiero
flame
resolve
traypublisher

revisit Harmony openpype/hosts/harmony/plugins/load/load_template.py line 55 > There is passed asset name but I don't know what for
revisit ExtractUnrealSkeletalMeshFbx plugin in Maya which is using asset name and not sure for what
3dsmax has some mismatched data in CollectRender plugin (different PR to resolve [In progress])
houdini CreateHDA has one occation where it cannot work with current implementation
unreal has at multiple places mismatch with OpenPype asset name and Unreal asset name
host integrations without publisher (using legacy create tool) are not converted

blender
harmony

Testing notes:
Folder path have to start with slash in on AYON server

backend PR https://github.com/ynput/ayon-backend/pull/56

Allow to create duplicated names on WebUI

frontend branch enhancement/allow_duplicate_folders

Testing

Have AYON project which allows duplicated names.

To allow this you have to modify database on running AYON docker stack
a) Go to your ayon-docker repository.
b) Run ./manage.ps1 dbshell or make dbshell
c) Execute DROP INDEX project_{project name}.folder_unique_name; where {project name} is replaced by name of your project

Create duplicated names in the project hierarchy
Run DCCs on a folder with duplicated name

Try to use all creators and publish them, and validate the output ended up at correct places.

Make sure the template of {asset} or {folder[name]} is NOT filled with path.

Validate all tools > visual aspects.

Report any issues (check if the issue was reported first).

open scene with created instances before this PR -> what happens in Publisher

Hosts

[x] AfterEffects @kalisp
[ ] Blender @simonebarbieri
[ ] Celaction
[ ] Flame @jakubjezek001
[ ] Fusion @jakubjezek001
[ ] Harmony @kalisp
[ ] Hiero @jakubjezek001
[ ] Houdini @MustafaJafar
[x] 3dsMax @moonyuet
[ ] Maya @LiborBatek
[ ] Nuke @iLLiCiTiT
[x] Photoshop @kalisp
[ ] Resolve @jakubjezek001
[ ] Substance Painter @LiborBatek
[x] TrayPublisher @iLLiCiTiT
[ ] TrayPublisher - editorial @jakubjezek001
[ ] TVPaint @iLLiCiTiT
[ ] Unreal @simonebarbieri

Haven't tested, code looks fine, I had a overall suggestion, for most instances where we do the following:
if AYON_SERVER_ENABLED:
    new_asset_name = instance.get("folderPath")
else:
    new_asset_name = instance.get("asset")

It might be cleaner if at the top of the class (or earlier) we do:
asset_name_key = "folderPath" if AYON_SERVER_ENABLED "asset"
# And then later on, isntead of doing the `if..else` we use that key:
# getting it
new_asset_name = instance.get(asset_name_key)
# setting it
data[asset_name_key] = asset_name

Or it could be a constant, not sure, but I think it would reduce the amount of if..else

I do agree it would probably reduce the code, but my thoughts were that we should visibly distinct/point out: This does not work the same way in AYON and OpenPype.

It seems to be clear enough from asset_name_key = "folderPath" if AYON_SERVER_ENABLED "asset"

Have AYON project which allows duplicated names.
To allow this you have to modify database on running AYON docker stack
a) Go to your ayon-docker repository.
b) Run ./manage.ps1 dbshell or make dbshell
c) Execute DROP INDEX project_{project name}.folder_unique_name; where {project name} is replaced by name of your project
Create duplicated names in the project hierarchy

The testing notes are not working as expected. It seems like the ablity is blocked by frontend.

Have AYON project which allows duplicated names.
To allow this you have to modify database on running AYON docker stack
a) Go to your ayon-docker repository.
b) Run ./manage.ps1 dbshell or make dbshell
c) Execute DROP INDEX project_{project name}.folder_unique_name; where {project name} is replaced by name of your project
Create duplicated names in the project hierarchy

The testing notes are not working as expected. It seems like the ablity is blocked by frontend.

Thanks, it is indeed blocked by the frontend before it sends the request. This restriction is now disabled in experimental image (but dropping the index from the database is still necessary).

So after thorough investigation I have found one thing which might be issue in integrator.py

Should be fixed.

host integrations without publisher (using legacy create tool) are not converted
* blender

* harmony

Note that Resolve and Hiero also use the old publisher.

What it affects
IMPORTANT FOR DEVELOPERS

I know it's still draft - but in the end it'd be good to tweak the PR description to be more informative about what a developer should do.
Can we get some notes added per statement there what in particular it affects and how to go about it now. For example get_current_asset_name. Is that deprecated and should it be unused? what's the replacement? etc.

in maya during startup - this is probably related:
# Warning: EventCallback : Failed to execute event callback < EventCallback - on_new > C:\Users\annat\Documents\Projects\OpenPype\sources\ayon-desktop\openpype\hosts\maya\api\pipeline.py
# Traceback (most recent call last):
#   File "C:\Users\annat\Documents\Projects\OpenPype\sources\ayon-desktop\openpype\lib\events.py", line 163, in process_event
#     callback()
#   File "C:\Users\annat\Documents\Projects\OpenPype\sources\ayon-desktop\openpype\hosts\maya\api\pipeline.py", line 631, in on_new
#     lib.set_context_settings()
#   File "C:\Users\annat\Documents\Projects\OpenPype\sources\ayon-desktop\openpype\hosts\maya\api\lib.py", line 2453, in set_context_settings
#     reset_scene_resolution()
#   File "C:\Users\annat\Documents\Projects\OpenPype\sources\ayon-desktop\openpype\hosts\maya\api\lib.py", line 2419, in reset_scene_resolution
#     asset_data = get_current_project_asset()["data"]
# TypeError: 'NoneType' object is not subscriptable

Easiest way to test is to simply open maya and try to publish a workfile.

Should be fixed.

in maya during startup - this is probably related:

This didn't happen to me. Need more information, like what os.environ["AVALON_ASSET"] contains or what get_current_asset_name returns.

Easiest way to test is to simply open maya and try to publish a workfile.

Should be fixed.

in maya during startup - this is probably related:

This didn't happen to me. Need more information, like what os.environ["AVALON_ASSET"] contains or what get_current_asset_name returns.

@iLLiCiTiT I suspect the issue is here
Does a call to get_current_project_asset() for you return the asset data correctly (from within an asset with a nested path identifier?)

Old instances (in Maya) are not working in the Publisher. Asset on instance remains and Asset Path points to the old asset:

In blender (3.5), the asset path is used in paths - extract_camera_abc.py - is producing representation like:
{
    'name': 'abc',
    'ext': 'abc',
    'files': '/assets/Alice_cameraMain.abc',
    'stagingDir': 'C:\\Users\\annat\\AppData\\Local\\Temp\\pyblish_tmp_5jrfkrxx'
}

this is for asset path /assets/Alice

In blender I'm getting the path in the asset:

It fails to extract then because it fails to join correctly the staging folder and the asset name:

So far so good in 3dsMax
Launcher

Loader

I even tried to switch Folder and Task in Publisher, it looks good also.

In unreal the folder has the full path:

But it publishes and loads it correctly:

The work folder setup looks good via workfile saving with different task type and folder type if the work folder already exists.

I double check the issue I spotted(saving the workfile from lenny_bedroom/asset/art to lenny_restroom/asset/generic, and I find this happened only when the folder path asset/ doesn't exist yet in the work folder lenny_restroom. It only happens to the folder type but not the task type(the workfile type saving to the task type looks good when the work folder is already there). I guess this is expected behavior.

I faced these in Houdini

I faced these in Houdini

this is because you have a scene with instances not using asset path but just asset - similar problem happens in Maya and elsewhere. Should be enough to fix by re-selecting asset. This is the same issue as https://github.com/ynput/OpenPype/pull/5817#issuecomment-1798240029

I did more testing in Houdini.

It behaves as usual.

I need to figure out how to update Folder value when creating publish instances (currently, I change them manually)
workfile publish instance is updated automatically (open, close, open the publisher UI). i.e. it's not created with the correct value.
HDA publish instance was published successfully after updating Folder value but there are few other parameters to fix too . Here's how it looks like after loading.

for some reason I faced a problem with hero version integration. thus, I had to disable it.DEBUG: --- Integration of Hero version for subset `pointcacheBgeo` begins.
DEBUG: Looking for matching profile for: hosts: "houdini" | families: "pointcache" | task_names: "fx" | task_types: "FX"
DEBUG: "houdini" not found in "hosts": ['standalonepublisher']
DEBUG: None of profiles match your setup. hosts: "houdini" | families: "pointcache" | task_names: "fx" | task_types: "FX"
DEBUG: `hero` template check was successful. `{root[work]}/{project[name]}/{hierarchy}/{folder[name]}/publish/{family}/{subset}/hero/{project[code]}_{folder[name]}_{task[name]}_hero<_{comment}>.{ext}`
DEBUG: hero publish dir: "\\storage\work\ayon_projects\Test_Project\Factory_01\Machine_02\publish\pointcache\pointcacheBgeo\hero"
DEBUG: http://<IP_ADDRESS>:5000 "POST /graphql HTTP/1.1" 200 105
DEBUG: Response <RestApiResponse [200]>
DEBUG: Creating first hero version.
DEBUG: http://<IP_ADDRESS>:5000 "POST /graphql HTTP/1.1" 200 112
DEBUG: Response <RestApiResponse [200]>
ERROR: !!! Creating of hero version failed. Previous hero version maybe lost some data!
Traceback (most recent call last):
  File "C:\Users\Mustafa Taher\AppData\Local\Ynput\AYON\dependency_packages\ayon_2308181924_windows.zip\dependencies\pyblish\plugin.py", line 527, in __explicit_process
    runner(*args)
  File "C:\Users\Mustafa Taher\AppData\Local\Ynput\AYON\addons\openpype_3.17.5\openpype\plugins\publish\integrate_hero_version.py", line 97, in process
    self.integrate_instance(
  File "C:\Users\Mustafa Taher\AppData\Local\Ynput\AYON\addons\openpype_3.17.5\openpype\plugins\publish\integrate_hero_version.py", line 364, in integrate_instance
    head, tail = _template_filled.split(frame_splitter)
ValueError: not enough values to unpack (expected 2, got 1)

I need to figure out how to update Folder value when creating publish instances (currently, I change them manually)

You don't need to figure out anything. I'm working on it.

it's not created with the correct value.

Will look into it.

but there are few other parameters to fix too

What other parameters?

Here's how it looks like after loading.

That is loaded container, not publish instance.

for some reason I faced a problem with hero version integration. thus, I had to disable it.

Unrelated to this PR, but deserver an issue.

but there are few other parameters to fix too

What other parameters?

These:

I gave it another test in Houdini,
I tested it many times and it works as expected (I can find published files where it should be).
sometimes I need to set Folder value in publisher UI manually, but as as I do that it works.

Isn't that still a bug in itself? If so, when does that happen?

I do expect it happens only if the previous asset name is in project more than once (there is not "good" autofix). @MustafaJafar can you confirm?

Isn't that still a bug in itself? If so, when does that happen?

I do expect it happens only if the previous asset name is in project more than once (there is not "good" autofix). @MustafaJafar can you confirm?

I'm not sure what if the previous asset name is in project more than once  means.
I tried opening different files, different assets and saving workfiles into other assets,
it seems that it works fine (speaking of Folder and folderPath especially workfile instance)

I'm not sure what if the previous asset name is in project more than once means.

It means that if asset was Machine_01, it would stay as Machine_01 (and be invalid) because it don't know which of the 2 it is.

created instances (by tab menu) still require updating folderPath manually

I don't know what that is, could you please debug it and try to fix? Please create branch from this PR and create another PR.

It means that if asset was Machine_01, it would stay as Machine_01 (and be invalid) because it don't know which of the 2 it is.

I could replicate it.

but it's even more scary here

Creators don't work in Blender after last merge.
Need to change this: https://github.com/ynput/OpenPype/blob/6fece8f6eacdc31a57bfaebe6b8075baa038ffea/openpype/hosts/blender/api/plugin.py#L228
to:
name = asset_name(instance_data["folderPath"], subset_name)

Minor issue with the menu in nuke 14.1

Write creators are expeting asset in the data which is not being satisfied, hence Render, Image and Prerender createor fail
Creator: Render (write) (create_write_render)

Error: 'asset'

Traceback (most recent call last):
  File "/Users/milan/code/OpenPype/openpype/pipeline/create/context.py", line 2053, in _create_with_unified_error
    result = creator.create(*args, **kwargs)
  File "/Users/milan/code/OpenPype/openpype/hosts/nuke/plugins/create/create_write_render.py", line 93, in create
    instance_node = self.create_instance_node(
  File "/Users/milan/code/OpenPype/openpype/hosts/nuke/plugins/create/create_write_render.py", line 62, in create_instance_node
    created_node = napi.create_write_node(
  File "/Users/milan/code/OpenPype/openpype/hosts/nuke/api/lib.py", line 1292, in create_write_node
    anatomy_filled = format_anatomy(data)
  File "/Users/milan/code/OpenPype/openpype/hosts/nuke/api/lib.py", line 1129, in format_anatomy
    asset_name = data["asset"]
KeyError: 'asset'

Minor issue with the menu in nuke 14.1

Should be fixed with https://github.com/ynput/OpenPype/pull/5887

In Blender, I'm getting this error when loading a layout with a rig:
Traceback (most recent call last):
  File "C:\Dev\Ynput\OpenPype\openpype\hosts\blender\api\ops.py", line 113, in execute
    result = callback(*args, **kwargs)
  File "C:\Dev\Ynput\OpenPype\openpype\hosts\blender\api\plugin.py", line 476, in _load
    nodes = self.process_asset(
  File "C:\Dev\Ynput\OpenPype\openpype\hosts\blender\plugins\load\load_blend.py", line 149, in process_asset
    self._post_process_layout(container, asset, representation)
  File "C:\Dev\Ynput\OpenPype\openpype\hosts\blender\plugins\load\load_blend.py", line 69, in _post_process_layout
    create_context.create(
  File "C:\Dev\Ynput\OpenPype\openpype\pipeline\create\context.py", line 2029, in create
    return creator.create(
  File "C:\Dev\Ynput\OpenPype\openpype\hosts\blender\plugins\create\create_animation.py", line 18, in create
    collection = super().create(
  File "C:\Dev\Ynput\OpenPype\openpype\hosts\blender\api\plugin.py", line 229, in create
    asset_name = instance_data["folderPath"]
KeyError: 'folderPath'

It happens because when loading a layout with a rig, it will create an animation instance for each rig:
        # Create animation instances for each rig
        creator_identifier = "io.openpype.creators.blender.animation"
        host = registered_host()
        create_context = CreateContext(host)

        for rig in rigs:
            create_context.create(
                creator_identifier=creator_identifier,
                variant=rig.name.split(':')[-1],
                pre_create_data={
                    "use_selection": False,
                    "asset_group": rig
                }
            )

But when using the create from CreateContext, instance_data is defined as:
https://github.com/ynput/OpenPype/blob/79c079961bac7ddffa1351d31f9e9fa370f24909/openpype/pipeline/create/context.py#L2023-L2028
It's missing folderPath if AYON_SERVER_ENABLED.

In Blender, I'm getting this error when loading a layout with a rig:

Fixed.

After latest fix, everything seems to be working fine in Blender :)


Deprecate load_generated_functions() in favor of @load_generated_functions.

Addresses #209, but preserves backwards compatibility for load_generated_functions().
The main motivation for switching to a macro call is so that users don't have to call load_generated_functions() at the top of their script when they're using module-defined static generative functions. Instead, they can do:
module MyModule
using Gen
export foo
@gen (static) function foo(mu)
    y = @trace(normal(mu, 0), :y)
    return y
end
Gen.@load_generated_functions
end

And then any script that uses MyModule works without needing to call load_generated_functions() at the top:
using MyModule
@assert foo(5) == 5

As noted in #209 , we can't simply call load_generated_functions() within MyModule -- this is because the Core.eval call in load_generated_functions evaluates the generated functions into Main, but when MyModule is part of a Julia package, eval-ing into Main like that doesn't work.
@load_generated_functions fixes this by evaluating within __module__ instead. For backwards compatibility and some additional flexibility, load_generated_functions still works as before, and also accepts an optional module argument (so, for example, load_generated_functions(@__MODULE__) within MyModule.jl would achieve the same effect as @load_generated_functions). But for most intents and purposes, people should probably use @load_generated_functions both within scripts and modules. The documentation has been updated accordingly.

@ztangent I noticed you're using @load_generated_functions without parenthesis? I think it would be more it clearer how code that uses this should be parsed by adding the parentheses @load_generated_functions().

Made the changes suggested! @marcoct @alex-lew


MBD: chrono 4.0.0 -> 5.0.0

PR to update files in proteus/mbd to chrono 5.0.0
To do

[x] update files
[x] update stack (see https://github.com/erdc/stack/pull/48)
[x] re-enable / find workaround for AM logic with ChMatrixDynamic
[x] make sure tests pass

Issues/Comments (checked=solved):

[x] Needs eigen3 headers
[x] Some class member variables became private
[x] Segmentation fault when using FEA things such as cables (works fine on 4.0.0), happens on ChSystem.DoStepDynamics(dt). It looks like this happens also when setting a simple pure python case using pychrono (!)
[x] some unrelated tests that do not use any chrono logic or import fail

This is almost ready, the dependencies build fine on hashdist thanks to the new buildbot worker using and caching the latest stack master, but Travis CI runs out of memory when trying to compile Proteus itself.
Not sure why this happens, but maybe we somehow reached the limit allocated on Travis CI
@cekees @zhang-alvin

@cekees This is ready to go
@davidbrochart we will switch to 5.0.0 once this is merged in

Looks fine to me. There is some functionality commented out (e.g. https://github.com/erdc/proteus/pull/1102/files#diff-7661a4ab7bcf212acbebb2de5fc83d33R164), but I'm guessing you know that.

Yes, the commented-out lines are not necessary anymore. Also it might be worth it to phase out the cython declarations here and use pybind11 instead


Architecture of Tensorflow model Zoo

Thank you for submitting a TensorFlow documentation issue. Per our GitHub
policy, we only address code/doc bugs, performance issues, feature requests, and
build/installation issues on GitHub.
The TensorFlow docs are open source! To get involved, read the documentation
contributor guide: https://www.tensorflow.org/community/contribute/docs
URL(s) with the issue:
https://github.com/tensorflow/models/tree/master/official
Description of issue:
Where i can find full architecture of all the pre-trained model of Tensorflow object detection api. And also the difference between different version. For example: Difference between SSD MobileNet V2 FPNLite 640x640 and SSD MobileNet v2 320x320???

Please close this this ticket and open a new one at https://github.com/tensorflow/models/ directly.


Custom editor themes don't work anymore

Godot version:
3.2 (ee5ba3e)
Issue description:
When setting a custom theme, it is used in the project selection, but when opening a project it shows for a second and then reverts back to the default theme.
Steps to reproduce:
Create a new editor theme, set it in the project settings and reopen the project.
This worked in 3.0 but is broken since.

Has this been fixed?
I can't reproduce it with the latest master branch on Manjaro Linux.

What is the current status of this issue?


Fix  "Update Request Status Label" workflow

After identifying issue with the workflow "Update Request Status Label", I temporarily disabled it.

Once the workflow is updated to avoid both removing and re-adding the same label, it will be re-enabled.
Originally posted by @jcfr in https://github.com/MorphoCloud/MorphoCloudWorkflow/issues/13#issuecomment-2282785663

Fixed in https://github.com/MorphoCloud/MorphoCloudWorkflow/commit/c43c0355b55c37aabdefcf8c25a2b2503f173eea


Plugin architecture?

There are a number of features that I would love to have/implement that while very useful to me, might not be of interest to many other users. Examples:

Load prompt from AWS SQS
Store generated file to AWS S3

You mentioned in response to another pull request that you were working on a refactoring of the code, so I'm holding off on making pull requests at the moment. I thought it might be helpful to consider whether a plugin architecture could help to implement less frequently used features, and potentially these could be maintained in forks without too much dependency on the base repo code. Here's an interesting article on python plugin architectures: https://eli.thegreenplace.net/2012/08/07/fundamental-concepts-of-plugin-infrastructures

Code has already been refactored

@janekm This sounds like a really good idea.

@janekm Please go ahead! The basic organization of the code won't change anytime soon. I finished the urgent refactoring a few days ago.

NB: @verderog linked a plugin system they're working on in this comment.

This look like a brilliant idea. Looking forward to this being implemented.

Since this uses S3, I wonder if this could also be compatible with Digital Ocean Spaces (which is just a rebranded/differently hosted S3.) I serve virtual world assets from one of these, and I've been pondering the idea of using Stable Diffusion to regularly generate and update 2D artwork.

@MarcusLlewellyn I haven't prepared the pull request yet (need to do some tidying up and integrating the recent upstream changes) but I imagine it would work, the code is here: https://github.com/lstein/stable-diffusion/commit/660c5ecef4cd3fa9c557381ddce63780519e5ea0
The line that initialises the s3 client would need to be updated for digital ocean spaces... simple enough but have to think about an easy way to configure that. Could just use an environment variable called "ENDPOINT_URL" I suppose to keep things simple.
It's looking for whether an environment variable "S3_BUCKET" is set and calls the upload code in that case. You should also have your authorisation

@janekm are you still working on this? The right way to get your feature into the repository is to make a pull request.

Yes sorry for the delay... this repo has been moving so quickly I have to do quite a lot of merging before I can make the pull request 😅 Should have some time this weekend. (this is for the AWS stuff... the plugin infrastructure is more complicated and probably not best handled in a pull request anyway)


How can I get call duration of each participant in Multiparty Constraint Layout

Is it possible to check the talk time consumed by users using opentok?

@AmjedAli, sorry, we don't have an API to determine call duration.  There are no near-term plans for it either.
If it helps, here's one approach that may work for you: https://stackoverflow.com/a/64588346.  Hope that helps.


Present "Image failed to load" message in fallback image title tooltip

Bug/issue #, if applicable: 83366845
Summary
This updates the fallback image alt and title attributes so that the alt retains the unmodified alt text while the title now has a failure message indicating that the original image failed to load when the fallback image is hovered.
Example:

Testing
Refer to the "improved testing instructions" from a previous PR. Now, the fallback image should have a tooltip on hover like the example image.
Checklist
Make sure you check off the following items. If they cannot be completed, provide a reason.

[X] Added tests
[X] Ran npm test, and it succeeded
[X] Updated documentation if necessary

@swift-ci test

@swift-ci test

@swift-ci test

@swift-ci test


[bug] Fix JavaScript error on django 2.2

I see an error on javascript in the latest release with django 2.2.
Go to the CA or Certs form to see the error.
Note: Ensure django 2.2 is installed in your virtualenv, clear the cache (actually in google chrome or chromium you can go to the network tab in the developer console and check "disable cache" and repeat the process.
You should see a JS error.

It seems like x509-admin.js is called first then jquery.init.js called later. That's why django.jQuery is still not defined.

@marfgold1 read django 2.2 release notes, that contains the answer to fix this! :smile:

Ahh okay I see how to solved the problem now.
I can do it, but I leave it to other since I'm still on another task 😅

@marfgold1 appreciate your previous work, I will end it :grinning:


DOC: typo in scipy.linalg.pinv.html

Issue with current documentation:
hermititan
Idea or request for content:
No response
Additional context (e.g. screenshots, GIFs)
No response

Another one on the same page: independant

Here are the lines containing the typos:
https://github.com/scipy/scipy/blob/881b9fe85eae39015693ea3c83d406c252eebcab/scipy/linalg/_basic.py#L1385C55-L1385C55
https://github.com/scipy/scipy/blob/881b9fe85eae39015693ea3c83d406c252eebcab/scipy/linalg/_basic.py#L1415C9-L1415C9

Whoops I should stay away from writing docs! Would you be willing to submit a pr @keithbriggs  ?

Probably - give me a bit of time to set things up.


handling early return from reduce

for data := range reduceCh {

		err := f(data.Value())
		if err != nil {
			return functionsdk.MessagesBuilder().Append(functionsdk.MessageToDrop())
		}
	}

in case if the user wrongly writes the code like above, the reduceCh will be blocked for write as nobody is consuming.
We as a platform should be able to handle early returns even though it's not the right approach.
The map counterpart for this issue is https://github.com/numaproj/numaflow/issues/623

The map counterpart for this issue is #623

We can return partial responses but draining the channel is required for correctness.


New component: messagebar

New component uif-message-bar
Requires: Office UI Fabric 2.6.0
In the current fabric.components.css file the messagebar component is missing: MessageBar.scss reference is missing in BUNDLING.md
References #340.
Closes #339.

Coverage decreased (-0.2%) to 97.457% when pulling e50079c753bf7bfab2dec8fc26b01d98e0d499c3 on andikrueger:issue-#339-MessageBar into 3c18ae66a183a88b236603e2deabcbb56c153764 on ngOfficeUIFabric:dev.

Requires: Office UI Fabric 2.6.1

Requires #345.


[FEAT]: Make sure that trimming works

Description of the feature/enhancement
Trimming can be a tricky thing. Because of that we have to make sure that everything still works when this has been trimmed.
When adding <IsTrimmable>true</IsTrimmable> to the projects, the compiler will already analyze certain things and give warnings.
Additional Information
No response

Solved on release branch release/2.1


signoutRedirect vs. signoutRedirectCallback

Definitely a question.
Are there any downsides to not running signoutRedirectCallback after running signoutRedirect? AFAIK cookies and localStorage(depending on what's configured I guess) are cleared on logout from OIDC.
Thanks a bunch for shedding some light in advance.

signoutRedirect now calls the correct underlying specific API, such as signoutRedirectCallback.

signoutRedirect now calls the correct underlying specific API, such as signoutRedirectCallback (depending on the workflow that started the signin).
I wanted to have the internals keep track of that. I've not yet used it in something "real" so I could imagine there might be some rough edges... don't know yet, but give it a try and let me know. Thanks.

Alright! Sounds neat. I'll pop in again if there are any weird behaviors.


Title

Pre-requisites
- [✅] Prior to submitting documentation, please apply to join the GitHub Technology Partner Program: partner.github.com/apply. Please feel free to proceed once your application is approved.
What information would you like to add to docs.github.com?

Tasks
Please be sure to complete each of the following:
Third-party product documentation:

[x] MUST follow our general contributing guidelines for voice and markup format.
[x] MUST emphasize how the third-party product works with GitHub.
[x] MUST be written in Markdown format, using one of the templates provided
[x] MUST include the name and URL of the GitHub technology partner responsible for maintenance of the documentation being contributed. This should be added via the contributor.name and contributor.URL properties in the template's YAML frontmatter.
[x] MUST be proposed via a pull request to this repo following the GitHub Flow.
[x] MUST be located in the root of the content folder. Your filename MUST match the GitHub technology partner name, and use the .md file extension.

The Pull Request:

[x] MUST reference this issue, e.g. via closes #<this issue number>
[x] MUST pass the automated CI checks
[x] MUST include links to supporting material demonstrating the functionality being documented (this can be a link to a public GitHub repo, or a video / screencast walkthrough)

Once all tasks are completed, please mention @github/docs-content for next steps.
/cc @github/partner-engineering for :eyes:

[x]


WIP:Package installation doc for setting up web server

Added installation instructions for the RHEL package.

@aazam-gh still WIP?

@bjhuangr Yes, a few more additions to be made

@bjhuangr we are experiencing difficulties with the firewall setup. We'd like it to work automatically. Based on the outcome, the instructions might slightly change.
Also, we don't have yet a download area for the built packages. We're working on that too.

@Bischoff thanks for sharing the context

PR is ready to be merged.


"New GistLog" option not shown on the sidebar.

Describe the bug
There is no "New GistLog" option when right-clicking on the "Your Gists" section on the sidebar.
To Reproduce
Steps to reproduce the behavior:

Go to the GistPad tab.
Right-click on "Your Gists".
There is no "New GistLog" option.

Expected behavior
There should be a "New GistLog" option right under "New Secret Gist" as we can see on the animated gif on the project's readme.
Screenshots

Desktop (please complete the following information):

Windows 10 Pro - build 19043.1320
VS Code Version v1.61.2
GistPad Version v0.30.0

The GistLog integration is barely used, and so I actually removed that option in order to focus the menu on common actions. The GistPad: New GistLog command is still available in the command palette, but I've actually considered removing that as well, since it creates visual clutter when trying to create a new gist.
That said: do you commonly use the GistLog integration? I definitely need to update many of the screenshots, since I've done a decent amount of refactoring.

I understand, your approach seems reasonable to me, if it's not used that much, makes total sense to remove it.
I'm not a heavy user, but I've just discovered it a couple of months ago while reading your readme for another reason. 🤭
It's a very nice option for shearing a quick article with non-tech people though, or at least those who wouldn't be comfortable using the gist interface.
Do you need me to take some screenshots for you? Just let me know.

Updated screenshots would be an amazingly appreciated contribution! 😄

Sure thing!
A few questions though:

Which screenshots do you need? All of the readme.md?
What do you use for the animated ones?
I'm on Windows, not sure if that's a problem or not.
Any preference on dark/light theme mode?

Closing this as resolved, since we discussed not wanting to add more prominent UI for gistlog (per its small usage).


Who calls what?

Who calls what? Are the classes just data structures, or should they have the correct helper methods? Do methods that take, say, an order and a player get implemented on the board, the GameState, the order, or the player?

The classes are data structures that contain the methods needed to set various states.  I would say the game state is responsible for controlling each turn.  The player should mainly be a data structure, and I'm not sure what the "order" is.  This is the way I view things:
Data structures:
Player
Token
Classes with state and helper methods:
Board
Game State

To add on to @Hosch250's idea:
APIs:
IOInterface

Where will the game loop be situated?

Because the game loop is the main part of the game, I'd put it in the entrance file.  I'm not sure if this follow Python standards, though.

Because the game loop is the main part of the game controller, I'd put it in the entrance file.  I'm not sure if this follow Python standards, though.

@Hosch250 hmmm... starting Cost Benefit Analysis Engine (you can edit this):

main.py benefit
main.py cost
GameState benefit
GameState cost

easy to find
disorganized
main.py can be just a launch script
state ≠ game loop

easy to debug

Controller benefit
Controller cost

easy to debug
fragmentation

main.py can be just a launch script

more OOP

In my opinion, a separate controller class wins.

Sure.  You can be in charge of structure as you are the most familiar with Python.

I'm implementing these ideas on the orders branch.


Get-WhatsNew should return a single string instead of an array of strings

Prerequisites

[X] Write a descriptive title.
[X] Make sure you are able to repro it on the latest version
[X] Search the existing issues.

Steps to reproduce
Get-WhatsNew should return a single string instead of an array of strings.
There seems now point to return an array of strings from it. Also, returning an array of strings prevents Get-WhatsNew | Show-Markdown from working.
Error details
No response
Environment data
PS:17> Get-Module Microsoft.PowerShell.WhatsNew

ModuleType Version    PreRelease Name                                ExportedCommands
---------- -------    ---------- ----                                ----------------
Script     0.4.0                 Microsoft.PowerShell.WhatsNew       Get-WhatsNew

### Version

0.4.0

### Visuals

_No response_

The first thing I wanted to do, is to find out, what are the new things in the last month.
But it was a string and no Object, so I could not.
So I would love to see some addintioal information like the realease date. Also a reference to the issue would be nice, I think.

@daxian-dbw, line-by-line output can be useful with Select-String operations, e.g.:
Get-WhatsNew | Select-String 'PSFeedback' -Context 0, 10

Wouldn't it be better to amend Show-Markdown to simply collect all input strings first, analogous to what ConvertFrom-Json does, for instance, which is the implied suggestion in #20951?
This would also support scenarios such as Get-Content ... | Show-Markdown (even though use of -Path / -LiteralPath is better).

@pwahlmueller, providing metadata for filtering is also possible with [string] output, using instance ETS properties (which is what Get-Content does, for instance).
As for your desire to filter by date range - that doesn't really apply, given that Get-WhatsNew is focused on releases.
However, knowing when a given version was released would be helpful, not least as part of the text.
If you'd like to see metadata attached to the output strings, I suggest opening a  feature request in which you can flesh out the specifics.

Maybe we could introduce a -AsString parameter so the user can opt in to return output as single string.

@ArmaanMcleod, but if Show-Markdown collected all its input first, there'd be no need for such a switch.
Do you anticipate any problems with the suggested Show-Markdown change?

@mklement0 Yeah I think it's preferable to fix this in Show-Markdown to collect strings from -InputObject.
I was just suggesting the -AsString parameter here if we couldn't change the output type for Get-WhatsNew and the fix needed to be with this cmdlet instead of fixing Show-Command. The extra parameter would be similar to Get-Content  -Raw 😂.
Many options I think though. Probably needs input and final say from PowerShell team on what solution we should do.


doc: add instructions to rename a package

Issue description
how to handle a renamed package?
currently there are examples in nixpkgs that add an alias, but also throw an error with "was renamed to X"
https://github.com/NixOS/nixpkgs/blob/master/pkgs/top-level/aliases.nix#L53
which is better UX? maybe it should work like options aliases? (warn on rebuild)
when there is a consensus, i can document it, as done with https://github.com/NixOS/nixpkgs/pull/116475 (but feel free to grab the task if you like)
Steps to reproduce
this topic came up in https://github.com/NixOS/nixpkgs/pull/141264#discussion_r735763219

For renaming modules there exist mkRenamedOptionModule which prints a warning like this in a nixos-rebuild:
trace: warning: The option `fonts.enableFontDir' defined in `/root/nixos/services/fonts' has been renamed to `fonts.fontDir.enable'.

that is a good user experience since it continues to work, but they are warned that they should update their config.
We need something similar for packages!
The code of mkRenamedOptionModule:
/* Return a module that causes a warning to be shown if the
   specified "from" option is defined; the defined value is however
   forwarded to the "to" option. This can be used to rename options
   while providing backward compatibility. For example,

     mkRenamedOptionModule [ "boot" "copyKernels" ] [ "boot" "loader" "grub" "copyKernels" ]

   forwards any definitions of boot.copyKernels to
   boot.loader.grub.copyKernels while printing a warning.

   This also copies over the priority from the aliased option to the
   non-aliased option.
*/
mkRenamedOptionModule = from: to: doRename {
  inherit from to;
  visible = false;
  warn = true;
  use = builtins.trace "Obsolete option `${showOption from}' is used. It was renamed to `${showOption to}'.";
};

mkRenamedOptionModuleWith = {
  /* Old option path as list of strings. */
  from,
  /* New option path as list of strings. */
  to,

  /*
    Release number of the first release that contains the rename, ignoring backports.
    Set it to the upcoming release, matching the nixpkgs/.version file.
  */
  sinceRelease,

}: doRename {
  inherit from to;
  visible = false;
  warn = lib.isInOldestRelease sinceRelease;
  use = lib.warnIf (lib.isInOldestRelease sinceRelease)
    "Obsolete option `${showOption from}' is used. It was renamed to `${showOption to}'.";
};

doRename = { from, to, visible, warn, use, withPriority ? true }:
  { config, options, ... }:
  let
    fromOpt = getAttrFromPath from options;
    toOf = attrByPath to
      (abort "Renaming error: option `${showOption to}' does not exist.");
    toType = let opt = attrByPath to {} options; in opt.type or (types.submodule {});
  in
  {
    options = setAttrByPath from (mkOption {
      inherit visible;
      description = "Alias of <option>${showOption to}</option>.";
      apply = x: use (toOf config);
    } // optionalAttrs (toType != null) {
      type = toType;
    });
    config = mkMerge [
      {
        warnings = optional (warn && fromOpt.isDefined)
          "The option `${showOption from}' defined in ${showFiles fromOpt.files} has been renamed to `${showOption to}'.";
      }
      (if withPriority
        then mkAliasAndWrapDefsWithPriority (setAttrByPath to) fromOpt
        else mkAliasAndWrapDefinitions (setAttrByPath to) fromOpt)
    ];
  };

So here is some unfinished code:
/*

example:

mkRenamedPackage piwik matomo; # added 2018-01-16

*/
mkRenamedPackage = from: to: {
  inherit from to;
  visible = false;
  warnings = "The package `${showOption from}' defined in ${showFiles fromOpt.files} has been renamed to `${showOption to}'. Consider updating your configuration accordingly.";
  from = to;
};

Can someone complete it? I'm not experienced enough with nixlang for it.

@ckiee could that be implemented similar to https://github.com/NixOS/nixpkgs/pull/170992?
Those packages have no metadata indicating that they are renamed. Could that be interpolated or added in some way when we have the alias definitions in a renamed.nix file in kgs/top-level/?
So:
<some magic code>

badtouch = authoscope; # Project was renamed, added 20210626
bro = zeek; # Added 2019-09-29
codimd = hedgedoc; # Added 2020-11-29
...

</some magic code>

@davidak sure, but interpreting comments probably wouldn't be very nice. You could write a little wrapper around builtins.trace like this:
mkRename = old: new: date: builtins.trace "${old.pname} was renamed to ${new.pname} on ${date} and the old name is now deprecated and will be removed in a future release"

Some more code missing there that I haven't bothered to write, but I'll probably make a PR for this eventually, got a lot of stuff to work on at the moment.

Awesome! When we have the general infrastructure to do it i can add the packages, so you can do more meaningful work.

Awesome! When we have the general infrastructure to do it i can add the packages, so you can do more meaningful work.

the work is equally meaningful, it's just a matter of different skillsets I guess ❤

This issue has been mentioned on NixOS Discourse. There might be relevant details there:
https://discourse.nixos.org/t/how-to-introduce-a-breaking-version-bump/46746/9


Java client for exceptionless

Ref: exceptionless/Exceptionless#123
👋 After going through the above issue and a quick google search I don't think we have any official client library for Java or I am missing something. I think the repository created for the Java client in the above issue is now deleted.
My background:
I am currently working on a Java app and need a self-hosting error monitoring solution. I worked with sentry before in a professional setting but want to try exceptionless for my current project.

Here is the link to the modernized client I've been working on for js: https://github.com/exceptionless/Exceptionless.JavaScript/pull/95

@niemyjski I don't have permission to push code here

Can you fork and submit a pr and I'll work on getting permissions (on mobile)

😅 I forgot the open-source workflow. An old habit of directly pushing without forking. My active fork: https://github.com/pc9795/Exceptionless.Java
I am porting according to the JS client. After a barebone, I will enhance if there are any issues/requests or I need the features when I use it in my Java app.

Sounds good, please feel free to submit a pr and we can review / collaborate and get it merged in and then I can make you a maintainer if you'd like.

Sure thing 👍

Yes, I'll add you, just wanted to let you know we had some docs here on the client sdk (please give us any feedback you may have as we just wrote it): https://exceptionless.com/docs/clients/custom-clients/

I am thinking of just finishing this from my side then you can play with the lib and can raise issues/suggest changes accordingly. PR way will be not much flexible for me as it will induce some friction. Let me know if you think otherwise.
Sure I will join the Discord to chat/discuss 😄

Closing as basic implementation is ready. Now we can track it using individual issues to be more focused.


Example cannot be downloaded

Click to clone no response, please help to solve, thank you
Examples:
https://gallery.echartsjs.com/editor.html?c=xR0b9wEaUA

Works fine to me. I forked it to https://gallery.echartsjs.com/editor.html?c=xMvK4q1ypD just now.
Could you try again?

对我来说很好。我刚刚将其分叉到https://gallery.echartsjs.com/editor.html?c=xMvK4q1ypD。
你能再试一次吗？
还是无法下载哦 亲亲 麻烦帮忙看下 谢谢  @Ovilia

Still unable to download. Please help. Thanks @Ovilia

Hi, @xxxs I've just forked successsfully the example you provided. The url of forked project is https://gallery.echartsjs.com/editor.html?c=xENRY7_aZh.
Do you mean downloading from toolbox.feature.saveAsImage or forking in fact?

@xxxs What do you mean by download?

我想官方示例那样把代码下载下来而不是保存图片, 页面的克隆/保存不是保存代码吗 ? @Ovilia

像官方示例那样把代码下载下来而不是保存图片, 页面的克隆/保存不是用来保存代码吗 ? @Ovilia

不支持哦


Update volumes.md

clean slate -> clean state

This change is

Please sign the CLA and I'll merge.

my CLA has been submitted.
thanks.
On Sat, Sep 10, 2016 at 3:23 AM devin-donnelly<EMAIL_ADDRESS>wrote:

Please sign the CLA and I'll merge.
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I signed it
On Fri, Sep 9, 2016 at 6:17 PM googlebot<EMAIL_ADDRESS>wrote:

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contribution to a Google open source project. Before we can look at your
pull request, you'll need to sign a Contributor License Agreement (CLA).
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Once you've signed, please reply here (e.g. I signed it!) and we'll
verify. Thanks.

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MFA Setup improvment

Setup of mfa is to technical for users.
Acceptance criteria

[x] Remove Radiobuttons, should be images instead (see screen below)
[ ] Add read more link with a description of the MFA methods
[x] Add description (why you should choose mfa)
[x] use 2fa instead of mfa (more popular)

Here are the icons as SVGs:
https://drive.google.com/drive/u/1/folders/12YBNNkaf01ZYAhn2FzOSidsRVEQ9bUty

@hifabienne do we have a description of all the mfa methods in the docs?

MFA setup has already improved a lot! Thanks. Only thing missing is a link to «more information». This does not seem to be a «priority: high» anymore.

Yes this was actually one of my todos. to add a new issue for the open tasks and close this one.
Link to new issue: https://github.com/zitadel/zitadel/issues/4863


[bug]: cannot start LND: unknown option: lnd.feeurl

Background
I am not able to start LND using latest release and configuration according according to getting started guide.
Your environment

version of lnd: 0.16.4-beta
which operating system (uname -a on *Nix): Linux workstation1 5.15.0-76-generic #83~20.04.1-Ubuntu SMP Wed Jun 21 20:23:31 UTC 2023 x86_64 x86_64 x86_64 GNU/Linux
version of btcd, bitcoind, or other backend: neutrino

Steps to reproduce

Unpack lnd-linux-amd64-v0.16.4-beta.tar.gz
Write ~/.lnd/lnd.conf according to https://docs.lightning.engineering/lightning-network-tools/lnd/run-lnd#docs-internal-guid-1c142120-7fff-1b35-7b66-af56937af371

bitcoin.active=true
bitcoin.mainnet=true
bitcoin.node=neutrino
lnd.feeurl=https://nodes.lightning.computer/fees/v1/btc-fee-estimates.json

start lnd ./lnd from the directory where it has been unpacked

Expected behaviour
LND started successfully.
Actual behaviour
Getting error
failed to load config: /home/jan/.lnd/lnd.conf:4: unknown option: lnd.feeurl

try using sections like in https://github.com/lightningnetwork/lnd/blob/master/sample-lnd.conf

change lnd.feeurl to just feeurl and retry

does the job, looks like documentation is out of sync then

hi @jangorecki documentation seems to be fine. lnd.feeurl is the setting for lit.conf not lnd.conf
Can you point to the document you are referring to?

never mind, just saw that you linked the document above.

cc: @Liongrass

Thanks for the notice! This has been corrected in the guides!


eslint-plugin-import typescript specific things

https://github.com/import-js/eslint-plugin-import/blob/main/README.md#typescript

Closing in favor of #1505


Unable to load save after latest update

Hello,
Solasta is unable to load my saves after the latest update to Unfinished Business <IP_ADDRESS>. The game says, "Solasta has encountered an instability." I have verified the game files in Steam. I haven't played since March 21, 2024, so my save was made with a long outdated version of UB and I haven't updated UB between Mar 21 and today.
Not sure how to attach my save, but here is the player log:
Player.log
I haven't yet tried to revert to the Mar 21 version of UB to see if that fixes it. Any other suggestions?
Thank you and I appreciate the mod greatly otherwise.

Many has changed since March. Your current saves or heroes won’t be compatible anymore. You will need to delete them directly in windows explorer while game is running.


doc: update/provision+publish/readmes

Description
Revise the provision and publish README files.

Provision (using JavaScript scripts): https://github.com/microsoft/BotFramework-Composer/blob/main/extensions/samples/assets/shared/README.md
Publish (using PowerShell scripts): https://github.com/microsoft/BotFramework-Composer/tree/main/runtime/dotnet/azurewebapp/Scripts

Closing:

https://github.com/microsoft/BotFramework-Composer/issues/5773

#minor

To: @luhan2017 @zidaneymar
cc: @cwhitten @hibrenda
The two readme files are almost done. I am pasting the known issues for possible fixes:

After running the provision scripts, the command line cannot exit automatically. You need to press control+c to exit.

When running the deploy scripts, there are cross-train errors.

The current deploy scripts take a very long time to complete. (more than 10 mins)

After the deploy scripts complete, the directory defaults to the following:
C:\Users\v-liyan\Desktop\Bots\EchoBot-218\runtime\azurewebapp\bin\Release\netcoreapp3.1\ComposerDialogs

A couple of known issues to confirm:

The provision and publish flow using Composer UI is limited to Microsoft/Azure organization account. A personal Azure account will not make authentication work.
The provision and publish flow using scripts (not flow Composer UI) is limited to Microsoft/Azure organization account. A personal Azure account will not make authentication work.
Composer does not support switching b/w different Azure directories/subscriptions.
Composer does not support interactive signing to the Azure portal.

Please let me know if I missed anything. Thanks!

Coverage remained the same at 54.102% when pulling e62c0b49820fdba23e9d33918d89e9768e10ea7b on zxyanliu/update/publish/readme into 1e24e70b637a784341012ba0380d55bb781cadb0 on main.

Thanks @zxyanliu for this great summary. I will follow up 1,2,3,4 issues with @zidaneymar , we will update later.
For 5: A couple of known issues to confirm:
1. The provision and publish flow using Composer UI is limited to Microsoft/Azure organization account. A personal Azure account will not make authentication work. [That is true now, but we are very close, I will follow up with Tony to fix this.]
2. The provision and publish flow using scripts (not flow Composer UI) is limited to Microsoft/Azure organization account. A personal Azure account will not make authentication work. [No, personal account should work for scripts]
3. Composer does not support switching b/w different Azure directories/subscriptions. [Yes, this is only for Composer, scripts supports switch between directories/subscriptions, az account set --subscription ******]
4. Composer does not support interactive signing to the Azure portal. [I am not sure if I understand this correctly, the interactive signin is only needed for specific users, we can't get the token silently from oneauth package, I will follow up with Tony on this part]
5. Composer does not support in-app signing into Azure Government Cloud. Needs additional workarounds. https://github.com/microsoft/BotFramework-Composer/issues/5613  [The issue is just saying that the runtime needs to be customized to support government cloud, I don't have an account for Azure Government Cloud, we can sync up offline to double check on this using your account.]

@luhan2017 @zidaneymar Can you guys take a look at this PR, especially the parameters lists of the provision scripts and the publish scripts? We target to make the content available before R12, if possible. Thanks a lot!

To: @luhan2017 @zidaneymar
cc: @cwhitten @hibrenda
The two readme files are almost done. I am pasting the known issues for possible fixes:

After running the provision scripts, the command line cannot exit automatically. You need to press control+c to exit.

When running the deploy scripts, there are cross-train errors.

The current deploy scripts take a very long time to complete. (more than 10 mins compared with in-app provision and publish which usually take less than 2 mins)

After the deploy scripts complete, the directory defaults to the following:
C:\Users\v-liyan\Desktop\Bots\EchoBot-218\runtime\azurewebapp\bin\Release\netcoreapp3.1\ComposerDialogs

A couple of known issues to confirm:

The provision and publish flow using Composer UI is limited to Microsoft/Azure organization account. A personal Azure account will not make authentication work.
The provision and publish flow using scripts (not flow Composer UI) is limited to Microsoft/Azure organization account. A personal Azure account will not make authentication work.
Composer does not support switching b/w different Azure directories/subscriptions.
Composer does not support interactive signing to the Azure portal.
Composer does not support in-app signing into Azure Government Cloud. Needs additional workarounds. #5613

Please let me know if I missed anything. Thanks!

I want to confirm that for step 2:
It seems that crosstrain.config.json is not generated correctly. This is not a script issue but a composer issue, could you please recreate a bot and try again

1.After running the provision scripts, the command line cannot exit automatically. You need to press control+c to exit.

for this issue, I can't repro this through vscode debugger.

1.After running the provision scripts, the command line cannot exit automatically. You need to press control+c to exit.

for this issue, I can't repro this through vscode debugger.

I can reproduce it in the command line tool, let's sync up on this offline.

Issue 2 and 4 are fixed.


SSSE3->AVX2 encoding optimization

Use Wojciech Mula (@WojciechMula) implementation update for AVX2 /
SSSE3 encoding.
SSSE3 implementation is reused in SSE4.1, SSE4.2 and AVX dispatched
encoding loops.
SSE4.1 implementation is now useless but kept to ease integration of
future updates if needed.
Speed-up on i7-4870HQ @ 2.5 GHz (clang-8<IP_ADDRESS>, x86_64)
SSSE3 encoding: +20%
SSE4.2 encoding: +8%
AVX encoding: +7%
AVX2 encoding: +3%

As a side note, there's a bug in clang 3.4 leading to poor results with this implementation: https://bugs.llvm.org//show_bug.cgi?id=18478
This can be seen on the travis-ci clang build which uses clang 3.4

Another side note, speed-ups were measured with 10MB buffer as reported in README.md.
When using smaller buffers, and thus taking advantage of cache effects, speed-ups are even higher with a special mention for AVX2 which gives more than 30% throughput increase.

Merged, thanks! A very clever trick, this bitshifting-by-multiplication, now that I finally understand it :)  Sorry for the delay in merging.
Though this and other contributions have added valuable improvements, I think it might be time for a little cleanup round: fixing comments, style, documentation. I might push something along these lines soon, if I have time.


How do we make custom notes in forever engine underscore

help

closing due to inactivity

thanks sorry for not closing it on my own


Stuck downloading on last pieces

I have problem if most of all seed send bad pieces. It's not important why. For example, i have 10 bad seeds and 2 good(weebseeds). On last 1-3 pieces i can't finish downloading because alwayse got hash failed.
In PieceManager in function PieceDataReceived i changed this:
if (peers [i].Peer.TotalHashFails == 5)
peers[i].ConnectionManager.CleanupSocket (id, "Too many hash fails");
to
if (peers[i].Peer.TotalHashFails >= 5)
peers[i].ConnectionManager.CleanupSocket(peers[i], "Too many hash fails");
Now i don't have peers with more than 8 hash fail(8 is still possible). So after few minutes I have only WebSeeds. Yeah I changed DownloadLogic in Mode.cs to have WebSeed always. But I still have problem.
Webseeds can stuck and I don't get any response from them.
It will be good if monotorrent switch to webseed more quickly and finish downloading. Can anybody help me?

It should download correctly to begin with. It should work now?


[Gems] Update rails and jquery-rails

Summary
Updates rails and jquery-rails to patch open CVEs.

I don't have merge permissions. Could you help merge this?


[Linux] Rearranging working files with a long path shows white box

VSCode Version: 0.10.12-alpha or 0.10.13-insiders
OS Version: Ubuntu 15.10

Steps to Reproduce:

Add keybindings.json to your working files
Grab the file and drag it, as if you were going to rearrange the working files.

Actual:
Shows a white bar off the right of the file name since the path is too long. It appears that the length of the bar is related to the length of the full path.

I can reproduce this on Ubuntu, only on truncated working files entries. Doesn't seem to reproduce in a minimal example https://output.jsbin.com/gatovemeha/edit/

Lets hope this gets fixed with future Chrome updates.

Not sure if this is still happening with new opened editors view.

Ubuntu 16.04:

Verified and this still happens with the latest electron - but maybe not so prominently, I am not getting it 100% of the time.

Fixed.


Feature/cleanup GitHub actions workflows

Description

Adds sentiment analysis to the github workflow
Renames pull_request => pull_request_target in welcome-first-time-contrib.yml
Removes Funding.yml
Adding in automerge for dependabot

Related issue(s)

Resolves #128

@HUTCHHUTCHHUTCH please remove .vs/slnx.sqlite and .vs/website/v16/.suo from this PR


Fixes #194: Update rs.utils.in_asu() docstring to clarify behavior

This PR addresses #194 to clarify that rs.utils.in_asu() does not accept +/- Friedel pairs -- only Miller indices in the +ASU will be labeled as True.

Codecov Report

Merging #219 (1300f70) into main (8932d5b) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##             main     #219   +/-   ##
=======================================
  Coverage   92.38%   92.38%
=======================================
  Files          37       37
  Lines        2428     2428
=======================================
  Hits         2243     2243
  Misses        185      185

Flag
Coverage Δ

unittests
92.38% <ø> (ø)

Flags with carried forward coverage won't be shown. Click here to find out more.

Files Changed
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reciprocalspaceship/utils/asu.py
100.00% <ø> (ø)

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#42 Remove copied files for building images

Close #42

@pan3793 I have tested. It seems everything is OK.

FYI. I found this change actually has side effects, it corrupts the docker build cache mechanism.
before this change, performing ./build-image.sh and again, the second docker build hit the cache, but after this change, not.
To be clear, I'm fine with either keeping it or reverting it.

because the inode changed? not sure.


Look into eQTL catalogue

eQTL catalogue was mentioned as a possible additional source of variant-to-gene evidence.  We should look into it and either determine it's not suitable or develop a plan on how to provide the data to Open Targets.

eQTL-catalogue is already included in OT so it would not add much to ingest it through EVA.


Small bear notes plugin improvements

Improved bear notes plugin by adding a term to the list method, fixing the lack of focus of Bear app after a command and fixed minor things in plugin.rb.

This request is no longer compatible with the latest version of VPS, where the plugin system was completely revamped.
So, I’m closing it, because merging it to master is impossible.


Build with xlclang?

Currently the 3.18 patch is only buildable with ibm-clang. Ideally to make it more globally consumable it would be good to have xlclang to build it too.

Closed by https://github.com/ZOSOpenTools/cmakeport/pull/7


Integrate grib_to_netcdf call into DISP-S1 pre-processor

One of the ancillary inputs required by the DISP-S1 PGE/SAS are troposphere weather model files, sometimes also referred to as ECMWF weather data files. By default, these files come in a format known as "GRIB", however, the DISP-S1 SAS expects the file in NetCDF format for it to be usable.
PCM will be in charge of obtaining the ECMWF files and staging them for use with DISP-S1 PGE jobs, however, the responsibility for the conversion from GRIB to NetCDF will fall on the PGE itself.
Luckily, there already exists an application to convert from GRIB to NetCDF, appropriately named grib_to_netcdf. The overarching goal of this ticket is to integrate usage of this application as a pre-processor step in the DISP-S1 code. At a high-level, this will entail the following tasks:

[x] Update the dockerfile for DISP-S1 to ensure the grib_to_netcdf package is installed within the container and available to be called within the PGE code.

An example from the NISAR project that shows the commands to download and install the package can be found here.
I have already uploaded a copy of the eccodes-2.28.1-1.x86_64.rpm installer to Artifactory-FN under general/gov/nasa/jpl/opera/sds/pge/disp_s1/eccodes/, so that should be reflected in the curl command we use in our Dockerfile to obtain the installer.
Also note that we will need to symlink the installed grib_to_netcdf to /opt/conda/bin, not /home/ops/verdi/bin/

[x] Implement a function in the DISP-S1 pre-processor function that invokes grib_to_netcdf in a Python subprocess.

Another example from NISAR on the command-line calling conventions we should use can be found here
The path to the input GRIB file can be assumed to come from the RunConfig, under the SAS/dynamic_ancillary_file_group/troposphere_files path
Note that there can (and likely will) be multiple files included, so the conversion will need to take place for each file.
Similar to the NISAR code, the name of the output NetCDF file should just be the file name of the input GRIB file, but with the extension replaced (".grib" -> ".nc")

[x] Update the in-memory runconfig object such that the SAS/dynamic_ancillary_file_group/troposphere_files section now points to the converted .nc files. This will ensure the SAS reads in the files when the SAS-only portion of the RunConfig is isolated into its own file by the PgeExecutor class.
[x] Unit tests for DISP-S1 will need to be updated to account for the fact that grib_to_netcdf will not be present when running the unit tests outside of the container (such as in a development environment).
It should be possible to work around this by patching the subprocess call to be made in the DISP-S1 pre-processor with a function that just creates (via touch) a dummy .nc file with the expected filename.
A test should also be added to ensure the SAS-only RunConfig created during execution points to the .nc files as-expected.

Closed by #389


Tizen_CAPI/nntrainer_classification_capi_file seems not training.

nntrainer_classification_capi_func
./Applications/Tizen_CAPI/nntrainer_classification_capi_func
#1/10 - Training Loss: 2.35615 >> [ Accuracy: 18.75% - Validation Loss : 2.28831 ]
#2/10 - Training Loss: 2.2567 >> [ Accuracy: 28.125% - Validation Loss : 2.20118 ]
#3/10 - Training Loss: 2.20123 >> [ Accuracy: 62.5% - Validation Loss : 2.04833 ]
#4/10 - Training Loss: 2.11093 >> [ Accuracy: 62.5% - Validation Loss : 2.02123 ]
#5/10 - Training Loss: 2.07667 >> [ Accuracy: 68.75% - Validation Loss : 1.99996 ]
#6/10 - Training Loss: 2.00774 >> [ Accuracy: 59.375% - Validation Loss : 1.94855 ]
#7/10 - Training Loss: 1.94484 >> [ Accuracy: 68.75% - Validation Loss : 1.93375 ]
#8/10 - Training Loss: 1.91543 >> [ Accuracy: 81.25% - Validation Loss : 1.88111 ]
#9/10 - Training Loss: 1.84243 >> [ Accuracy: 84.375% - Validation Loss : 1.78851 ]
#10/10 - Training Loss: 1.8059 >> [ Accuracy: 81.25% - Validation Loss : 1.78651 ]

nntrainer_classification_capi_file
./Applications/Tizen_CAPI/nntrainer_classification_capi_file
#1/10 - Training Loss: 2.37495 >> [ Accuracy: 12.5% - Validation Loss : 2.33188 ]
#2/10 - Training Loss: 2.25466 >> [ Accuracy: 3.125% - Validation Loss : 2.31886 ]
#3/10 - Training Loss: 2.1496 >> [ Accuracy: 9.375% - Validation Loss : 2.28022 ]
#4/10 - Training Loss: 2.17049 >> [ Accuracy: 15.625% - Validation Loss : 2.30392 ]
#5/10 - Training Loss: 2.03332 >> [ Accuracy: 15.625% - Validation Loss : 2.27619 ]
#6/10 - Training Loss: 1.99518 >> [ Accuracy: 12.5% - Validation Loss : 2.24548 ]
#7/10 - Training Loss: 1.95997 >> [ Accuracy: 15.625% - Validation Loss : 2.27093 ]
#8/10 - Training Loss: 1.93311 >> [ Accuracy: 18.75% - Validation Loss : 2.24015 ]
#9/10 - Training Loss: 1.88483 >> [ Accuracy: 18.75% - Validation Loss : 2.22848 ]
#10/10 - Training Loss: 1.8909 >> [ Accuracy: 18.75% - Validation Loss : 2.22039 ]

:octocat: cibot: Thank you for posting issue #377. The person in charge will reply soon.


Mac binary?

Thanks for rewriting this.

What is the Mac file shreddit-mac? It isn't an .app, doesn't seem to be a .zip or .sit. Not sure what to do with it in Terminal. Any hints?

Hi! If you are in the same directory as the program, just run ./shreddit. If you add it to your PATH then you can just run shreddit from anywhere.

Its not compiled for Apple CPUs is it?

Does the shreddit-mac binary not work?
https://github.com/andrewbanchich/shreddit/releases/tag/v0.9.3
I don't have a Mac to test this on so not sure if there's something different needed for their own chips.

The Mac app is not working. It does not recognize it as an app, I can't run ./shreddit.

@jlyfshhh can you provide more details? How are you trying to run it? What error message do you get?

chmod +x ./shreddit-mac
You need to give it executable permissions before running it.

Duh, that was it. It's always the simple things I overlook.

Glad it worked!
Going to close this since I haven't gotten any info about specific errors. If something still isn't working for someone please open a new issue and post details of error.

Thank you everyone for helping and Andrew for providing the chmod solution. :)


ADBDEV-4726-38 Check that instrument is not null

show_sort_info dereferences instrument without checking that it's not null.
We can't guarantee that instrument is always valid. This patch adds Insist

add title to PR description

@RekGRpth what do you mean? It has a title like in commit

rebase needed


suggestion: 1.8 camera sneak animation

note: this differs from camera transition speed
Basically in 1.8, sneaking offsets your camera downward much less than it does in the current version. Compared to 1.8 and below, the camera offset is over-pronounced, making it hard to do certain bridging techniques. It would be awesome if you could implement, it seems theoretically simple.
Not sure if you take suggestions, Feel free to delete this issue if you feel it is off topic, and apologies in advance if this thread is inappropriate.

Thank you for your suggestion! However, the reason that the animation is "overpronounced" is that, since 1.14, you are able to crouch into spaces with only one and a half blocks of height, changing the eye level to be much deeper when sneaking compared to previous versions like 1.8. Changing this would effectively result in the crosshair being inaccurate, so I would have to move it down when sneaking to compensate for it, which could be confusing. I'll make sure to test it out anyways, though.

Thank you for your suggestion! However, the reason that the animation is "overpronounced" is that, since 1.14, you are able to crouch into spaces with only one and a half blocks of height, changing the eye level to be much deeper when sneaking compared to previous versions like 1.8. Changing this would effectively result in the crosshair being inaccurate, so I would have to move it down when sneaking to compensate for it, which could be confusing. I'll make sure to test it out anyways, though.

I see what you mean on that. Your explanation would make sense, best of luck anyways, hopefully you could come up with something, but of course if it's too difficult then don't worry.


Support reading $attrs.id in addition to (or instead of) testMode for all components using uuid.v1 for ID generation

Problem statement
I’m migrating Kuma GUI from kongponents v4 to v6. Among other things, this seems to have introduced the use of vue-uuid’s uuid.v1 method to generate id attribute values. This breaks Kuma GUI’s snapshot test suite because the ID values constantly change.
I’ve found the testMode prop on the components for which this happens (e.g. KCard); however, I find adding the testMode prop to all components in the Kuma GUI code base rather cumbersome. I would need to set it to true conditionally (based on the current runtime environment) which is test-specific code I rather not have in non-test code.
(Kuma GUI currently has 35 KCards and 26 KPops (😁) so the effort to change this isn’t terribly big.)
Possible solutions
Read $attrs.id in addition to testMode to determine ID attribute values (breaking change)
I would like to be able to set ID attributes on these components myself.
Precedent: the KTextArea component (see https://github.com/Kong/kongponents/blob/main/packages/KTextArea/KTextArea.vue#L131) already does this.

Use $attrs.id if it’s provided
Use fixed value if testMode is true
Generate ID using uuid.v1

Read $attrs.id instead of testMode to determine ID attribute values (breaking change)
Generally, I think reading explicit IDs from the component is strictly better than using the testMode prop. It allows control over the value in each unit test rather than relying on the one possible test attribute value.

Use $attrs.id if it’s provided
Generate ID using uuid.v1

Unsuccessful avoidance strategies

Generating snapshots without UUIDs (you don’t want to see this)

const template = container.innerHTML // or wrapper.html()
expect(
  template
    .replace(/\bid=".+"/g, 'id="test"')
    .replace(/\baria-describedby=".+"/g, 'aria-describedby="test"')
).toMatchSnapshot()

Yeah.

Are there specific components that are failing, or all of them?

All snapshot tests for components which use a Kongponents component which uses UUIDs fail. In Kuma GUI, that’s all components that use KCard or KPop directly or indirectly.

If you're providing an id on most components, I believe it should fall through; however, I'm fully aware that this implementation is not supported by all existing components.

Yes, this feature would need to be added to a couple of components. Unfortunately, there isn’t a way to make this a non-breaking change.

You also may be able to look into using jest-snapshot-delete-properties

I’ve had a look at this, but decided to not use it because it doesn’t seem to be maintained actively enough. However, inspired by this, I did look further into the possibility to provide a custom snapshot serializer. It works pretty well, actually. Truth be told, I would rather Kongponents let me provide those attribute values explicitly because this is a lot of extra stuff in the test layer, but on practically-speaking, it isn’t a great approach to have snapshot tests for fully-rendered components. At least the external components should be stubbed so that only what’s controlled by the project is under test.
A custom snapshot serializer for replacing attribute values that look like UUIDs
Usage (e.g. in a Jest setup file):
import { replaceAttributesSnapshotSerializer } from './jest-replace-attribute-snapshot-serializer'

expect.addSnapshotSerializer(replaceAttributesSnapshotSerializer([
  'id',
  'aria-describedby',
  'aria-labelledby',
  'aria-controls',
]))

Source (jest-replace-attribute-snapshot-serializer.ts):
// Determined by fair dice roll
const DEFAULT_UUID = 'aaaabbbb-cccc-dddd-eeee-ffffffffffff'

function hasUuidAttribute(element: HTMLElement, attribute: string): boolean {
  const value = element.getAttribute(attribute)

  return value !== null && /[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}/.test(value)
}

const processedValues = new Set()

export function replaceAttributesSnapshotSerializer(
  attributes: string[],
  uuid = DEFAULT_UUID
): jest.SnapshotSerializerPlugin {
  return {
    test: (value) => value instanceof HTMLElement && !processedValues.has(value)
      ? attributes.some((attribute) => hasUuidAttribute(value, attribute))
      : false,
    serialize: (value, config, indentation, depth, refs, printer) => {
      if (value instanceof HTMLElement) {
        for (const attribute of attributes) {
          if (hasUuidAttribute(value, attribute)) {
            value.setAttribute(attribute, uuid)
          }
        }

        processedValues.add(value)
      }

      return printer(value, config, indentation, depth, refs)
    },
  }
}

on practically-speaking, it isn’t a great approach to have snapshot tests for fully-rendered components. At least the external components should be stubbed so that only what’s controlled by the project is under test.

I think this is the root of the issue.

I'm out of the office today through next week, but I can take a better look when I get back.
We could probably fall through provided ids on most elements; however, this would require us to add inheritAttrs: false to every single Kongponent so that we could bind the user-provided ids.
This won't work in all scenarios though as there are some components that generate ids onto multiple elements within the component.

We're using the following custom snapshot serializer (can be used with Jest or Vitest) to replace UUID attributes and remove data-v-* attributes so we don't strictly need this anymore.
// Imports the appropriate plugin type from the library Jest uses for snapshot serialization.
import { Config, NewPlugin, Printer, Refs } from 'pretty-format'

const DEFAULT_UUID = 'aaaabbbb-cccc-dddd-eeee-ffffffffffff'

function hasUuidAttribute(element: Element, attribute: string): boolean {
  const value = element.getAttribute(attribute)

  return value !== null && value !== DEFAULT_UUID && /[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}/.test(value)
}

export function replaceAttributesSnapshotSerializer(
  attributes: string[],
  uuid = DEFAULT_UUID,
): NewPlugin {
  return {
    /**
     * Matches elements which haven’t been processed by this serializer before.
     */
    test: (value: any) => {
      if (!(value instanceof Element)) {
        return false
      }

      return (
        attributes.some((attribute) => hasUuidAttribute(value, attribute)) ||
          Object.values(value.attributes).some((attribute) => attribute.name.startsWith('data-v-'))
      )
    },

    /**
     * Replaces the attribute values of an element with a static value.
     */
    serialize: (value: Element, config: Config, indentation: string, depth: number, refs: Refs, printer: Printer) => {
      for (const attribute of attributes) {
        if (hasUuidAttribute(value, attribute)) {
          value.setAttribute(attribute, uuid)
        }
      }

      for (const attribute of value.attributes) {
        if (attribute.name.startsWith('data-v-')) {
          value.removeAttribute(attribute.name)
        }
      }

      return printer(value, config, indentation, depth, refs)
    },
  }
}


Adding points or bars while scrolling leads to timescale jumps

Lightweight Charts™ Version: 4.1.3
Steps/code to reproduce:

Create a HTML file with the following content.
Open it
Scroll the chart to the left
Continue scrolling by moving mouse slowly in any direction with left mouse button pressed
Watch jumps happening each 3 seconds

Actual behavior:
The timescale jumps to the right by 50 days every 3 seconds while scrolling is in process.
Expected behavior:
No jumps, just scrolling proportional to mouse movements.
Also can be reproduced in TradingView. Select the smallest possible timeframe (1m for free plans), scale the chart to make bars bigger in order to make jumps more noticeable. Then start to scroll slowly. When new candle appears, the timescale will jump to the right by one bar.
Let me know if there is a way to work around this issue. I couldn't find any. I want to append new candles while user is scrolling to the right and more candles become visible. But this makes the chart to jump by the number of added candles.
Option shiftVisibleRangeOnNewBar has no effect because it isn't applicable to this case. Both setData and update have the same behaviour.
By the way, adding new candles into the beginning (candleArray.unshift + setData) doesn't have any issue, no jumps happen in that case.

Thank you for reporting this. This is something that could be improved and fixed on the library.

My solution to this is to create a line series with a lot of whitespace data and the very last value to be NaN, which works great and provides a smooth scrolling UX but only when you don't need too much whitespace. At some point it crashes mobile browsers (I need 1M whitespaces on some charts)


Make it possible to assign a name to a nic inside a container

 - type: vlan
    id: "0"
    name: "public"
    config:
      dhcp: false
      cidr: <IP_ADDRESS>/24
      gateway: <IP_ADDRESS>
      dns: [<IP_ADDRESS>]

I propose to add a name field to the nic struct

Verified on master @Revision: 28b1f6f63d0c96085fd2f3edbc6f1f9c557dd040


Let us all work together to build an open source project that can do anything

Ok, list of noFeatures?


cryptic error message for plot_tfr

It sometimes complains
TypeError: Dimensions of C (10000, 160) should be one smaller than X(10000) and Y(160) while using shading='flat' see help(pcolormesh)

The culprit might be the shape of values is backwards from what is expected. We should check that C has shape (len(Y), len(X)) and make a warning if not. I think the shape can also be off by one and it's ok, it just uses centers instead of edges for shading.

also it should check for nans in the input, since the output will be all nans if there are any in the input


Upgrade to Angular v6

Upgrade to Angular v6 when it will be released.
Main points:

Angular Package Format (APF) v6.0: new FESM files
Angular v6 requires rxjs v6
New imports for rxjs v6
Finally, Angular v6 support inlining of templates & styles

Angular CLI now supports also ng generate library command, but it implements ng-packagr.

Done. See the Changelog


Can't suppress deprecation warnings

Hi!
First off, this package is great, thank you so much for maintaining it!
I'm using kloppy to load Statsbomb data and I'm getting this deprecation warning when I call statsbomb.load:
  if player.position and player.position.position_id == position_id:
/.<snip>/kloppy/domain/models/common.py:238: DeprecationWarning: Call to deprecated function position (starting_position or positions should be used).

This warning is thrown several times per call. I'd like to suppress it as it's an internal kloppy issue and not something related to my code, however I cannot seem to do that with any of the normal Python warning control. Specifically the following does not work.
with warnings.catch_warnings(action="ignore", category=DeprecationWarning):
    dataset = statsbomb.load(
        event_file, lineup_file, threesixty_file
    )

I think that the issue is that the deprecation decorator itself overrides the warnings filter itself here, which then executes after my context manager sets the filter to "ignore".
Is there any way for me to suppress this warning in my code? If not, would you be open to a pull request to remove the filter inside the decorator? I imagine the big risk with doing so would be to suppress deprecation warnings in other situations where you may want to see them, but there are other options to force deprecation warnings to show (e.g. running python in dev mode)

Alternatively, if the solution to the warning is just to change the name of the attribute to starting_position I'm happy to do that too, just let me know!

Thank you for reporting this!

We've already removed the call to the deprecated function in the latest release. Upgrading to v3.16 should resolve the issue.
I'm not entirely sure why the warning filters are needed here. Do you remember it, @koenvo?

https://github.com/PySport/kloppy/blob/97ad27e41c1efa7af91c0375ff152a271ac42985/kloppy/utils.py#L145-L153

Ah yep, you're right! Sorry to bug you, feel free to close unless you want to keep it open for the warning filter bit.

I had to google that code as I can remember it was borrowed from StackOverflow. And here it is: https://stackoverflow.com/questions/2536307/decorators-in-the-python-standard-lib-deprecated-specifically#40301488